onlywingedangel
[09] Warrior
Keeping maxi out of close range with 6B has proven to be useful to me in the past.
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I swear that matchup's 80-20 in Sophie's favor... the spacing you normally want to be at for Sieg is like just outside of Sophie's optimal spacing at best. The thing is, Sophie has a much better movement and has a TC step catcher to match aA. Sophie can dance around the limits of Sieg's range pretty safely because 3B won't launch and anything Sieg misses at range except aA can be punished hardcore. If Sieg tries to play an up-close(r) stance mixup/evade game the risk/reward is overwhelmingly in Sophie's favor. A backstep using 4B+K is asking for a tipped TAS B. RSH transitions are easily interrupted, and even if Sophie does hesitate, she has horrific punishment if she guess correctly that makes using either K or B just not worth the risk.*Update*
Sophie guide draft is almost prepped, got a couple of ideas that shake up Sophies core tricks and actually kill them BECAUSE of TAS B's power!
just some quick jumbled notes to throw on. i'll organize it later. hopefully u guys can add more, and correct me where im wrong, my anti cass is slightly limited. thx for the help idle.I'd like to weigh in on Sig vs Cass.
First, my credentials: 2 years of playing vs Jian, and a few months of playing vs KDZ back when he used Sig on a tournament level.
1) Frame Traps: Hhahahahahaha no seriously, good luck. If you put cass into a situation where you want to throw out a mid vertical in a frametrap, you will get owned by either FC3B (in the case of 44(B) or B:4), or 4B+K in the case of aA. 4B+K is AMAZING vs Sig, I will throw it out at tip range because I find Sig's will poke with B6 or aA at that range.. 4B+K deals with both, by auto-GI or TC. Keep in mind 4B+K is negative on a non-agi hit. FC3B is also negative on normal hit. They are both punishable on block, so bait them out and punish them.
If you do choose to use frametraps; then make sure you use throws and body attacks...but don't be so certain they won't get agi'd by FC3B... 3A does, 3K does... lots of stuff does. My advice? Don't use frametraps.
2) USE 2_8B+K!!!! Cass' anti-step sucks balls. Her best answer to this, ironically, is 1A. 66A can sometimes be stepped by this. Her anti-step is THAT BAD. 3A, K is launch punishable; so be aware. 44A has shitty range.
A good Cass will adjust with AA and more throw attempts; but its VERY hard for her to adjust when you can force her to anti-step wisely. Also, this can make the second hit of 236AB whiff, and you can getup and punish her with WR B. Good Cass' will also adjust by throwing out single B's as pokes instead of BB's.
3) Speaking of WR B, unlike Sophie she can't just AA you on block, so if you can iWRB or find situations to use it, I HIGHLY suggest you force it.
4) 3B is pretty pointless in this matchup. Cass doesn't throw out alot of highs, and she gets a free 236B if shes on point, or at least and AA which gives her +5.
5) 1K puts her at -1 on hit but forces you into crouch. 2A will stuff your WR options, so adjust accordingly. She might also 1K again or go for a command throw if she thinks your going to freeze up.
I think the match is 6-4 in Cass' favor, because Sig CAN'T keep her out, and she plays well with him at mid range, his strongest range.
-Idle
keep in mind at close range, while cass may be faster than sieg, sieg can step G around alot of the stuff she may throw out, like BB, BK, ect to her right(correct me if im wrong, but i think you step to her right, aka your left?), giving gud opportunities for pressure and punishment. your only worries at this range are 2A, AA, which will both shut down a step G heavy pressure game. however if cass decides to AA, u can try abusing 4K to TC for free damage, advantage on hit, and possible CH for a mixup on wake up. 4K is a nice move in this matchup.
all in all, while the matchup is in cass's favour, this isnt all that bad for siegfried. just keep your cool, and use your head. this is definately winnable. just keep it simple.
1) Frame Traps: Hhahahahahaha no seriously, good luck. If you put cass into a situation where you want to throw out a mid vertical in a frametrap, you will get owned by either FC3B (in the case of 44(B) or B:4), or 4B+K in the case of aA. 4B+K is AMAZING vs Sig, I will throw it out at tip range because I find Sig's will poke with B6 or aA at that range.. 4B+K deals with both, by auto-GI or TC. Keep in mind 4B+K is negative on a non-agi hit. FC3B is also negative on normal hit. They are both punishable on block, so bait them out and punish them.
If you do choose to use frametraps; then make sure you use throws and body attacks...but don't be so certain they won't get agi'd by FC3B... 3A does, 3K does... lots of stuff does. My advice? Don't use frametraps.
2) USE 2_8B+K!!!! Cass' anti-step sucks balls. Her best answer to this, ironically, is 1A. 66A can sometimes be stepped by this. Her anti-step is THAT BAD. 3A, K is launch punishable; so be aware. 44A has shitty range.
Agree3) Speaking of WR B, unlike Sophie she can't just AA you on block, so if you can iWRB or find situations to use it, I HIGHLY suggest you force it.
4) 3B is pretty pointless in this matchup. Cass doesn't throw out alot of highs, and she gets a free 236B if shes on point, or at least and AA which gives her +5.
5) 1K puts her at -1 on hit but forces you into crouch. 2A will stuff your WR options, so adjust accordingly. She might also 1K again or go for a command throw if she thinks your going to freeze up.
because Sig CAN'T keep her out, and she plays well with him at mid range, his strongest range.
-Idle