Siegfried Study Responses & Questions

His UB is useless, dont ever use it.

44A is a very good move. It gives +2 on block and has great dmg potential. U can use it after a succesful GI or as step punish.
 
Noone good will ever block 44A...forget about trying to implement it in your normal play unless you manage to punish something with very very bad recovery.
Sieg's UB, hmm you can Probably try it after BH B haha. I just use it for the flames honestly, and for iFC purposes so i can do WS attacks.

Drakealdan:
That low is very very very important for Sieg. You really need it, antistep, decent on block, tremendously good on step, great range. It's like one of his best moves. Especially if u like playing a long range game, it's like totally safe except probably sets.
 
Thanks for the responses. heh yeah, Sieg's UB is quite terrible unfortunately...too bad. As far as 44A, I'm getting better at GIs so I think I'll try and throw it in every now and then after those.
 
Yeh... so...

again, are throws/SRSH K his only lows that put fear into people's hearts?

I'm fine with just having one workhorse low or one workhorse mid, I just have to know. >_>
 
drake- think if it like this, the main difference of 1A and a+kA:2A is that the second knocks down on ch
 
oh, I know that one from watching...

after having compiled that punishment list it's a wonder I can even look at Sieg.
Ehhh, unsafety...

But, that's got nothing to do with nothing.
 
If you wanna hit someone on the ground, use 22_88B.
Compared to 22kA:2A they do more damage, have more consistent tracking against rollers and great setup value.
I have a feeling many people give that low too much credit, just because its ranged, somewhat safe, covers step and gives a number of frames equal to the population of China on hit. =P
Haha, yeah, its hella good. But don't make the mistake of trying to apply it everywhere.
 
hum... yeah, lemme just stop beating around the bush.

a+kA:2A (frame advantage, pressure), low throws, regular throws, SRSH K.
Are these the things you use regularly (or even spam) to make the opponent duck?
 
Aldan, there are many ways to win.

The opponent must attack. They can lose to RO, lose life fro trying to step, lose life from being CH, they can be CF, you can GI and hit them etc etc. Mixups aren't everything.
 
So I'm in the middle of (attempting) to do a comprehensive step study when I found out that Nightmare and Siegfried (thus far the only two I've found with this) actually have different hitbox definitions as to where their front/right side is.

They are the only two characters in the game thus far that I've found that if you do a single step right (I tested this with a LOT of characters- LM, Hilde, Ivy, Cassie, etc.) and grab, you get a front grab instead of a side, but you get a right side grab on everyone else with the same conditions. In order to right side grab you must either do 2 steps or a single step held into 8WR a little.

Note that thier left side is like everyone else's.
 
Are you not left with just whiff punishing and spacing, then?

If there's no ducking, what mixup is there?
Much like in traditional sports and/or martial arts... You take what you are given and use what's available to you... If they don't wanna duck, think about what thats leave them open for (lows, throws, agA, etc.)... They will have to respond to that ish eventually... or die... The choice is theirs (meaning they could stand all day for all you care)... and once they start responding to that, you then have your opportunity to do other stuff....

Overall I think it's not about "ducking" or "standing" or whatever... it's just about what is someone vulnerable to at a given time... This changes constantly so you have to feel it out and go with the flow, so to speak.

Hope that helps some.

- I.C.E.
 
You don't have to make the opponent duck to win.
That's 100% true. Also is true that the best moves to damage the opponent are mids, and maybe our character doesn't have solid lows or highs, or a special (hard to brake)throw. Like Tiamat said is all about realize what kind of strategy is available to win. Also true is that some characters like Kilik and Setsuka have a innumerable set of low moves that will make you jealous, and maybe a little frustrated.

Keep your mind open, study the game, the possibilities, and maybe you will find another way to win. Maybe you can check some videos from IceColdEdge and more Siegfried's powers players to take a look and learn something useful.

-Stryker-
 
Overall I think it's not about "ducking" or "standing" or whatever... it's just about what is someone vulnerable to at a given time... This changes constantly so you have to feel it out and go with the flow, so to speak.

Yeah... I'm slowly coming to this conclusion (through good ol' losses, of course).

I throw out far too many moves just hoping they'll hit... there's no intention behind it (like "destroy soul gauge", or "bait GI/whiff", or "hit opening", or whatever)

the only intent behind it is (hit, hit, hit, c'mon, hit!) and of course, then you're just leaving it to chance...

Thanks.
 
11B

H: -9~-7
C: Stun
B: -23~-21

11[ B ]
H: +8~+10
C: Stun
B: -6~-4

This is the frame data for 11B. -6 on block going into stance. How many frames do you need to cancel the stance and still block an incoming attack. I figure a good amount of attacks in the game can punish it. I notice that very rarely does anyone use it. Is it worth using more than 3B or would it be better poking on reaction?
 
You can't block shit after cancelling stance, BUT, your best bet is to attack or do 2B+K. That's the case with every move -> stance where Sieg is concerned.
Personally i like 11 i like how it looks and i like the hit stun it gives. I say use both 3B and 11 and see how they work. Experiment yourself. You might get away with 11 more than just based on opponent's unfamiliarity with the attack. EVERYONE knows how to punish 3 these days.
 
You can't block shit after cancelling stance, BUT, your best bet is to attack or do 2B+K. That's the case with every move -> stance where Sieg is concerned.
Personally i like 11 i like how it looks and i like the hit stun it gives. I say use both 3B and 11 and see how they work. Experiment yourself. You might get away with 11 more than just based on opponent's unfamiliarity with the attack. EVERYONE knows how to punish 3 these days.


I'm looking for a backup to iWS B so that i can be out of range for iWS B and still use a good vertical. B6 I suppose, but you don't really get anything after, or do you?
 
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