Heaton
A Soul in the Purgatory
Welcome to the Siegfried General Discussion thread.
Please feel free to discuss anything related to Siegfried's gameplay here.
Please feel free to discuss anything related to Siegfried's gameplay here.
A shame they don't deal damage really.
You just blew my mind.I would sacrifice 4 damage for extra range easily.
As I see it, throws are i17 unblockable high pokes. Every (fromt) throw that connects results in either some kind of throw break or a successful throw. Assuming you're mixing up A and B randomly, your opponent is guessing randomly, and there are no factors such as wallsplats or ringouts, your expected per-throw damage is (A throw dmg + B throw dmg) / 4. So, Sieg deals on average 23.75 damage per (front) throw. Compare this with say Algol, who deals 110 /4 = 27.5 damage per throw, 3.75 more damage. Or Aeon, who does 120/4 = 30 damage per throw...so okay, that's like 6 damage per throw, a bit more of a difference than I thought.
Still though. You get a throw/mid mixup after blocking a bunch of moves that would push most characters too far away.
Thoughts?
I have a similar setup that works on all characters. It works every time off of a high wallsplat behind siegfried.
So for example after FC B+G:
FC B+G~2(G)~wrB~SCH A~Backthrow
You need to delay the SCH A a little bit.
Just a quick question. I don't use 66A a whole lot so I never really tested it, and I don't see it posted anywhere. Exactly what attacks does it GI?
Ok, cool, thanks. Yeah, I really don't like the move, way too reactable.All horizontals. Never use it.
I wouldn't say so either.I wouldnt say never use it.
hmm...i dont know if i agree with that.I wouldn't say so either.
The range can surprise people. It's best when they're stepping around playing hard to get. If they're fishing for whiffs, they'll think they've backstepped out of range but it still hits them. And if they sidestep too late to duck or guard when they see the guard break crackle it'll hit them of course.
I find it to be really nice against people that mash 2A after getting hit with 1K. It doesn't do good damage really but I think the fact they're spaced back out is a nice reward of it's own. I use it in FC situations more than SBH because RCC is too slow to me in some situations. If you think about it after hitting someone with 1K you are at -2. Doing RCC into SBH will take a minimum of 10 frames and generic 2A will hit you at i11 because they're at +2. So to me it's really impractical to do RCC into SBH after 1K if you absolutely know they're going to do 2A because it only has 1 frame of room for you to screw up and doing perfect 1 frame link 6 6 is annoying as hell.Just a quick question. I don't use 66A a whole lot so I never really tested it, and I don't see it posted anywhere. Exactly what attacks does it GI?
Anytime Wid0maker!!! We're always here to help!!! ^-^Thanks for the responses! It seems like 66A does have some uses after all. I'll try to incorporate it more into my Sieg play.