- Moderator
- #1
Heaton
A Soul in the Purgatory
Move Information
At a glance, 66A+B appears to be the special limited edition flavor of 66B. They're both slow, high damage, ground hitting mids that are safer when used at tip, knock down on Normal and Counter Hit, force crouch for both the blocking opponent and Siegfried, and Guard Burst fairly quickly. There are, however, a few differences between the two moves that should influence how and when you use each.
66A+B does more damage. This is in-general, as there are specific scenarios that paints one move as more applicable than the other, but looking at the general picture 66A+B does more damage in more situations. Even taking Clean Hits into account, with 66A+B giving Clean Hit much less frequently than 66B, 66B's Clean Hit damage only matches 66A+B's normal hit damage. I speculate that this is almost certainly because of 66A+B's numerous undesirable properties compared to 66B.
66A+B does more guard damage. In a game where Siegfried can get very good damage post Guard Burst, breaking in two less hits is an extremely big deal. Similarly to 66B, it leaves you in Full Crouch for a WR (B) combo starter, simplifying the process for you immensely. Using it in situations that it's absolutely guaranteed is a must if you want to get frequent Guard Bursts, and keep your opponent on their toes about their Guard Meter.
66A+B is safer. This is absolute - 66A+B is safer from any range than 66B would be at that same range. For some characters, like those who can only punish either move with their CE like Hilde or Algol, this distinction is meaningless. For others that can get extremely good damage on 66B from normal punishes at certain distances, this is an important distinction. This also makes application post CH WR AA or SBH A much easier, since you're sometimes right next to them after hit, allowing your opponent to punish 66B as -22 instead of it being safer at distance. Being -16, it's still punishable up close, but your opponent needs to have a relatively fast punisher from FC, and depending on range, a relatively fast long range punisher - the number of moves that fit all these criteria are much less than the moves that can punish 66B.
66A+B has a different risk attached to it. Both 66A+B and 66B are extremely slow, and if your opponent is playing defensively enough, can Just Guard or Guard Impact either of them with ease. At tip range, the punishment someone can get post Guard Impact is generally going to be much less and much more telegraphed than if they had done it up close - situations using Critical Edges post Impact notwithstanding. However, 66A+B puts Siegfried in an aerial state post Impact, which guarantees that you're taking 52 damage against most of the cast, and possibly more depending on if your back is to a wall or not - Astaroth especially can blow you up extremely hard for this. Be mindful of your surroundings when using it, lest you want to end up as the victim in someone's Skill Project video.
66A+B does a poor job of catching rollers. There is no situation I can find where 66A+B catches a roll that 66B cannot, though there are certainly numerous situations that 66B catches rolls that 66A+B doesn't even attempt to track.
66A+B is weak to Siegfried's right. The move already has next to no tracking, but the move is especially weak to Siegfried's right. If your opponent doesn't know anything about the moves or setups except that they should move left, they can evade a lot of setups that catch other directions.
66A+B has odd hitbox issues at tip/mid range. Try to do 3A ~ 66A+B, with 3A hitting at the closest range. If the opponent does not tech or just holds G, it's a combo for 60 damage - a 15 damage improvement over the regular 3A combo. However, if they tech at all, the move whiffs entirely. This sounds normal, but this includes teching forward into the move - it still whiffs even though they're teching into the move, which makes no sense whatsoever. This problem can be fixed by forcing the opponent into a corner, making the move hit at close range, but it's important to be mindful of how it hits at distances.
In conclusion, 66A+B is similar in application to 66B, though they both have strengths and weaknesses that don't make one an obvious choice over the other 100% of the time. In the situations that it's guaranteed, like after CH WR AA, it's a definite winner, but in situations where the opponent has a chance to roll it's a gamble to use. If you think you've conditioned your opponent well enough, or are just plain lucky, then this is the move for you.
- Ground hitting mid
- i34
- 52 damage, 65 damage on Clean Hit
- -16 on block
- KND + slide and pushback on NH/CH
- Guard Burst in 7
- Forces crouch on block
- Recovers in FC
44A
- 60 +/- damage (ground hit)
- 70 +/- damage (Clean Hit + ground hit)
- 77 damage (Tech Trap)
- 90 +/- damage (Clean Hit + Tech Trap)
- 62 damage (ground hit)
- 70 +/- damage (tech trap)
WR AA
- catches absolutely everything against everyone
- catches all but left and back tech
- GI/JG-able against front tech
- catches all but left tech
- GI/JG-able on front and back tech
- catches all but left and back tech
- GI/JG-able on front and back tech
- catches all except left tech
- GI/JG-able on front tech
- catches absolutely everything against everyone
- catches absolutely everything against everyone
- catches everything except left and right roll
Cervantes
- 4b(BE) (force block only)
- 236B (no KND/AT)
- CE
- NS B - 31 damage (no KND/AT)
- DNS B - 42 damage + KND (super tight window, no chance of DNS B4)
- CE - 92 damage (if your opponent does this, punch them in the face and throw their controller across the room)
- Elysium
- Hilde
At a glance, 66A+B appears to be the special limited edition flavor of 66B. They're both slow, high damage, ground hitting mids that are safer when used at tip, knock down on Normal and Counter Hit, force crouch for both the blocking opponent and Siegfried, and Guard Burst fairly quickly. There are, however, a few differences between the two moves that should influence how and when you use each.
66A+B does more damage. This is in-general, as there are specific scenarios that paints one move as more applicable than the other, but looking at the general picture 66A+B does more damage in more situations. Even taking Clean Hits into account, with 66A+B giving Clean Hit much less frequently than 66B, 66B's Clean Hit damage only matches 66A+B's normal hit damage. I speculate that this is almost certainly because of 66A+B's numerous undesirable properties compared to 66B.
66A+B does more guard damage. In a game where Siegfried can get very good damage post Guard Burst, breaking in two less hits is an extremely big deal. Similarly to 66B, it leaves you in Full Crouch for a WR (B) combo starter, simplifying the process for you immensely. Using it in situations that it's absolutely guaranteed is a must if you want to get frequent Guard Bursts, and keep your opponent on their toes about their Guard Meter.
66A+B is safer. This is absolute - 66A+B is safer from any range than 66B would be at that same range. For some characters, like those who can only punish either move with their CE like Hilde or Algol, this distinction is meaningless. For others that can get extremely good damage on 66B from normal punishes at certain distances, this is an important distinction. This also makes application post CH WR AA or SBH A much easier, since you're sometimes right next to them after hit, allowing your opponent to punish 66B as -22 instead of it being safer at distance. Being -16, it's still punishable up close, but your opponent needs to have a relatively fast punisher from FC, and depending on range, a relatively fast long range punisher - the number of moves that fit all these criteria are much less than the moves that can punish 66B.
66A+B has a different risk attached to it. Both 66A+B and 66B are extremely slow, and if your opponent is playing defensively enough, can Just Guard or Guard Impact either of them with ease. At tip range, the punishment someone can get post Guard Impact is generally going to be much less and much more telegraphed than if they had done it up close - situations using Critical Edges post Impact notwithstanding. However, 66A+B puts Siegfried in an aerial state post Impact, which guarantees that you're taking 52 damage against most of the cast, and possibly more depending on if your back is to a wall or not - Astaroth especially can blow you up extremely hard for this. Be mindful of your surroundings when using it, lest you want to end up as the victim in someone's Skill Project video.
66A+B does a poor job of catching rollers. There is no situation I can find where 66A+B catches a roll that 66B cannot, though there are certainly numerous situations that 66B catches rolls that 66A+B doesn't even attempt to track.
66A+B is weak to Siegfried's right. The move already has next to no tracking, but the move is especially weak to Siegfried's right. If your opponent doesn't know anything about the moves or setups except that they should move left, they can evade a lot of setups that catch other directions.
66A+B has odd hitbox issues at tip/mid range. Try to do 3A ~ 66A+B, with 3A hitting at the closest range. If the opponent does not tech or just holds G, it's a combo for 60 damage - a 15 damage improvement over the regular 3A combo. However, if they tech at all, the move whiffs entirely. This sounds normal, but this includes teching forward into the move - it still whiffs even though they're teching into the move, which makes no sense whatsoever. This problem can be fixed by forcing the opponent into a corner, making the move hit at close range, but it's important to be mindful of how it hits at distances.
In conclusion, 66A+B is similar in application to 66B, though they both have strengths and weaknesses that don't make one an obvious choice over the other 100% of the time. In the situations that it's guaranteed, like after CH WR AA, it's a definite winner, but in situations where the opponent has a chance to roll it's a gamble to use. If you think you've conditioned your opponent well enough, or are just plain lucky, then this is the move for you.