ChaosK
[13] Hero
Well for the most part its a risk/reward thing. I know a lot of chars entitle themself as having a bad risk/reward but for sieg its actually true. Let me explain this, a lot of his hits do 30+ or even 40+ damage which is really good for a single strike. Sieg's SCH B is simply amazing with a whooping 48 damage. The thing is, due to other chars being able to do more than 40+ damage due to guaranteed follow ups and combos most of the time, causes them to outdamage sieg.Can someone explain to me, why ppl thnk Sieg is weak? Doesnt seem even remotely bad to me.
I've read through the thread and most of the time Panto is going too far in his judgements.
Also Im more than sure that if things go on as they are, Japanese players will win any tournament they go to. Their level as of now is far above even the best european players.
Mitsurugi nerf is not medium, his ability to gain meter has been nerfed severely. Compare that with the fact that ability of many moves to GIVE meter to opponent has been nerfed in general, and you will no longer see those 2KB's flying.
Strangely though, I thought Mitsu would be sort of unchanged with that nerf and need more, but now it seems Namco hit the perfect spot to balance him out.
And i guess i don't have to explain that its really bad for a slow and unsafe character to not be able to outdamage his opponents. Add to that weak grabs, the shortest backdash/sidestep of the game, weak punish game and serious whiffing issues and you have a char that has a really bad MU against the majority of the cast (among those are impossible MU's like Omega which are at true 7-3/8-2 in your opponents favor).
Sieg is reliant on his opponent constantly making mistakes and falling to his gimmicks, which makes sieg a very nice scrubkiller but overall very bad at a competitive level.
What keeps sieg (admittedly barely) viable, is his excellent range and the awesomeness of 3B and SCH B, imo.
With that being said, i think the patch improved sieg's risk/reward due to the big amount of toptier nerfs.