Help against fast, aggressive players

vEx987

[08] Mercenary
How do you guys get them off of you? I can't throw out anything fast enough to get some offense going! I do OK until they get close to me and pressure me to hell and kill my soul gauge. Taki, Yoshi, Amy, Talim and some others are owning me. What do I do to get some offense going against them?

Oh, and Ivy is a ****ing beast! I can't get near her!
 
Hahaha, I feel ya! Well, here's what I do:

:6::K:- Risky at times, but if you know for sure that your opponent won't duck, but attack instead, this is great. It stuns on counter, so you can proceed with the :3::Bh:~:A::+::B: combo if they don't shake the stun.

:B::6:- An awesomely fast mid-attack. Good for stopping opponents in their tracks.

:1::K:- Very fast, and tech crouches to avoid highs. Sets you up for a WS :Bh: combo.

:6::A: or :aG::A:- Fast spin slash that forces opponents off you. Second one is deadly fast, but both are duckable, so be careful.

:3::A:- Not terribly fast, but catches both Talim and Taki pretty good when they try their sidestepping and ducking maneuvers.

:3::Bh:- When it comes down to it, use this a bunch if you need to. Its fast, and you can do some quick attacks from chief stance.

:4::K:- Crouches, hits mid, and knocks down on counter. Use it multiple time if necessary.

I hope this helps a little, I'll add more if you're having trouble still.
 
Not a problem, glad I could help! If you still need help with Ivy, I'll post stuff about his ranged to mid game that may make things easier.
 
Yeah, could you? I have trouble getting near her. They are super aggressive with that whip from a distance. When I try to attack I just get grabbed; by my feet especially.
 
Ok, here's a couple quick tips:

If she tries grabbing your feet, it should become telegraphed eventually. From this point, you can either press :4::4::Bh::B: (this avoids lows, and sets up for a launching tech trap), or go into Base Hold Stance (:B::+::K:). It SHOULD auto guard impact. If not, you could feel adventurous, and try :A::+::B: from Base hold, which jumps over low attacks, and counters with a low of your own.

While Ivy is in whip state, she's most likely going to try some long range pokes. A good counter to this is to go into Chief Hold (:8: or :2::B::+::K:) which sidesteps, then covering the range between the two of you with Siegfried's Terror Slap (:A::+::B: from Chief Hold). It has great range, and punishes sidestepping nicely.

Otherwise, stay out of her close range! She has some hard hitting mids and stuns from that position, so play off of Siegfried's strength, which is his mid game. Use some of the same tactics as I listed above to deal with her from there, and then mix in some :2::Ah::+::Bh:~etc. combos, including some manual stance changes of your own choice. Specifically, use the :1::1: or :7::7::Bh:~:kBh:~:B: combo to rack up major damage on counter. Furthermore, avoid sidestepping around her when she's in whip state; her mids and lows hurt a lot off counter. Go for Sieg's poking attacks, like :B::6: , :6::B:, or :3::A:.
 
Thanks man, these tips are great. I actually ringed out some people with that drop kick lol. I can't get :kBh: to work in SCH. Am I just doing it too slow?

I got one more question for you? How do you deal with Mitsurugi? My friend is pretty good with him. He's the only character he can beat me with. When he knocks me down he gets all kinds of free hits! Is it my fault for not teching fast enough, or is that one of Mitsu's strengths?
 
kB on SCH must be done on the right timing
the window input is quiet small so you should do it not too fast but not too slow LOL

sieg is having a hard time with mistu
what you can do is punish his attack like 2KB, relic and mist attack.....forgot the other
( I'm not a mitsu player so I forgot the notation ) :p

You don't mention mistu's attack that give you a hard time so I can't give
you more tip because I don't know how's your friend's mistu looks like? :p

seeing a match video will be help
try to see mistu VS sieg match
maybe you can learn something there.
 
For Mitsurugi, it's very important to keep him at far/far-mid range. This prevents his trip/slash and his close up stuns. In most cases, there's nothing you can do about the ground hits you receive, especially if you were doubling over from a counter-stun. His best and most dangerous closing in attack is his :1::A:. Make sure you learn to read it, block low, and counter with Sieg's WS :Bh: attack. If it hits on stun, you can do the :kBh: combo, or just hit with :B: from chief stance.

Make sure to Ukemi left or right (that's :2h::Gh: or :8h::Gh: after being hit to the ground) for some maneuvers, as you may be getting hit by things that are avoidable.

For the :kBh: input, it's a slide input, so you do have to be fairly quick. Go to practice, and do this: Go into chief stance (:2: or :8::B::+::K:), and press :K: and quickly press :Bh: (almost the same time as the :K:, just slightly after). If done correctly, you should be in Base Stance now. From that stance, repeat the process, as you can go right back into Chief Stance from Base. Repeat over and over, until you have the hang of the timing required, then you can incorporate it right into the combos we've mentioned.

For more Mitsurugi help, I'll direct you to my other topic:

http://www.8wayrun.com/f39/siegfried-vs-mitsurugi-t181/

Hopefully, this should help a bit!
 
In scrubby games 3B own everything, just spam it. try 6K for interrups, maybe will work.
At higher level sieg needs some knowledge of the opponent, but anyway:
spam b6
use 3B/ FC A_B+G for TC
WS A is great.
And SRSH is really good.

Mitsu he cannot even interrupt 3 SCH K on block shouldnt be much trouble. pls be more specific.
 
:6::B: isn't bad, but sidestepping makes it extremely dangerous to do. If he's fighting fairly skilled players, it would be a bad move to spam. I'll take it he's having more success since he hasn't posted in a while, but general tips are still welcomed for any up and coming Siegfried player.
 
Thanks guys. My friend is just better than me at the moment with Mitsu. He just generally sweeps a lot, and connects with lots of hits that knock me into the air, too. :2::K::B: keeps getting me. I'm just not fast enough to see it coming yet. I can rarely GI it; only when I'm camping. Thanks for all these tips guys, they've been really helpful. He seems to back off when I rush him, but I get ringed out when I get too carried away lol. He has this combo that knocks me out pretty easily. It ends with a knee. I'm always raping his soul gauge. When I'm in his face I always use :B::6: , :6::A: , :B::B::B: , :A::+::B:, and sometimes :B::2::A:. I do use :3::Bh: A LOT. I love to follow it up with :B: or :K::K:. Well, anyway, I just have to know Mitsu's moves more, I think. I'm always getting hit with attack counters when I think one of his moves are finished. This is good practice, though I'm really getting better. I think my defense is still a little crappy and I got to improve my punishing strats. Oh, and I've really grown to hate Mitsu!
 
Mitsu he cannot even interrupt 3 SCH K on block shouldnt be much trouble. pls be more specific.


He can easily interrupt that ish. Only chars having problems getting attacks in there are Rock and Asta and even they could still just do K if they absolutely have to get guaranteed damage.
Mitsu can 66K, 6K, 3A, AA, 2A, 3K and a whole lot of other shit.

@VEX

A+B, BBB and B2A are all trash.
 
So A+B, A+B or K aren't useful? Why is it trash? Sometimes its the only attack that can save me from some people, especially if they spam.
 
A+B is trash, because the 3 hits are never guaranteed unless used in a stun-combo (in which case there are more damaging options) or on grounded opponents against a wall (in which case it is still very inconsistent).
From neutral there is absolutely no reason to use this move as it will always leave you open for buttsecks no matter whether you hit them or they blocked it. It's also rather slow if you plan to use it as an interrupt.
K is good. I never said it wasnt.
 
A+B is trash, because the 3 hits are never guaranteed unless used in a stun-combo (in which case there are more damaging options) or on grounded opponents against a wall (in which case it is still very inconsistent).
From neutral there is absolutely no reason to use this move as it will always leave you open for buttsecks no matter whether you hit them or they blocked it. It's also rather slow if you plan to use it as an interrupt.
K is good. I never said it wasnt.

So the side hold that A+B goes into has good options, just not the A+B pathway?

What about 2(A+B)

IIRC doesn't B2A have a cancel into SCH. Is that trash?
 
SSH has decent solid defensive options and you could technically use A+B as bait to get good damage from a successfull SSH A+B or roulette to SCH B. The problem is A+B ALWAYS puts you in a defensive situation, when it should reward you for landing it. You can play reverse mindgames from other and better transitions.
2A+B is decent because of its built-in retreat + sidestep. It can evade a lot of stuff and covers multiple responses, where most of your defensive tools are more discriminative in what they counter. It goes without saying that this low is NOT meant for mix-up purposes. Way too slow and linear.
B2A being cancelable into SCH doesnt matter because it is interruptable after the 1st hit is blocked.
 
You'll need to be more specific. Are you eating lows left and right, or are you having difficulty with countering his pressure?
 
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