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Fearal_Koholic You asked "Is piped piper useful at all?"
Yes, and its a move I also need to try use more as well.
Properties-
High, i27, EIN, 6B+KB is natural combo on hit.
On block-
Firstly 6B+K and 6(B+K) are -17 on block, however if they know about 6B+KB or 6B+KA then they know better not to try and attack here. If they wait and attack then you can block and EIN will hit them OR if they wait and step you can start an offense or backstep safely. Hmm interesting idea for time out situations...
From here it turns into more of a gimmick, but that's not to say its always gonna get puinshed in fact because its a move never seen used by ZWEI players and if you use it sparingly in the right spots you could potentially get away with it never being punished.
Anyway 6B+KA and 6B+KB.
6B+KA makes ZWEI do a small horizontal swipe after the first EIN hit, it will score a CH if your opponent tries to attack or step here and this has surprising forward RO range. If the opponent blocks it then he can punish ZWEI with a i13 or faster move before the last hit comes out(i14 trades). They can also step the last hit and punish but they have to input the punish quick or ZWEI can block in time.
6B+KB imo the better one, if the opponent attacks or steps(apart for the RO reward kinda makes 6B+KA a little useless) this puts them into a launched state, you can combo A+B or 1B at the wall or RO edge. If this one gets blocked ZWEI can be punished with a i14 or faster attack(i15 trades). They can also step this one as well put to punish has to be done fast.
Lastly you get great advantage here if they block the final hit, here is where you can take full advantage of them not puinshing you. The last hit puts you at a strong +8 frame advantage, so A+B follow up would score counter hit against anything i11 or slower, You also have 6A to kill step and also 3a/ 3a BE for a harder read. As for backstep you have 66B but don't do 66BA because the A will whiff. Remember they cant backstep when their back is to the wall ;)
On hit
6B+KB is a natural combo on hit for 55 damage and you get an A+B at the wall or RO edge for 81. 6B+KB has more forward RO range than A+B which is surprising. Lastly 6B+KA the last hit isnt natural combo on hit but the last hit has to be JGed, GIed or blocked which is a cool mix up between 6(B+K)A to mess up GI timing and if the last hit gets blocked youve got that +8 to work with again :)
Sorry for long post.