[ARCHIVE] Speculative Siegfried Movelist

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I guess I'm just used to the whole 'plink' motion so I don't mind much.

Yo Jian or anyone else who was at NEC (or has played a SCV build), has anyone found a use for 4b? I wish I knew the frames so I could know if it was meant to be a punisher or whatever. It seems to be a natural hit crumple unshakable stun that guarantees either a light followup, or slightly scaled CE. Problem is, iirc, it's a bit unsafe. It's like RSH B without being in stance.
 
According to reports its only punishable by Natsus AA on block. On NH it gives an ouch-my-gut hit animation (not actual stun, tho), the fallback stun is CH only iirc. I have seen people speculate on 3B as a possible followup, nothing confirmed, tho. I personally dont think itll guarantee anything, judging by the visible recovery. The animation also hints at TC frames, but I havent seen anyone mention that specifically.

Depending on how fast it is and whether its actually got TC frames I can see it filling a niche between 3B and 66K in your close-up repertoire (assuming that 66K is still unsafe or at least less safe than 4B, which seems likely).
 
On NH I have not a clue what's guaranteed, if anything. On CH, however... wow. Sieg's CE takes a good 30f or so to activate - not to mention the recovery of the move itself. You get quite a while to do anything you need to do. I believe it does TC, but not amazingly so.
 

I fail to see how Sieg's CE can be classified as "one of the weakest", after seeing this (1:30). If it's well-used, it seems to HURT, and you can even follow it with 3B... It got roughly 50% of Zwei's hp.
 
i30 is also way off the mark. Don't let the time elapsed fool you. The animation time outside the super freeze is probably comparably short to other CEs, if you look at you how its used as an interrupt at 1:30 in the video above. I can see it being mainly saved for closerange, tho, as you'll miss out on a major portion of the damage (including possible follow-ups) depending on distance.
 
It also seemingly does a kind of stun when used on CH, which allowed 3B to be guaranteed. And yeah, I'm impressed to see how fast it launched, fast enough to interrupt Zwei's incoming attack.

Check out this guy's youtube channel, he's got some new videos, from a french event that occured during the SoCal Regionals. You'll also see that Chris, notably, uses it to punish moves even from "far away". Seems way better used to interrupt moves than on wake-up, where it fails most of the time.

It loses damage very quickly on distance though. The way Chris was using it would only grant him 1/4 of the opponent's HP.
 
Most Ultras in SF4 are pretty good if they randomly hit unscaled. That's not going to happen often, though. Startup on Sieg's (and many other characters') CE's are so big, that even if they're in the middle of throwing an a, they can probably stop and block. Let's try to look at how CE's are guaranteed, and not random pls. I hear Unblockables are pretty good when they hit, too...

P.S. it's not very punishable to most characters... but it's linear. People were saying Ivy/Asta throws are sooo fast. I was ducking them on reaction (no joke, the animation is really telegraphed) by the second day of playing, and I have people who were on the same station as me to back me up on that.
 
Yeah, it looks a lot faster than 30 - I agree. Playing on it, though - it felt much slower. Is it me, or did the CE animation become faster in one of the last few builds?

But yes, I am not saying Sieg's CE is bad. I just think there are a lot of better ones that are guaranteed off of more situations. So far for Siegfried the only situations I see scoring it is 4b, CE or RSHS b_k, CE, and I think one of those might even fail iirc. I dunno... just doesn't have the consistency I'd like.
 
There are actually quite a few scenarios where I think it'll land, including:

SRSH K
SRSH B
CE
66K BE
SCH K BE
22B
B4
66A
SBH B
SBH K
ch 11B
SCH B
ch SSH A
ch 22kA:2A
any wallsplat
 
So back to topic, can anybody tell me the usefulness of 66k BE? I was trying to poke with it, which seemed kind of ..bad.
 
I expect it to be mainly used as closerange punisher or as ch-fisher if youre feeling gutsy. For general safe poking I'd look in the direction of 4B, 3K, B6 and 4K.
 
Really? You think the headbutt is a good poke? Anybody happen to know if 4k,k is NCC? NC? I'm guessing counterhit combo, but it'd be nice to know for sure. I didn't test as much as I should have. *sigh*
 
It actually seems that way, I just saw a video in the morning and I'm sure he is top now. Also I trust what Kayane said about Sieg being overpowered and he got to the finale.
Don't count your eggs before they hatch. Developers generally cram a lot of effort into the weeks before the game goes gold, meaning unexpected balance changes are a possibility.

Here's hoping every character is top-tier, though. I experimented with Siegfried a bit in SCIV (read: abused his lag tactic arsenal) and I would like to legitimately learn him in SCV if he gets some decent ways to keep pressure off him besides 3B and 3A or whatever else he had in SCIV.
 
His closerange poking is still not very good, something that hasn't changed, although the character as a whole is much better. I personally would favor 3K and 4B (depending on how fast it is), but 4K does look promising (I personally think it's NC).
 
I thought 4B was now a hilt poke rather than the headbutt ?
4b is the hilt thrust, but I was talking about his 4k you mentioned. If I remember correctly, 4k,k is a headbutt, followed by his old 6k. If it's NC, I'll be happy with that. It'll probably just gain knockdown properties on the followup kick on counter hit.

Can I just add that it is SO weird inputting 6k and seeing his old 4k!? O_o
 
4KK might be NC
but the second K could be duckable on block

I was expecting 4B will be used as GTFO me move
just like mitsu's 3A and raph's new 3A

sometimes I use 4A
but I think it's slower and knock down on CH in SC V
 
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