Siegfried String Defense Discussion

Slayer_X64

Siegfried SA Moderator
Just as the thread says, here is the place to discuss how to defend against the various strings that the cast can throw at us, and maybe even find ways to capitalize on them.

TO DO LIST
  1. Introduction
  2. Move Analysis - Evasion - Crouching
  3. Move Analysis - Evasion - Jumping
  4. Move Analysis - Evasion - Stepping
  5. Move Analysis - Impact
  6. α Patroklos
  7. Aeon
  8. Algol
  9. Astaroth
  10. Cervantes
  11. Dampierre
  12. Devil Jin
  13. Ezio Auditore
  14. Hilde
  15. Ivy
  16. Leixia
  17. Maxi
  18. Mitsurugi
  19. Natsu
  20. Nightmare
  21. Patroklos
  22. Pyrrha
  23. Pyrrha Ω
  24. Raphael
  25. Siegfried
  26. Tira
  27. Viola
  28. Voldo
  29. Xiba
  30. Yoshimitsu
  31. Z.W.E.I.
 
Some things I've learned from working on this are Xiba has a shitload of strings, and Siegfried has a poor punish game immediately from BT. Though I do enjoy BT BB for its sheer "Wait, that's a move?" factor.
 
Some things I've learned from working on this are Xiba has a shitload of strings, and Siegfried has a poor punish game immediately from BT. Though I do enjoy BT BB for its sheer "Wait, that's a move?" factor.
well to deal with the whole BT punish thing, rather than just punish, i've found BT grab mixups net more worthwhile results since you have enough advantage that the grab cannot be ducked, making it a 50/50 mixup for well...better damage than i think any of the punishes would net you.
 
well to deal with the whole BT punish thing, rather than just punish, i've found BT grab mixups net more worthwhile results since you have enough advantage that the grab cannot be ducked, making it a 50/50 mixup for well...better damage than i think any of the punishes would net you.

Fair enough. BT punishment seems to be the name of the game for other characters, like Ezio or Mitsurugi, who can get quite a bit of damage from their BT B+K setups. Still, free grab mixups are preferable to him being in a reverse mix-up situation that he can still get out of - at the end of the day, we still get chip damage, at least.

Ezio Auditore's guide is up now. Go read up on how not to get shot in the face with crossbows. If you don't, well...I tried to warn you.
 
All I've found so far (yes Slayer I finally picked up Seig full time! ^.^) is that 3A doesn't do much for strings like I thought but 3(B) is so good for them just for the fact that on CH and followed by another B it would do just about the same amount of damage. 3K (this move is amazing!) and B6 makes people think twice about continuing strings.

After a string is broken, I noticed enough 22_88 k(A), SCH B usually make an opponent think twice about going for strings as the B comes out so fast they usually are eating it on counter hit or blocking.
 
A lot of characters have strings in this game; Taki, Xiba, Maxi are just examples to start taking serious training against their endless options... begin with their command list, looking for HIGH moves in some string, record it and start practicing your reactions against those moves... what I learned early in this game is that everything is about reaction; punishment and guarding is not option anymore, so you have to take the hard way and learn to identify and react on the right moment every command/move.

Retreat and guard is a good option against string happy characters; patient is always at your side if you use it wisely... this game remember me the hard times in SCIII were characters were EXTRA STRONG and any hit can send you directly to the full damaged section...

I was taking things slowly but now I learned that I have to practice extra for this game, cause a defeated friend today can give you a sad beating tomorrow...
 

I uploaded a video online of me going against a stringy character. Certain moves can force your opponent to second guess their options if performed correctly and thing twice about performing a string. Basically keeping on the initiative and and proper spacing will give you a decent advantage over pure string. The video might not be the best example but it's a good one.

Spacing with 3K, B6 22_88 A, AgA (didn't have any examples in the vid), and 22_88ka2A are really good. 22_88k[A] combined with [A] makes for some crazy mind games mid range, also combined with 3K, 22_88 B, and 3A can also do some nice stuffs. These usually will put your opponent in turtle mode if they have a brain and not keep eating these attacks, that's when you throw in safe pokes like 1K, 3K, 2A, Grabs, 22 ka2A, and moves like 66A and Sword Stance Shenanigans.
 
I got started on a Natsu string defence/punishment guide; only thing left to do are the rest of the 8wayrun/PO moves
66bA+B+K – 2nd Hit can be duck punished

AAB – You’re stuck blocking and can’t punish it, might be able to sneak a 2A in

AA6 – Unlikely to be beaten out with human reaction time

6AB – Second hit is quick steppable

6AK – Second hit is duck punishable

WR AAA – 3rd hit can be impacted with SBH for SBH B, 22_88BB

BBK – Last hit is duck-punishable

BBA+B/BBa+bA – Last hit cannot be punished by Sieg’s WR K, it can be tech jumped and punished with 8B, 8K, 44B; 3rd hit can be Just Guarded and punished with WR K; Jump can be caught by A alternative.

BK/B[K]/BK4/BKA – Duck punish after the second hit, the kick is easy to read, held or not.

Note: Against the above string, it is best to duck after you see her stop B or BBing.

2BA – Cannot be duck-punished

WR B,4A+B/WR B, 4a+bA – The bomb cannot be punished unless Just Guarded, can be jump punished unless cancelled into A

KKK – Last hit is duck-punishable, it can also be blocked and punished with K

KK2K – Last hit can be punished with WR K

3KKK – Can be punished with K

2KK – Cannot be punished

4KK – Can be punished with WR K, can be punished with WR B if Just Guarded

FC 3KK – Cannot be punished

8K – Cannot be punished

8KA – Can be punished by 3B

A+B – Cannot be punished

A+B4 – Can be punished by 3B tiprange

6A+B4 PO A – Can be duck punished with WR B

6A+B4 PO B – Can be duck punished with WR B to double against PO A;

6A+B4 PO K – Can be beaten out by K/3K

6A+B4 PO8 – Can be beaten out by 3B but not WR B

2A+B – Simple UB bomb cannot be punished on landing, requires 8B/8K (with human reaction time)

11A – If blocked low, can be duck punished; cannot just be blocked high

 
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