Sacharja
[12] Conqueror
6B is pretty bad.
Except against Algol. In that matchup it actually becomes one of Siegs best tools.
Except against Algol. In that matchup it actually becomes one of Siegs best tools.
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• 4BBB:This move is awesome!! is i18 too so you can use to interrupt or else; I use it a lot as round finisher or gamble with doing one, two or the entire sequence.
I'm gonna give you the first medal to Siegfried's improvement; thinking about how been unpredictable its the only way we can find better strategies to keep winning after all this time when all the experienced players really know how to fight against Siegfried... its really easy, after watch some videos, which moves are often used by Siegfried players - so as these moves are really a few then its easy to learn how to deal with them; so we have to realized some ways to use the moves that only a Siegfried user knows.I think the idea Stryker was having with 4BBB is not the move it's self but what can come after. He will use either only 4B 4BB or 4BBB. If he uses 4BBB alot he can then start using something like 4BB then catch the opponent off guard with a throw or something.
It works the other way round as well. Use 4B alot then suddenly throw out 4BBB for some damage. It's all about being unpredictable.
1. ag[a] is -8 on block as opposed to agA being +2... worst transition into SRSH he has I belive. If it hits there on the other side of the ring and your in SRSh.... whoop whoop.
Mikey_R
Yes, but the mix up is not outstanding at all. (Visible, unsafe and poor reward)
(Hey, you're from UK ! Did you go at SVB ?)
• aG[A] was a multi hit move in SC2; the transition to NSS(SRSH since SC3) was a low hit(when the sword is landing to get the stance is clearly a low hit, but since SC3 it doesn't work); ag[A] and 44[A] are the worst move to stance in the Siegfried's game actually, so its a tie.Onlywing 2 things.
1. ag[a] is -8 on block as opposed to agA being +2... worst transition into SRSH he has I belive. If it hits there on the other side of the ring and your in SRSh.... whoop whoop.
2. Nightmares aa and bb are slow as hell in comparison to other characters.
I know how the 1AA tech-trap works, but its just that its too slow for it to work effectively since people always see the first hit coming.
Btw: after SRSH B isn't 66B a better use of the stun given by SRSH B? I know SRSH B allows for B4 (Techable Right), 1AA and 66B.
6B is pretty bad.
Except against Algol. In that matchup it actually becomes one of Siegs best tools.
Bro, 1AA after RSH'B is guarantee because the first hit of 1AA is hitting them on a "stand to grounding stun". Opponent can't guard against the hit from 1AA because the if the opponent pressed G, after getting hit by the first hit, they'll snap into Ukemi recovery (Ukemi is different from just getting up), which lets them vunerable against any mid or/and low, that matches-in the time-frame-length of the Ukemi.