Siegfried SCV Non-Gameplay Related Discussion

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At slayer,

I like your attempt to "show me that I'm wrong", but in that video, that move was not a counter at all, the opponent just standing there and all.

It's quite possible that when I did do 6kkb, the opponent was crouched and in the middle of attack animation. To be honest I don't really remember if they were crouched or not.

Do the countering properties change if the opponent is crouched AND in the middle of a move animation?
 
At slayer,

I like your attempt to "show me that I'm wrong", but in that video, that move was not a counter at all, the opponent just standing there and all.

It's quite possible that when I did do 6kkb, the opponent was crouched and in the middle of attack animation. To be honest I don't really remember if they were crouched or not.

Do the countering properties change if the opponent is crouched AND in the middle of a move animation?

...you serious?

Practice mode. Turn Counter Setting to Attack. Set Second Action to Guard All. It's not a NCC. Stop it.

The reason most people don't block the whole 3KKB string when the 3K hits on counter is usually because - ESPECIALLY online - the person being hit doesn't react to the low in time. The second hit is kind of sneaky if you don't know you're being hit with the entire string.
 
Slayer, right now on SC4, 4B+K from RSH into SSH has the longest back step. As well as 2_8B+K from SSH into SCH has the longest tech step.
4{A}(Tip Range)~RSH'4B+K~SSH' & 88{B}(hitbox tip range)~RSH'4B+K~SSH works good for sway n' punish.

When I said long back step I meant THE already existing long back step from RSH into SSH in SC4.
 
At slayer,

I like your attempt to "show me that I'm wrong", but in that video, that move was not a counter at all, the opponent just standing there and all.

It's quite possible that when I did do 6kkb, the opponent was crouched and in the middle of attack animation. To be honest I don't really remember if they were crouched or not.

Do the countering properties change if the opponent is crouched AND in the middle of a move animation?


=D
 
@Jink: I never liked his 4B+K backstep, understanding it's longer from RSH to SSH is better, I hope they increase the step range a bit in SC5, new changes are coming!!!
*And something a bit random, if CH 3B launched higher than (i would like to see) CH 3{B}, SCH~6B+K, SRSH B~etc... If SRSH B comboed after CH 3{B}, it would be happy days all the time... SCH A+B would still have a purpose, probably more damage, RO to Sig's Left, and a use in that infinite wall combo tech-trap... But out in the open I'd be using this combo, and its still another nice option to have + way better wake-up...
 
For me, 4B+K's back step works well after..
..1K tip range hit, vs short BB characters.
..2A tip range counter hit, vs short BB characters.
..BB tip range guarded or hit, vs short BBs.
..B>4 tip range guarded, vs short BBs.
..b6 tip range guard or hit, vs short BBs.
Against short BBs, if I spot them on time, I use SSH'K to counter between BBs after the 1st B whiffs.
Against farther BBs I use SSH'A+B to retreat & punish.
Against long BBs or 6B thrust moves that can hit SSH'A+B, If I gamble & spot it, I used 8_2B+K to dodge it, it works depending how slow the thrust is.

Another use for 4B+K that I have is to 1st built pressure with RSH'A+B, if it hits, I do another RSH'A+B. The 2nd RSH'A+B can be interrupted by BBs. If my opponent does interrupt my 2nd RSH'A+B, they might try it again, then instead of doing RSH'A+B hits to another RSH'A+B, I do RSH'A+B hits to RSH'4B+K into long back step SSH, then depending on my range from opponent I'll punish with SSH'K or SSH'A.
Sometimes the spacing from this set up is wide enough to try & counter hit with SSH'{B} & launching my opponent to be juggled with SBH'{K}.

A trick to set up my opponent to counter hit SSH'K is to spam SSH'A+B, this tends to force choice my opponent into jumping or doing ranger moves which are slow enough to get counter hit by SSH'K. This is similar to GI-ing often during -2 to -4, so that if my opponent tries a slower move to punish my possible GI whiff, I can gamble with K, 6K, 1K, or 66K to counter hit my opponent if does tries a slower move.

This is game play is similar to ABARE play. It works for me to soul crush my opponent while maintaining the leading role during rounds. This works tend to work well vs average adaptive opponents. A lesser adaptive opponent could end up out poking me sometimes by mashing senseless, unfortunate because of Sig's average speed. VS a more adaptive opponent I have to hold back a little to check on their reaction without blowing my cover, & spam less.
 
@Jink: I never liked his 4B+K backstep, understanding it's longer from RSH to SSH is better, I hope they increase the step range a bit in SC5, new changes are coming!!!
*And something a bit random, if CH 3B launched higher than (i would like to see) CH 3{B}, SCH~6B+K, SRSH B~etc... If SRSH B comboed after CH 3{B}, it would be happy days all the time... SCH A+B would still have a purpose, probably more damage, RO to Sig's Left, and a use in that infinite wall combo tech-trap... But out in the open I'd be using this combo, and its still another nice option to have + way better wake-up...
+ long range slide RO's like hilde C2AA or yoshi a:B+K =D
 
At slayer,
apparently you cant read. I wasn't going to resort to insults but this is stupid. Nowhere in that video is the opponent crouched. Read before you critique.
 
You'll have to pardon me heaton as I haven't been following the discussion to closely, but in all seriousness, who is this retard?!
Being in FC changes the properties of no attack in SC history and it never will. Either post sensibly or shut the fuck up.
 
He's just some guy. Says he found a use for 4BBB, and has been maintaining 3KKB is a NCC (and Natural Crouch Combo?) for the past page or so.

Let's get back to the thread at hand! What say everyone of a safe on block stance entrance from ag(A) and 44(A)?
 
44A I would agree should, but agA already gives +2/3 on block, it doesn't need any more plus points or me and Jink will end up using it EVEN MORE than we do now, which is a tad ridiculous.
As for 3KKB the second hit combos with the third but it is impossible to combo it with the first unless you catch an airborne opponent.
END OF DISCUSSION

Personally I'd like 2A to be neutral on hit. On counter I'm not decided yet.
 
As for 3KKB...
END OF DISCUSSION
agreed. lets not start off SCV on the wrong foot by turning our character development wishlist into a flamewar. we'll just have to accept that each of us has a different opinion and leave it at that, even if alot of us strongly disagree with another. that also means dont try to make things personal when trying to prove your point. its unprofessional for 1 and it overshadows your point for another.

44A I would agree should, but agA already gives +2/3 on block, it doesn't need any more plus points or me and Jink will end up using it EVEN MORE than we do now, which is a tad ridiculous.
...
Personally I'd like 2A to be neutral on hit. On counter I'm not decided yet.
you can never use too much agA =P especially if u want them to duck and stop that annoying thing they all do called moving.

as for the stance transitions, i agree on this, although i'd say instead of making them +, make them either neutral on grd transitions or make them less pluss than their standard hit counterparts. for the animation just have siegfried drop his sword to the side without the while spinning motion. this would also help set off positions where you would be in close enough range to actually make the transition useful.

as for 2A, i'd say make it neutral or + on CH, and make it -2 or -4 on NH. make it -16 or -15 on grd. make FC A actually track like 2A does(it seriously doesnt. try it out in practice mode or even a real match, FC A whiffs where 2A tracks left)
 
Aww... But I want a decent 2A, make it neutral on hit and CH like Kilik's, just make it a DECENT alternative to 1K.
 
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