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- #101
AndyrooSC
IVE WAITED FOR THIS!!!
New List of ZWEIs top 10 moves late 2015 edition!
66B - This move should be used just as much if not more than 66A+B. Its your get in tool with good range, TC and decent tracking which leads into a KND. Effective tool vs backstep or opponents going for immediate option select JG/GI. It's good on block too breaking in 10 and having a reverse mix up of the high follow up making people twitch duck giving you less disadvantage than the -12. There is no move in the game (apart from JFT) that will punish 66B and duck the high follow up.
66A+B - Here it is again, ZWEIs power mid dealing great guard damage, gaining good amount of meter (block and hit) potentially doing a lot of damage and a move they have to GI unless they wanna be at -5. ZWEI has options around the GI for example slightly holding the Ein charge/taunt cancel/CE cancel. This move is great at the wall/post GI option/ force block after certain knockdowns and easy to abuse when they haven'tgot the meter or isn't dealing with it correctly.
B+K - This is another under mentioned move, I remember this move pre patch it had no range now its got really good range its a effective post backstep option having good TC and being safe on block you can easily mess people up who are trying to run in on you with this. Decent on hit as leads into combo also has 2 extra benefits of being unable to be hit for CH during this move messing up certain characters backstep catches what need CH to get the full damage like Leixia 66BB or Yoshi 66B and you can also B+K BE straight away before or after this move, overall solid move.
B) - This move is first of all spammable if the opponent doesn't know to deal with this which is quite common. i15 mid and the Ein is +2 on block and +12 on hit with good range on that second hit combination with the pushback makes another good spacing and keeping honest tool. Its only -9 on JG and is very good at tracking making it harder to step the second hit. its easy to bait if they try step/GI/JG B) by doing BB/ single B into 6A/backstep/wait.
WRB - when looking at ZWEI as a whole people need to look at this move more, wrB is a i25 mid FC which breaks in 10 and is -8 on block. What really makes this move stand out is the damage potential on a TC/ducked grab read this move can do a easy meterless 81 damage and by adding 1 BE you can bring the damage up to 117 with the wrb - bt b+k - g - 1k be - 66BA, very rewarding and being safe pretty good to throw out a iwrB every so often the reward definitely in your favour.
B+K BE - This move is the shit, you can do so much with this space, attack, defend, get in, pressure, rack up the guard guage. on a successful read it does a load of damage and its in general can be used when your having trouble getting started, GI's and immediate attack from the opponent can be baited.
214B - this attack is good for opponents blocking a lot and you don't wanna use 66A+B because they have meter and dealing with mix up more often than you like, this moves breaks in 9 and gives you +4 on block which may be not a lot for ZWEI but you have a decent force respect/punish respect mix up inbetween 2A/AA/B)/Grabs/6A/66a+b/214B/2K. some experienced players can JG this move on reaction you do have a few options to go around that with delayed 214B/214A and empty 214.
2a - It's a generic 2A so lets be greatful he has one, yeah it is one frame slower than the average 2a for some reason but it still works, run up 2a/ interrupt pressure/ disrespect with and being safe and rewarding should definitely be considered as a main move in your arsenal.
Grabs - Grabs with any charcter are OP use them till your opponent ducks everytime!against ZWEI there isn't much reason to duck so take advantage of that his B throw has great Oki and a+g has good damage with meter and can lead into vortex, use these to open them up/catch step. Then after a while start the 66B train.
6A - presenting the step catcher you need to use, outside of AA/2A/grabs/Ein and 66B tracking ZWEIs optionsare either slow or unsafe. 6A compared to other characters step killers looks fairly bad on paper i20 high -14 and only rewarding on CH but its the best we have and the optimal move out of his moves list to do the job. Its got decent range and will CH if they try and step for 66B/ B hold or B+K leading to some decent post follow ups like 66a+b/ 4B BE/1K BE loops. its also got some quick blockstun making it hard to block punish, if this gets punished consistently then you know the opponent is on point and your more specific mix ups are likely to be more effective like B - 6A, empty 214 and no hold versions of your attacks.
ZWEI does have other viable tools like A+B/AA/6B/2K/1K Be and Ein spacing with 1B Hold but for a competeive ZWEI you have to be using the above correctly.
Quick edit: I also nocticed I posted a top 10 back in 2012 boy has it changed lol
66B - This move should be used just as much if not more than 66A+B. Its your get in tool with good range, TC and decent tracking which leads into a KND. Effective tool vs backstep or opponents going for immediate option select JG/GI. It's good on block too breaking in 10 and having a reverse mix up of the high follow up making people twitch duck giving you less disadvantage than the -12. There is no move in the game (apart from JFT) that will punish 66B and duck the high follow up.
66A+B - Here it is again, ZWEIs power mid dealing great guard damage, gaining good amount of meter (block and hit) potentially doing a lot of damage and a move they have to GI unless they wanna be at -5. ZWEI has options around the GI for example slightly holding the Ein charge/taunt cancel/CE cancel. This move is great at the wall/post GI option/ force block after certain knockdowns and easy to abuse when they haven'tgot the meter or isn't dealing with it correctly.
B+K - This is another under mentioned move, I remember this move pre patch it had no range now its got really good range its a effective post backstep option having good TC and being safe on block you can easily mess people up who are trying to run in on you with this. Decent on hit as leads into combo also has 2 extra benefits of being unable to be hit for CH during this move messing up certain characters backstep catches what need CH to get the full damage like Leixia 66BB or Yoshi 66B and you can also B+K BE straight away before or after this move, overall solid move.
B) - This move is first of all spammable if the opponent doesn't know to deal with this which is quite common. i15 mid and the Ein is +2 on block and +12 on hit with good range on that second hit combination with the pushback makes another good spacing and keeping honest tool. Its only -9 on JG and is very good at tracking making it harder to step the second hit. its easy to bait if they try step/GI/JG B) by doing BB/ single B into 6A/backstep/wait.
WRB - when looking at ZWEI as a whole people need to look at this move more, wrB is a i25 mid FC which breaks in 10 and is -8 on block. What really makes this move stand out is the damage potential on a TC/ducked grab read this move can do a easy meterless 81 damage and by adding 1 BE you can bring the damage up to 117 with the wrb - bt b+k - g - 1k be - 66BA, very rewarding and being safe pretty good to throw out a iwrB every so often the reward definitely in your favour.
B+K BE - This move is the shit, you can do so much with this space, attack, defend, get in, pressure, rack up the guard guage. on a successful read it does a load of damage and its in general can be used when your having trouble getting started, GI's and immediate attack from the opponent can be baited.
214B - this attack is good for opponents blocking a lot and you don't wanna use 66A+B because they have meter and dealing with mix up more often than you like, this moves breaks in 9 and gives you +4 on block which may be not a lot for ZWEI but you have a decent force respect/punish respect mix up inbetween 2A/AA/B)/Grabs/6A/66a+b/214B/2K. some experienced players can JG this move on reaction you do have a few options to go around that with delayed 214B/214A and empty 214.
2a - It's a generic 2A so lets be greatful he has one, yeah it is one frame slower than the average 2a for some reason but it still works, run up 2a/ interrupt pressure/ disrespect with and being safe and rewarding should definitely be considered as a main move in your arsenal.
Grabs - Grabs with any charcter are OP use them till your opponent ducks everytime!against ZWEI there isn't much reason to duck so take advantage of that his B throw has great Oki and a+g has good damage with meter and can lead into vortex, use these to open them up/catch step. Then after a while start the 66B train.
6A - presenting the step catcher you need to use, outside of AA/2A/grabs/Ein and 66B tracking ZWEIs optionsare either slow or unsafe. 6A compared to other characters step killers looks fairly bad on paper i20 high -14 and only rewarding on CH but its the best we have and the optimal move out of his moves list to do the job. Its got decent range and will CH if they try and step for 66B/ B hold or B+K leading to some decent post follow ups like 66a+b/ 4B BE/1K BE loops. its also got some quick blockstun making it hard to block punish, if this gets punished consistently then you know the opponent is on point and your more specific mix ups are likely to be more effective like B - 6A, empty 214 and no hold versions of your attacks.
ZWEI does have other viable tools like A+B/AA/6B/2K/1K Be and Ein spacing with 1B Hold but for a competeive ZWEI you have to be using the above correctly.
Quick edit: I also nocticed I posted a top 10 back in 2012 boy has it changed lol
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