This is very good stuff Pantocrator. thanx for sharing.
heres a list of random tips, suggestions, praise and criticism. =)
forgive me if im off but its late and im very exhausted. kinda even forgot the original reason for y i was posting this.
Your 1B usage was great. It was impressive actually. Never seen the move used so well.
u pressure ur opponent well. helps open up risky opurtunities like the SRSH mixup.
b4(latest) is great stuff, and u use it very effectively. seems like for the most part u were able to train your oponents to block it. seeing that though im curious as to y u didnt whip our b:4 at least once(correct me if im wrong i may have missed it)
66B can be very useful if u can land it at tip range.
while 3B does do somewhat decent SG damage on grd, and SCH K can interrupt anything slower than i15, since there are alot of moves such as 2A or AA ect that can punish it, i would personally cut down usage on this move. not to say not to use it at all, but keep in mind that if u do this your opponent has oppurtunity for free damage. + vs another siegfried 3B SCH K can be VERY bad as 6A can land CH, thus ringing out and 6K is a shakable stun that is +11 on fastest SHK, leaving your rival sieg countless mixup options from a grab, 3B, ag:A, a stance option ect.
i didnt see much 2A. while the move itself isnt very good, being - on hit and CH, it has deceptive range, and therefore can double as a low poke and a baiting tool for jumping back into SSH for whiff punish and mixup options against an agressive opponent.
WR B is good stuff indeed, but keep in mind that it can be stepped. keeping SCH A on hand can discourage stepping, but some opponents may opt to step then crouch.
on another note good effective use of SCH K on hit and CH. keep in mind tho that while SCH KK is duckable, u can use it to push an opponent backwards.
also its somewhat risky, but due to the way ur opponent sways after ag:A grd, u can use it to maneuver them more easily for RO's and wall combos.
and another weapon i can give u is SBH A+B near walls. at certain angles and distances if SBH connects it will send your opponent flying at the wall. however, they will fly into the wall without actually hitting it(simply put the flight path will be obstructed). this can be used to land more...conditional and strange tech traps, such as SBH A+B 1B TT. works more effectively in corners.
while CH 6K is SHK, do not underestimate it. +11 on SHK is still good enuf for a relatively safe stance transition, or a mid/grab/low mixup.
also i'd encourage you to grapple break RO throws at all costs, even if not on reaction. seems like it cost u a few times.
u make great use of b6, like any sieg shud. but on grd if ur opponent likes to just poke back, u can step G after, until they decide to start step killing u.
nice use of 44BB on wake up for TT's. again it helps tighten the grip on ur opponent.
it was also nice to see a bit of 8/9B getting used.
although they are dangerous, im surprised i didnt see more 22_88B.
you were very smart to limit the amount of times you used reaction duckable highs and reaction jumpable lows, while still integrating them effectively as a dangerous tool when u needed it.
of course most of this u already probably know XD but i suppose if anything this post wud at least assist other sieg users.
on a side note, it was good to hear some of the old soundtracks again(SC1 i do believe?)
again thanx for sharing this, it was entertaining to watch, and useful to review. a good all around learning experience. i'd add more, but its about time to hit the sack.