# ZWEI Guard Break and Meter Usage

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#### dittO

#####  Warrior
Z.W.E.I. Guard Burst
(Last update by dittO on February 15th 2012)

# Number represents how many times a certain move must be blocked by the opponent, in order to cause a Guard Burst.

# 05: 44_11_77B
# 06: 4(A+B)
# 07: 1(B)K, 4A+B, 66A+B, 33_99BBE
# 08: 66BA, 66B+K, KF B
# 09: 1(B), 22_88BB, 8A+B, 6B+KB, 66_33_99ABE
# 10: 66_33_99A, WS B, 1KBE
# 11: 3AA, 1A, 33_99B, 6K, 44K, A+B, 6B+KA, 6(B+K)A, BT A+B
# 12: 4(A), 3B, 1B, 1K
# 13: 22_88A
# 14: 6B+K, 6(B+K), 4BBE
# 15: 6A, 4A, WS K, 66_33_99K, 22_88K
# 17: WS A, WJ A, 44_11_77A, 4B, WJ B
# 18: 4KB
# 28: B+K

(There may be some additions regarding specific Guard Burst properties of 2 or 3-hit moves at a later time)

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#### ZOMBIEBEAR666

#####  Warrior
The Edge Meter consists of 60 units. As a general rule, all generic 2A and 2K pokes take 60 consecutive hits to equal 1 bar of meter, therefore 60/60 = 1% (this is how I did it basically)...

Costs:
3A BE/ 4B BE/ 1K BE/ B+K BE/ 66*33*99A BE > All cost 1/2 Meter (30%)
4A+B+K (GI) > Costs 1/2 Meter (30%)
CE > Costs 1 Meter (60%)

Gains:
Just Guard = ?forgot
A = 1%
{A} = 1%
AA = 2%
6A = 3%
CH 6A, 66A+B = 10%
3A = 1.5%
3AA = 3.8%
2A = 1%
1A = 5%
1A(c), FC 2K = 6%
4A = 3%
4{A} = 3%
4{A} (2h), A+B = 6%
CH 4{A} (2h), 66BA = 9.2%
FC 2A = 1%
WR A = 2.5%
JUMP A = 1%
BT A = ?
BT 2A = ?
B = 2.5%
{B} = 2.5%
BB = 3.3%
6B = 1.5%
3B = 5%
3B, A+B = 10%
3B, 1{B} = 10%
2B = 2.5%
1B = 5%
1{B} = 5%
1{B}K = 7.5%
CH 1{B} (f), 66A+B = 12.8%
CH 1{B}, 3AA, 1{B}*1K = 13.6%
CH 1{B}, A+B = 10%
CH 1{B} (c), 6A, 66A+B = 15%
1{B}K, EIN, 66A+B = 10%
4B = 2.5%
4B, 2K = 3.5%
FC 2B = 2.5%
WR B = 5%
WR B, BT B+K, BT A+B = 10%
JUMP B = 1%
BT B = ?
BT 2B = ?
K = 1.5%
6K = 5%
3K = 1.5%
2K = 1%
1K = 5%
4K = 1%
4KB = 2%
FC 2K = 1%
WR K = 2.7%
JUMP K = 2%
BT K = ?
BT 2K = ?
A+B = 5%
6A+B (GI) = 1.5%
4A+B = 7.5%
4{A+B} = 8.5%
8A+B = 6%
BT A+B = ?
B+K = 0%
B+K, 4B, 2K = 3.5%
B+K, 1K = 5%
6B+K = 0%
6B+KA = 1%
6B+KB = 1.5%
6B+KB, EIN, (nw) A+B = ?
BT B+K = 0%
BT B+K, BT A+B = ?
66*33*99A = 5%
22*88A = 3.8%
22*88A, 1{B}*1K = 8.5%
44*11*77A = 2.5%
44*11*77A, 1{B}*1K = 7.5%
66B = 5%
66BA = 8.1%
33*99B = 5%
33*99B, {A} = 6%
33*99B, AA = 6.6%
33*99B, 2B = 7.5%
33*99B, 2K = 6%
22*88B = 3.8%
22*88BB (2h Grd) = 5%
CH 22*88BB = 6.6%
CH 22*88BB, 1{B}*1K = 12%
44*11*77B = 8.8%
44*11*77B, A+B = 14.2%
66*33*99K = 3%
22*88K = 3%
22*88K, {B} = 5.3%
22*88K, 6B = 4.2%
22*88K, 4KB = 5%
11*77K = 1.5%
44K = 5%
66A+B = 7.5%
66A+B (Grd) = 3%
66A+B, 4A+B*4{A+B} = 15%
66A+B, KF B = 13.3%
66B+K = 6%
RUN K = 1%
RUN K, 2B = 3.3%
RUN K, 2K = 2%
RUN K (f), 1K = 6%
A+G = ?
A+G, 4B, 2K = 5.3%
A+G, (nw) 4KB = ?
B+G = 3.3%
(Left) Throw = 6.6%
(Right) Throw = 6.3%
(Back) Throw = 7.5%
KF A = 2.5%
KF B = 6%
KF B (Grd) = 2%

#### ZOMBIEBEAR666

#####  Warrior
Meter Strats >
The BE hit of 4B BE can be delayed, making it hard to read, but also making the NC hit confirmable.
The BE hit of 33*99B BE can be delayed, making the NC hit confirmable. EIN can be interrupted...

Generally all options 5% and over are excellent ways to build meter >
CH 6A/ 3B/ CH 1{B}/ WR B/ 1K/ 66A/ 22*88A/ 44A/ 66B/ 33*99B/ CH 22*88BB/ 22*88K/ 66A+B/ Throw/ KF B
^All moves listed are honorable mentions and excellent moves in gaining meter.

1A/ 4B/ 33*99B/ RUN K > Dropping the combo for wake-up is recommended, see "wake-up" section of guide.
A+G, 4B, 2K combo builds substantial enough meter to combo completely.
66A+B can combo into 4A+B non-held for about the same meter gain as 4{A+B}, the non-held version gives more advantage against wake-up, it also leaves the opponent close on hit for less dashing in.

EIN's attacks build NO meter, except in Throws (but those are throws).
You do not need to use meter in some wall combos, view BE attacks in wall combos as more consistent options.
*note - 3B, W!, 1{B}, 3B, W!, B+K, CE, B+K, 4A+B is the most consistent CE wall combo from what I've tested, I'm not looking for damage its a bout consistencey here...

Characters build 1 bar of meter on the 3rd and 5th rounds of a match generally.
Winning the 2nd round is crucial in gaining meter, which gives Zwei a better chance at winning the match.
Depleting your meter in the 2nd round when possible is recommended, go for BE combos and get it back in the 3rd round.

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