Siegfried BD

LAU

[09] Warrior
Everybody else has one.. i don't see why there isn't one here...

anyways.. I'll admit I haven't tried out Sieg as much as I want to... so far I can't really find much changes except....


WS (regular hit) SCH kB doesn't require a wall/ring to connect.. however doing SCH B is the exact same damage...

2KKKKK seems to give more dmg and easier to connect (but need to verify)

-LAU
 
Id say SCH kB gives much better wakes, tho. Theyre right in front of you and cant tech - unless its a JF ukemi. It also looks way more badass.
Cancel into FC mix-up anyone?

Some things Id like you to test if you dont mind.

Great throwrange and old throw dmg intact?
3~SCH K on block trades with i16 still?
WS ~SCH K on block trades with i12 still?
22~SSH K on block trades with i14 still?
Does the a+kA series still have its crazy frames and guaranteed follow-ups with the SCH transition (maybe even SCH B lol)?
Does 22B still track rolling opponents on the ground reliably?
Does WS A still track both sides reliably?
Flapjack still unsafe?
How does dmg scaling effect Siegs wall game? Try with SBH A~W!~33B~W!~33B~W!~iWS ~SCH k~SBH K
SBH K still launcherpunishable?
SRSH B still launcherpunishable?
ch SSH K still guarantees i16 and faster - or better?

Any other noteworthy general changes? I heard 6B is THE killer for soul gauge dmg now. Also heard a few moves got the +- 5dmg treatment. Any info is appreciated. Thanks in advance.
 
What's BD?

Badass Dampierre.

Some things Id like you to test if you dont mind.

Throw range is still good, A+G and B+G are unchanged, still 50 and 55 respectively.
3(B)~SCH K traded with Siegfried B6, so yes.
WS ~SCH K trades with Yoshimitsu a:B+K, so yes.
22~SSH K traded with Siegfried 6K, so yes.
a+k(A)~SCH A*SCH K*SCH kB are the only options out of SCH that hit. Sorry. =( Also, a+k(A)~SCH A still only gives you all hits near the wall. Also, after a+kA2A, 3A trades with Taki's AA (i10).
22B and 88B track both sides just fine.
WS A still tracks both sides just fine.
Flapjack still punishable by Sieg WS K (i15).
You'll have to forgive me, because I'm not able to make the iWS connect. However, I tested with SBH A ~W!~33B~W!~33(B)~SCH A+B, and was able to get 154 damage as opposed to 92 damage on SC4.
SRSH B is punishable by Sieg's 3B (i17).
SBH K is punishable by Sieg's 66A (i22).
CH SSH K guarantees Sieg's B6 (i16) and not Sieg's 3B (i17).
6B takes 9 hits to Soul Crush, compared to B4's 8 and B:4's 7. Not so much.

The thing about all the frames...I'm going off of SC4's frame data since that's all I have at the moment, so I'm not entirely sure on this. Not to mention I've never tested stuff like this before. If I've done this all wrong and you'd like to help me correct any errors, or if there's a foolproof way to test these without error, let me know.
 
Sach: SBH A~W!~33B~W!~33B~W!~iWS ~SCH k~SBH K, Vids or it doesn't happen... Anyways, nice to know that wallcombos yields more damage, but that goes for others too.

Lau: Is WS really -3 now? Let's assume that SCH K is i11
 
sdn:

that's what CF told me... I'll check it later... i forgot to bring my PSP to work.. (shouldn't be playing anyways lol)

-LAU
 
Oh and b:4 used to take 6 hits. They removed the Seig crush list for some reason. Does anyone remember how many hits b6 took before crush? 9 hits is pretty insane considering its such a safe move.
 
Thanks for the info, Heaton.
If SRSH B only guarantees his own 3B now and nothing slower its safer than before. As expected the scaling makes his wallgame even nastier than before. Im inclined to believe that 11B and iWS B enders might deal even more dmg than the 33B~SCH A+B you listed. Come to think of it, this will probably also buff the damage off his 44A~11~SCH k~SBH K combo.

Some more things out of the top of my head:

- B+K G.I. window intact? Its 8-18 now. Also, does it GI horizontal kicks again?
- 2_8B+K evades still as potent as before?
- 3K still unsafe and crappy on hit?
- 66K still without a useful TC?
- 3A still as unsafe as before?
- 4K still good on hit, decent on block and with intact TC?
- SSH A+B still stuns on normal hit and evades like a mother?
 
44A~11~SCH k~SBH K now does 89 instead of 77.
B+K GI still looks to be the same. Actually seems easier to me. And it GI'd kicks?
2_8B+K is still great. Seems unchanged for the most part.
3K on block can be punished with Siegfried K (i13). The second K in 3KK can still be jumped, even on hit. Seems slower, also; 4K~3K will now trade with Taki AA (i10).
66K still without a useful TC.
3A on block can be punished with Siegfried 6K (i14). No change.
After 4K on hit, B6 (i16) trades with Taki AA (i10); AA beats B6 in SC4. It's still safe on block, and still has its TC.
SSH A+B still stuns on NH, evades, and also does more damage - 40 as opposed to 39. Hooray for damage buffs! =)

A+B+K is a 43 damage mid that launches in front of Sieg. Nothing is guaranteed afterwards.
The tech trap iWS~SCH k~SBH B~44K is no longer techable to Sieg's left.
For you custom character loving type, Sieg no longer has Gram, Great Sword, or Faust as weapons. They've been replaced by "Great Sword" and "Glam", which look like Sephiroth's Masamune and an realistic zweihander, respectively.
Dampierre's stage music is a return to good Soulcalibur stage music, in my opinion.
 
Magnificent.
Youre bringing good news to the table. Tho I assume from your response that B+K still doesnt GI horizontal kicks like it did in SC3. Hah, woulda been too good to be true I suppose. In any case thanks again. About everything concerning the moves I employ for Sieg has remained the same or has been improved. The last thing I would ask of you would be the dmg numbers on ch SSH K~a+k[A]~SCH k~SBH K and ch WS ~SCH k~SBH K as those also get effected by scaling a lot. Apart from that my curiousity is satisfied and I can say Im happy about the changes. If you have got a lot of time on your hands you could make a dmg comparison list like some of the other SAs, but thats up to you.
 
CH SSH K~a+k[A]~SCH k~SBH K - 79 up from 60
CH WS ~SCH k~SBH K - 88 up from 71

I'm starting to really like these damage buffs. I have plenty of time to test stuff out, so I'll do that next, I guess.
 
also; 4K~3K will now trade with Taki AA (i10).

After 4K on hit, B6 (i16) trades with Taki AA (i10); AA beats B6 in SC4.


For you custom character loving type, Sieg no longer has Gram, Great Sword, or Faust as weapons. They've been replaced by "Great Sword" and "Glam", which look like Sephiroth's Masamune and an realistic zweihander, respectively.
Does that means that 4K is +5 on hit or on guard? After hit, b6 trading with Taki's 'A' means that 4K is +6 on hit.

Awwn, Faust gone? I don't like that. The realistic Zweihander and EmoKing-like-katana are two of his old sword from SoulBlade, I'm glad they're back. The realistic Zweihander must be his old Flamberge, its MIINNEEE!!!!
 
Does that means that 4K is +5 on hit or on guard? After hit, b6 trading with Taki's 'A' means that 4K is +6 on hit.

Awwn, Faust gone? I don't like that. The realistic Zweihander and EmoKing-like-katana are two of his old sword from SoulBlade, I'm glad they're back. The realistic Zweihander must be his old Flamberge, its MIINNEEE!!!!

That would be on hit. Yeah, I was really confused about 4K, b6, 3K and Taki's A. I'm not really sure what's going on, but I know something got a buff. I'm just confused what.

As far as I know Faust is gone, but I may just not have unlocked it. Also, they're actually completely new weapons. The Masamune looks like an actual katana, not the Hard Steel Blade from SB. And the Glam isn't Flamberge, it looks like this.

GreatSword.jpg
 
Technically, that's not Glam. It's Gram. I know the old Glam was called Gram in an old game or two though. And the samurai sword is called "Great Sword."

And somehow, I unlocked the crazy new sword from the cover of the game, called "Broken Destiny," even though I haven't seen it mentioned in the game's story at all.
 
Well, here it is - all the damage changes for Sieg. Most moves either got no change or a small change, usually +2 or something like that. Two interesting changes I saw 4BBB doing 10 more damage and 2KKKKK doing 14 more damage. Really, the only "big" thing I saw was FC B+G now matches FC A+G for 30 damage. Enjoy.
 

Attachments

Interesting changes.
SCH B is almost as strong as SCH A+B now. 2K series received a huge dmg buff as well, might make it more viable in some wall combos. 4BBB might also finally have a purpose (no-brainer combo after ch SSH K, if you dont wanna risk messing up the a+k[A] one), tho this would make 66KA somewhat useless. How much does ch SSH K~4BBB deal?
Also, your list is missing SCH {1} and SCH {2}. I saw the latter on vid yesterday and it takes like 25% of your bar. Again, might make this interesting in wall combo scenarios. Damn, Im getting excited over a game I most likely wont get, anyway lol. =D
 
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