Siegfried SCV Non-Gameplay Related Discussion

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Can we skip the personal drama and the condescending comments already? This is unworthy of being in a Sieg thread.

That being said Signia brings up some fair points (tho he is wrong about his assumptions about previous SC games). Homogenization - as good as it *can* be for balance - is still horrible game design. Blizzard Entertainment tried it in WoW and lemme tell you, its not working.
Some of the suggestions to improve Siegs neutral game are also a bit over the top. That doesn't mean we have to call people names, tho. The threads title is not "What reasonable balance changes do you want to see?". Its basically a wishlist and as such some more... unrealistic suggestions are to be expected.
 
This thread was to find what the community wanted in general. Mostly it's just people asking for a little better frames and more/better stance options. If someone says that they want 44K to be a i16 special mid horizontal unblockable that rings out behind, that's what they want. There's no need to fight about how what they want is obviously the manliest idea ever put forward and that they should be on Harada's speed dial.

So STOP FIGHTING.
 
O.o wow i missed alot while i was sleeping...

Ok guys remember to keep things civil here. im not gonna have this thread burst into flames. just accept that you all have different opinions and move on. you wanna debate? do it in a civil manner. if things are getting too heated up please take it to PM's. THIS IS A WARNING. i dont want to stifle peoples opinions, but i will do what i have to do to keep this thread clean. lets not see anymore of this. its not very pleasant for those of us who come here excited to read the suggestions of others.

In which case can I once again make my request for 44K to become unblockable...

THAT WOULD BE AMAAAAAZING XD

I think Sieg should at least have a standard mid kick (that's the i15 -6/+4/+4 mid kick that most characters have as their 3K), but not his 3K because it goes into a string. He already gets "fear advantage" if they wait to confirm he's not continuing the string, why add more hitstun and give them less reward if they decide to guess and guess right?

I dont think that sieg needs a standard K like everybody else. however i do think that 3KKB needs to be an NCC and 3K needs to be at least ±0 on hit. preferebly i'd like to see 3K at -10 or so so that he cant really get any benefit from it on grd, but cant be punished either because its his only i15 mid. the rest of the move is fine; the further he goes into the string the more punishable it gets. that sounds alright to me.

Or he should get more advantage on his b6. +2 doesn't cut it for an i16 move. Should be +4.

*+1 on hit lol.

while i like that idea, you have to remember that b6 has very good range for a poke to the point where even on grd he can safely attempt to move after it, and on top of that it makes an excellent punisher against characters who are often in the -16 range, such as voldo. that added to the fact that this move puts you into FC really limits some characters options. +4 would make this a forced block, and looking at the SG damage b6 does currently, we would either have to make the move more punishable(which wouldnt be worth it IMO) or we'd have to decrease the SG damage on it.

as for his unsafety i dont think sieg needs alot of change there. but i do think that certain moves do need to become 1 or 2 frames safer. signia when syn referred to you as being a sophitia player, he was referring to things like sophitia being able to get iTAS B TAS B:4 off of stuff like sieg 3A blocked or sieg 1A blocked; especially at his best range. in this case i would either say make it so TAS B cant punish certain -15 moves(i believe its i16 right? but it can punish certain -15 moves as confirmed to me by lobo; i tested this myself) or make it so sieg has more moves that are -14 than -15. as for 3A, it tracks well but its not really a step kill, and any character with decent step can completely clear the move to siegs left. 3A serves more of a purpose of killing evasive maneuvers rather than stepkilling(ie ivy 214B). it will catch you if you step to his strong side, or try moving at a good amount of disadvantage.

Make 3B launch at tip range

yes! lol

as for sieg's range specialty, while he should mainly be at mid-long range, his close range attributes really arent as terrible as every1 would like to think. its not somewhere he wants to stay mind you(unless hes the one on the offensive XD) but its not like hes useless at that range either.

His other strength is CH damage, but he needs NH damage too, for no reason other than the fact that his moves are slow and he uses a large weapon. Or, give him more SG damage.

damage boost? i think thats fair enough. or perhaps at least increase the reward output on a lot of the dangerous risks he has to take. it isnt necessary to give him a boost in damage, but it would be nice.

And then later you suggest he get an i12 mid? ._.
i dont really see anything wrong with this so long as its 4B. i can understand taking away the string part however, but having an i12 punisher at least would be very benificial without being too overly powered. hell even keep the current -14/-2/-2 hit stats if you want. but as it is this move already has no tracking and very terrible range. this would be a good purpose for it.

either that or restore some of his stuff to their SC3 PAL/NTSC-J state. make 4B -10 again.

point being alot of siegs fast moves already have glaring weaknesses in that they either have short range, are linear, or are high, or even a combination of the 3. i understand making them - enough so that he cant set up anything after them, but why make them punishable on top of that?

examples such as 4B, 6A, 6K, 3K, even WR K. infact if anything i wouldnt mind seeing alot of his faster moves being re-modeled after WR K as it has no tracking, he cant move after it because on grd hes right in his opponents face, it doesnt have uber range, it can actually be punished by taki and yoshi, and well compared to alot of the WR K's that other characters have its pretty mediocre.

now im not saying that we shud overbalance everything ~ as sacharja said it would be bad game design. but there are definately areas where sieg needs improvement, even if minor.
 
What are acceptable weaknesses that would define siegfried? The difference between the majority of the lower and higher tier characters is that the "holes" are much bigger and more exploitable for the low tiers, which would be a balance flaw, not a conceptual design flaw.

If a character has a move that's faster than i13, they'll likely have a severe range issue (or they can be as dominant as asta/ivy).

I'm all for siegfried being safer, but definately not faster. I think that's nightmare's turf.
 
I'm so glad Sieg is in!!
Though I'm not sure if I can get used to his new appearance... I dislike his hair... But he looks manlier and that's a good thing.
Anyway, I wanna hear Crispin Freeman again, cause he has the most suitable voice for Sieg.
I'm really curious about his story now. I'll just sit and wait. Hope that Namco won't give me a heart attack...
 
Now that I like. Short and sweet.

I also agree with the statement. I personally think Nightmare should be power and Siggy be speed. But The other way around has worked well and it looks good on them. So I totally think Siggy should be a little safer but not faster.
 
u know i can understand that actually, and i think its very reasonable. make sieg a little safer and up his basic damage a tiny bit so its on par with nightmare's. make sieg's 50/50's so that they still have the same amount of risk, but up the damage reward for them a little.
 
I would only really want to touch safety on his most basic pokes. His speed is fine for the most part. Functionality and rewards on most his movelist need work, tho.
The whole reason people cry for safety in SC is not that it is actually required for a character design to be successful in principle, its that the ping-pong style gameplay SC started promoting with III makes matchups like Soph, Setsuka and many other characters of the fast-and-pokey-archetype so dumb. Its their punishers that are too strong, combined with the weakness of movement, low-mid mix-ups and defensive options in general. Many of the changes to Sieg can only work if the system SCs metagame operates on currently is overturned completely. Rewards need to be roughly appropriate to the risks. Great move properties need to have a certain cost or it leads to abusive and stale, unevolving gameplay.
So if Sieg is to be a slower-moving, heavy-hitting type of character on average he should get appropriate damage opportunities in exchange. If that is not done via mix-ups, give him gigantonormous SG damage instead, forcing step and interrupt attempts all the time, which can then be turned into dmg via ch-fishing and step-catching. The latter would of course mean that he would have to have access to damaging anti-step and fast ch-fishing moves. These are just 2 of many possibilities that can be taken with character design (and rather simplistic ones at that). All it takes is for the balancing team to get their priorities straight and not adjust properties based on flavor and gut feel.
 
I feel nowadays Sieg just doesn't have the fear he used to, so maybe it's time to bring back something I rather miss:
In SCII, NM could go into chief whilst charging forward - giving the ability to use a couple of... Slightly more aggressive moves XD.
What I want is a few rushdown options, bring back FEAR of the german knight!
 
*+1 on hit lol.
lol this is embarrassing... no wonder I haven't had much success spamming that move. Make no mistake... that's a pretty bad move, but it's good by Sieg standards. What do you mean by it being a force block if it was +4? You mean after b6 hits, another b6 is a forces them to block? You can still GI or step with 8 if you're crouching, not to mention everything else if you RCC.

btw frame data says TAS B is i15, but I'm sure you know that's only possible from a buffer. Idk why it wouldn't punish some -15 moves... but I don't attempt TAS B when punishing those unless they're really easy to see or they're in tip range. I treat it like an i17-i20 move in normal use.

other than that I agree with you. 3K string being a NCC wouldn't even be that strong. And an i12 mid wouldn't be that bad if had horrible damage, hit/CH frames and range. Still, it'd be kinda odd having a mid that's faster then your fastest high. Any time you'd punish with that wouldn't be worth it, I'd rather mid/throw mixup. He already has better tools to deal with TC... and the only time you need i12 for that is if they TC at advantage. It hardly even matters that it's a mid with those hit effects.
 
lol b6 is an amazing move. great range, an i16 poke that forces crouch. on hit sieg can do basically anything he wants after it except random stance transitions. and as it is, forcing crouch and being +1. most characters from that range dont have an i14 from FC with enough range to interrupt successive b6's(in which case that they do, sieg's TC's can usually handle it anyways). b6 ~ step ~ b6 usually handles GI attempts fairly well on short notice, and stops opponents from iRCC ~ step ~ attacking. plus b6 provides fairly good SG damage for a safe long range poke. on grd it also covers enough distance that other characters may have to step in before attacking siegfried. this allows him options to step, or to space. dont be so quick to judge the move by its frame data alone, take a look at the range that it covers, and also at the way it hits the opponent, what the opponents options are after being hit, ect. its possibly one of the best moves siegfried has. mix b6 in with a little 1K, 3K and 2A; agA to kill step, and you've become a poking machine lol. the only other safe mid that i can really think of as being this good for sieg is 4K, but 4K is absolutely SOLID GOLD!!! =D (i19, -6/+4/KND ~ TC 11-19, SC in 14. minor tracking to siegs strong side. think about all of the possible options sieg can do with that move both on grd and hit, its actually quite mind boggling, especially for a character like sieg.)

its a fairly bad idea to try to step G out of the way; although i do admit it is possible to step successive b6's. for example, according to zombiebear's research on step G, it takes cassandra 11 frames to step before she is able to guard. that means when she step G's, she is at -11. add that to the -1 disadvantage shes at from eating b6, and the 1 frame it takes to iRCC from FC, shes at -13 before she G's. mind you with perfect execution she can step G safely, assuming that the player has perfect iRCC timing. in a real situation its probably safe to assume 1-2 frames of error, and at that point she is eating 6A stepkill. and if the player attempts to RCC step too early they will simply eat another b6, because b6's hitstun is too short to really buffer anything off of. with b6 being +4, getting the iRCC needed to step G would be less difficult due to added hitstun, but 6A would be guaranteed to discourage any stepping attempts(-11-4-iRC(-1) = -16, 6A is i15), as would a buffered agA against anything except iRCC ~ step G.

its not that im not happy for sieg buffs, but due to b6's usefullness already, and the potential it has as a move, im not really sure it really needs to be buffed, and i dont really think it would be balanced to do so. but thats my opinion. take it for what it is right? ^_^

and well signia! we have to find some kind of a use for 4B! its soo useless right now! SRSH A has more use XD.
 
I'm so glad Sieg is in!!
Though I'm not sure if I can get used to his new appearance... I dislike his hair... But he looks manlier and that's a good thing.
Anyway, I wanna hear Crispin Freeman again, cause he has the most suitable voice for Sieg.
I'm really curious about his story now. I'll just sit and wait. Hope that Namco won't give me a heart attack...
you dislike his.... hair? so play his 2p, i just want some bitchin' roulette's, and keep iagA even though i can only do it 1/3 of the time, maybe make a slightly larger window for iagA so i can do it 2/3 of the time? :D and has anyone else noticed that the armor Siegfried is wearing in the concept art with him and his Requiem kinda looks like the armor underneath his 1P armor in SCIV? if you took off all the transparent crystal stuff? the eagle on the chest and the shoulders after they break. would this have something to do with him not being the one wielding soul calibur anymore?
 
you dislike his.... hair? so play his 2p, i just want some bitchin' roulette's, and keep iagA even though i can only do it 1/3 of the time, maybe make a slightly larger window for iagA so i can do it 2/3 of the time? :D and has anyone else noticed that the armor Siegfried is wearing in the concept art with him and his Requiem kinda looks like the armor underneath his 1P armor in SCIV? if you took off all the transparent crystal stuff? the eagle on the chest and the shoulders after they break. would this have something to do with him not being the one wielding soul calibur anymore?
Yeah, I was used to watching his bangs torturing his life :P But now they're gone...
Also, he is wearing this eagle armor since SC3. In SC4 it was just covered in crystals/ice... In SC5 the director said he'll not be the SC wielder anymore, that's why he has no longer this decoration...
 
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