Slayer_X64
Siegfried SA Moderator
Welcome to the universal siegfried training guide "In Father's Name!" in this guide, we'll break down the essential tools required for both use and mastery of siegfried, directed at rookie, intermediate and advanced level players alike.
So firstly you may be thinking, what kind of character is siegfried? What's his deal? What is he all about? well...
Siegfried is a high risk high reward mixup based character who centers around counter hit fishing, and forcing both SG and damage mixups from stance, and can set these situations up well off knockdowns. he's moderately strong at punishment, and is extremely versatile, having a large variety of tools that each fit a niche for a certain situation.
he is an extremely technical character to use and to fight, perhaps one of the most complex characters in the game. not only does he have 5 stances (including neutral) that each fill their own roles for certain situations, he also has different, varying fighting styles and abilities at different ranges. It is perhaps because of this that every siegfried player has their own unique, very distinctive "flare" if you will, that no two players will ever play the same, even if they train within close proximity to eachother and are at relatively the same skill level.
to keep things basic for now, we'll sum up all of siegfrieds stances at the different ranges of play, and the general situations they'd be used for/in:
Close Range - this range is anywhere from point blank, to the very tip of siegfried's grab range ( which is actually rather long)
Neutral Stance:
Neutral stance up close is rather complicated. the siegfried player tends to rely heavily on pokes and interrupts, dealing raw CH damage (excluding 3B obviously) generally isnt the main concern here. its keeping the opponent under control, dealing with the opponents pressure tools, and simultaneously inflicting a rather strong amount of pressure by combining your safe poking game with a grab/mid style mixup to inflict alot of damage in a hurry. the goal is to get in, deal your heavy damage, and get out to avoid mixups and pressure, which can usually be done with the assistance of both KND's and SSH. generally, the best place to be in close range is near the tip of your grab range, so that A) you have an easier time getting out, and B) you havean easier time avoiding the dangerous mixups of characters such as amy. while crossing into mid range, you are also able to bait your opponents attacks using spacing tools for good whiff punishment. however keep in mind, at this range, it is absolutely essential that you stay mobile, for your main source of damage here , and the best way to deter your opponents pressure game is whiff punishment. Beware of using stance shenanigans at this range, as it will usually lead u into a world of hurt.
More to come! this guide will continue to be updated through out the week. next up: Mid range and long range styles. learning your staple's - hit confirming 3B, and learning how to use it properly!
So firstly you may be thinking, what kind of character is siegfried? What's his deal? What is he all about? well...
Siegfried is a high risk high reward mixup based character who centers around counter hit fishing, and forcing both SG and damage mixups from stance, and can set these situations up well off knockdowns. he's moderately strong at punishment, and is extremely versatile, having a large variety of tools that each fit a niche for a certain situation.
he is an extremely technical character to use and to fight, perhaps one of the most complex characters in the game. not only does he have 5 stances (including neutral) that each fill their own roles for certain situations, he also has different, varying fighting styles and abilities at different ranges. It is perhaps because of this that every siegfried player has their own unique, very distinctive "flare" if you will, that no two players will ever play the same, even if they train within close proximity to eachother and are at relatively the same skill level.
to keep things basic for now, we'll sum up all of siegfrieds stances at the different ranges of play, and the general situations they'd be used for/in:
Close Range - this range is anywhere from point blank, to the very tip of siegfried's grab range ( which is actually rather long)
Neutral Stance:
Neutral stance up close is rather complicated. the siegfried player tends to rely heavily on pokes and interrupts, dealing raw CH damage (excluding 3B obviously) generally isnt the main concern here. its keeping the opponent under control, dealing with the opponents pressure tools, and simultaneously inflicting a rather strong amount of pressure by combining your safe poking game with a grab/mid style mixup to inflict alot of damage in a hurry. the goal is to get in, deal your heavy damage, and get out to avoid mixups and pressure, which can usually be done with the assistance of both KND's and SSH. generally, the best place to be in close range is near the tip of your grab range, so that A) you have an easier time getting out, and B) you havean easier time avoiding the dangerous mixups of characters such as amy. while crossing into mid range, you are also able to bait your opponents attacks using spacing tools for good whiff punishment. however keep in mind, at this range, it is absolutely essential that you stay mobile, for your main source of damage here , and the best way to deter your opponents pressure game is whiff punishment. Beware of using stance shenanigans at this range, as it will usually lead u into a world of hurt.
- SSH - this is your magical baiting/escaping tool. it is almost vital for adjusting your range back into mid/long range.
- SRSH - the stances mixups are at their strongest at this range, but the risk is also at its highest. set up properly, you can rack up the damage in a hurry. used incorrectly, or if you guess wrong, you will find yourself in a world of hurt.
- SBH - mostly only combo's and forced block are useful here, though you'll rarely find some very interesting uses for its TC and aGI, especially at disadvantage.
- SCH - not so great here. its SG damage and combo damage, but thats it. using it for any other purpose will lead to a world of hurt.
More to come! this guide will continue to be updated through out the week. next up: Mid range and long range styles. learning your staple's - hit confirming 3B, and learning how to use it properly!