My beef is with the people who ignorantly believe that Zwei is fine as he is and that he doesn't need to get the buffs he so desperately needs.
I disagree with this him needing anything at this point in time. there is a lot that the so called FGC has yet to discover with him.
Cons: Linear. slow. very bad WR game
Pros: visual spacing. the ability to remove effective ukemi on any character forcing true 50 50 mixups for dmg resets, and a variety of other things that are my secrets ;)
for example: 3B, 1k BE, 1B charged.
what this does: first, removes air control and the opponent is knocked down, and removes the ability to tech roll. roughly 70 dmg at this point, and the combo has reset. your opponent only has 2 options here. stay on the ground (or roll on the ground,doesnt matter) or stand up and block high.
why does this work? because the following K from 1k is uninterruptable, and if the opponent lays on the ground, rolls on the ground, tries to duck, attack, step, the K relaunches them, ein hits (and will wall splat as well) and you can follow up with 1A(you should stop using 66A+B to end combos, its absolutely horrible. use 1A, trust me). their only option is to stand and block high, and thats what you want. ein is still charged and they have about a sec or less before he hits, step is not an option, crouch is not an option, you can still K or not and relaunch, and you've opened up his nasty throw game. this setup goes from 70 dmg to about 150 dmg if the person tries to be passive, or a lot more if they try to stand and block and guess wrong. in fact, using this attack pattern can kill a person against a wall using the proper stun strings with 1 bad guess on their part
"but Gustav, his throw game isnt nasty". of course it is. it dont think anyone has realized that aside from his obvious combos from a+G that everyone will always try to break, that B+G has several different ways to play out. first, there is normal B+G where ein comes out, smacks the opponent or if he is on cooldown, ein doesnt show up. you may not have noticed, but ein can be charged on his throw. the first portion of his throw is non techable, so if you charge slightly (not full charge dumbass) you can force the opponent to either lay there and take a hit from ein (which now hits for double dmg if charged) or try to rise and get put in block stun where you can follow up with his stand and crouch pressure in guard stun. this also goes to your advantage if they try to stand and block immediately assuming ein is going to hit them when he never appears
there's quite a few other things that i can talk about that he has, but i just want to say that before people start clamoring for unneeded buffs, that characters need to really be explored first. I dont think it's zwei, i think people arent playing him the way he should be.