Move Analysis: FC A+G*B+G

Heaton

A Soul in the Purgatory
Move Information
  • Ground hitting low throw
  • i19
  • 30 damage, 44 damage combo with B+G ~ BT 2K
  • -16 on block
  • KND + pushback on successful throw
  • +13 on successful pick-up from ground
  • Variable advantage on ground flip
  • Recovers in FC on block
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From neutral, there is very little reason to use crouch throws over Siegfried's normal throws. The damage is higher (30 and 44 / 45 and 50), they're 2 frames faster and do not require you to be in FC. Both of the crouch throws give around the same amount of push back as the standard throws, though FC B+G has the distinction of being the only throw that moves the opponent behind Siegfried. In general, Siegfried's standard throws either meet or exceed the same standards as his crouch throws.

There is, however, one benefit to using crouch throws over normal throws, and that is related to how punishable they are. Since crouch throws can be blocked, they always leave Siegfried at the same disadvantage on block (-16), whereas throws, when ducked, give much more than that because the opponent does not have any block stun to deal with.

For example, Cervantes can duck and punish Siegfried's throw with WR B and get about 80 damage with no meter. However, Cervantes can only punish a blocked FC A+G*B+G with FC B for a measly 18 damage. So in this match-up, crouch throws are a less damaging, much safer alternative to Siegfried's standard throws. So be aware of what characters can punish you harder for which option, and adjust your throwing tactics accordingly.

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The other thing to aim for with ground throws is the ground pick-up, which can be done after any knock down that leaves your opponent either Face Down Feet Away or Face Up Feet Away, and is on axis with Siegfried. A FDFA pick-up puts your opponent in standing position, while an FUFA pick-up puts your opponent standing in BT. Both pick-ups put them at -13, which is the most frame advantage Siegfried can enforce on the opponent without any input from them. This can allow you to enforce virtually any mix-up of your choosing.


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What pick-up you go for depends largely on what character you're facing. Characters with fast moves - α Patroklos, Natsu, or Pyrrha - might try and beat out whatever mix-up you're trying to enforce after a Front Pick-up. The reverse is also true; characters with fast or powerful moves in BT - Cervantes, Mitsurugi, Ezio, or Voldo, for example - may be more inclined to disrespect you after a Back Pick-up.

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Note that you will need to take a step forward if you wish to throw your opponent, and that some characters can actually back step your grab attempt. SRSH does not encounter this problem, since 6B+K takes a step forward into SRSH, and SRSH B*K will both catch your opponent's back step. It's something to take into account when you're fighting someone with good movement, since they can try and disrespect you in places other characters could not.

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FC A+G*B+G / Rolling Opponent​
agA
  • Front Pick-up on front roll
  • Back Pick-up on side roll
  • Ground Flip on front roll
CH 6A
  • Back Pick-up on side roll
  • Ground Flip on front roll
WR AA
  • Back Pick-up on side and front roll
SCH k(BE)
  • Front Pick-up on all rolls
B+G
  • Back Pick-up on side roll
  • Ground Flip on front roll
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FC A+G*B+G / Teching Opponent​


3KK ~ Delay
  • Full throw on all tech
  • Ground Flip on sleeping opponent
44(B) ~ SBH G
  • Full throw on front, left, and right tech
  • Front Pick-Up on sleeping opponent
66k(BE) ~ Delay
  • Full Throw on all tech
  • Front Pick-up on sleeping opponent
SCH B
  • Full Throw on all tech
  • Front Pick-up on sleeping opponent
CH SSH A ~ Delay
  • Full Throw on all tech
  • Ground Flip on sleeping opponent
CH 22ka2A
  • Full Throw if delayed and opponent holds G
  • Back Pick-up inconsistently on sleeping opponent
  • Ground Flip inconsistently on sleeping opponent
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In conclusion, I see Siegfried's crouch throws as less a supplement to his throw game and more of a replacement - they are more or less useful depending on the match-up he is currently playing. However, they also play an important part in his okizeme game that allows him to forcibly change the situation from a ground mix-up to a standing one, which can be a very rewarding or risky decision - again, depending on the match-up. Using Siegfried's crouch throws wisely involves examining the match-up and habits of one's opponent closely so that the correct call can be made as to what is the most rewarding course of action.
 
FC A+G at wall to 3B is a combo.

IMO FC throws are good in some matchups as Heaton mentioned. However they can supplement standing throws. It helps make standing throws safer because it makes the opponent commit to a lower damage punish. For example, if you up against alpha, he can FC 3A+B your standing throw. but if you condition him with flapjacks he can onloy do JFT... so that means that if you standing throw only JFT will come. Asta too... because if he is looking for flapjack and you do standing throw his max damage punish might get confused.

Another application is the FC throw and FC - delay - 2K mixup. Some characters like nightmare or sieg can WSB to punish FC throws... so against players who are good at punishing FC throws well, run up, crouch a bit then low kick to simulate a flapjack. the WSB will come... so JG it (fixed timing) and punish them hard. you can see me do this to keev in mlg a few times. i lost anyway hahahahahaha....

haha..

haaaahaaa..

=( sadface
 
Just thought i'd throw in my 2 cents.

Idk how many of you guys do this, but I find during the fight if i get a chance to FC B+G 1k or FC A+G I run back up repeat with another one, run up again and 1B them while they expect another crouch grab.

Sure it's a gimmick, but I can't tell you how many times this has worked for me.
 
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