Pantocrator
[10] Knight
Because on my point of view the character is far too weak. Here my suggestions list to make him stronger and competitive.
Like a lot of you know, I worked for FuturPress to elaborate this guide :
http://8wayrun.com/threads/soucalibur-v-the-official-guide-by-future-press.10310/
http://www.youtube.com/watch?v=2KsaIkazPmg&list=UUKJtYrlWaF3G0LIneEKoPew
So this list is not based on speculations or first impressions. It's the result of several months of work and analysis about the character and the game.
I'm doing this list because I really like this game. And I really want to make it balanced.
I'm hoping that Namco is really trying to make the game balanced. If not I guess they shoudn't take care about my post and my work. If yes I hope that they will like and take in consideration some ideas.
In red you will find the most necessaries. That Siegfried really need on my point of view.
The others ones are suggestions, that could help Siegfried a lot, to be stronger and more interesting to play. Move by move. But even if Namco make all of this change (that I don’t really expect…) , the character won't be broken, and I guess still not top tier. To be honest, I’m not sure if it could be enough. But that will depend mainly how strong they do this.
I don’t want to remove all of Siegfried weak points, it’s important for him to keep it on my point of view. For the game play interest. That’s why I will almost never ask for to make a move faster or safer. But he really need to compensate his weak points. A character with too much weak points and not enough strong aspect will be unplayable.
Whiff problems
3B : This move has whiff problems since the beginning. But Namco already try to fix it. But it's still whiffing for nothing unfortunately. Especially after JG. This move really have to work properly to allow Siegfried to be playable.
Few examples :
After JG : Pyrrah's CE, Patroklos's 66A BE .
In string : Nightmare's 4KK , Natsu's BB4A+B
22BB : This move is really whiffing for nothing now, even after a side step. It makes this move not really reliable on okizeme or zoning too. Maybe before he tracked a little too much, but now it whiffs too much and make this move not reliable and solid enough.
SCH B
Just please make Siegfried lock the opponent like before. Now this move is whiffing for nothing. Even after a succeded 2_8B+K. This move was already stepable. This move was strong and solid but not broken (stepable/ you have to go in stance/ +2 on block is not huge for a slow character for Siegfried/ the damage are Ok). Now it's very risky to use it, and it makes the 2B+K transistion loses its reward.
This move is very important and has to be solid on my point of view.
4KK
This one is less important. But the idea of this move was nice. It gives interesting punishement, especially when Siegfried doesn't have meter.
But the second one on hit whiff really often.
Few examples : if you try to punish GS A of Nightmare, 226 B of Pyrrah or 66K or Natsu.
Damage
Siegfried is one of the slower and more unsafe character in this game. His recovery are one of the longest too.
For this reasons, even if his range his excellent, he deserves top tier damage. Because he won’t have so much opportunities to attack, and will take a lot of risk at this moment.
Deal with fast character is more difficult than in SCIV because everyone is faster now. But not Siegfried.
Throws
Because against some character it’s too unsafe, or very difficult to use stance transition, this character need to throw. Especially because he is weak at close range.
This character is very slow, because of this it’s more difficult to have opportunities to throw. Instead of Natsu by example, who can make freeze very often the opponent.
For those reasons the character need decent throws. The range is excellent, and that’s good, he really need it. But it’s not enough.
I propose two ways to increase them.
-Increase damage, to have normal 50/55 damage
-Give an okizeme for the throws. Actually the opponent just have to ukemi back to avoid everything.
Instead of this, increase low throws can be a good idea too. By example make 3B guarantee after the FC 2 A+G.
Move by move
2A : 2 points damage more could be good.
3A : More damage
1AA : more damage and a better clean hit. The move is interesting now, because stepG doesn’t exist anymore. But it’s still slow and risky. The reward should be better.
66A : should breack the bar better. Or give +13 on block. It’s very slow and reactable. Not spammable.
BB : More damage
B6 : better frame advantage on block or on hit.
4B : Faster and more unsafe or safer with more damage or a NH stun. But for the moment it’s useless. For the range the move is not fast enough. It should have a compensation to make it interesting.
1B : First : the range for the AttackThrow should be better. Not max range, but it should works every time when the opponent get stunned.
Second : this move is still -16, but doesn’t do more damage. Near the edge this move is very risky against a lot of character (reverse RO punishement). This move deserve to do more damage. Normaly, or maybe with a Jf or a BE.
B4 : allow 3B as a combo
66B : more damage or more safe (like Nightmare's one).
22BB : More damage.
6K : Give a true combo in CH.
4KK : A better range could be nice.
22kA:2A : +3 on hit is not enough for this move. At high level it is not easy to use at all. So a better hit advantage could be nice, or 22kA:2AA NC. Please remove the shiny effect too. It’s not a JF at all, and because of this it will be impossible to use it a high level. Because of the light it’s more reactable.
A+B : whiff too much too.
SBH A2 : the cancel is very slow. It’s very easy to react and to take the frame advantage on Siegfried. So at high level, after this move the Siegfried player will be mixed or punished.
SCH A : on the left side the two hit are not NC.
SCH KBE : this move can have a clean hit very often. but it will add about 3 points in combo. So it's not useful at all. This move deserve more damage.
Stance transition
A lot of stance transition get nerfed. And the auto-gi get nerfed and is coming very slow from stance. It doesn't change so much the gameplay. Except against Natsu. Now the character is able to uses AA everywhere. Before this nerf, the Match up was already for Natsu (6-4or 7-3).
Now this match up is just impossible. It could be interesting to make some stance transition better again ( WR[A] by example) and to make the GI avalaible earlier again.
Now, here the list of moves that I never use. On my point of view they are totally useless. Even for casual player. It’s just suggestions to make them more usefull. That could make the character more interesting to play. But not especially stronger. It’s not necessary, but it could bring more satisfaction for Siegfried players.
2KKKKK : It could be like in SCIV: the hole string is combo on a grounded opponent. And the two first one are combo on a standing opponent.
11B : Make a NH stun or make him super tech crouch.
11K : Make it middle.
Second hit of 44BB : give him more damage.
236 B : faster or more damage.
Allow BT SSH 6B+K from face
Thanks for reading :-)
I'm waiting for any suggestion. I really would like that Siegfried's players help me to make this list better.
Like a lot of you know, I worked for FuturPress to elaborate this guide :
http://8wayrun.com/threads/soucalibur-v-the-official-guide-by-future-press.10310/
http://www.youtube.com/watch?v=2KsaIkazPmg&list=UUKJtYrlWaF3G0LIneEKoPew
So this list is not based on speculations or first impressions. It's the result of several months of work and analysis about the character and the game.
I'm doing this list because I really like this game. And I really want to make it balanced.
I'm hoping that Namco is really trying to make the game balanced. If not I guess they shoudn't take care about my post and my work. If yes I hope that they will like and take in consideration some ideas.
In red you will find the most necessaries. That Siegfried really need on my point of view.
The others ones are suggestions, that could help Siegfried a lot, to be stronger and more interesting to play. Move by move. But even if Namco make all of this change (that I don’t really expect…) , the character won't be broken, and I guess still not top tier. To be honest, I’m not sure if it could be enough. But that will depend mainly how strong they do this.
I don’t want to remove all of Siegfried weak points, it’s important for him to keep it on my point of view. For the game play interest. That’s why I will almost never ask for to make a move faster or safer. But he really need to compensate his weak points. A character with too much weak points and not enough strong aspect will be unplayable.
Whiff problems
3B : This move has whiff problems since the beginning. But Namco already try to fix it. But it's still whiffing for nothing unfortunately. Especially after JG. This move really have to work properly to allow Siegfried to be playable.
Few examples :
After JG : Pyrrah's CE, Patroklos's 66A BE .
In string : Nightmare's 4KK , Natsu's BB4A+B
22BB : This move is really whiffing for nothing now, even after a side step. It makes this move not really reliable on okizeme or zoning too. Maybe before he tracked a little too much, but now it whiffs too much and make this move not reliable and solid enough.
SCH B
Just please make Siegfried lock the opponent like before. Now this move is whiffing for nothing. Even after a succeded 2_8B+K. This move was already stepable. This move was strong and solid but not broken (stepable/ you have to go in stance/ +2 on block is not huge for a slow character for Siegfried/ the damage are Ok). Now it's very risky to use it, and it makes the 2B+K transistion loses its reward.
This move is very important and has to be solid on my point of view.
4KK
This one is less important. But the idea of this move was nice. It gives interesting punishement, especially when Siegfried doesn't have meter.
But the second one on hit whiff really often.
Few examples : if you try to punish GS A of Nightmare, 226 B of Pyrrah or 66K or Natsu.
Damage
Siegfried is one of the slower and more unsafe character in this game. His recovery are one of the longest too.
For this reasons, even if his range his excellent, he deserves top tier damage. Because he won’t have so much opportunities to attack, and will take a lot of risk at this moment.
Deal with fast character is more difficult than in SCIV because everyone is faster now. But not Siegfried.
Throws
Because against some character it’s too unsafe, or very difficult to use stance transition, this character need to throw. Especially because he is weak at close range.
This character is very slow, because of this it’s more difficult to have opportunities to throw. Instead of Natsu by example, who can make freeze very often the opponent.
For those reasons the character need decent throws. The range is excellent, and that’s good, he really need it. But it’s not enough.
I propose two ways to increase them.
-Increase damage, to have normal 50/55 damage
-Give an okizeme for the throws. Actually the opponent just have to ukemi back to avoid everything.
Instead of this, increase low throws can be a good idea too. By example make 3B guarantee after the FC 2 A+G.
Move by move
2A : 2 points damage more could be good.
3A : More damage
1AA : more damage and a better clean hit. The move is interesting now, because stepG doesn’t exist anymore. But it’s still slow and risky. The reward should be better.
66A : should breack the bar better. Or give +13 on block. It’s very slow and reactable. Not spammable.
BB : More damage
B6 : better frame advantage on block or on hit.
4B : Faster and more unsafe or safer with more damage or a NH stun. But for the moment it’s useless. For the range the move is not fast enough. It should have a compensation to make it interesting.
1B : First : the range for the AttackThrow should be better. Not max range, but it should works every time when the opponent get stunned.
Second : this move is still -16, but doesn’t do more damage. Near the edge this move is very risky against a lot of character (reverse RO punishement). This move deserve to do more damage. Normaly, or maybe with a Jf or a BE.
B4 : allow 3B as a combo
66B : more damage or more safe (like Nightmare's one).
22BB : More damage.
6K : Give a true combo in CH.
4KK : A better range could be nice.
22kA:2A : +3 on hit is not enough for this move. At high level it is not easy to use at all. So a better hit advantage could be nice, or 22kA:2AA NC. Please remove the shiny effect too. It’s not a JF at all, and because of this it will be impossible to use it a high level. Because of the light it’s more reactable.
A+B : whiff too much too.
SBH A2 : the cancel is very slow. It’s very easy to react and to take the frame advantage on Siegfried. So at high level, after this move the Siegfried player will be mixed or punished.
SCH A : on the left side the two hit are not NC.
SCH KBE : this move can have a clean hit very often. but it will add about 3 points in combo. So it's not useful at all. This move deserve more damage.
Stance transition
A lot of stance transition get nerfed. And the auto-gi get nerfed and is coming very slow from stance. It doesn't change so much the gameplay. Except against Natsu. Now the character is able to uses AA everywhere. Before this nerf, the Match up was already for Natsu (6-4or 7-3).
Now this match up is just impossible. It could be interesting to make some stance transition better again ( WR[A] by example) and to make the GI avalaible earlier again.
Now, here the list of moves that I never use. On my point of view they are totally useless. Even for casual player. It’s just suggestions to make them more usefull. That could make the character more interesting to play. But not especially stronger. It’s not necessary, but it could bring more satisfaction for Siegfried players.
2KKKKK : It could be like in SCIV: the hole string is combo on a grounded opponent. And the two first one are combo on a standing opponent.
11B : Make a NH stun or make him super tech crouch.
11K : Make it middle.
Second hit of 44BB : give him more damage.
236 B : faster or more damage.
Allow BT SSH 6B+K from face
Thanks for reading :-)
I'm waiting for any suggestion. I really would like that Siegfried's players help me to make this list better.