Siegfried Q&A / General Discussion

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I know I'm not supposed to be talking about this in the SC5 Sieg thread and all... But this is totally not true... SCH A+B was always what you would want to do of off CH 3. More damage, wall/RO potential and same oki. Despite appearances, people couldn't get up attacking after CH 3(B) -> SCH A+B or they were going up again.
- I.C.E.
Yeah, I realized that right after I posted. Lol
 
I've been playing Sieg since 3, but not seriously until 4. He can definitely hold his own but he does have some uphill battles. I really dread the Maxi matchup...
 
You forgeting the 3(B), w! slight charge SCH B, 3(B) combos that were DAMAGE.
I can forgive the new 66/33/99A instead of the old because there is also the awesome 22/88A, although the mobility wont ever catch up to that of the old.
and lastly SBH auto GI to SBH A had awesome wall combos and it was say even though a high move. Not one that ill particularly miss, but nowhere close to useless imo.

I loved 22BB the moment i saw it on some pre launch gameplay etc, but it seriously whiffs all the time to be good at where it should be which is whiff punishing, but at the same time has crappy frames on block to be used for pressure.
 
You forgeting the 3(B), w! slight charge SCH B, 3(B) combos that were DAMAGE.
I can forgive the new 66/33/99A instead of the old because there is also the awesome 22/88A, although the mobility wont ever catch up to that of the old.
and lastly SBH auto GI to SBH A had awesome wall combos and it was say even though a high move. Not one that ill particularly miss, but nowhere close to useless imo.

I loved 22BB the moment i saw it on some pre launch gameplay etc, but it seriously whiffs all the time to be good at where it should be which is whiff punishing, but at the same time has crappy frames on block to be used for pressure.

Yeah, great move when it connects but you're seriously fucked when it whiffs, lol. Also, 3B whiffs sometimes when you're too close.
 
Hi just new here I've been basically a Sieg main since 2 and I bought Soul Calibur V with a hope that he might get a shot at a SOLID (not necessarily Broken) position seeing that he was pretty bad at 3 and mediocre in 4 . I was surprised that Namco still made Sieg into a bad character seeing his promising beginnings in the Betas. Anyway I hope Namco would consider us Siegfried users since we have been always struggling in this series while other players got it easy for the entire series. P.S. Will spamming Daishi's twitter help? It worked for street fighter.
 
Couldn't hurt, might as well do it and leverage our position to get a better Manfried. Anywho, instead of complaining on how bad Siegfried is right now let's try and find some tech to mitigate it. The guide though certainly a well-researched tier list is not the end all be all, people can make mistakes. Sometimes it can take alot of time to figure a character out and make them good
 
I don't know about you guys but I'm finding SBH A an acceptable sustitute for SCH A+B. It can punish step from a nice long range. And the best part is, once you've covered the ground you just tap 2 for a mixup of your choice.
 
Yeah won't rant anymore anywho being a noob and all is there anyway to combo into 22_88B? That move is really bad out of combos. A reliable way outside SBH B I mean

<edited>
 
Just out of curiousity, what was Siegfried packing in previous build versions of the game? In other words, why do ppl say he was OP before?

Also, I completely agree with you Spidey on SCH A+B. I think what hurts me the most is that I can't access the A+K series without doing 22_88kA which is hard for me since im using a controller and prefer an A+K button map.

I think it's a great idea to notify dashi on random whiffs. I don't think it was intentional to give Sieg such a glitch and needs a patch asap
 
I guess it's not a glitch that his moves whiff its more of like the result of nerfing the hitboxes on his moves. We need to notify Daishi in a way that not only Siegfried players asking for patches it has to be the entire community. Do Z.W.E.I or Viola player complain about seeming weaknesses? Give it the next major and if we find a severly broken tech from Natsu or Cervantes and the whole low tier community begs for it Daishi will patch it but as it stands now it's too early. Plus do remember that MK9 is getting all the hate because of releasing updates to the game. What this game needs is one big overhaul like KOF XIII console. Minor nerfs on say two overly strong characters and buffs on the entire low tier will be viable.
 
I would normally dont give a crap about a+kA series if 22/88kA exists since im now playing with an arcade stick. The thing is, again that step that im complaining about. Cant do the move without getting a step when on recovery ><
 
ferk RSH B 22_88 BB combos (I would always step right if I were you so you dont risk randomly whiffing)
spidey- yea I`ve noticed you can't just buffer a 11_77_99_33 move without steeping just a little before an attack. It suck be eh.

Alright I`ve picked up a secondary in alpha patroklos (he is alot of fun) and seeing his punishing potential, he is going to be one of those characters thats going to give sieg a hard time, I mean yea its just like fighting a sc4 sets but I had no idea that FC 3a~b was that damn good (there really were not that many good sets that I have met on the EC). Yea he can punish 99% of sieg's lows with that move and not too mention 66B if you are too close among other moves. My advice, pick a top 5 move set that is safe to somewhat safe and stick with those guns with very little flash here and there (unless they cant block worth a damn)

and also sieg can get some pretty decent wall damage, hell doing {A} SSH K *wall* 6K *wall* 22_88 BB did around 90 and thats without meter.
 
- SCH (B) i missed at first too but the main purpose of it was baiting GI and for the frame advantage on block. Since you can't just GI at will now that's not as really needed as much for that, and now we get frame advantage (+2) without having to charge it! :-)

Wait...what? I never would have guessed this move was advantage on block. Guess looks can be deceiving.
 
Uh, I dunno if this varies, but I'm only getting about 70-80 dmg on average for that wall combizzle kPc. You got counter-hit on or something? Yea his wall stuff is pretty fun, but starts randomly whiffing if you do too many hits. I've yet to find something consistent that doesn't cost a lot of meter.

Adjusting your combo a little kPc, I was able to land an interesting reset: {A} SSH K w! 6K w! A+B for 72-77 dmg.

Doing the A+B immediately after the second wallsplat sets them up so they're in full counter-hit standing position when they're being hit, as opposed to the A+B hitting them on the ground. This leaves you point blank with your opponent in Side Hold, at which time you could SSH K them for a re-splat. This is risky, however, since the opponent likely knows there are no fast mids out of SSH. The universal "gtfo" tactic would then likely be a 2A or something like that. This could be responded to with B+K SBH transition for the aGI properties, but this is serious theory-fighting.

The point is: this is a high risk-high reward mix-up. Use it at your own risk. You WILL catch people off guard with it, but don't rely on it. Use it once every 3 or 4 matches.
 
Hello, my Soul Calibur geniuses! At long last, LPP has questions concerning his Scrubfried! Gather ye masters of the game and take pity on this lacklaster player, show him the ways of the beatdown! (lmfao)

So, I've gathered by now (obviously) that Siegfried thrives on fighting from a distance. Most of the time, I am keeping my opponent at bay by using moves such as 66A, 6B and 2A+B.
I like to train my opponent to guard low by making full use of 2A+B's range, or by using WR A, A and the mixups associated with it.
Obviously, while my opponent begins to respect Siegfried's low options, this is when I utilize our beloved 3(B) and combos associated with it. I like to also make my opponent believe that I'm not going to grab them, it is when they are expecting me to 3B them or to 2A+B them and become defensive, I take a huge risk by running in and mixing up 1K, 2A+G, 2B+G and standing grabs, depending on the given situation. I also like to make them panic by running in and 1K'ing them and then stance rouletting. I then back away and 2a+b, or 3(B)ing the enemy and then follow up with a grab or a 1K to make them think again. Obviously, I like to make my enemy underestimate me, and then I like to make them guess throughout the whole course of the battle. When they guess wrong, I tell them to "STEP INTO MY COMBO!"
I played many better players. My tactics work to a point and I begin to step into combos like a blubbering idiot; my concern here is that I might be making myself too obvious.
To add to the problem, many players move like lightening. When they get close, I fear that my options are quite limited. I try to grab, 1B, 1K, agA, 66A and 6B them while blocking and breaking grabs. Sometimes, I just get fed the 7 golden orgasmic letters and cry.

Here's my thought. I make decent use of SCH, I rarely use any of the other stances because I'm not entirely sure how to use the moves associated with them. If at all possible, does anyone have insight on these other stances and their moves? If anyone also sees looks at my tactics above and sees any gaps AT ALL, please let me know.

help a scrub... I'll gives yew a cookie!!!
 
LPP don't forget B6, I throw this move out entirely toooo much lol. It's great for poking at mid-range. Also, learn Sieg's attacks that go into stances, like 2{A+B} to SBH. From there, you have a mix-up opportunity with SBH A fake with SBH A 2. I didn't read anything about you using SRH which is a staple for Sigs 50/50 mixup.

Let's just say I do CH 3{B} SCH B 2{A+B} then 6B+K. This will put me up to the opponent while he is recovering into SRH and ready for SRH K or SRH B.

This is just an example, an imperfect one at that. But im sure many of the pro Sieg players can help you out more than I.

Just my 2 cents XD
 
Hey guys, I know 66k BE has been letting some people down, but I've found some interesting uses I hope you find enjoyable. I'll start with the common knowledge stuff and move toward some of the things I've been finding.

Note that some of these do not transition into SCH. In order to make the transition, all you need to do is hold down B after the Brave Edge, but since your fingers are already on all 3 buttons beforehand, I'm going to skip the obligatory B notation and just say {A+B+K}. Hope that doesn't bother any of you too much.

66k{A+B+K} B - 60 damage

66k{A+B+K} kA+B+K iaGA - 75 damage - an expensive combo, but if you've got a ringout opportunity, fuck it right?

66kA+B+K 3{B} 6B+K - 50 damage into 50/50 SRSH okizeme mix-up

66kA+B+K (delay) 11_77{B} - 50 damage for a less desirable mix-up into SCH. Could be useful if you have meter to burn for a SCHk BE interrupt, but still risky

66kA+B+K (delay) 1B - 96 damage - If you step just slightly to the left, then 1B ASAP, this should be enough to compensate for 1B's weakness to tech right. Works on all other techs normally without step. If your back is against the wall/ring edge, I highly recommend this :D

66kA+B+K 22_88A - 65 damage - This is a complete tech-trap. Have fun making people afraid to wake-up anything. Eventually when you've conditioned your opponent enough, you can just start 22_88BB'ing for an additional 56 damage.

I haven't tested the other stuns yet, but I'm positive there are more 22_88A tech trap opportunities out there. Remember people, it WALL SPLATS! Have fun!

edit: Just tested 11_77B - same deal. Tech traps both work. 1B follow-up is even more consistent with this stun.
 
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