Siegfried Combo and Tech Trap Discussion

Seems it only connects midscreen and close to the opponent. I couldnt get it to hit when im close to a wall (vs Mitsu as always).
 
For this combo: FC B+G, W!, Reverse Chief Hold B (whats the abbreviation for this one?), CE

I've been told that instead of CE, you can: 3[ B ], k+A+B+K, CE. Air control testing in training mode has proven this does not work. But my question is, do we get anything after Reverse Chief B aside from 3B or CE?

Also, does CH 4B lead to only 3B or CE?

Thanks!
 
For this combo: FC B+G, W!, Reverse Chief Hold B (whats the abbreviation for this one?), CE

I've been told that instead of CE, you can: 3[ B ], k+A+B+K, CE. Air control testing in training mode has proven this does not work. But my question is, do we get anything after Reverse Chief B aside from 3B or CE?

Also, does CH 4B lead to only 3B or CE?

Thanks!

There are a number of moves you could use after BT SCH B connects, but the only viable alternative to those mentioned would be jagA. More dmg than 3B with decent RO and wallsplat distance.

I recall someone mentioning that CH 4B connects into 2A+B as well.
 
I recall someone mentioning that CH 4B connects into 2A+B as well.[/quote]
BT B+K, SCH B BT = Back Turned

Thanks dude


There are a number of moves you could use after BT SCH B connects, but the only viable alternative to those mentioned would be jagA. More dmg than 3B with decent RO and wallsplat distance.

Aww, I thought we'd get more juice than that. Thanks though.
 
Haven't seen this mentioned yet: my favorite answer to telegraphed horizontals: B+K (auto GI horizontal), SBH B, 44{B}, SBH kA+B+K =110 damage, plus you're still in charge when it's over. Reading this thread, 110 seems like a pretty big number.

In plain language, the real starter is SBH B, of course.
 
That seems to be the go-to meter combo off SBH B. 22_88 BB for meterless, the above combo for 0.5 meter, and nothing else is worth it right? I read something about 8B+K, SCH K BE, iagA after SBH B. Is that ever worth it over the SBH K BE?
 
It is if you land SBH B close to the opponent so the follow up can connect. Also didnt work for me when sbh B hits near walls
 
Don't know if this one's down yet, but if it isn't:

SBH B, 3B, kA+B+K BE, CE

140 damage

This is air-controllable. SBH B~8B+K~SCH K BE~CE is guaranteed for the same amount of meter and similar damage (130-141 depending on angle).

Also, 6B connects after WS (B)~SCH K BE for a total of 79dmg. Nice to know if you need to take off that last sliver of health and don't want to risk missing the JF on agA.
 
After really experimenting w/ Sieg's traps, he gets sooo much more dmg from then than his combo's it's ridiculous. Anyway, here's a tech trap but idk how good it is:

SSH B - 3B
 
Tech traps should, as a rule, do more damage than combos, because teching resets the damage scaling, which, aside from making your hits do more damage, allows you to re-wall splat and re-stun to the maximum amount of times per combo again. The reason why this is allowed is because the moves that tech trap are generally not guaranteed to do damage if the opponent does not tech - you're basically gambling with your opponent for more damage.
 
SRSH A
  • 66B - 62 - 67 damage (82+ on tech, more on Clean Hit)
  • CE - 101 damage
I need to find more ways to hit this move just because people seem to be so conditioned to tech after SRSH A. I haven't found anything that can replicate the damage and also catch tech, so I think I'll stick with 66B for now.
 
I'm double posting, but it's a different post with content. I messed around with SRSH B today. This reminded me that we need to find out exactly how many damn input speeds there are for B4.

SRSH :B:
  • :B::4: (latest input) - 64 damage - catches all
  • :B::4: (third-to-latest input) - 78 damage - catches all but right
The thing that's interesting about these is that, since B4 tech trapped, it acts like it did on hit, which can open them up for double tech traps. Very nice against people who try to always tech.
 
If done later SCH K BE~CE will deal 15 points more dmg post launch than with regular timing. The reason for this is most likely that the opponent is treated as grounded rather than airborne. The difference in scaling can be observed in 22BB4 and SBH B combos using this follow-up as well.

Using this 3(B)~SCH K BE~CE deals 119 points of dmg before clean hits. WS (B) 123. Not too shabby.
 
Not bad for 150% meter...
Remind me why people complain about his damage, because overall it seems low to me - Launch, BE, CE combo being less than an old TAS B TAS B:4...

Good find Sacharja - I'm off to training mode now. =D
 
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