Stryker
[10] Knight
This is my only complaint about Siegfried in this version... the move-list is so short compare to Yoshimitsu, Ivy or even Nightmare, and above all there a lot of moves that no one uses; maybe you can see that move here or there in some random video but in serious competition there are moves that no one likes:
• SRSH A: This move was almost broken in SC3 but now is the biggest piece of crap in the entire game; maybe you can use it sometimes to interrupt the opponent while trying to step the other moves in this stance, but most of time even on hit you are screwed.
• 44K:In SC this move was extreme; in SC2 was good; in SC3 was excellent for RO after SBH B but now to me is just stupid. This move have to be improved in order to get better RO on hit and maybe a 66A+K command to do while running (in some SC games this move hit the ducked opponents while falling after whiff the aerial kick).
• 66KA: This move have the speed to be inside the poke game for every Siegfried player, but its other properties make this move very unreliable... good move to get a nice right RO but only on a (miracle!) CH...
• 66A+B:This move was tremendous as finisher after SRSH B and SBH B in SC3, but now I can find the proper use for this move... if this move was faster we could use it to punish the whiff, but not. If this move would look in the starting animation as a low move like 2A+B maybe we could use it to do tricks but not... if this move was safe, maybe we could use it even for the little soul gauge damage it does, but again no.
• 66_99_33 A: This move was perfect in SC3! but now his range and power to RO are no match against a lot of characters; its good to have this move but its speed are no fast enough to use it without getting nervous about his negative frames and the fact that it totally high... and his RO power is useful only on stages like the river or the sesaw.
• SBH A+B: This move was a perfect finisher after SRSH A in SC3 for a sweet 85dmg and RO againt the corners but now this move its to easy to guard... no frame advantage... if they start to jump against it you are screwed and if you use the cancel to SRSH you are more screwed. The best property this move have is that maybe it could be the hardest move to GI against Siegfried.
• 236 B: This UB move was useful in SC3 because we can use it as finishers after SBH A+B iW; but now the only use is to cancel it into throw or 3B... in the entire time I have spend playing this game I only hit with this move twice... and it was by mistake, cause I couldn't make the cancel on time.
I know about more moves that only a few people use and no one of this few people use properly, maybe I would post this moves in my next post in this thread.
-Stryker-
• SRSH A: This move was almost broken in SC3 but now is the biggest piece of crap in the entire game; maybe you can use it sometimes to interrupt the opponent while trying to step the other moves in this stance, but most of time even on hit you are screwed.
• 44K:In SC this move was extreme; in SC2 was good; in SC3 was excellent for RO after SBH B but now to me is just stupid. This move have to be improved in order to get better RO on hit and maybe a 66A+K command to do while running (in some SC games this move hit the ducked opponents while falling after whiff the aerial kick).
• 66KA: This move have the speed to be inside the poke game for every Siegfried player, but its other properties make this move very unreliable... good move to get a nice right RO but only on a (miracle!) CH...
• 66A+B:This move was tremendous as finisher after SRSH B and SBH B in SC3, but now I can find the proper use for this move... if this move was faster we could use it to punish the whiff, but not. If this move would look in the starting animation as a low move like 2A+B maybe we could use it to do tricks but not... if this move was safe, maybe we could use it even for the little soul gauge damage it does, but again no.
• 66_99_33 A: This move was perfect in SC3! but now his range and power to RO are no match against a lot of characters; its good to have this move but its speed are no fast enough to use it without getting nervous about his negative frames and the fact that it totally high... and his RO power is useful only on stages like the river or the sesaw.
• SBH A+B: This move was a perfect finisher after SRSH A in SC3 for a sweet 85dmg and RO againt the corners but now this move its to easy to guard... no frame advantage... if they start to jump against it you are screwed and if you use the cancel to SRSH you are more screwed. The best property this move have is that maybe it could be the hardest move to GI against Siegfried.
• 236 B: This UB move was useful in SC3 because we can use it as finishers after SBH A+B iW; but now the only use is to cancel it into throw or 3B... in the entire time I have spend playing this game I only hit with this move twice... and it was by mistake, cause I couldn't make the cancel on time.
I know about more moves that only a few people use and no one of this few people use properly, maybe I would post this moves in my next post in this thread.
-Stryker-