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A+K K is -2 on hit and -16 on block. And I know I'll be looking for that feint animation after A+K now...
So thinking about the opponent's perspective here, A+K is hit/guarded, first guard high watching for the feint. If it stops there, the Sieg probably screwed up something, just grab him. Punish A+KK if it comes. If the first low (A+Ka2A comes, block and punish with an i15. The second hit will be interrupted anyway. If the high A+KA comes, you can block it and then guard low, paying attention to what happens next. The rest of the string followups are high or low, but if Sieg transitions into Chief Hold you'll have to react quickly to interrupt him, or just guard, it's not like that stance is threatening anyway, and all stance transitions can be dealt with appropriately. Though all this can be mentally taxing if you mix everything up.
I think people are sleeping on a+kA. It's i15, with decent range, appears to track to one side, is safe, and is a whopping +10. It's -10 on block isn't such a big deal, since it looks like A (which is very good on block) and the next in the string is a high or a low. I'd definitely twitch duck after blocking it.
Also a+kA[A] (0 on block). This side hold transition is even better than [A] (-2 on block) and on hit (+13) SSH A (i21) is uninterruptable! On block, SSH K (i15) is a decent CH possibility. Still, I just duck and watch for the mid against this stance, so it's not that amazing.
Then you're doing something wrong - you shouldn't be in close enough to use iWS B a lot in almost every matchup, save specific circumstance, even if it is really handy. That tells me you play him too aggressively. Try to keep your opponent at about 2A tip range and the SSH backstep is gold unless you're fighting sisters.
Also, bear in mind iWS B can still get you schooled on block - Sophie, X, Yoshi & Sets most notably will punish you till your head spins so be careful.
It's a good punisher and a good poke against slower characters but don't rely on it - you have to be able to fight without it to.
Typically I just use it for high crush and punishing nowadays =\.
Jink & Slayer are pretty iWS B heavy though so watch their mirror fights in the god section if you want to see it used defensively.
Also guys, 22{B}, G, 22{B}, G, 22{B}, SSH K - haha! Frametrap bitch! I've been pissing off Rugi players to no end with variants of it XD.
Recently I've started following up CH 1K with RCC a+kA to keep advantage, but at +10, what do we think the best followups are? I'm quite fond of A as it pushes them straight back to tip range on block, with agA, B6 and 4B+K as mixup options, any other ideas?