Siegfried SCV Non-Gameplay Related Discussion

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I think they should give Siegfried another/better UB - the one he has in IV is just so slow and you'd have to be such an idiot to be hit be it - he needs a faster one, but to make up for that speed, weaken it.
That's Earth Divide, his UB since SoulBlade. I've landed it more than 25 times as whiff punisher vs good players who made the mistake of underestimating me. Earth Divide is slow, but it doesn't need an idiot to be hit by it, just takes stepping vs a very slow recovering linear/one-side-tracking move.
I've done it even offline.

I would like it better if namco removes the frames when he slowly rises the zweihander in front of him to his back, & just start ED by rising both arms, zweihander behind, chargeable like Asta's hug UB, & cancel-able into SCH.

Btw, have anyone seen how the new Sophy can kick while hold G? I bet it an input like: "Tap K while holding G" & it looks like it leaves herself open while kicking, but is nice tho.
Anyway I think its neat & it could be universal. The move could be like a shove off move with no advantage on hit or counter hit, & special mid so that it can't be use as mid/low mix up.
What do you Siggys think? It could be nice to have a German-dance-kick out while Guarding to push rivals away.
 
What do I want to see? Abs
/thread.

Sorry slayer I had to.

NIGGA! You keepin it hella real right now. Why the hell was siggy a twinky-boy (really skinny) in SCIV! He carries around that big sword he should be pretty muscular. And then his abs were worse than Raphs? Why did raph have better abs. It's whatever I just hope they make Siggy's body a little more believable, like Talim's.
 
I'm not that sure, but I believe that she's releasing the guard just a split second before she kicks. At least that's what I see. That move could actually be her new 3K or something. But if they ever added something like that (attacking while guarding) they should do that for all of the characters. And if your description is right about the way that it could work (safety), hmm... it would be cool.

As for dance kicks, we already have the Furious Ballerina (3KKB), well I don't know if we still have it...
Siegfried should do something similar/close to WRK if he'd be able to land kicks while guarding...

BTW, I don't really think that this mechanism could work with the other moves (A, B), as the weapon guards you, you cannot let it and attack.

But, to be honest I do not think that Pyrrha was guarding when kicking...
 
As for dance kicks, we already have the Furious Ballerina (3KKB), well I don't know if we still have it...
Siegfried should do something similar/close to WRKK if he'd be able to land kicks while guarding...

BTW, I don't really think that this mechanism could work with the other moves (A, B), as the weapon guards you, you cannot let it and attack.

But, to be honest I do not think that Pyrrha was guarding when kicking...
LOL XD
FURIOUS BALLERINA!!!
lol, this is SOOOO official now ^_^
Best move-naming anyone has given to Sig's moves!

She opens her guard while kicking, but it looks so fluid & close in frames to her Guard stance that it seems to be coming out of it.

Btw, I think the G]+K is possible because is already in Virtua Fighter's Vanessa, she can punch from Guarding & the input is G]+2_8P. I just though Namco would have taken the idea into SC5.
 
^ Lol, I came up with this name a couple of years ago, when I realised that Sieg does many spins and that resembles slightly... a ballerina, to me ay least :)

Anyway, have you read this? (It's actually been posted in a thread) http://oxmonline.com/article/previews/m-r/soul-calibur-v

Here's a small bit about Sieg:
Are you a fan of comically huge swords? Take to the battlefield with Siegfried and his oversized monstrosity (which, for series fans, is a newer, bigger deathdealer than in previous games).
What, does that mean that he'll be more deadly than ever?
 
Hmm I think they are just impressed because they never paid attention to previous Sig zweihanders before (which are practically the same), & they are just hype-talking. I'm off from bias reviews (which are all turning to be these days).
As for what we are to expect, every character most be more "deadlier" than in SC4. For Sig I hope that Namco is making more sense out of his apparent features than just playing along fixed frames to conform the balance that they don't know yet.
 
I've updated everything into a much prettier list so we can see a list of all the demands, and who is for it. This should make it not only easier for Namco to see exactly what it is we want for Siegfried and how we want him to play in SCV, but also makes for a good checklist for what we see in videos, and a final grading sheet for when the game finally is finished - to see just what Namco ended up listening to us on. If I've missed anything (and with all of your walls of text, I'm bound to have), let me know and I'll get it up on the list.

Fun fact: Unblockable 44K seems very popular. Can't imagine why. :P
 
Lol @ 44K!

Here are some stuff that I want for SCV-Siegfried (I don't know if they've been mentioned before, but I never made my whole list :/) Plus: I didn't take anything we've seen into consideration because I don't remember them, lol.)

Anyway...
  • I'd love to see a horizontal UB (I think we really need this)
  • Maybe SBH [K] should be an UB or at least it should have some GB properties
  • Sieg needs more JFs. For example: 3KKB - - > 3K:K:B and as advantage it should be more powerful or be followed by an extra move
  • a+ka2AA should be an actual JF with the glow and the power
  • 4:B should be faster or have GB properties
  • SBH should always have AGI properties and after the GI an attack throw could follow
  • A+K K should be richer. Maybe a horizontal after the kick could be just fine
  • SRSH A sucks in SC4. Sacharja convinced me that in SC3 it was awesome. I checked it and I was stunned. It should return
  • Sieg should be a bit quicker
  • Last but not least that JAGA should come back
I've underlined my most favourites...
 
2_8B+K should step all verticals at neutral & roulette, from instant input to end of transition.
SC4's 2_8B+K can be hit by almost all verticals regardless of timing & is because timing is the problem. Most Sig's into-stance moves on Guard leaves him at specific frames for some 2_8B+K dodges to work, but all characters have at least 2-5 verticals that hits Sig during (early or late) 2_8B+K, leaving him back turned most of the time at disadvantage, only rely & prey that your opponent's next move to be a horizontal & not a vertical or a throw.
2_8B+K should have instant, reliable dodge regardless of frames & range, its supposed to be an option against opponent's momentum, not a move with lots of mistaken programmed advantage for your opponent.
2_8B+K (and all dodge or tech step related move should in all characters) should dodge just like Yun's B+K'n (without the idle-auto part) or like Kilik's 1B or Ivy 214B or Mitsu's 4B+K'B. 2_8B+K should make Sig invincible against verticals from the moment the input is pressed to the end of transition. Sig could also have 2_8[B+K] hold option where he could double side spin to dodge multiple quick verticals like BBs (where in the case of "2_8B+K vs BBs" the 2nd B would hit Sig most of the time).

B+K's GI should impact instantly after inputting B+K & should impact full-time.
SC4's B+K doesn't impact instantly & the GI effect goes OFF when Sig is sitting down for few -enough frames to get hit by horizontals- then the GI effect turns ON again for the Reborn Basher auto counter. This is ridiculous, Sig has an all horizontal GI move that doesn't GI horizontals at a specific in-between time, while the visual effect stays ON, the effect does NOT. I've gotten hit many times by horizontals while trying just plain B+K (not pressing anything afterward). I'd research on Training mode & found out of its OFF-frames. This is stupid from NAMCO's programmers, why does this happens? Why add a GI move that fails to GI at a certain time? Why add a GI move with demotivating effects? Is it for use or not to be use? Since I can get hit on counter by verticals already, why make it like this? Is just plain stupid.
B+K should impact instantly at neutral & roulette situations. Sig should have the OPTION to GI horizontals at all times during roulette instantly upon opted input. 3B,B+K, 22_88B,B+K, 11_77B,B+K etc.. should all be legit 100% reliable OPTIONS.

Fixing those will improve Sig's game without making him overpowered or win friendly. This will just make his Horizontal Impact/Dodging game actually legit & practical while still been an optional mixup factor. Back in SC2 NM (Sig) had the "G2 glitch" to guard instantly after doing 3B or other into-stance moves, it was a broken factor because it covered both horzontals & vertical in one input, G2.

But by FIXING the attributes or/& properties of both 2_8B+K & B+K, Sig can have a two-way gamble mixup & not being as "broken" as SC2's G2.
Sig vs Xianghua example:
Sig does 3B, X guards, Sig does B+K, X does AA, Sig Impacts X's AA.
Sig does 3B, X guards, Sig does 2_8[B+K], X does BB, Sig dodges X's BB.
Sig does 3B, X guards, Sig does B+K, X does 2A_B+G, Sig gets grabbed by X's 2A_B+G.
Sig does 3B, X guards, Sig does 2_8B+K, X does AA, Sig get hit by X's AA.

IMO, to have ^^those^^ even-possibilities ^^from above^^ is better than:
Sig does 3B, X guards, Sig does nothing, X does AA, Sig gets hit by X's AA.
Sig does 3B, X guards, Sig does B+K, X does AA, Sig gets hit by X's AA.
Sig does 3B, X guards, Sig does 2_8B+K, X does AA or BB, Sig gets hit by X's AA or BB.
Sig does 3B, X guards, Sig does SCH'K, X does AA, Sig gets hit by X's AA.
Sig goes to Namco's office & ask: hey wtf?, X comes out of the office & AAs, Sig get hit by X's AA.

This idea is not just for 3B (as for I don't use it anyway), this idea applies to all Sig roulette, I'm just using 3B for plain example of how bad programmed Sig's 2_8B+K & B+K are, & how it would improve the balance mixup for Sig in those situations where there's no mixup, just plain punishment which leads to some move to go unused for the sake of winning. Winning, but with no fun. Tourney matches goes like AA, BB, AA, BB..., hey! what a fun game! :/

4B+K'A+B or SSH'A+B should have less recovery frames to make it safe or to give advantage on Guard, it is after all a retreating slow low with no forward range that leaves no combo & no RO possibilities, why does it have to be unsafe (-20 on grd) specially on whiffs? IMO, it has too much recovery frames after hit frame.
Mitsu has his 4B (-14 plus cancel into MST option), X has her 44B (-19 plus H/M IMP option), Kilik has his 4B+K (-12), all of them auto-steps/jumps back & forward from easy fast input while Sig's just moves backwards from entering into stance first. I mean, what? lol.

Sig could have stance options during or after SSH'A+B:
How about SSH'A+BG to cancel into Back-turned SSH, it could work nice even for dancing loops (SSH'A+BG, BT-SSH'A+BG, SSH'A+BG...). Perhaps a late Just Input with G to cancel just after the low back hit comes out canceling the front hit only, it could be for a back-turned combo like BT-SSH'A+B:G (hits), SSH'B or A+B.
How about SSH'[A+B] to go into RSH. If SC3's RSH'A comes back this idea would be great for range set up after hitting with SSH'A+B.

BT-SSH'6B+K back-turned forward jumps should be available for normal SSH' to back jump like SSH'4B+K, 4B+K, 4B+K.. until opponent catches me, HA!

SSH'B's GI should Impact High horizontals the entire time his sword is in front of him instead of just during short brief frames at start up.

2A+G Flap Jack, after flipping & knocking down opponent, it should leave Sig at +22 & far enough to give Sig time & distance to mix with 6B & 2A+B. I used to do it in SC3, Flap Jacked opponents couldn't roll away from 2A+B, it forced them to get up crouch guard, it was sweet :)

236B should have cancel options into stance, for example: 236B to cancel into SCH. Or 236b:4B+K to cancel into SSH.

SBH'[K] should have follow up inputs 2 or 8 to steer Sig's run to the background or foreground, similar to Cerv's 124'2_8B or/& Asta's 33_99[K]. This could allow YOU to manually chase your opponent, which would be fun, & possibly to purposely whiff the last hit to back-turn Sig for more (or/& actual) back turn set ups.

22_88A's input should go back to 77A along with 3A as 33A, both should be i25 with instant TC & -9 on Grd.

I got more ideas, but these are my main concerns, because I know that if at least Sig's B+K & 2_8B+K were working properly to their meant purpose, Sig would be more competitive & fun.

EDIT: Oh, btw.. before anyone starts saying stuff like: "ohh Sig doesn't need this or that, its just you, blah blah.." Before anyone starts up with that, let me tell you first: "Fuck you :)" I want Beastfried in SC5, & this is just my opinion, K?, k. :)
This is based on my BoguS findings from Sig plus experience vs other characters Online & Offline, against good & scrub players.
Sounds like you did your homework. However, as soon as you said "I don't even use 3B", I had to stop listening. That move is arguably his single greatest move, simply because it's used in high level play VERY VERY often. And as a person who uses Sieg, that move is my bread and butter.

I do agree that Siegfried needs some improvement. I don't think he's as crappy as you make him out to be. Bad frames on block? No worries, just turtle a little more, and wait for the CH.
 
Sounds like you did your homework. However, as soon as you said "I don't even use 3B", I had to stop listening. That move is arguably his single greatest move, simply because it's used in high level play VERY VERY often. And as a person who uses Sieg, that move is my bread and butter.

I do agree that Siegfried needs some improvement. I don't think he's as crappy as you make him out to be. Bad frames on block? No worries, just turtle a little more, and wait for the CH.
If you can beat a high level player by turtling with Sieg, I would be amazed.
 
Sounds like you did your homework. However, as soon as you said "I don't even use 3B", I had to stop listening. That move is arguably his single greatest move, simply because it's used in high level play VERY VERY often. And as a person who uses Sieg, that move is my bread and butter.

I do agree that Siegfried needs some improvement. I don't think he's as crappy as you make him out to be. Bad frames on block? No worries, just turtle a little more, and wait for the CH.

"Turtle harder" sounds like a cop-out argument, though. I mean, theoretically, if you turtle hard enough, you could win EVO with Rock. It's not feasible, but, hey, "Turtle harder". It also doesn't address the fact that you WILL get AA_BB'd out of most stance transitions on block. This is a major problem for Siegfried - one that they've already seemed to address, since we saw 3(B) blocked --> SCH B+K able to aGI Mitsurugi's AA. That is an improvement I'm excited for, since if they also up the step on SCH 2_8B+K, we now have a reverse mix-up against AA_BB from blocked stance entrances.

"Sure," you might say, "but reverse mix-ups aren't all that great." When you put it into the perspective of you're getting a reverse mix-up on block from something that used to get you straight out punished - sometimes terribly so, depending on the character - I'd say that is a big improvement.

Also don't CH fish with 3(B). Because more often than not, you'll end up getting it on block and getting punished and now you can't do anything and blah blah blah you know the rest. :)
Updated to your last point - do you mean you want the JagA we have in SC4 to return?
 
Yeah, unless there was a quicker iAga than that (I'd learn that too)...
I fell in love with SC4's Siegfried's JAGA, since I learned it lol ^^
 
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