Alright, so here's my wishlist for the patch. Remember, that this is simply my opinion, so make of it what you will.
currently siegfried is:
- Slower than most other characters
- Doesnt hit as hard as most other characters, and lacks a reliable out of stance BnB source of good damage, even on CH
- Is outmatched and outdamaged at range by characters who are both either just as fast or faster than him at said range, and are also stronger with better options.
- give CE slight re-track. not enough to allow it to kill step or 8wayrun, just enough to prevent it from whiffing at clutch moments.
- give SCH B slight re-track so that when using it as a whiff punisher it connects properly.
- fix 22_88B random whiffing issues, since sometimes they lead to back turned.
- fix 3B random whiffing issues. yes 3B random whiffign issues. in certain situatins where you attack at the same time as your opponent, both of you will miss, and your opponent will end up on your right side while you sit in stance. its almost like this move offsets sieg's hitbox in a funky way. it also misses at times during whiff punishment.
- fix 66A whiffing issues
- eliminate 2KKKKK pushback on hit
- increase 2A tracking. it still ocassionally whiffs on the strong side vs step (though not as often as in SCIV)
- if all of siegs big money makers are to come from stance, increase stance transition speed slightly
- increase SSH backstep distance slightly
- sieg's CH fishing game is extremely weak now, and as such IMO it even further limits his damage capabilities out of stance. since its not always possible to camp in stance now days, i suggest we buff the TC on 3B to its SC4 standards to at least give sieg an outlet for crouching under strings and such, and scoring CH's. if not this, then buff another move at least, like say, 11_77B - at least this move would gain some purpose then. sure 6K, or 66K can do this job, but the reward is simply not enough when compared to that of the rest of the cast.
- the lack of an i14 interrupt/punish does hurt siegfrieds game slightly. this isnt a high priority or anything since he can go without, but buff 4B to be i14, since the move already has little range, and already has no tracking.
- give 22_88A a very slight range boost, to make it a tad more accessible at mid range.
- give 1A more range, and let the second hit of 1AA hit grounded
- give SSH A more safety. with the lackluster rewards that it gives compared to most other things in this game, there's no way it should be launch punishable.
- give us 3B guaranteed off a successful b4 hit. we should at least get something for hitting with a move that slow and linear.
- Its true that siegfried has decent range for a character, but even at that range he is not the master of it. some characters at this range are still faster than him. some characters at this range still hit harder than him. however, the characters that are faster either hit just as hard or do more damage, and the characters that hit harder, are just as fast as siegfried in the relative range:speed:damage ratio. should there not be a happy middle ground here? IMO siegfried at this range should do somewhat more damage than faster characters even if there is a risk involved, and should be faster than slower characters. naturally because siegfried's character model revolves around rish/reward, there should indeed be some risk involved, but even so, despite how punishable his tools may be, they should also be reliable and suitable for the situation itself, and should reward as such if he guesses right. Such a model IMO only makes logical sense.
- If all else is deemed unsatisfactory, then at least let SRSH K hit grounded for chip damage (like say, 10-20damage) making SBH B a forced block, and SBH K/kBE a tech trap that catches all tech. one of the easiest ways to get this stance out is by throwing it out in okizeme after a successful KND where the opponent is at huge disadvantage. however a smart opponent needs a reason to get up into the mixup, and currently, because SRSH now has now ground hitting moves, there is absolutely no reason to fear this stance whatsoever, especially since stance roullete with the current speed of transitions is nowhere near fast enough to persistantly throw SRSH out in a match, and throwing it out at any other time risks punishment or interrupt for CH which can lead to absolutely massive damage in this game (for example, natsu CH WR K). If you truly want him to revolve around utilizing his stances for the risk/reward model, and you truly want him to be dependant on them for reliable damage, then this, along with modifying his stance transition speeds, would be the place to start.
This is all for now. Please take heed Namco. Its true that we are not everything that the community consists of, but none the less we are a part of that community. Despite what you may or may not perceive we are all knowledgable, just as the next players of any other community, and I truly hope that you will take our concerns into consideration as well as that of other parts of the competitive soul calibur community when you look to the grand scheme that is balancing this game. As i have said time and time before, IMO Siegfried is only just barely able to compete at high level play in his current state, especially because of both whiffing issues, and extreme key holes in his current design, which are not present in other characters. What i would like to see, is a Siegfried that is risky, yes, but gets just reward for that risk. To some extent i believe nightmare, despite the differences in the character and the style of play, represents this ideology fairly accurately, despite his own flaws. Im not asking you to turn him into nightmare by any means, im just asking you to justify the risks he has to take. Its true that others know the external workings of our character, but WE, the ones who use Siegfried, know his internal workings the best, and if you think that other characters are having trouble dealing with him, well again try to see both sides of the story. Try to imagine the absolute difficulty, and level of thought it actually takes us to achieve said difficulty in the first place, and i can guarantee you will see that it's always been an uphill battle for us. While this is something we are used to from past installments, the hill is slowly but steadily becoming a mountain, and soon we will not be able to keep up.
-Slayer_X64