Siegfried Q&A / General Discussion

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I'll give this a try. Generally I go for the SCH K BE right after 3(B), maybe that's why my agA comes out and whiffs high.
Hmm if that happens you were a little bit too late. You generally want to use the buffer window.
Delaying the SCH K BE actually makes the time window a little bit stricter, since your opponent won't fly as high IIRC, nothing too serious though.
 
You have to time the SCH K BE shortly before they hit the ground. It will look a little bit different. If your thumb hurts you can also train the SCH K BE timing with any other combo like 3(B)~(delayed) SCH K BE~3(B). Normal version deals 69 dmg, delayed will give you 74.
Keep in mind that SCH K BE has a chance for clean hit too, when you compare the two versions.
Ah I see what you mean now, thanks!
 
The fact that he has a step in this game is pretty fine with me altogether. For QS I think it's pretty serviceable. For example, I had Patrokolos do his 6BBB, if you duck the 2nd the hit which is high and Quick step 88 you'll be in perfect backthrow range :)
 
I am trying to work more moves into my game as Sieg does anyone use B4 at all and if so what are some half decent set-ups for it (if any).
 
I am trying to work more moves into my game as Sieg does anyone use B4 at all and if so what are some half decent set-ups for it (if any).
I've been using it a lot lately and it works like a charm. I use it after KND at close range, if they block it you are at +10, which creates a very effective mix-up situation. You are basically given a free throw attempt (due to frame advantage, your throws are i7) and if they try to duck it, you can mix it up with 3B for a free launcher.
You can even try to go for B4 again if you are fancy and want to mindfuck your opponent, for GB pressure.

Its actually sad that i haven't used it earlier pre 1.02 where it broke in 6 hits.
Shy away from using it against players who really have their JG down though...

By the way what do you guys think about the nerf (Heaton? Pyro?)? I think letting it break after 10 hits is a little bit harsh and unnecessary, considering its still slow and weak to step or JG. Especially when you compare it to his (B) which breaks in 11.
 
I've been using it a lot lately and it works like a charm. I use it after KND at close range, if they block it you are at +10, which creates a very effective mix-up situation. You are basically given a free throw attempt (due to frame advantage, your throws are i7) and if they try to duck it, you can mix it up with 3B for a free launcher.
You can even try to go for B4 again if you are fancy and want to mindfuck your opponent, for GB pressure.

Its actually sad that i haven't used it earlier pre 1.02 where it broke in 6 hits.
Shy away from using it against players who really have their JG down though...

By the way what do you guys think about the nerf (Heaton? Pyro?)? I think letting it break after 10 hits is a little bit harsh and unnecessary, considering its still slow and weak to step or JG. Especially when you compare it to his (B) which breaks in 11.

I'm not a particularly huge fan of this move. I've JGed this pretty consistently against other sieg's, even with the timing variation. My friends just stepped it, back in the first couple of weeks even after KND so I stopped using it. And the guard damage isn't worth it. If you have time to do this move, I would rather do a manual transition to chief hold and SCH B.

+10 is not an awesome number to be at for the following reasons. Unless they're batshit crazy, no one will duck against Sieg after this move. His mids are just too strong, so you're left with a throw 50/50. On average that will net you 23.75 damage, with throw breaks factored in. I guess that's decent, or you can do 1K and be at -2 and use all your set-up tools off that such as WR (A)/AA, WR B, step if you feel a vertical coming and 66A if you feel a 2A coming.

+2 on the other hand is a much better number to be at, people make mistakes at +2, they get greedy. Here you can really start to force your opponent into shit situations. 66K crushes all attack options afterward but trades with 2A, which is a trade in your favour really and nets you either +6 on NH or a nice KD (nothing guaranteed, but you're in Sieg's optimal wake-up territory and 3B will catch them if they do not sidetech immediately, which if they're caught by surprise and CH would be a little difficult). 3B can catch backstep here (distance dependent), and agA will mangle side step. 3A is not a bad option here either and is lightly punishable. If your opponent consistently starts 2Aing to take the trade, you'll get yourself a nifty SBH aGI for ridiculous damage. I am all about ridiculous sources of damage.

The other benefit of SCH B is that it breaks in 8 rather than 10 so you've got better guard damage.

If your opponent starts waiting around at your advantage after you've cowed them into submission with your ridiculous yomi, you can harass them by spamming stuff like SCH B, agA, more roulette into SCH B. Use sieg's advantage to break their fighting spirit and profit. And then you can start doing fancy stuff like... throw.

So yea, I prefer SCH B against opponents with brains.

Edit: If you randomly hit with SCH B due to your opponent's fuck-up you also have much better combo/ tech trap options than out of B4
 
Yea I was working it in my game before it got nerfed but after the nerf I stopped trying to use it. After the nerf I started using 66B for GB pressure. But yea for a i33-i50 move breaking in 10 is pretty damn harsh.
 
Ok looking at it from that point of view, B4 is kinda redundant. I always thought if it would break in 8 it would be ok but in comparison to SCH B it would have to break in less than 8 to be a worthy alternative.

Damn now i feel worse about the nerf than before. Namco kinda ruined that move. Where is heaton to slap me in the face for QQuing, when you need him?
 
Hey guys, still learning the mechanics of SCV. Been playing Siegfried since SCIV, but not good due to match-ups. Don't mean to sound stupid, but what do you guys mean by when a move breaks? Like a move will break in 10 hits.

Also, wasn't there a just version of B4 back in SCIV? I rarely used it, so I can only faintly remember.
 
Hey guys, still learning the mechanics of SCV. Been playing Siegfried since SCIV, but not good due to match-ups. Don't mean to sound stupid, but what do you guys mean by when a move breaks? Like a move will break in 10 hits.

Also, wasn't there a just version of B4 back in SCIV? I rarely used it, so I can only faintly remember.
His B4 in SCIV I really liked this not so much. I was whiffing it on my training dummy. Lol.
 
Hey guys, still learning the mechanics of SCV. Been playing Siegfried since SCIV, but not good due to match-ups. Don't mean to sound stupid, but what do you guys mean by when a move breaks? Like a move will break in 10 hits.
Welcome to the Sieg SA! When we say a move breaks in 10 hits, it means that after an opponent blocked it 10 times his guard will burst, leaving him vulnerable for 60 frames. You will notice that after some time an opponents lifebar will start to flash yellow and than red. That means it will only take 1 or 2 hits for him to get his guard broken.

Take into consideration though, that there are ways to replenish your Guard Burst meter, so in an actual match it can take more blocked hits.
 
Hey guys, still learning the mechanics of SCV. Been playing Siegfried since SCIV, but not good due to match-ups. Don't mean to sound stupid, but what do you guys mean by when a move breaks? Like a move will break in 10 hits.

Also, wasn't there a just version of B4 back in SCIV? I rarely used it, so I can only faintly remember.

I assume you mean the guard gauge bursting system? That means that if your opponent guards your attacks, after some hits their guard will break, leaving them open for attacks for a bit.
The opponent's guard gauge will go through 3 stages if they guard:
the 1st is when the bar is not blinking,
the 2nd is when the gauge blinks yellow which means that they are getting close to having their guard broken and
the last stage is when the gauge is blinking red which means that if they block a couple more attacks they will be guard crushed.

So when, let's say you attack someone who blocks with 4A, his guard will break after 15 4A-hits. That means that 4A breaks the guard in 15 hits.
Also, it's good to know that not all moves burst the guard gauge.

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In SCV there is no just frame version of b4, it has been removed. But the speed still varies in this move (i34-i50)
Siegfried has two JF moves: iaga and the new one is 22_88ka:2AA.
 
B4 was amazing in SCIV. 0 on block, nice range, nice damage, excellent SG damage (8).

Before the patch the move was very nice too in SCV, one of the hugest nerf for Siegfried. That was the only way for him to have a decent guard break game. Btw there is faster move in this game who can beak in 6. Now the move is just totally useless.

But if you really want to play with soul gauge preasure, it's still the best move (supposed that your opponent can JG 44B and make it useless on block).
It breaks in 10, and give you +10 on block. That allow to use an over slow move to continue the soul gauge preasure. But well, I forget this idea for months now. :-)

SCHB is not so good for this. +2 is not enough to get respected an try something solid after.
Btw it breaks in 11 and not in 8 like I rode here.

I let you fews months months guys to be as salty as me, I can understand that for sone reasons it takes lontger, hahaha. But I hope that it won't be too late... or that you will just give up like so mich did.
 
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