Differences from SCIV?

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Lemonforce

[09] Warrior
Hello im thinking of learning siegy in this and im wondering how different he is from sciv i was somewhat familiar with his moves in sciv but havent tried him out in V yet so just how different is he? would you say hes easier or harder to learn now?
 
After playing him for some time, I get the feeling they really nerfed him hard...
All of his A+B stance moves are now gone, so his ability to distance himself from the enemy while in stance is gone. His roulette spin seems to be gone so his stances are easy to distinguish now. The holy grail 3B doesn't seem to tech crouch any quick A's, which is real downer with the faster gameplay. He no longer has his B2A, which used to be really good after a base hold launch.

The only new thing he has that is any good is his new 66A and his Critical is pretty good.

He may be one of the worst characters now, if not the worst.
 
The only A+B stance move that clearly affects him is SSH A+B which was awesome.
Roulette is the same.
3B is the same TC wise.
B2A was BS imo.
New 66A is also BS. CE is aight.

Instead, the awesome stuff he got now is 22/88A, 22/88BB if it didnt fuckin whiff all the time :P and SBH A which is awesome imo.
Also stuff like (A), SSH K being combo on hit etc.
 
Buffs:

- better frames on AAB string
- agA 1 frame faster
- better frames on 6A
- consistent follow-ups on 3A
- 3aA (old 22_88A) safer and now has guaranteed follow-ups
- better frames on 3(B) transition
- better frames on WS(B) transition, also 1 frame faster
- better frames on 3K
- better frames on A+B
- better frames on 2A+B and guaranteed follow-ups
- old 66A (now 22_88A) is now a MID and safe, still TCs
- better frames on 66K, also KND on ch and TC again like in SC3
- B+K auto-GI now guarantees SBH B at all times
- faster startup on FC throws
- better frames on SCH A, and combos much more often, tho still inconsistent
- SCH B positive on block more, also a lot more damage
- SBH K much safer (tho still unsafe) and groundslide (and RO!) + guaranteed follow-up (1K lol) on normal hit

Nerfs:

- worse frames on B6
- smaller TC window on 3(B), also 1 frame slower
- 1K still negative on hit on counter
- defensive roulette when already in stance greatly weakened (barely dodges or auto-GIs anything at all)
- damage on both standard throws nerfed by 5 points
- complete removal of all stance A+B moves (this hurts especially on SCH A+B and SSH A+B)
- much less advantage on 22kA:2A, the JF graphic effect also makes it easier to block on reaction, does appear to not hit grounded and rolls anymore either
- SSH K now back to SC3 and before, still unsafe, no more combos on ch
- SCH KK series unsafer, knee also appears to have less range
- SCH A noteably slower
- worse frames on WS K (including more unsafety on block)

Other Changes:

- 4A now looks like the 2nd hit of SC4 66KA and stuns on normal hit, no guaranteed combos, SRSH K is a tech trap, still a bad move overall
- last hit of BBB replaced with a K, good on block, but high
- 4B is new move, slightly unsafe hilt thrust with +frames on normal hit and stun on ch, doesnt really fill a niche because of 66K changes
- old 4K is now 6K, otherwise unchanged
- 4KK is a new move, old SC2 Nightmare 4K headbutt into SC4 6K, NC, slight advantage on hit and slightly unsafe, decent punisher when in range (2nd hit whiffs often otherwise)
- 66A is a new move, high horizontal with HUGE range, 3B combos on hit, auto-GIs horizontal highs and mids, guard break with huge advantage on hit, but duckable on reaction
- 22_88BB(4) is a new move, long range (high recovery) whiffpunisher of choice, easily hitconfirmable without the transition, but transition leads to more dmg, unsafe
- SRSH A replaced by another high that looks like Nightmares 66A, -2 on block, 3B combos on hit, better for all intents and purposes, but still misplaced in that stance
- SRSH (K) now goes into SBH instead of SRSH
- SSH BBB is a new move, looks like SC3 22BB into 2nd hit of 44BB, NC, huge damage, all hits unsafe, a buff from almost every perspective
- SBH A is a new move, looks like the 2nd hit of WS AA and can be canceled by pressing 2 like it, guarantees 3B on hit, relatively slow, but great range and coverage, unsafe

System-based improvements:

- better movement (though worse than all other characters)
- CE and BEs
- clean hit properties

System-based nerfs:

- GI only available with meter and post-GI options rather lackluster in comparison
- 8WR moves (except 44 and 66) cannot be buffered without visible movement, adds a minimum of 10 frames to the execution time when not already moving

(Hopefully) non-intentional problems:

- Very noticeable hitbox issues on 3B, 22B and SCH B, less on a number of other moves
- lack of re-alignment after step leads to even more whiffs


There's more, but that should be the majority of the changes.
 
"- much less advantage on 22kA:2A, the JF graphic effect also makes it easier to block on reaction, does appear to not hit grounded and rolls anymore either" you list that on buffs instead of nerfs ;P
Good stuff ;)
 
I think the BE's for Sieg are actually more of a nerf, since a lot of his old combos are now only available in the form of BE rather than gaining a lot of new BE combos like other characters.
 
A few other nerfs, and more details to aforementioned things:
  • The range for 1B's attack throw to successfully execute has been reduced - it's much smaller now.
  • 2KKKKK pushes back with each successive kick, meaning that it's effectively impossible to get the full string.
  • FC B+G ~ W! ~ Behind A+G*B+G doesn't combo anymore.
  • The removal of instant (buffered) 8-Way Run attacks and most character's A+K attacks greatly affects the utility of Siegfried's 22K strings, as they must either be done from 8-Way Run or preceded by a Quick Step, telegraphing them.
 
I think the BE's for Sieg are actually more of a nerf, since a lot of his old combos are now only available in the form of BE rather than gaining a lot of new BE combos like other characters.

SCH K BE
SBH K BE
66K BE

None of these have been in any previous SC in this form. Much less combos featuring them.
 
SCH K BE
SBH K BE
66K BE

None of these have been in any previous SC in this form. Much less combos featuring them.

You FAIL.

SCH K B to SBH (Gone, replaced by SCH K BE)
SBH K~hold (Gone, replaced by SBH K BE)
66KB~SCH (Gone since Soul Calibur 3, replaced by 66KA in SC4, and in turn replaced by 66K BE)

Here is a video of some of them being used. There's even a combo featuring those moves literally in the first few seconds.

And here are some other moves I miss, some also visible in the movie.
SSH B (Gone, replaced by SSH B,B,B)
SBH A+B (Gone, Replaced by SBH A)
SSH A+B (Gone, no replacement)
SRH A+B (Gone, no replacement)
SCH A+B (Gone, no replacement)

Suck on that overly epic and overused music too...
 
SCH K BE
SBH K BE
66K BE

None of these have been in any previous SC in this form. Much less combos featuring them.

SCH K BE vs SCH k(B)
- the latter does not connect after launchers and only enables further follow-ups in stun combos
- the 2nd hit is a different move with different (read: worse) properties
- SCH K BE is a NC that gives you free follow-ups on hit, SCH k(B) gave you some advantage on hit and placed you in a mix-up position that was not in your favor

SBH K BE vs SBH (K)
- the former is just as fast as SBH K, the latter is a charged version of it
- the hold version was only ever guaranteed after a SLOWASS VERTICAL TIP COUNTERHIT FROM STANCE, while SBH (K) actually combos after moves you can realistically land

66K BE vs 66K(B)
- first is NC, 2nd isnt
- 2nd hit of each string is a different move with different properties
 
Sarcharja basically has hit the nail on the head as far as changes go. For the first time in awhile Sieg can step and punish (even while having a comparably bad step, etc.). I feel that I can do more with this character than in 4 for sure.
 
Buffs:
- better frames on 6A

I find myself relying more and more on this move vs rush down. Really good imo.

Only problem now is characters who have really good TC on their rush attacks.. Any ideas how to space out against those?
 
I usually throw out a 6k when someone is rushing down. If they attack after an unsafe move it always catches them for a 6K>3B NCC. It's only -6 on block so it can't be punished, makes for a good check move too.
EDIT: Forgot to mention it's a mid.
 
If you have some distance B6 is always good for stopping power but otherwise, I would also recommend 6K and 66K as they both have reliable tech crouch frames while being safe mids.
 
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