Siegfried Matchup Guide

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The Apprentice ~ by Heaton
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The Apprentice VS Siegfried
  • Apprentice's lows aren't too strong, and he doesn't have many of them. 44K is i31, but can lead to about 45 damage on hit, and is safe on block.236B is alright damage wise (28) and can ring you out if your back is to the edge, but is extremely linear (it's literally a line of lightning) and not quick(i26). 2K is weak (15), puts him at disadvantage (-18/-6/-6 on GRD/HIT/CH), is slow (i24), and does not NC with its follow up. 2B+K can be good if they get the JF, but botching it leaves them at -14 on hit for only 10 damage.
  • Of course, with weak lows, an Apprentice will probably want to put his grabs to good use. However, there is a problem against Siegfried. Siegfried's hitbox while guarding pushes Apprentice out of grab range - to grab you while you're guarding, he will have to use 66A+G_B+G instead. While not absolutely crippling, it will add a few frames to his throws, and also can save you from a grab attempt if he botches it.
  • Speaking of throws, Apprentice can break any throw he wants (sans back throws?) with his A+B Force Break and leave you at neutral. This does not apply, however, to your FC A+G_B+G.
  • From a bit farther than mid range, Apprentice can use 22A to step all the way in and put himself at an advantage. In addition to the move's range, it also tech crouches. I've found that SBH's auto GI is actually a pretty effective counter to this if you can count on your opponent abusing 22A. So just simply B+K, and if it didn't automatically SBH K, SBH K is guaranteed, or go for a SBH post GI mixup. B6 also works for stuffing it in time, as well.
  • Apprentice can punish any retaliation after 3(B) on guard with CH 3K, which combos for around 55 damage with optimal Force Gauge. However, if you choose to do nothing after a blocked 3(B), he gets 10 damage and is -4 on hit. iWS (B) is not punishable at all, but iWS (B), SCH K will trade with A+B for 20/0 damage, and leave you both backturned.
  • FC 8K:A is safe (-5/KND/KND on GRD/HIT/CH), does good damage (37), tech traps or combos with itself with optimal timing, can ring you out even if you're grounded, and is probably the easiest JF in the game to do. Be wary of when you put Apprentice into FC.
 
Xianghua
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PROTOTYPE MATCHUP
PATIENCE IS KEY VS XIANGHUA. IF YOU ARE NOT PATIENT YOU WILL LOSE VERY QUICKLY.
  • dont WR B unless for punishment, as she can interrupt SCH K follow up with AA.
  • learn her SXS transitions and defend against them accordingly. some transitions are safe on grd, so you should try for a poke or a grab. other transitions are super unsafe to the point where you should be whipping out 3B.
  • in X's command throw 214B+G412B, the 412B part is guardable through "just" block. if you can learn the timing you can take this away from her as an RO tool. not sure how punishable the 412B part is on block though.
  • be very conservative and choosy with your attacks when X is at mid range, or has low - frames on grd, because this is the optimal time for her to throw out 44B. depending on range you can catch it with iWR A, which will at least stop her with mixing it up with step~attack. u can also throw out 6B, but X has monster step so this is not recommended. if worst comes to worst, you can just GI it, step G it to her left? or even simply step in and block it for a free 3B SCH K ~ 6B+K SRSH mixup on wake up with SRSH A+B as forced block i believe. *so far as i know sieg has no move that is whiff safe vs X 44B.
  • X has very good step and a tendancy to move around alot. be cautious when using highs around her, especially if she starts to step 2G or you'll be eating FC 3B all day long. 3A can usually deal with this, and WR A can at least keep her in check from a distance. watch for 44B though.
  • vs 3AK, block the 1st hit, duck the 2nd. if she only does the 1st hit and stops, WR K will usually interrupt any follow up, or if you're feeling lucky WR AA/WR B will do the same. since she's at such large -, it is unlikely that she will be able to step G WR AA.
  • beware of X 4K. her AA is fast enough that after 4K grd, it will beat all options except sieg K, and she has a good variety of TC's that we have to be wary of. if you find X being agressive after this, 3B should TC, or at least trade with AA, and all other options she has will eat CH 3B. mind you she could also step afterwards. 6A or 2A is usually a fairly safe way of dealing with the step.
  • do not attack after you eat KND EVER. X 66K will shut down basically every option you have from prone, and its only -11 on grd. judge what she does after 66K, to see if she will 44B and give u a free 3B, or if she'll simply guard and give you a free throw mixup.
  • usually you want to step G xianghua left. this will evade FC 3B.
  • Punish her well. you need every little bit of damage you can get in this matchup.
  • always duck when you see WR A+B, regardless of whether it hits or not. if you see SXS, try interrupting it with WR K or FC K.
  • beware of buffed SXS B. step it if you can react to it, otherwise try to GI it. it is vital that you do not block this move because it gives her a free combo, being +20 on grd and all.
  • you shouldnt really have much reason to duck X since she only has 2 fairly fast advantageous lows, one of which can be spaced(1A) the other that can be stepped(1K). let grapple breaking and TC's take care of her grabs/various fast high attacks. the less chances you give her for 2B+G:B+K the better
  • it may not seem like it, but Xianghua can outspace you fairly well, partly due to her great mobility. if you're going to try to close the distance, do so very cautiously, and remain wary of 66A, as it can and will kill step from a fair distance. 66A's TC can usually deal with this fairly well, and X cant really punish it that hard. other minor spacing tools you should watch for from X should be 3K, 44B, and 44KB. at range be very catious about whiffing. X has absolutely no problems whiff punishing an overly aggressive siegfried.
  • beware her step. its very difficult to kill, and in some situations very dangerous to do so due to X's wonderful TC's. her step can step most of siegs B&B attacks, even a few that have minor tracking.
  • keep your rushdown tactics to mid range, especially on wakeup. if you go for agressive stance mixups or pokes on wakeup too often, X can usually interrupt with FUFA/FDFA A+B, which is really a pain. 1A has enough range to safely hit her while she's grounded, and will kill any rolling she might have planned. 2K can force her up, and if rushing down, 66B can force her to stand and guard at tip range. 22_88B are decent mid ranged oki tools that can hit outside of FUFA/FDFA A+B range, as well as 3B, 44B and 7_8_9B.
  • duck the 2nd hit of 44AA.
  • either GI 2B+K at close range, or jump backwards.
  • learn to react to the "flash" difference between SXS(no flash) and SXS buffed(flash). DO NOT duck against SXS buffed under any circumstances.
Overall fighting against X requires a great, strategic poking game, decent step skills, Patience, good oki knowledge and excellent punishment/whiff punishment skills. on the bright side, she's easier to fight than sophie.

 
Yun-Seong ~ by Heaton
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Yun-Seong VS Siegfried

  • Keep your stances simple with Yun-Seong. He has quite the arsenal of tech crouches and jumps to annoy you with, and can make utilizing Siegfried's stances more trouble than it's worth.
  • To explain the above point: iWS (B) on block is interesting in this match-up - SCH K will trade with K, but will beat AA. However, SCH A will beat K, but clash with the first hit ofAA and lose to the second, as well as lose entirely to 44B. SCH B will beat 44B, but lose to both K and AA. Entering Chief Hold from iWS (B) creates an interesting rock-paper-scissors type of mixup for both of you - I recommended caution when using iWS (B).
  • Yun-Seong can close distance with 66A, 44A, 11A, and 9B+K. The first three of those are able to be auto-Guard Impacted with SBH, and 9B+K is steppable and runnable to your left.
  • Yun-Seong can Soul Crush you very fast if you take to blocking the entire match. At maximum range, 66A+B is unpunishable and will crush in 8 - as is 66B. 11B, 33B, 66A,6A+B, 3B - all are similar in that they are either unpunishable or barely punishable for Siegfried, crush in under 10, and are extremely linear (save 66A). Make sure to step or Guard Impact the linear moves - don't just sit there and take it.
  • 6B is a safe, linear poke that he can enter stance from. He's at -10 on block if he doesn't enter stance from it, though 3K or 4K will stuff any further offense if he does go into Crane, and 3K will leave him back turned if he attempts 6BB, allowing you to possibly go for3KKB. It loses some of its usefulness if he knows you can punish him for doing anything other than just 6B - make sure to punish him when you can.
  • While 236KK does technically give you a guaranteed back grab, the timing of it is extremely precise and can be affected by spacing, making the "guaranteed" part of that back grab a bit iffy. However, if you know they're going to duck after you block it, 1B will do around the same amount of damage as a back throw (63 - 75 damage). Note that it can be extremely hard to even get the grab to come off correctly, and with random camera shifts, it's possible that you'll end up whiffing an accidental 3B.
  • If you're expecting a 44B, B6 or 2A will stuff it at medium range, or if they're farther off,6B. If they're at close range when they attempt it, wait for them to come back in, step to your left, and 1B for maximum punishment.
  • To touch on Crane's auto-evade - the only match where you'll have every vertical auto-evaded, is the match where you become complacent with your verticals
  • If you've ever had your stance killed by somebody just because they blocked a move that transitions, you know how annoying and frustrating that can be. However, we get to inflict that annoyance on Yun-Seong in this match-up. Below is a list of the two kicks Siegfried can utilize to kill Crane entrances, both of which will never lose - only trade - to a Crane move from a blocked transition.
siegfriedvsyunseong-1.png
Y = You can interrupt
N = You cannot interrupt; will trade with Yun-Seong

It's not an overwhelmingly difficult match-up for Siegfried by any means, and it has small problems more than anything. Siegfried's range (6B, B6, agA, SCH A+B, 2A) and ability to control space give him the advantage in this match-up - don't squander that advantage by being overconfident.

mikosu's addendum: In general, spacing out Yun-Seong should be his focus. His rush-in tools are usually unsafe, like 44A. My advice against Siegfried would be for Yun-Seong to stay close most of the time. Siegfried's job is to make that hard.
 
Zasalamel ~ by Heaton
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PROTOTYPE MATCHUP
Zasalamel vs Siegfried
  • Learn to duck his 6BA and 6AB. Against a competent Zas, the match is over if you consistently do not duck these.
  • Zasalamel is extremely linear. As in, you can 8Wayrun - not step - his horizontals.
  • iWS B is great against him. SCH K trades with his B+K...which does no damage in IV. (not applicable to BD)
  • Be warry of placing him in FC with moves like SSH B or SCH kB. Zas's WS K beats any retaliation and puts you side or back turned for a not fun mixup. B4 is fine as long as you realize he has that option.
  • B6, 4K, 2A, 3K, etc; Safe pokes are awesome against anyone. But they're even better against Zas because he doesn't have many options to create mixups if he blocks them.
  • His 9A is low. If you ever see Zas jump when you have a sliver of health, 9K immidiately.
Below are some thing he can ALWAYS interrupt.

Interruptable Strings

  • a+kA, SCH KK - B+K, 0 damage
  • a+kA, SCH A - AA, 26 damage
  • SSA [A] (on hit!), SRSH A/B/K/A+B - B+K, 0 damage
  • SSH B, SBH K - WS K Throw/Mid Mixup, Variable Damage
  • Close Range B4, anything except K - WS K Throw/Mid Mixup, Variable Damage
  • Mid Range B4, anything - FC 2A, 12 damage
Zasalamel really isn't a hard fight for anyone, granting that you know him well. Otherwise there's not much special.
 
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