siegfrieds bad matchups.

Pantocrator has a good Sig, I say it.

About mixups for 2A+B:
Spacing into SCH from the right range can stop or HALT your opponent especially if they know about SCH'A+B and its range to counter it. Again Tip Range game is essential here, the most natural opponent reaction is to crouch & ready their WS'punish if Sig does SCH'A+B, it takes frames from opponent to get ready for WS'punishing & waiting to confirm. Based on this fact, based on online & offline experience, SCH' by itself is useful to HALT opponents within Sig's Tip Range, outside from most character's zoning range & provoke them to waste frames by crouching.
HALT mixups at tip range:
SCH'G, 6B
SCH'G, 2A+B
SCH'G, 22_88A

6B works for when opponents reacts later after spotting SCH, 6B can hit while they get ready for WS'punishing.
2A+B low treat + SCH'A+B high-anti-step treat can lead the opponent's logic into "sure-crouching", rising the chance for 6B to connect in a later mixup.
22_88A & 2A+B are very similar in their "twirl-turn-around-to-the-left" animation, they are slow but they are almost same speed. When mixing low & mids its more helpful to use lows & mids that are close in speed, this rises the chances of an opponent to not guard randomly by [G]2222... or timing [G]..2.. impact speeds from spotted start up.
22_88A is better to disguise with 2A+B, but 22_88A has less range then 6B & 2A+B, the use between 22_88A & 6B with 2A+B mixup is range specific.

This works but I don't recommend using it often as it works in this specific manner, it can be passed over by very adaptive opponents whom may gamble to interrupt Sig at the HALT, but for this there are SCH'moves & roulette. If I want to test my opponent's next reaction after landing the HALT mixup, I roulette to SSH' & A+B away to sway & counter if they try to counter.

HALT is one of my personal tactics. HALT should be less used against characters with TC + long range moves & adaptive opponent.

2_8B+K at tip range = Sig: "Haalt!!"

Against characters with good backdash & opponents who turtle for punish ^these^ HALT mixups are most likely to fail.

Edit: Note that HALT mixups depends a lot on who has the battle initiative, who's leading in the fight.
 
LOL

Synraii : Relax ! What I said about UK players is not assumption. Last time I went to London, I had confirmation of that. Not because you don't have any hability or else, but because the communauty and the interest for the game are small. Uk's players were very friendly and I enjoyed to play and talk with them, but the level is low... you have to admit this.
But I didn't say that I'm feeling superior because I'm French or else : THAT was assumption. I could say the same thing if I was german, US, or even an UK player !
Btw saying that this kind of mix up works well against them sounds like a proof of UK level... you didn't serve them !
Yes, I'm a 8wayrun member like other, not a VIP. But if you want to progress you may have to check the information's source... But I guess your already the best, and you don't need advice of a scrub like me :-)
In the other hand I have a lot of interest to read you. Talking about amazing mix up, saying that wsAA is useless because it's possible to jump over the second hit... how to deal easily against Ivy... :-)

Age_of_Truth
Good luck for your project. Hope to see a competitive UK team at Cannes, it would be amazing ;-)


So, today I did some test. Because yes, like i said, I try all idea (with some hope)

Agains't a player with average reflexe, but good knowledge of Siegfried.


SCH cancel => 1B/2A+B.
This doesn't works , and the SCHcancel doesn't bring anything.
By abusing SCH roulette, sometimes the 2A+B will works. Maybe because of the similar animation, but this is not really consistant.

SCH cancel => 2A+B/22A
On my own, this doesn't works at all. If the oppenant is familar with 22A, it will never works.
Endly this move is really really slow... I eat a lot of counter by perform "Hey I roulette, Hey I cancel, Hey I 22A..."
Of course I did some conditionnement with SCH B and SCH A (the only true solution against oppennants triying to hit/stepG). After I had to use 1K or other fast move to counter after the cancel.... well a conditionnement to an other conditionement to endly mix 2A+B/22A... that was laborious, and, seeing the results, a waste of time .
I didn't try with 6B.

Conclusion : SCH cancel doesn't seems very efficient to introduce a confusion mix up.
I usualy use SSH cancel. That works well : the oppenant must to crouch guard, because of the SSHA.
I think it's better pertinent to introduce any mix up (reactable or not)
SCH doesn't have any low, and A+B is reactable (and not unblockable). A solid player will never try to make a choice guard here.



To come back in the original subject :

About Setsuka : To be honest I lack of versus.
Not easy, 4-6 or maybe 3-7. But in the contrary of Ivy or Sophitia, she doesn't have the perfect suit to kill Siegfried. She moves slowly, her punitions are not really unsane, CF and step are possible, there is a lot of thing to do at mid and long range.
The mains difficulties : close range, 33B...
 
By no means am I the best, I just don't appreciate the dismissivness, nor did I call you scrub once.
In my experience, SSH cancels can be a tad dangerous as due to the backstep of SSH jumping backwards causes all SSH attacks to whiff at tip range, so I find the cancel can bring you back to square one. It is effective at point blank, but point blank SSH implies you went into SSH from another stance, which is inviting a 2A.
Though it is an interesting idea, I would be interested to know where you personally use it as it seems somewhat situational. I'd enjoy testing it out against one of my fellow UK noobs ;)
 
hmm...honestly i never really saw much of a use for 2A+B, because its linear, and all traps can be teched left or right i think. however that doesnt mean it cant be used. perhaps it would be put to better use when used in conjuction with a faster mid like B6/3K/3B, combined with a good step kill move to intimidate ur opponent out of stepping the mixup?

anyways, as for stance cancels in chief hold, i've always found SCH cancel grab/1B/3K/3B works well.

SSH can be fairly useful off minor disadvantage to make ur opponent whiff, and depending on distance u can cancel and start up the same mixup as from SCH. or just go with the current stance moves can work as well.

As for the rest, instead of going under the assumption of who's better/who's not, lets just take in ideas of what works, and what doesnt, no matter the skill level of the player. if joe blow scrub figures out how to do some amazing anti tactic that can punish moves that are -10 with sieg (just an example) then we test it out, and if it works, it works. if not we provide reasons y and get further testing done to confirm with every1 else. we should ALL be grateful that WE are ALL posting here. ^_^

anyways as for setsuka, i agree that 33B and such are difficult to deal with, but IMO she's alot easier to deal with than sophie or ivy. i'd say its 4-6 setsuka's way, because she is indeed faster than sieg at close range. i'll be honest i have little experience with good setsuka's yet, but from the 1's that i have fought, i find that u just have to be a little more careful than usual to win. u dont have to do many things special, just keep ur risks to a minimum and ur punishing to a maximum. maybe some1 would help contribute a detailed list for anti-setsuka? i dont think im quite fit to provide 1 in this situation.
 
In my experience against Setsuka, fights tend to be settled 20 or so dmg at a time. Don't forget that sieg can punish B+K on block with 6K and that umbrella is catastrophically unsafe. I find playing against Setsuka is a lot like playing as Sophie - you just bait unsafe attacks and hit hard on whiff punish.
 
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