Solf
[10] Knight
So what was his 2P like ?
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So what was his 2P like ?
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Pretty much...With his big ass sword of course.
It wasn't air controllable in the build I played (the most recent one). I don't think it launches as high now, I wasn't able to connect aGA after it.After saw this video
SCH K BE is easily air controllable now
I mean it seems no longer connect for air combo >_<
just like mitsu 2K BE
and after saw some latest match video
Looks like sieg's player use 3B more often now
braindead
it means "like playing SCIV Sophie"You keep using that word. I do not think it means what you think it means.
it means "like playing SCIV Sophie"
SC5 Siegfried 3(B)
SC4 Sophitia TAS B
- linear, tracks one side does it really track to one side? It really tracks to one side. Siegfried's right.
- gives retarded damage at certain range
- not safe; must subject to reverse mixups to escape damage or inflict damage wrong, the opponent must use a reverse mixup. Siegfried is at "advantage" here because he can interrupt your attacks with K or K$. In SCV, having your opponent block 3B is not necessarily a mistake. The opponent must escape your attacks, Siegfried does not need to use reverse mixup options like going to SBH or SCH sidestep to beat the opponent's options. No one is at "advantage" here. SCH A is beaten by crouching, SCH K and SCH B are beaten by stepping. SCH k(BE) is beaten even harder by stepping, because it takes longer (thus giving you longer to punish from step) and also wastes meter on whiff. The reverse mixup is Siegfried's, not the opponent's - the opponent is subjected to another mixup.
- reverse mixups give nothing guaranteed - essentially 33/33/33 (math not actually done), and the mixup is removed entirely by holding G. But Siegfried does heavy guard damage, the heaviest so far. Sieg and Mitsu seem to get the most guard crushes. You can't hold guard forever, and even if they do block, you're very safe and can continue pressure if your opponent can't throw anything meaningful out to stop you. It does do good guard damage. If you don't want to subject yourself to guard damage, then play the mixup game. If you don't want to subject yourself to possible actual damage, play the guard damage game. Not to mention - SCH KK and SCH k(BE) are discernible by the bright flash, and SCH KK is mid-high.
- can be punished by Natsu regardless of reverse mixups not if you space it, it pushes back out of range of AA if you don't do it point blank. You don't have to be at tip range, either. At that spacing, Siegfried doesn't get optimal mixups from it, since backstep makes everything whiff.
- barely tech crouches
- at tip range, gives sub-optimal damage and squashes mixup opportunity
- at close range, gives good damage at the cost of not having other solid close range step killers Siegfried indeed has this weakness and others which may be highly exploitable in SCV. This will be his main weakness, especially if he's found himself in stance at negative or neutral.
- hits grounded
- does big guard damage and forces action or else more guard damage is done
- when spaced at tip you can G cancel very safely since they're so far away Be careful against Voldo, and possibly Hilde.
- linear, tracks one side it only tracks when you do it slow I see. But that helps my case anyway.
- gives retarded damage at certain range
- safe punishable by Taki, every time. Spacing doesn't matter, you're always close enough to be punished. Also punished by Lolo's Yoshimitsu with iMCF It's barely punishable. Also if we take lolo into account into every last thing we write, we would all be playing super safe and never do anything that could even possibly be Just Impact'd.
- like I said, safe to most characters, but it leaves you right in front of them no matter how you space it, at -10. This is the next worse thing to "unsafe"
- fuck Taki nice double standard Fuck Taki as in Taki can either barely punish it for negligible damage and -2, or if she can get the JF punish it a bit harder. But it's nothing scary, and spaced correctly, it whiffs. Taki isn't a threat against her - thus, fuck Taki.
- special movement that leads into is a tech crouch if you do this, the move is much slower And it still tech crouches, which is the entire point - if you're TCing something, you're probably also whiff punishing - speed doesn't really matter especially since you can see when their move is done being dangerous.
- at tip range, gives optimum damage
- at close ranges, gives good damage at no cost to step killing ability
Personally I follow Vincent's modus operandi and believe that TAS B is essentially just a really good punisher. But I'll bite.The braindeadedness actually doesn't directly come from how good the move is. It comes from how many uses the move has. Both TAS B and SCV Sieg 3B are useful in so many different situations.
Need a mid to use in your mixup? A whiff punish? A pressure tool to open up your opponent? An early TC? A CH tool to skew string-mixups in your favor? A move to enforce your advantage? Decent combo filler? Oki? Keepaway/Pushout? All accomplished by 3B at various spacings. This is similar to how many uses TAS B has, which is my point. There's few wrong times to use the move, making it braindead to use.
Btw Sieg's anti-step tools aren't even that bad, remember step G is nerfed? But he is a bit weak in the interrupts department, which may be very important since moves are so safe and many give advantage on block. So I'm not too worried about how good Siegfried is because EVERYONE is really good and it might be possible to limit his options really well with a strong offense.
I can agree with most of that. The new improvements to 3B does make Siegfried much easier to play, but yes, you can probably do better by choosing other moves for a lot of the situations I listed.
I've been thinking about some other things that make SCH weaker, like waiting to see if SCH K comes out, since the pushback makes it whiff if they don't anything. Stepping also shifts the risk-reward in your favor.
I didn't even have to try at SCR, since nobody knew how to deal with 3B yet, so that's why it felt "braindead." It could very well go the same as in SCIV where he was perceived as top tier first.
Also, I don't mean to kick the ball over the fence, but you really need to play the game to see how big an impact the buffs to 3B make. You won't be punished by Natsu unless you're right in her face, and you can still be close enough to use SCH K to interrupt other moves. 3Bg is really safe, you still have to guess right, but they often risk eating CH SCH B if they want to reach you. At that range you also risk whiffing SCH followups, though.