newb to SCIV

Blazeduke

[08] Mercenary
Hi i just started SCIV a week ago....and i started with sigfried to use...and make my "main" ....now...

what are some good combo for him??
~~~~~ i know basics and im getting pretty good....but i want to be able to take some1 like xiangua(misspell i know) or any1 thats particularly....quick, and be able to defeat them with some ease....

~~~~~i can never seem to land a hit once they are close to me
 
Well this will probably be closed very quickly, but you need to read the forums. We have specific threads for learning each character. Things you need to look for to be a good player:

Combo thread (every character has one)
Frame data (the single most important thing to understand, look up the noobie guide to understanding it then run to the wiki)

We have videos that show high level to low level online matches. For your benefit ONLY study offline. online (especially sig players) are known for terrible tactics that should NOt be adopted to be a good player as they don't work offline.

the concept of a fast character is sort of a myth or mis interpretation. Every character has fast moves. Astaroth can plow you stupid fast with some of his. You're probably thinking about pressure/rush down characters like Taki, Talim, Maxi, etc... The key is learning frame data and when you can attack.

Also do not feel the need to have to be flashy and pull of huge damage every time. Learn your quickest attacks and pokes, you'll never land anything good if your opponent doesn't learn to fear these.

but yeah please read the forums first. Mods, close?
 
thank you and yes plse close this i got what i needed to know

++oh and i heard that sigfried is a harder character to use due to all of his stances...is this true?++
 
Generally no. You need to remember a few strings to mix up and get his a:g:a down. Controlling him is generally easy despite the stances and it really comes down to learning how to play him safely tho. I am not a seig player so don't take this to heart. For a beginner though seig is a decent pick
 
Siegfried is an easy character to use, but a difficult character to master. in order to utilize his powerful offensive tools, u must create openings through poking, stance roulette and stuns. there is a time to be agressive, and a time not to be, but ur always looking for an opening. against an agressive opponent, u can usually open them up quite easily for something ridiculously powerful as the SBH B tech trap combo. against other extremely skilled opponents, u may very well spend the entire round poking trying to create openings. there will be character guides to him later, but having a very strong defense with good mindgames is key to making way for siegfrieds raw offensive power. EX CH 6K SHK freely opens up any stance mixup. also some risk taking is required, but u must choose your battles. attacking on minor disadvantage can be your key to creating an opening, or getting shredded by your opponents punish. also keep in mind siegfried is a fairly good punish character himself, and can stop almost everything if u use his tools well. punishment is your main source of creating openings, if nothing else. of course this is just 1 of the many ways he can be played.
 
I won't lie to you, Siegfried is a bad character to take offline, but ignore ivyfanboy here - Siegfried players do NOT need to play a safety dependent game - Slayer plays him defensively whereas I'm a gambler, it's all about pressure really. If you only play safe, practically everyone can outplay siegfrieds safe moves in relative comfort.
For me, I play a psychological game, I bait and tempt my opponent into rash actions and hit them hard when they do or panic their defence. On 8wayrun, me, jink & slayer are currently the most active Siegfried users and our styles are completely different.
My advice would be to never play someone elses way - find a style you feel comfortable with and use that as a foundation. Learn, adapt, never be predictable and abuse a:g:A, that is the only thing you need to begin with.
Good luck.
Close thread now?
 
Ummm Synraii reread what i said...

I'm well aware Sieg has a lot of high reward gambles, but if the opponent knows you don't know how to play safely, you're going to get your ass kicked from being punished to death. He needs to learn how to play safely so he can build a mix up game on top of it rather than start going WS AA and 1A like and online Sieg would. If I know a seig is just gonna keep rolling the dice, im going to just be patient until i see that unsafe option come out and rape you. You need to put safe pressure in the mix to keep the opponent guessing otherwise it's pointless.
 
But he won't learn why the gambles are high risk unless he works it out for himself, take WS AA, it has it's place and yet you just slated it - this is what I mean, with Siegfried you have to use unsafe moves as part of your strategy, it's not like learning sets or X or someone like that. Siegfried uses unsafe moves more than most, so he's got to learn why unsafe is dangerous and learn mind games to compensate. He won't understand this if you just tell him, let him work it out for himself and he'll see is what I meant.
 
IvyFanboy - frame data is not the most important thing to understand but it is important so new ppl aren't like WHAAAAAAAA?! whenever people are talking about it

also you should play balls out. if you think its gonna work do it no matter how unsafe and retarded it is. that is how manly men play
 
Really this is one of those things where all elements are important, so let me rephrase my stance as "frame data is important to know for high level play". Shenanigans and aggressive mix ups can get you far, that is true...but at top level play if you don't know safety you will get owned the second the opponent figures out you don't.

so yes it is true with seig you do need to take big risks as he is notoriously unsafe, but do take the time to learn frames. It will teach you how to punish, set up frame traps, and realize if their are safe options when you don't feel confidant in landing a hit. You will be a much better player for it if you take the time.
 
Grab and 1B/3B/6B etc mixup. Sieg has some of the strongest throws in the game and the 2nd or 3rd longest throw range in the game. All of them give him mixup advantage from wakeup.

4K is a deadly move +4 on normal hit and he has some of the best OKI (wakeup pressure) in the game with 88B and 22B mixups.

1K is your best poke and if you can master it A+KA2A is very strong too.

SRSH K/B mixup is a very punishable mixup but the rewards are huge and if you can get your opponent afraid of this mixup, its going to be a long night for him.

Sieg also has very quick stance cancels which can lead into grab mixups as your opponent blocks up in fear.

He is easily a very underrated character.
 
I may be new to 8wayrun, but siegfried is a beast. the just on 6-b is shweet. lots of mixups. my 6bb always stops a hardy siegfried, well not always. XD.
DONT BAN AMY, SHES MINE!!!!!
 
let us not forget the power of tip range and fear advantage! two tools when used in unison can possibly score you alot of damage very quickly, and also works as a mind game all on its own. can even cause your opponent to lock up if your lucky.
 
Tip range + mixing single & string attacks > frames. Play a little with BBB options at tip:
"If-examples"
1st) BB, opponents guards 1st B gets hit by 2nd B & they G again.
2nd) 2B, 1K or FC-2A; opponent guards 1st B & expects the 2nd B by keep guarding, but gets hit by 1K.
3rd) At tip range do BB for set up, then mix with 2B, WS'A.
4th) After enough BB set up, they opponent might get annoyed & try to counter after guarding BB, so try BB. If the opponent guard BB at tip range Sig have slight change to 4B+K'A+B away. This mix up worked offline for me, but don't spam it by itself, use it along other things to keep a random pattern against opponent.

Also after a single 2B guarded at tip range, use 4B+K'A+B.

Edit: this mix up also work with 4BBB, but for close range.
4BB, 1K
4B, 1K
4BBB
 
Guest206 from Chat:
The move you are looking for I think is a+k[A]~Chief Hold. And easier input (to me) would be 22k[A]~Chief Hold
 
Don't forget that a 22 starter will always come out slower than an A+K starter, you won't punish with a 22 for example except maybe on whiff. A+K mixups may seem trickier, but they make up their value in the end.
 
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