(A): Ein follow-up grounds airborne(like 1B Ein follow-up), more frame advantage on block.
6A: Make it faster and/or more frames on NH, less unsafe.
3AA: This move is too slow and way too unsafe as it is. Imo, one of the bigger holes in Zwei's game is step-kill and I think buffing this move to be faster/less unsafe would be a massive improvement to his overall game. Also, to borrow a great idea from C_3, adding the ability to transition into Knife Fiend would be an intuitive and much needed mix-up addition.
1A: This move is beyond ridiculously slow/unsafe(a pattern perhaps? -_-). Possible ways to buff it would be the obvious make it faster, make it less unsafe depending on how much faster(or if not faster then I say make it safe/positive), increase the guard gauge damage, and/or add an ability to cancel into FC or transition into Knife Fiend.
4(A): Personally, I feel like if the opponent makes the mistake of not stepping the Ein follow-up then they should be punished by increasing the frame-advantage and/or guard gauge damage. Also, some other improvements: increase in range, safer(-14), CH guaranteeing the Ein follow-up into whatever(damage should be scaled-down accordingly).
WS A: Buff the speed, crumple stun on CH, and/or add a transition into Knife Fiend.
66A_66A BE: Buff the speed and range for christ's sake(take away the KD on NH if necessary and possibly add a transition into Knife Fiend). As for the BE version, I can't honestly say I've ever used it so yeah. Maybe remove the cooldown for Ein so you can put on some serious pressure and/or guard gauge damage.
22_88A: First off, why the fuck did they decide to make it TS left regardless of the input? Bunch of fuckery. Improvements: buff range, SAFETY, and/or speed. Super wishful-thinking: hit mid, 22A as a true inverse(TS right).
11_77_44A: I side with the majority opinion, buff the range.
6B:
Belial said:
6B - give some kind of stun that guarantees AA or something. This would make his punishment slightly better. If it were possible to improve range on this, that'd be priceless. Also right now I dont even understand this move. This is one of the worst moves in the game. no range, no damage, high. even standing K is better.
100% agreed. They should either significantly increase the range of this move or increase the damage potential as you suggested(maybe even higher on CH) because atm this move serves no damn purpose. In super wishful-thinking mode, I'd love if this move gained similar properties to Mitsu's 6B or 68B xD
3B:
dittO said:
There are just some things that don't make much sense. For instance, I still cannot understand why his 3B is that unsafe. Does it lead to that high damaging combos that other characters' 3Bs don't? Does it have that great range? Does it have any special properties (TC for example)?
That pretty much sums-up my thoughts on 3B. Improvements: Significantly buff the range, combo with 4A+B or B+K on CH.
1B: Pretty much the same sentiments as 4(A), if they make the mistake of not ducking then they deserve to be punished with significant disadvantage or guard gauge damage. Some other improvements: make it faster, safer. In super wishful-thinking mode, give it a OTG and/or air-hit stun so if it hits a grounded/airborne opponent it either guarantees the K follow-up into Ein or it creates a force block(cannot roll).
4B_4B BE: slight range or damage buff, i16 please.
WR B: Buff speed(nerf damage accordingly).
66BA: Wouldn't mind it being slightly faster, add cancel into Knife Fiend(credit C_3).
33B_33B BE:
Belial said:
Also, I cannot comprehend design behind 33B. Super slow, unsafe move that doesnt do any damage (btw A] followup also turned out to be character AND angle dependant). shouldnt it be at least slightly buffed?
Again, agreed. There seems to be a overarching theme of a majority of his moves being "one-note". Some ideas to buff it would be not making it so unreasonably safe, increasing the damage potential(combo with 4A+B?), and/or buff the BE version's follow-up so that it functions similar to Mitsu's 3B BE(punish those who try to punish). Also on a personal aesthetic note, make the BE follow-up ground an airborne opponent(like Mitsu 236B BE). I can't stand when it launches and then Ein comes out to punch them...to send them floating once more...yuck.
22BB: This may sound crazy but, make it a NC on NH. I've found myself wishing so many times that it was and then getting punished. Tone down the damage as necessary. Also, fix the whiffing shenanigans, not cool getting caught with my pants on the ground as the sword goes right-fucking-through them.
11_77_44B: This move screams of gimmicky fuckery. The only way I can see to improve this is by making it more like SCIV Asta's 3B so that you could charge it to fake them out and then release before they commit to stepping.
6K: maybe better push-back on block.
3K: Raaaaaaange, buff it. If not, a knockback on NH like Asta's bullrush or a crumple stun on CH would be very nice.
1K_1K BE:
Belial said:
1K* - 2nd hit shouldnt be steppable, and it should be possible to delay EIN, I think.
Love this idea, agreed. As for super wishful-thinking, 1K being safer and hitting low would be very nice hah. Whiffing issues need to be dealt with.
4KB: I don't see the use for this move. It has shit range, it's stupidly unsafe, and leads to nothing. Ideas for improvement: make it more safe, launch on CH and combo with A+B(credit C_3)
WR K: Range buff, crumple stun on CH.
33_99_66K: Range buff, stun on CH similar to 22K.
11_77K: Crumple stun on CH, faster or safer.
44K: Cannot find a use for it. Make it faster definitely, maybe CH stun similar to 22K? xD
A+B: safer? :D
8A+B: Idk, I hate the animation for this move.
4A+B_4(A+B): why must these be so unsafe?
66A+B: buff speed maybe?
B+K_ B+K BE: I would love if they buffed the "comboability" of this move or launched on CH. As for B+K BE, I would love it if it actually worked 100% of the time and would not be "deactivated" after blocking something. Super wishful-thinking: works regardless of cooldown.
6B+K: Haven't seen a use for this yet since the recovery is atrocious so buff that or allow the full string to work on block. Super wishful-thinking: 6(B+K) tracks.
66B+K: Buff range.
44B+K: Useless, either make the cancel recovery faster or add a cancel option into Knife Fiend.
Grabs: If at all possible, increase his grab range and remove the cooldown mechanic for Zwei's B-grab so that it works regardless of cooldown(always the full version) and doesn't set Ein on cooldown. Another possibility would be that if Ein is on cooldown and you go for a B-grab, you automatically get the (B+G) version so you'd still have mix-up potential. Either way, remove the B-grab setting Ein on cooldown.
Stance Knife Fiend: In general, it's very disappointing and I don't see how they could improve upon it without adding moves to it or replacing the existing ones with better options(no idea if this is possible). If we're stuck with sKF A and sKF B then I'd say buff the speed on sKF A and give it a crumple stun on hit and make the stun on sKF B +15 so B held could follow-up. If possible, make sKF A BEable so it has the same follow-up as 3A BE.