Siegfried Pre-release Discussion

Are you hype for Siegfried?

  • Taste...THE POWER OF MY SWORD!

  • I do not desire...a false salvation.


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SCVI Siegfried E3 Build Analysis

(A) ~ SSH
AAA(Last Hit goes to Siegfried's SCIV SCH A+B)
AAB
AA(B) ~ SBH
aB_a:B(New Move)
a(B)_a:(B) ~ SBH
agA _ag:A
ag(A)_ag:(A) ~ SRSH
6AA(1st hit is Siegfried's SCIII & SCIV 4A & the 2nd Hit is Siegfried's SBH A)
6AB(2nd Hit is Siegfried's SCIII SRSH B)
6(A) ~ SRSH
3A
3a4(Was Siegfried's SCV 3aA)
2A
1AA
4A(Was Siegfried's old 6A)
4(A) ~ SSH
WS (A) ~ SSH
WS AA
WS Aa2
JMP A
BT A
BT 2A

BB(1st hit is Siegfried's B6 & the 2nd hit is Siegfried's 6B)
bgB(Was Siegfried old 6B)
B6(Was Siegfried's SCV 4B)
Soul Charge B6B(2nd Hit is Siegfried's SCIV WS B)
Soul Charge B6(B) ~ SCH
6BB(Sieg's old 11_77B & the 2nd hit is Siegfried's old B4)
6(B) ~ SCH
3B_WS B_JMP B(Was WL B)_33_99B
3(B) ~ SCH_WS (B) ~ SCH_JMP (B) ~ SCH_33_99(B) ~ SCH
2B
2(B) ~ SBH
1B(Was Siegfried 2A+B)
1B ~ SBH
4B(Was Siegfried's old 1B)
236B
236bG
BT BB
BT 2B

K
6K
3KKK
2K(Siegfried's old 1K)
1K(New Move)
1(K) ~ SCH
4K(Siegfried old 22_88K Series)
236KKKKK(Was Siegfried's old 2K)
WS K
JMP KB(Was Siegfried's old WL KB)
BT K
BT 2K

A+B ~ SSH(New Move)
6A+B(New Move/Turns into Nightmare's 6A+B in Dark Legacy)
2A+B(Siegfried's old 66A+B)
4A+B ~ SSH
4A+BA

33_66_99A(aGI's ALL Horizontals & Guard Break)
33_66_99(A) ~ SBH
22_88A
11_44_77A
11_44_77(A) ~ SRSH
66B
22_88(B) ~ SBH
22_88BBB(Last is a Guard Break)
22_88BB(B) ~ SCH
22_88BBK
44bG ~ SCH
44(B) ~ SBH
44BB(2nd Hit is a Guard Break)
44B(B) ~ SCH
11_77B?
33_66_99KK(1st Hit is Siegfried's SCIV Version of the 33_66_99K/The 2nd is his old JMP K)
Soul Charge 33_66_99KB
Soul Charge 33_66_99K(B) ~ SCH
22_88K(Siegfried's SRSH out of Stance/SCV Version)
22_88(K) ~ SBH
11_44_77K
66A+B(1st is similar to his SCIV 22_88B & the 2nd Hit is new)
66(A+B)

SBH = B+K From ALL Stances(aGIs ALL Weapon Mid & Low Horizontals)
A
B(Causes Lethal Hit after aGI)
K
Soul Charge K
A+B
a+bG ~ SRSH

SRSH = 6B+K From ALL Stances
A
(A) ~ SBH
Soul Charge AA
B
K
(K) ~ SBH
A+B

SCH = 1_2_3_7_8_9B+K From ALL Stances_BT B+K(BT Version aGIs ALL Weapon Horizontals)
A
(A) ~ SSH
A2A
A2(A) ~ SRSH
B
(B)
K ~ SCH
Soul Charge KA+B
KK(2nd Hit was Siegfried's SCIV SSH K)
K(K) ~ SCH
A+B(Siegfried's SCIV A+B & It's A Guard Break)

SSH = 4B+K From ALL Stances
(A) ~ SRSH
AA
BBB
BB(B) ~ SCH
K
A+B
 
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Click for zoom in pic.

BB.gif
BB

Sieg4A+G.gif
4A+G

Sieg66KK.gif
66KK

Sieg6AA.gif
6AA

Sieg6AB.gif
6AB

Sieg6BB.gif
6BB

SiegAGI.gif
Special GI
 
Old A+G and B+G are still in the game.
It must be a new command throw.
The wake up looks great. But I wonder if it is possible to enter differents input during the "black freeze".
 
@Pantocrator Just clarifying whether flapjack input is FC4A+G? Because in the previous build for NM at least, it's FC1A+G for front and FC1[A+G] for back.

If you do FC4A+G, won't it be just 4A+G by default?
 
@ShenChan
Thank you for the feedback.
I Indeed had some doubts concerning this FC4 input, still it could have been FC1 and FC3.
Btw, how do you break them ?
 
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You break them the same way as the normal throws.
FC1A+G = A/B/K break
FC1[A+G] = 4A/B/K break

Also, i heard that old 1B is now 4B. I can't confirm this though, need to ask around.
 
Like the @Linkrkc did, I took a few notes and I thought I'd share them along with the move list. I think I'll do the notes first, then combos, then move list, in that order.

General Notes:
Sieg's standing B is his old B6; New B6 is a mid hilt strike that crumble stuns on CH for a combo (new B6 is unsafe)
Sieg seems to revolve around being annoying with B, B and agA at mid range.
With B, B being a NCC, it is an excellent mid range interrupt tool. On CH, it knocks down, rings out, and wall splats.
Downsides to B, B: Linear and can step the 2nd B if you are using it blindly. Also unsafe but with push back. Think A, A but not B, B punish. X can punish B, B with super
3(B) -> SCH K, B is a natural hit combo with nice oki. If they like to mash off the ground, another 3(B) will CH (not tested vs all characters obviously but seems to be true)
3(B) -> SCH K, K also works, will ring out to the left. slightly less damage. (oki off of this still needs to be explored vs SCH K, B ender)
SCH A+B from SC4 is back! <3 3(B) -> SCH A+B is your CH combo.
the new low 1(K) -> SCH K is uninterruptible; and both SCH K, K and SCH K, B are NCC
new low sweep 22(K) -> SBH K seems uninterruptible but unsure
SCH A, A (new high low string) is NC
Soul Charge 66K, B is NCC; SC 66K, B -> SCH A+B is massive damage and rings out from galaxies away. 2nd hit of 66KB can be stepped to the left.
6B is the old 11B, and I think they moved the command because they are trying to get us to use it more.
6B is Siegs most reliable tech crouch move
The 6B trailer combo (6(B) -> SCH K(K) -> SCH A[A] -> SRSH A+B) is in. It hurts, and I found myself hitting with this a lot more than I thought.

Combos:
CH B, B
NH 3(B) -> SCH K, B
NH 3(B) -> SCH K, K
SC NH 3(B) -> SCH K, A+B -> a:(B) -> SBH K (trailer combo; must get jf a:B)
CH B6 -> a:(B) -> SBH K (Not for certain but I don't think you need jf on this one)
CH 3(B) -> SCH A+B
CH 3(B) -> SCH B
CH 6(B) -> SCH K,(K) -> SCH A,[A] -> SRSH A+B
CH 6(B) -> SCH K,(B) -> SBH K
SC CH 6(B) -> SCH K, A+B -> a:(B) -> SBH K (untested, but I think this will work)
backwards flapjack, BT 2K
(With back to wall) backwards flapjack, G, 6(B) -> SCH K,(K) -> SCH A,[A] -> SRSH A+B
(With back to wall) backwards flapjack, G, 6(B) -> SCH K,(B) -> SBH K
(With back to wall) SC backwards flapjack, G, 6(B) -> SCH K, A+B -> a:(B) -> SBH K (untested, but I think this will work)
CH 66KK (2nd hit is high, and you can't CH confirm)
SC CH 66K(B) -> SCH A+B <3
44(B) -> SBH B (also tech traps)
SBH B -> 66A+B -> 66B (trailer combo, but someone got out of this (?))
CH 6A, A
SRSH (K) -> SRSH A+B
SRSH B -> 66B
SRSH B -> 66A+B (?? somebody got out of this but I may have been slow)
SCH A, A
SCH (B) (full charge) -> a:(B) -> SBH K (untested but I think this will work)
SCH B -> 3B
SCH B -> a:B (untested; unsure if it will work but might)
SSH BBB
 
Move List
A same (A) goes to SSH; SSH K is interruptible after (A) is blocked
AA
AAA 3rd hit animation kinda looks like SCH A+B
3A same
2A same
1A same
4A -> old 6A
6A -> SC4 4A
22A = SC5 22A
66/33/99A = SC5 66A
11/44/77A same

B
B -> old B6
BB -> 2nd hit is old 6B
aB = new move from trailer has jf version a:B
bgB = old 6B
6B -> old 11B
3B same
2B same
1B -> old 2A+B
4B -> old 1B
7/8/9B while landing launching mid (B) transitions to SCH
33/99 B same
11/77 B ?? (I don't remember)
22 B -> old BB series
44B same

K
K same
3K same
2K -> old 1K
1(K) new low that can go to SCH
4K (old 22K series, no 22kaA)
7/8/9 K jumping low
33/99 K same (no knockdown?)
22K = new low sweep can go to SBH
11/44/77 K = drop kick
66K shoulder but no knockdown on CH and no tech crouch
66KK follow-up is high and is NCC

A+B
A+B = new Break attack move that goes into SSH
6A+B = Parry (goon hand)
66A+B = 2 hit spike move from trailer after SBH B

SCH
A same
[A] same
AA high low that trips (NC)
B not adv but chargeable again; full charge is break attack launcher
K same
KK mid high 2nd hit tracks (NCC)
KB mid mid NCC knockdown
A+B = SC4 A+B

SBH
A same
B same
K same but hits grounded also
A+B jumping low from SC3 and 4; g cancelable to SRSH

SRSH
A same
B hilt strike
K same but goes (K) goes back into SRSH instead of SBH
A+B same as SC4

SSH
A same
B same but pops into air in certain situations; has BB followup
K same
A+B same from SC4

Soul Charge
66K(B)
SCH K, A+B
SBH K
There's probably more but that's all I found
I was told that stance transitions are faster in SC but I didn't test... I swear I thought SCH A+B came out faster in SC

"Rage"
6A+B Soul Wave: True mid, major plus on block, armor, break attack, does tons of chip, pops grounded and airborne opponents into the air, and hits from half screen or maybe a little more; can only use once

The 6A+B goon hand parry when not in rage can give you rage without being down on life if you do it enough. I wonder if you can just do it a bunch between rounds and it adds to the count. I'm not so certain that it's random.

- I.C.E.
 
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