Anti-Sophitia

K it, its a quick kick it sucks when they do that move actually i hate all sophi's no offense to sophia players out there its just that the chick is too strong and too fast :(
_________________________________________
====== DOUBLE POST AUTO-MERGE ======
nothing really but play safe-fried <- HA! Thats hilarious but its an unfortunate truth.

Playing the normal unsafe-fried will get you murdered. 3B. 22_88B both heavily heavily punishible. Sidestep allot, 236A (The stab? i think thats the input) can be sidestepped. When she does TWS (Twin Angel step) I recommend 44B it will TJ the high and the low. although she can TWS dodge I don't see it too often. 4K,44A is pretty good. just remember TWS whiffs allot of siegfried's good moves. I say keep-away and turtle it out, like offbeat although Turtling with Siegfried is hard IMO he has quite a reputation for being unsafe.

i hate that stab i can NEVER sidestep it, it always gets me where ever i go if u sidestep that move like every time ur a god cuz jeez it always gets me...btw offbeat=master turtler hes good but damn hes really defensive lol
 
@EVA_PHANTOM:
The battle against Sophy its tough, yes. But its not impossible to win consistently against her, just play more risky and not in an obvious way that would give you away in any given opportunity. Is like when facing someone who's uses 2A to stop/interrupt you, they trust in 2A's chances of stopping you. If you jump at gambles against 2As, you'll discourage them from using 2A, earning you more room/time for Mix Ups.

On example against a Sophy who uses 11A[A]:
If your opponent spams or uses this move from time to time, maintain yourself performing TJ moves at Zoning, Spacing, or Poking situations. This will lead them to think that you are trying avoid a Low attempt, and if they do, they'll change into another strategy that doesn't not involves Lows on first pokes, and probably discourage the use of 11A[A]. Leaving you more room/time to get around her offense and/or begin momentum against her. Sig is strong at momentum.

Good (but "risky") tool against her:
2A. Yep, 2A, this move is not in-your-face fast, but it is not slow. It has "Ghost-Range", meaning it has longer range than it looks like. The collision box of this move is longer than the sword, hits low. Heheheh, its like "gotcha" :P
You can force this Low Mix Up out of Sophy's 'Range-Awareness" at Zoning situation, specially if they know, and decide that they can guard it and punish it with 236B. You'll be tempting them to punish you with 236B after guarding your 2A, and if they do, you'll raise your chances of hitting them with b6, 4K and other mids at that range.

More later...
 
Vs sophie, play soul gauge. Especially against those that love to block and wait for stuff to punish all day. Block a few SRSH A+Bs or some other shit and they'd start coming at you.
 
4K USE IT.

It's safe and it knocks Sophitia down on counter hit.

I fought a good Sophie use recently, The Twin Angel Step move that looks similar to Siegfried's WR A A The second hit is a low so just like his so jump it.

Also I'd avise not using 22_88 Heavily punishible. 6B Although slow can push a distance between the two and does some decent damage.

I use 6A sometimes on her but allot of the time she auto-crouches with some of her moves or she out beats me with faster frames.
 
Mmm on the contrary I think 22B into SSH is really good on her. On block, hit check and do SSH A+B. Her best option, it seems is to jump forward.. thats where you do a SSH B or just guard to make it safe. Soon you'd find her flashing red.

Then the 4K you mentioned will keep landing i guess.
 
That might work but usually 22B is punished by Sophie's super fast stab (236B)

SSH A+B is i18, 236B is i14, However i'm not sure if SSH A+B Auto-Retreat puts 236B out of range...
 
It depends on the range, up close AS B will catch SSH A+B, but anything much beyond that it wont. SSH K will trade with AS B, but the trade is bad for both damage and position. It seems like if you get your 22 transition blocked up close and you expect AS B the best option is to 2B+K transition into SCH to Sieg's right. This gets you at least a SCH B for whiff punish.

Against this same situation Sophie's best option seems to be to use 3B, which only seems to be beatable by a slightly delayed SSH K and SSH G > G. This too however will only work against SSH A+B when 22 was blocked at short range.

Taking a look at mid range for the 22 block, jump forward is indeed the best option against SSH A+B since she cna land and TAS B, but it loses to everything else. Better option is 11AA which will land the 2nd hit before Sieg recovers. This also ducks SSH K, hits before B+K aGI is active and similarly stops other stance transitions, but trades with SSH B(horrible trade for Sophie) and loses to SSH A or SSH G > 2G. The other move she could try is 66A which seems to beat everything except a very slightly delayed SSH K, SSH G > G and SSH A+B which it causes a weapon clash with, so both players are neutral, but Sieg is standing sideways.

At long range Sophie has nothing that can hit before Sieg can guard. SSH A+B will escape out of range of practically everything, but a well timed TAS ~ B will tip stun. "Well timed" depends on very minor changes on the distance 22 was blocked at and looks difficult to learn.
 
As a Siegfried player I generally dont recommend using 22 a lot against Sophitia, because she is one of the few characters that can deal with it very well and it doesnt even evade that many of her options. Another method of punishing Suirad hasnt mentioned was actually backdashing and then whiff-punishing with 66B. This also works vs SSH A+B, just have to run a little. Also, both 11A and 66A can be beaten by a delayed transition to SBH via B+K. They only beat it if Sieg buffers it so they hit between the end of the first auto GI window and the permanent auto GI window. Depending on the timing Sieg will get a SBH B, which can only be avoided by GIing back.
 
When Sophie is at -s 236b seems to beat out b6 for me even though they should trade which breaks alot of my strategies. at Tip range after agA or b:4 b6 is a frame trap against most characters but Sophie destroys this. Furthermore im finding AS B and TAS B hard to tell apart so my punishment is inconsistent. Against a Turtle Sophie what should sieg do? I dont wanna grab spam cause I hear she can duck and punish for 70dmg at a higher level
 
Back
Top Bottom