Slayer_X64
Siegfried SA Moderator
Hello, welcome to the Siegfried Lag Tactic thread for those of us who play online. Here are some general guidlines you can use to avoid abusing lag vs online players. Mind you, you will still see these offline, and they will still work offline, even if only occasionally. Remember that lag affects EVERYTHING online, and that these are just specific things that are siegfried related. It doesn't mean that through avoiding these it will be like playing offline. In fact it means the opposite. Online is online, offline is offline. Being good online doesnt necessarily mean you're bad offline, but it also doesnt necessarily mean you're good either; there are just to many variable's to consider, things that a person has trouble understanding unless they have played offline. Therefore follow these guidlines at your own discretion, and take things said here with a grain of salt.
I color coded things to make it simple.
GREEN = not severely effected by online (everything is effected by online)
ORANGE = works better than intended online than offline
RED = works far better than intended online than offline, to the extreme
Lag Tactics:
I color coded things to make it simple.
GREEN = not severely effected by online (everything is effected by online)
ORANGE = works better than intended online than offline
RED = works far better than intended online than offline, to the extreme
Lag Tactics:
- 2A+B (i28)
- this move isnt particularily all that special to begin with. its an ok whiff punisher at long range, but it does give a free hit against a guarding opponent online, despite being reactable.
- SBH A+B (i36)
- create's an ugly, laggy 50/50 between SBH B ant itself for high damage options between a launcher and oki game that would not otherwise be practically present offline.
- 1AA (i27)
- while this is very effective against catching rolling, it is a free hit against those that choose to instant stand online. however the move doesnt KND, its disadvantageous on hit, and it doesnt NC, so use at the discretion of your opponent.
- a+ka:2AA (i32)
- gives a free hit, and tons of advantage online.
- WR [A] ~ SSH Mix ups
- they work alright if WR A is connected on hit, but on block most launchers will beat out any attack from this transition. however these launchers can be evaded with a SCH transition.
- SRSH mixups
- from neutral, these mixups can be stepped and interrupted.
- on block, all moves except SRSH A+B are extremely punishable offline. These moves have a very small amount of block stun however, making them unreactable to punish online.
- SRSH A+B, instead of being a forced block for sleepers, becomes a 50/50 mixup with SRSH K.
- there are uninterruptable, unstepable setups for SRSH B_K, which can still be used. in my personal offline experience, SRSH B_K is unreactable. however, like everything this may vary from person to person.
- SCH transitions
- from most basic transitions(excluding WR B) this can expect to be punished. some individuals have more problem with this than others, especially online(i just K punish or try to step it and whiff punish, although this is much softer punishment than you could possibly face offline.)
- the entire stance from all transitions on GRD can be step G'd. however online it is nearly impossible to step, particularly with the problem that K will catch step online. another issue is SCH A catching step 100% even to the weak side. however SCH B does re-track an opponents step, regardless for forced block.
- the use of SCH K, SCH KK and SCH kB is much much safer online than it is offline(this stance happens to be a bad habit of mine for abusing as well, even though i know its weaknesses). this can be interrupted when used in succession, step G'd, TC'd, and punished. SCH K SCH K is a particularly bad string that is an example of this.
- SSH mixups
- depending on ping, SSH B can form a 50/50 mixup with SSH A.
- SSH A isnt 100% reactable, but its close enough to borderline that i honestly wouldnt recommend abusing it.
- SBH moves
- SBH K is safer online, however most opponents won't have an issue with launcher punishing this regardless.
- Online Safety:
- 3A ~ this move is -14(-15 at point blank range), but is rarely punished online.
- B2A ~ this move is still punishable online, and the low is still reactable, but this string can also be interrupted by i17 or faster moves(mind you B2A4 may step linear i17 moves)
- a+kA2AA
- most players have no issue reacting to this string in standard ping, but it is quite difficult to deal with in laggy ping.
- SSH A+B
- a simple retreating low from stance. very few characters can actually punish this as well.
- 2K string
- it works ok as a substitute for 1A if you're cautious about using lag online. its fairly unsafe, and can be blocked and punished mid string. but it makes for ok oki and combo finishers.
- 1K
- your standard every day low kick. nothing special here.
- 2A
- a basic low poke that trades the offensive to the opponent in return for some small damage. good round finisher, good agitator.
- SRSH A+B(far - tip range)
- why does the opponent have to block low at this range at all? just step, GI, block, whatever.