How is this marked solved? Lol.
For pad players, at least for me, I map out a shoulder button to a bind like A+B to R1/RB or R2/RT. Then quickly slide my thumb from A to G and hit the shoulder button accordingly. It should register as agA/iagA if fast enough.
For stick players, I assume just...
Just thought i'd throw in my 2 cents.
Idk how many of you guys do this, but I find during the fight if i get a chance to FC B+G 1k or FC A+G I run back up repeat with another one, run up again and 1B them while they expect another crouch grab.
Sure it's a gimmick, but I can't tell you how...
Hey guys, just wanted to chime in for some advice.
I've been maining Siegfried for awhile, but came to the realization that he isn't as up to snuff compared to the rest of the cast. I've used Algol as my tertiary in IV, but never picked him up completely. What are some good starting places to...
its great, they never see it coming lol. I must admit though winning with Sieg is quite an uphill battle against most everyone, especially Patsuka haha.
After SBH B, 22_88 BB is usually the most damaging combo, but I heard it whiffs, so for reliablity you could also do 66B or 6B. (EDIT: How could I forget 44k! lol) As for SCH kA+B+K, iagA works well, but im sure they're are other options, that's just what I am accustomed to doing.
LPP don't forget B6, I throw this move out entirely toooo much lol. It's great for poking at mid-range. Also, learn Sieg's attacks that go into stances, like 2{A+B} to SBH. From there, you have a mix-up opportunity with SBH A fake with SBH A 2. I didn't read anything about you using SRH which is...
Just out of curiousity, what was Siegfried packing in previous build versions of the game? In other words, why do ppl say he was OP before?
Also, I completely agree with you Spidey on SCH A+B. I think what hurts me the most is that I can't access the A+K series without doing 22_88kA which is...
Oh by the way guys, Im having a problem figuring out what to do next when I knock my opponent down. Let me clarify, I would usually use 22_88(B) in SC4 in situations where I find my opponent grounded and possibly set them up for (or retreat with) SSH A+B. Any good options in SC5?
Also has...