Siegfried Combo and Tech Trap Discussion

What's fun was seeing the face of my friend melting when I landed SCH B > fc B+G > W! > SCH B > 236236 A+B+K and wiped his whole lifebar.

As for tournaments, well, if you can pull fc B+G perfectly after SCH B, I guess it'll be a viable option near walls. (And the manliness of this combo will be established).
 
Alright, what in the world causes 3(B) ~ SCH B to randomly combo? Sometimes I'll get it, most of the time I don't. Is this like in SC4, where it was NC only if it was punishing something?
 
Alright, what in the world causes 3(B) ~ SCH B to randomly combo? Sometimes I'll get it, most of the time I don't. Is this like in SC4, where it was NC only if it was punishing something?
I noticed if you hit with 3(B) at tip, it actually causes a stun that grantees SCH B.
 
SCH B ~ (slight delay)1B - 77-124dmg. catches all tech
SCH B ~ 2A+B SBH kA+B+K - 102-142dmg. right techable. more damage if they tech
SCH B ~ 33B SCH kA+B+K iagA - 132dmg. left techable
SCH B ~ 33B - 73dmg. left techable.

chief hold oki is incredibly strong with just half a meter. if the opponent is willing to lay still, you get at least 102 damage off 2A+B SBH kA+B+K, or 73 off SCH B ~ 33B(you get about 70 guaranteed damage if you use 3B). if they wanna tech out of the way to avoid it, you get 132 damage off 33B SCH kA+B+K. if they try to avoid that, you get at least 120dmg off 2A+B SBH kA+B+K, up to around 142 if they panic and keep teching. and even if you dont have meter, or dont wanna use meter, 1B can really hit hard for a tech trap as well to conserve resources, and unlike the other 2, it catches everything (but doesnt hit grounded). a full meter with CE only nets about 105dmg guaranteed, which makes me think that unless you really really need the guaranteed damage badly, it likely isnt worth the meter usage.
 
Ok guys, I have some important questions.

In SC IV I was able to interrupt my enemy moves with 6K (which often gave me a CH stun) , a fast and good kick in my opinion. In SC V that kick has been removed. What am I supposed to use now to interrupt fast moves of such characters as phyrra, maxi etc? Any ideas? Please help, cause Im having a hard time against them now.

When I am lucky enough to be on offense, I am able to win thanks to roulletes/mixups, but when I am forced to defence, I cant do a single thing to turn the tide.
 
Ok guys, I have some important questions.

In SC IV I was able to interrupt my enemy moves with 6K (which often gave me a CH stun) , a fast and good kick in my opinion. In SC V that kick has been removed. What am I supposed to use now to interrupt fast moves of such characters as phyrra, maxi etc? Any ideas? Please help, cause Im having a hard time against them now.

When I am lucky enough to be on offense, I am able to win thanks to roulletes/mixups, but when I am forced to defence, I cant do a single thing to turn the tide.
That kick is now 4K, it annoys me also. Why is 6K those useless headbutts they should have removed several installments ago?
 
Im afraid you got it wrong:)

The 6K kick in SC V is a 4K kick from SC IV. It is a different kick, it hits mid and does not stun on CH. What I was talking about, is a 6K kick from SC IV, which is completely removed in SC V. It is the kick after headbutt (4KK ) in my opinion, but it is useless now.

I just want to know, what move do I have to use now, to intercept fast characters?
 
Im afraid you got it wrong:)

The 6K kick in SC V is a 4K kick from SC IV. It is a different kick, it hits mid and does not stun on CH. What I was talking about, is a 6K kick from SC IV, which is completely removed in SC V. The kick after headbutt (4KK ) in my opinion.

I just want to know, what move do I have to use now, to intercept fast characters?
Oh yeah, sorry completely forgot about that kick. It was pretty useful. I don't know of a way to do it without getting slaughtered for attempting a stupid headbutt. >.<
 
come on, no one knows answer for my question?

I think everyone is looking for the answer of your question, myself included. I think the closest move is 4A... but it has limited range and not very combo friendly, the move is not very safe either... People are praising 88/22A, I am still trying to adapting that move into my game...

So far, I can somehow punish Natsu and Leixia if I blocked their combos, but I feel really hopeless playing against Omega...
 
come on, no one knows answer for my question?
Well one complication here is that there's no single answer to this question. Even in SC4 you couldn't always rely on 6K to get you out of trouble, as it was a high, so characters that pressure with a tech crouch get under it quite effectively.

In this game your main tools for setting pace are 6A, agA, 1K, 6K, 66K, throws, 3A, B6, and similar moves (obviously 3B when you've got the range). A lot of them aren't terribly safe, but they're the tools we're given that are fast. You might also be able to exploit 22_88A, 2_8B+K into SCH B, SBH's GI, the flapjack, and even the humble A+B, B string depending on circumstances. Also don't forget you can GI when you've got the meter.

What works for you will vary a great deal. If you're playing against a good stepper playing Phyrra who always stabs you under your horizontals, then 3A, 22_88A, and 1K are suddenly going to look a lot better than agA or 6A. If you're playing against Natsu at point blank, GI'ing or tick throwing off of 1K might be the only way to actually beat out what she's doing. But if everything she's doing is safe, odds are you aren't taking much in the way of guard damage just waiting.

6K is still good in certain circumstances, given it is a mid-hitting, tech-crouching, knockdown. But it's slower than it used to be and steppable. But you could take a step toward your enemy, making them think you're going to 6K or 66K, then hit 6A instead. Works on very reactionary players.

Who knows what you'll specifically need to use against whoever you're playing against. Just keep your options in mind and see what you can get done just by blocking and stepping.
 
My favorite combo I've found so far is 3{B}>W!>SCH B>3{B}>SCH K A+B+K>236236 A+B+K. 183 damage. Only problem is if you don't time the second 3{B} right it goes through the opponent. So you have to do the second 3 without any delays. Other than that and it costing 150% meter, it's pretty awesome. Tested on Pyrrha & Astaroth.

EDIT: Thanks Jian for pointing out my typo, I remember typing the B's but oh well. Crazy stuff happens.
EDIT2: Putting brackets bolds everything and removes the brackets, I feel derp >.<
 
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