Siegfried General Discussion

Heaton

A Soul in the Purgatory
Siegfried Character Discord found here.

Welcome to the Siegfried general discussion thread!
 
Last edited:
I've been trying to find some basic idea of bnbs myself. Seems like the 3b chief hold combos are it for the most part. I know there's mixups out of it into sweeps but I haven't been able to find any decent videos with inputs or anything. At least for sieg
 
I've been trying to find some basic idea of bnbs myself. Seems like the 3b chief hold combos are it for the most part. I know there's mixups out of it into sweeps but I haven't been able to find any decent videos with inputs or anything. At least for sieg

Here are some basics to get you started.
close range:
k
3k
6a
b6
4a (can hold to go into stance)
3a

Mid range:
Aga/iaga
a+b
SCH a+b
3b
a:b

Soul charge:
b6b
k:a+b
Combo: 3, SCH k:a+b, a:[ b], SBH [k]

SRSH mixup up between k and b is effective. When you go into SRSH from 6a it adds another layer as you can 6a,a instead of going into stance. All three options give you a knockdown.

Sieg can do a lot of damage on counter hit with 3b and iaga. Try and control spacing and fish for counter hits.
 
Here's my scrubby Sieg against legendary arcade. Feel free to comment on my gameplay. I know I need to learn some more combos and such. esp wall combos. I suck right now so any advice would be appreciated.

 
I came here looking for some info on DL. Is it true there are moves that will trigger it? If so which ones? Thanks in advance to anyone who can point me in the right direction.
 
My bnb moves

Aga. No brainer. old school BNB

3B, although it is now i20 instead of i18, which is OK because he has more stance options now.

A:b. Wow this move TC's a lot of stuff, is i18, leads to base old and can K as a combo on normal hit. Leads to stance mixups. Seems to land all the time for whatever reason. Hit's OTG.

K for no other reason than being his fastest move from standing at i12.

BB or just B. i16, decent range, combos on NH, awesome poke and staple since forever, will RO as well, and can occasionally stuff RE ( I've done it several times)

2K no brainer

1K. More damage than 2k, leads to CH, and K:b follow up is uninteruptable if I'm not mistaken. Hit's OTG. I like it.

3A/ 3A:4. 3A it's hard to go wrong with a decent range horizontal mid. 3A4 has more range and damage, and attacks from the other side, but is much slower.

4A. i14 decent range horizontal that KD on Counter hit and can RO. Useful near the edge when AGA would push them the wrong way for a RO. Never go into stance, transition is too slow.

66 A+B. Long range. Decent Oki, combo finisher, hit's OTG, good guard damage.

22/88 A. Another horizontal mid that is safe I believe (maybe at tip range only). This move also TC's and I have ducked under grabs with this. Good RO and wall splat potential.

6A variants and mix-ups

Dark legacy is cheap as fuck.

Sieg is really good in this game, like... really good.

Only problem is that his meter game is lacking. His Super isn't very good, and neither is his SC game. I use SC as a keep away more than anything.
 
Only problem is that his meter game is lacking. His Super isn't very good, and neither is his SC game. I use SC as a keep away more than anything.

Try something like this when soul charged
1(B)-> BH K
On block BH K its uninterruptable, pushes them near the edge, wrecks their armor, gives advantage on block. On hit its combo.

The strength in his SC is that they are pretty much risk less, give him adv on block, and if they do hit will usually lead to heavy damage. Saying it's lacking is somewhat harsh I think
 
Last edited:
compared to groh or kilik or azwell? yeah it's lacking

Well, there are 2 options, we can simply compare and fret about the other characters that have better or you can find use in what is available :) i rather go with the latter. Other characters have betters, others worse. Lets discuss how Sieg's are applicable, what you think?
 
Well, there are 2 options, we can simply compare and fret about the other characters that have better or you can find use in what is available :) i rather go with the latter. Other characters have betters, others worse. Lets discuss how Sieg's are applicable, what you think?
I never complained about siegfried as a whole, for pete's sake he's a monster overall. I was just pointing out ONE area of weakness, of which he doesn't have many. think you overreact
 
No overraction, hence the smilie face :) I only commented because you said his SC was lacking and you use it as a keep out tactic. I was just trying to encourage you and by extension us to explore further and share more ideas that will change you view from lacking to probably -> decent. That's all. SC is a HUGE part of the game now, to narrow it's use makes the character weaker significantly I'll say. The game is still new so
 
Is Siegfried's SCH A+B supposed to be a tracking move? It looks like one, but I missed it several times when the opponent sidewalked it to one side.
 
Is Siegfried's SCH A+B supposed to be a tracking move? It looks like one, but I missed it several times when the opponent sidewalked it to one side.

The move was just patched, along with his neutral A+B Guard Break to be an actual horizontal now. You shouldn't encounter that problem anymore. Happy Hunting :)
 
No overraction, hence the smilie face :) I only commented because you said his SC was lacking and you use it as a keep out tactic. I was just trying to encourage you and by extension us to explore further and share more ideas that will change you view from lacking to probably -> decent. That's all. SC is a HUGE part of the game now, to narrow it's use makes the character weaker significantly I'll say. The game is still new so
I would say it's important simply because his CE is so bad
 
I just do some test on Siegfried's throw. Here is the throw break frame data:

A+G (front and side), there are 17 breaking frames from 2nd to 18th frames after the impact. Throw break advantage is 0.
6A+G - 2nd to 13th (12 frames). Throw Break: +8
FC3A+G and FC1A+G - 2nd to 16th (15 frames). Throw Break: +6

I didn't test Siegfried's 4A+G. Assume it is as same as other's regular throw, it will be:
4A+G (front and side), there are 18 breaking frames from 2nd to 19th frames after the impact. Throw break advantage is 0.
 
I just do some test on Siegfried's throw. Here is the throw break frame data:

A+G (front and side), there are 17 breaking frames from 2nd to 18th frames after the impact. Throw break advantage is 0.
6A+G - 2nd to 13th (12 frames). Throw Break: +8
FC3A+G and FC1A+G - 2nd to 16th (15 frames). Throw Break: +6

I didn't test Siegfried's 4A+G. Assume it is as same as other's regular throw, it will be:
4A+G (front and side), there are 18 breaking frames from 2nd to 19th frames after the impact. Throw break advantage is 0.

Thx for the input.
Could you please check if the breaking frames for 6A+G are different when Siegfried's guard bar is red?
 
Back