I just realised nobody has bothered to make a mixup/mindgame thread yet, so: At the risk of embarrassment - here goes.
1. Stance roulette
Siegfried has four interchangeable stances - shifting freely from one to the other is integral to any Siegfried's mind games (yes, even yours jink ;P)
A lot of low-mid level players forget that this can also lead to excellent punishing, for example: SCH carries a decent step and SSH has a medochre backstep. Stances remove the ability to guard but that doesn't mean we can't dodge - don't be put off, properly executed you can bait whiffs or overly unsafe moves from your opponent.
When on the offence in stance with Siegfried, pressure is key - 2A generally face rapes his stances for instance, but scare tactics are nevertheless remarkably effective. For instance: iWS[ B] , SCH K, 6B+K.
Even if you are at advantage you do not necessarily need to attack, it is often much more effective to use roulette and scare a guard out of your opponent - OOPS. When a guard is forced a proficient Siegfried can do pretty much whatever he likes, be it further transitions, cancels, attacks or in my case teabagging ^^. In any case it gives you enough breathing room to really focus your offence.
2. Stance cancelling
This annoys me, so many Siegfrieds will happily switch stances and yet so few consider cancelling them as a part of their roulette, consider SRSH - all but the A can be stepped left, many players will thus step guard rather than interrupting, so why not cancel? Cancelling will typically give you one free quickish shot at your opponents defence - capitalise! ag:A frametraps, cancelling into 2[A+B] makes it trickier to read and 3A will punish twitchducks nicely. It can lead to spacing options, throw mixups, safe pokes - experiment, the possibilities are practically endless.
ag:A - The Jink Slash
We all know, love and abuse this move: catches step, advantage on step guard, great range, spaces, good damage, stance option but most importantly it is shiny.
Shiny is good.
Both of siegfrieds just inputs: ag:A and B:4 give good advantage on block, leading to a free poke, but against inexperienced players - a FREE CH 3, wall combos, RO potential, terror slap juggle - good and demoralising in any circumstance. It isn't flawless, 3B is unsafe and it only frametraps i14/slower moves? Anyway, the true frametrap is 6K, but it sucks so I won't mention it any further.
As these two moves offer potentially 60ish extra damage your opponent will be wary - humor him, save them up don't follow them up, let them poke your guard, bait them - better to cripple them at an oppertune moment than to throw them out freely, and be punished for it.
4.SBH - the shield
As I said before, 2A generally facerapes Siegfried stance roulette - which is why we have base hold. Whilst it does contain the launcher and A leads to wall combos it's most important property is it's auto impact. It will impact ALL horizontal attacks if timed properly and it carries a simultaneous tech duck. This is the key to his stance mixups , combining their dodging ability gives him his pressure, SBH takes horizontals and highs out of the equation, SCH will step, SSH causes short range whiff. You will find your opponent will have one or two B&B pokes and one of these options will catch it, don't block - use the stance! Eg. Amy's 2B+K/6BB can be caught by SCH step and SBH ducks 6BB. Experiment.
Phantom mixups
More correctly called a+kA mixups.
We all know the cross combos:
A+K A A B
A+k K
Etc. Etc.
Should you slide the A from A+K you will skip the A+K, and this applies to every hit of the slash combo, meaning you can skip straight to the lows of the phantom combo, giving a harder to react to and considerably safer double grounder beta option. A into chief, A A into side A2AA into triple grounder, WS[ B] followup mixup, the possibilities go on. These moves are not in the movelist, but provide a whole new way of entering stances, piercing guards and generally being badass, LEARN THEM, it can reverse fights.
If anyone has other ideas post them below, I'll be editing my post as I come up with new ideas.
Untill then, keep stance dancing!
1. Stance roulette
Siegfried has four interchangeable stances - shifting freely from one to the other is integral to any Siegfried's mind games (yes, even yours jink ;P)
A lot of low-mid level players forget that this can also lead to excellent punishing, for example: SCH carries a decent step and SSH has a medochre backstep. Stances remove the ability to guard but that doesn't mean we can't dodge - don't be put off, properly executed you can bait whiffs or overly unsafe moves from your opponent.
When on the offence in stance with Siegfried, pressure is key - 2A generally face rapes his stances for instance, but scare tactics are nevertheless remarkably effective. For instance: iWS[ B] , SCH K, 6B+K.
Even if you are at advantage you do not necessarily need to attack, it is often much more effective to use roulette and scare a guard out of your opponent - OOPS. When a guard is forced a proficient Siegfried can do pretty much whatever he likes, be it further transitions, cancels, attacks or in my case teabagging ^^. In any case it gives you enough breathing room to really focus your offence.
2. Stance cancelling
This annoys me, so many Siegfrieds will happily switch stances and yet so few consider cancelling them as a part of their roulette, consider SRSH - all but the A can be stepped left, many players will thus step guard rather than interrupting, so why not cancel? Cancelling will typically give you one free quickish shot at your opponents defence - capitalise! ag:A frametraps, cancelling into 2[A+B] makes it trickier to read and 3A will punish twitchducks nicely. It can lead to spacing options, throw mixups, safe pokes - experiment, the possibilities are practically endless.
ag:A - The Jink Slash
We all know, love and abuse this move: catches step, advantage on step guard, great range, spaces, good damage, stance option but most importantly it is shiny.
Shiny is good.
Both of siegfrieds just inputs: ag:A and B:4 give good advantage on block, leading to a free poke, but against inexperienced players - a FREE CH 3, wall combos, RO potential, terror slap juggle - good and demoralising in any circumstance. It isn't flawless, 3B is unsafe and it only frametraps i14/slower moves? Anyway, the true frametrap is 6K, but it sucks so I won't mention it any further.
As these two moves offer potentially 60ish extra damage your opponent will be wary - humor him, save them up don't follow them up, let them poke your guard, bait them - better to cripple them at an oppertune moment than to throw them out freely, and be punished for it.
4.SBH - the shield
As I said before, 2A generally facerapes Siegfried stance roulette - which is why we have base hold. Whilst it does contain the launcher and A leads to wall combos it's most important property is it's auto impact. It will impact ALL horizontal attacks if timed properly and it carries a simultaneous tech duck. This is the key to his stance mixups , combining their dodging ability gives him his pressure, SBH takes horizontals and highs out of the equation, SCH will step, SSH causes short range whiff. You will find your opponent will have one or two B&B pokes and one of these options will catch it, don't block - use the stance! Eg. Amy's 2B+K/6BB can be caught by SCH step and SBH ducks 6BB. Experiment.
Phantom mixups
More correctly called a+kA mixups.
We all know the cross combos:
A+K A A B
A+k K
Etc. Etc.
Should you slide the A from A+K you will skip the A+K, and this applies to every hit of the slash combo, meaning you can skip straight to the lows of the phantom combo, giving a harder to react to and considerably safer double grounder beta option. A into chief, A A into side A2AA into triple grounder, WS[ B] followup mixup, the possibilities go on. These moves are not in the movelist, but provide a whole new way of entering stances, piercing guards and generally being badass, LEARN THEM, it can reverse fights.
If anyone has other ideas post them below, I'll be editing my post as I come up with new ideas.
Untill then, keep stance dancing!