Siegfried Matchup Guide

Status
Not open for further replies.

Slayer_X64

Siegfried SA Moderator
Yes im aware that the guide is still under construction. however with all the posts being compiled into one page, it really abuses the scroll bar, which explains why im making this thread early. so heres how this thread is organized:

each character has a seperate post for their own anti strats. that post is then linked too in the original post here, which is to be used almost as a table of contents. you wanna fight amy? click on the amy link in this post so that u dont have to scroll through a whole bunch of pages to find what you're looking for. punishment videos will be linked to from this thread as well.

THIS IS NOT A THREAD FOR MATCHUP DISCUSSION, SIMPLY A FINAL, EASIER TO NAVIGATE COPY OF INFORMATION GATHERED IN THE FOLLOWING THREAD: http://www.8wayrun.com/threads/siegfried-anti-matchup-discussion-building-a-master-guide.6747/

if you are looking to contribute information to this guide, please visit the thread above for character discussion.

Otherwise, if you are looking for a more readable version of siegs anti character strats, you've come to the right place.

SCIV SIEGFRIED MATCHUP GUIDE (completion status: 11 of 29 characters)
  1. Algol
  2. Amy
  3. Astaroth
  4. Cassandra
  5. Cervantes
  6. Darth Vader
  7. Hilde
  8. Ivy
  9. Kilik
  10. Lizardman
  11. Maxi
  12. Mitsurugi
  13. Nightmare
  14. Raphael
  15. Rock
  16. Seong Mi-na
  17. Setsuka
  18. Siegfried
  19. Sophitia
  20. Taki
  21. Talim
  22. The Apprentice
  23. Tira
  24. Voldo
  25. Xianghua
  26. Yoda
  27. Yoshimitsu
  28. Yun-Seong
  29. Zasalamel
 
Amy ~ By Slayer_X64
(return to navigation post)
Amy vs Siegfried

This is a tough matchup for sieg that requires the ability to assess risks, as well as a good amount of ability at anticipation.

  • vs 3B/3BA, its really about gauging what she's going to do. u can step G 3B to theright which can give you just enough time to interrupt the A, you can jump or GI the A, or even attack from TJ.
  • patience is of the utmost importance. lose it for even a second, and she will shred you. period.
  • at a distance, you want to 8wayrun left. if she runs at you, either block immediately or hit her before she reaches you to avoid any of those nasty 50/50's she has.
  • dont whiff. if she whiff punishes you, it puts her in a very strong position, and as such can even be match ending
  • you can space her if you're cautious about it, but be careful. not only does she have more range than you'd expect, shes also fast enough to even interrupt some of your best spacing tools with a simple 6BB
  • your safest WR option is WR K, and well, its the only WR option she cant punish. forWR {B} she can and will punish with 6BB. there is no way to slither your way out of it either by stance transitions. its actually best used as an ease but effective whiff punish, as well as a punisher to some of her nasty lows such as 1A
  • fight her tooth and nail to stay just out of 2B+K range, even if by a sliver. the less u can eat this 50/50 the better, and its another one of those potentially match ending 1's if they can get lucky enough to guess right a few times. you can also step 2B+K to the right, so keep that in mind when she gets off something that sets her up into optimal range for it.(eg. 3A) also try to exploit situations where she tries to step in and 2B+K.
  • at close to moderate range u can step G her right. u will eat 1A for it without question, which will give you opportunity to block it for punish, but under no circumstances should you duck at a moderate range less u eat 33B/3B ect with all the other crap that goes along with it. close range u will be forced to duck with 50/50's, which basically means the best thing u can do is get out of that range as soon as possible. this can be achieved by grabs fairly effectively, but u make a habbit of only using that way, and ur all the sudden eating her 33B crap anyways.
  • TBH, dont even bother trying to retaliate against her unless she's either at at least -5, or if she's doing something u know u can prevent her from getting away with.
  • every little thing counts. a 1K here, a TC or TS there, maybe even a GI can give you exactly what u need to win, if u can just keep chipping away at her after, and hopefully out last her.
  • risk taking doesnt work on her. you're greatest risk taking involves attacking on neutral frames with TC moves. thats about all u can pull off unless u successfully read her next move.
  • when you finally do land a significant hit on her, its time to go all out hardcore 50/50 unless you're actually in the lead by a little with your safefried. u need to take control of the situation, and not only force as massive as stance pressure as u possibly can, but also to make absolutely sure u inflict the absolute most damage possible, or die trying. u MUST be relentless.
  • i seriously doubt u can set up any mind games with the extreme safety u'll be required to use, but if you find something that works, abuse it until its all milked and gone. somethin that never stops working though, even against amy, is the instant 50/50 mixup sieg gets by managing to successfully box step into close range. mmm i can smell the 1B.
  • another obstacle she has even after all this is 44B. since sieg has fairly good range to stop this, its not 1 of your main concerns, but u must always be aware of it, since it will back step some of ur safest moves, and if it werent already bad enough trying to find ways to interrupt her, this can force you to take risks all together, and its a free combo for her on hit and CH, as well as a tech trap opportunity.
  • always punish 66A+B on grd with K. just a simple K. why? because its +2 on hit, and that means u can actually attack again with anything from an i15 move to a TCmove to even a move that covers some distance to avoid any immediate 2A's. what an amazing tool it is to abuse vs amy.
  • oh yea, dont try to grab her after one of her -'s that actually force her to block because unless she absolutely refuses to duck, she'll simply duck ur throw and hit u with some crap like 2B+K, 33B ect. u name it.
  • iagA. this move is the best possible thing u can do to her at mid range. yea she canTC it, and yea she can interrupt alot of your options, but its + on grd which allows u to take the risk of attacking, it spaces which means less 2B+K 50/50, it RO's, it wall splats, it step kills, it has great damage(34) and it has good SC suprisingly. at times its even spamable vs a turtlish amy.
  • another side note. duck/step every move/string that is possible to duck/step eg1KA. you need every advantage you can get. better get used to seeing those moves almost right away.
  • she has a few moves that are punishable. punish her without hesitation, and take every little piece of damage u can possibly grab.
  • beware that soul gauge of yours, and if you have a choice between losing a round through CF, or starting the next round with a dead SG, take the CF. at least its 1 less thing to worry about for a few fights at least.
  • it is possible to step G her 33B to the right and not eat it when ur up close. its just difficult, but take advantage of it if u can.
EXPIRIMENT FOR NOTE ONLY(if ur not interested, skip it):
Experiments i recently did with 3BA(not here for practicality, moreso for curiosity. plus this is basically the overwhelming situations amy will present you with nearly every time she attacks. get used to it):

Timing is extremely strict. must be pulled off nearly perfectly. vs an aggressive amy who likes to attack after blocked 3B, or who likes to finish 3BA, u can use siegs STJ property off 44{B} to jump over any 3B attack follow up including 3BA. you will jump clear over amy and both of you will be back turned. at this point if you are facing 1P side u must immediately i6B+K from SBH to SRSH. this will avoid all amy BT moves. allowing u to turn around and block any retaliation, or even 8B+K into BT SCH for a SCH B since ur at a good advantage after her whiff. be only a few frames off timing and u will eat BT 2K, after which the only thing guaranteed due to ur forward momentum upon KND is her 66A+B, which is nasty in its own right. however another alternative is to i2B+K immediately after your 44{B} STJ, which will only leave you open too BT A/2A, and gives u a free opportunity for a BT SCH B ~ iagA combo for !W or even RO. done perfectly after eating BT A/2A u will be just out of range for 2B+K, and u can whiff punish it. another route is to i8B+K for BT SCH B if you find ur eating alot of BT A/2A. the only shut down to this tactic is her B+K aGI, of which u can step G and whiff punish 2 of her options, or simply shut down the aGI with a high attack. afterwhich if she decides to play aGI/stance games u can watch her behavior and counter appropriately. or u can also jump 3BA and punish with B6 then attack with a good TC move(66A will TC her fast pokes such as 6BB and will kill her step, 4K will beat out her stuff like 1A, as well as her 6BB, 3K her to interrupt most else, and if she decides to 2A, and u can see it happen consistently, well thats a good time to B+K). last but not least, if u have extremely good reactions u'll be able to tell when she is going to 3BA and when she chooses not to finish the move. when she does finish it, B+K aGI it. if she doesnt finish it, a well timed 8B+K will dodge most of her verts at the cost of eating 1A or 3A, in which case you can either jump backwards or simply begin 44B shenanigans again. alot of this has to do with guessing with what she will do next, and well if done right it would make her think twice before whipping out 3BA mixups on you. like this would ever happen in reality though...lol
 
Astaroth ~ By Slayer_X64; Other contributors: Jargen88, Koompbala
(return to navigation post)
Astaroth vs Siegfried
  • at close range, utilize a variety of TC moves to avoid as many attempts at grabbing as you can. to further avoid it always mash grapple break and if you must, duck although this is not recommended due to both bullrush(66K) and 2A_B+G
  • try spacing asta to about mid range. this forces him to step in so that his grabs connect, but it also prevents him from spacing you into oblivion.
  • be very cautious about how you use high attacks versus asta. 66K will TC them, and u can guarantee they'll use it often. yes this means you'll be relying on 3A and 2A to kill step instead of agA or 6A, and you wont be getting very fancy in the frame trap department either.
  • beware common asta frame traps such as 4{B} and 3{A+B}.
  • look out for asta B+K. its neutral, but asta's fastest move is 6A(i12) so u wont be able to interrupt it unless u TC. problem is bullrush is faster than most of your TC's, so you're limited to 3B/3{B}
  • watch his zoning for opportunities to close the gap(ie A+B/44A grd). this wont always guarantee getting off an attack, especially because of bullrush's constant reminder, but it will help close in on asta's position to potentially set up an offensive
  • after 66{K} sieg 3A, 3B, 3K or 1K will kill most of the things asta can whip out. it also gives you opportunity to pressure astaroth.
  • 3KA/3K{A}: TC underneath the second hit with 3B, 4K, ect. it makes one less thing to worry about.
  • 4A+B/4{A+B}: can be stepped in its earlier frames but needs to be done up close or it will track. best thing u can do really is step back out of range; normally or with 4B+K, or jump to reduce damage and avoid the AT. interrupting is risky due to 4A+B's presence. do not side step, this move has incredible tracking.
  • 44B: step G immedietly as you see this move. there is a chance u will eat step kill if they cancel it quickly, but treat it as if sieg 236B cancelled.
  • jump and duck his mid~low/mid high strings
  • Use long range attacks to retaliate vs BT B+K, as it is ±0 on grd and at close range can be repeated to beat out any of sieg's pokes.
  • Beware of using 3{B} as asta can both punish and CH fish with 6A/6AB(i12). and 4{A+B} tech traps after this...
Theres not much else to say for him. He requires alot of patience to fight, and good judgement of your opponent. But its a do-able fight, nothing extreme for siegfried
 
Cassandra ~ By Slayer_X64 and Idlemind; Other Contributors: Pantocrator
(return to navigation post)
Cassandra VS Siegfried
  • If you put cass into a situation where you want to throw out a mid vertical in a frametrap, you will get owned by either FC3B (in the case of 44{B} or B:4), or 4B+K in the case of iagA. 4B+K is AMAZING vs Sig, useful tip range because Sig's will often poke with B6 or iagA at that range.. 4B+K deals with both, by auto-GI or TC. Keep in mind 4B+K is negative on a non-agi hit. FC3B is also negative on normal hit. They are both punishable on block, so bait them out and punish them.
  • If you do choose to use frametraps; then make sure you use throws and body attacks...but don't be so certain they won't get agi'd by FC3B... 3A does, 3K does... lots of stuff does. My advice? Don't use frametraps.
  • cass FC 3B and 4B+K are absolutely a nightmare for siegfried. not only does cass simply getting up and executing FC 3B on wakeup kill alot of siegs wake up options, it also makes it more difficult in general to use most of the vertical moves sieg happens to be dependant on. to avoid this, throw out more a+ka2A on wake up, and make her think twice about throwing out 4B+K at ur optimal range by usin 2A, 3A(beware 4A+K) or 6B, or applying pressure by box stepping in for a grab mixup. dont forget, 4B+K is launcher punishable. punish with 3B SCH K, then 6B+K SRSH for an A+B forced block or an SRSH K_B mixup, the usual stuff. watch her 2B+K. even if she stops aGIing you with FC3B and 4B+K, this will usually go under moves such as b6.
  • USE 2_8B+K!!!! Cass' anti-step sucks balls. Her best answer to this, ironically, is 1A. 66A can sometimes be stepped by this. Her anti-step is THAT BAD. 3AK is launch punishable; so be aware. 44A has shitty range.
  • A good Cass will adjust with AA and more throw attempts; but its VERY hard for her to adjust when you can force her to anti-step wisely. Also, this can make the second hit of 236AB whiff, and you can getup and punish her with WR B. Good Cass' will also adjust by throwing out single B's as pokes instead of BB's.
  • Speaking of WR B, unlike Sophie she can't just AA you on block, so if you can iWRB or find situations to use it, I HIGHLY suggest you force it.
  • 3B is pretty pointless in this matchup. Cass doesn't throw out alot of highs, and she gets a free 236B if shes on point, or at least and AA which gives her +5.
  • 1K puts her at -1 on hit but forces you into crouch. 2A will stuff your WR options, so adjust accordingly. She might also 1K again or go for a command throw if she thinks your going to freeze up.
  • keep in mind at close range, while cass may be faster than sieg, sieg can step G around alot of the stuff she may throw out, like BB, BK, ect to her right, giving good opportunities for pressure and punishment. your only worries at this range are 2A, AA, which will both shut down a step G heavy pressure game. however if cass decides to AA, u can try abusing 4K to TC for free damage, advantage on hit, and possible CH for a mixup on wake up. 4K is a nice move in this matchup.
  • she may outmatch sieg at mid range, but he can still outpoke her at tip, and she has a tough time punishing you from that distance. with a good step and spacing game, u wont keep her out, but u can play hit and run with 2A. if she attempts any 22_88B+K to break the distance(so long as the distance is already present), you can whiff punish with 1B or 3B, then use the wakeup to close the distance for a 50-50 or break the distance in hope of re-starting long range poking games. at mid-long range, cass can also throw out 8B+K. the ground stun off 8B+K gives her a free AA, so be sure to jump it. however also beware cass has good step, particularily her backstep. this can allow her to step in on whiffed moves and punish, or in the very least apply pressure. thusly u need to know ur tip range, and u need to read ur opponent well. at range, utilize 4B+K's backstep well. you wont keep her out for long, but the goal is to keep her out for as long as possible. beware of 22_88B+K and 66A+B when attempting to backstep/space. you may be forced to step to the side if u begin eating these alot. that means once u've got comfortable distance, dont try to go overboard on things.
  • at close range use and abuse WR {B} mixups. SCH K frame traps cassy, SCH 1/2{B} punishes GI's, and delaying SCH B's input can re-track and prevent her from step-2Aing u.
  • try to take advantage of some of her frame trap situations like WR K by creating space between you and her or by TJing, TCing or even possibly stepping.
  • make sure u punish cass well, and keep the risks to a minimum. its best if sieg plays on the safer side of things, try to maintain a strong poking and baiting game in this matchup. however a good step/GI game is almost essential to avoid getting crushed while ur turtling. if you find yourself being harrassed by B+K{B}, step it for whiff punish once or twice, and wait for cass to throw out B+KB so u can punish with 3B.
  • punish her 236{B} with K or a+k{A} if you can buffer it. punish 236AB with WR K.
  • avoid throwing out alot of highs or linear moves. TC moves are good, so are lows, but using lows will likely bait her into using 8B+K or B+KB/{B} so you have to be prepared for that.
  • 3A is one of your best friends. like her sister, it will shut down alot of her stuff, and cass cant punish you for massive damage on grd.
  • About Cassandra's throw games : she has one of the worst throw range of the game. in the other hand siegfried is one of the hardest character to throw. If you play correctly, she will rarely be able to throw.
  • a good strategy is SG pressure. Use safe moves like agA, B6, 9B, 2B, B4, 22B, 44B, WSB, SCH B, SBH B, and a lot of stance transition with a safe exit. Her SG game is really bad. Avoid the close range game. When she has to attack you because of the red disco light, press 3B...
all in all, while the matchup is in cass's favour, this isnt all that bad for siegfried. just keep your cool, and use your head. this is definately winnable.just keep it simple.
 
Hilde ~ by Slayer_X64
(return to navigation post)
PROTOTYPE MATCHUP
  • always step to your left(hilde's right)
  • abuse 4K, 66K, as standard weapons while attempting to close distance
  • at close range pressure pressure pressure. keep your attacks faster than her CA's, take some risks and grab lots(mind u if she ducks u are probably in trouble), anything u can possibly do to try to force her to drop her charges
  • memorize what safe moves she's got(alot of safe moves) so that u know when to use a body attack as an interrupt or when to use a weapon attack as a punish
  • beware her spacing. hilde can out space sieg any day of the week, you DO NOT have range advantage over her. ur best bet is to rush her while avoiding her charges. this applies to both DC and non DC hildes
  • remember your frontstep is approximately equal to her backstep. try to use this to even the field.
  • try to avoid rushing with linear attacks or u will eat a C3B whiff punish into all sorts of nastiness
  • abuse lows on her. lows of any kind, including 2A. she can't aGI them, although mind u she can still jump
  • learn her normals. alot of people tend to forget how good her normals are simply because they lack damage potential. they are extremely safe, and very good defensive tools. she even has a frame trap off A+B. she cant punish very hard without her charges, but she can potentially punish everything -12 or worse, usually leaving her at + frames. she has very good lows too, slower than some, but safe with very good effects like TC, and some even have high damage.
  • backstep her cautiously. not only is it bad for u to back off since u give her space to collect charges but she has alot of nasty tools she can use on you if u start to back up, and while they are linear, their range is ridiculous and they hit very hard.
  • dont even bother considering yourself lucky if u get to fight hilde in a closed stage. yea she cant DC u, but she has some other tools that allow her some pretty serious wall game, most mentionably a 90+ dmg command throw that hits off walls
  • beware of her tech traps. shes got a few set ups for them too, and a good ground game to match if u decide not to tech, including 2A+B which restuns DWN opponents incase u decide to rise sluggishly. 2A+B is also safe.
  • over all some other things to watch out for are her great poking game, her good retreat game, and her charging game which commonly can revolve around CA's and/or 66K, and her potentially good SG game(she hits the SG pretty hard, and ur forced to block all those safe attacks and charges most of the time). make sure u step her in the middle of a string wherever u can just to force a whiff for u to fit in a little whiff punish to help equal out damage. every little bit counts.
 
Ivy ~ by Synraii
(return to navigation post)
PROTOTYPE MATCHUP: not yet complete. will continue to elaborate soon to add more depth.

  • Spacing is key
  • Whilst Ivy can be effective across the full spectrum of range, her punishment is very much constricted to SW, so forcing her to play mid to longer ranges is handy considering Siegfrieds lack of safety, which very much brings Sieg's pressure games to the forefront. I find the best general range is tip range of A.
  • Know your tools! A is a good albeit slow, safe poke with excellent pushback on block.
  • B6 is useful but be careful where you use it: Yes it has excellent SG damage - 15 I think? Yes it has ok pushback, but it is steppable to either side, mix it in with iAgA's 6A's and 3A's and it really helps in keeping the pressure. Spam it and you will get whiff punished till your head spins.
  • Always bear in mind that if you keep her spaced to mid range most Ivy's will bite back mainly in CL and whilst she cannot really punish you, it gives her the best movement of all her stances, DO NOT let her take advantage! Keep the step shut down with iAgA, re space with MIDS if possible (Decent Ivy players will most likely try to catch you out with WS B, most likely leading into SW with her at close range and you grounded - a VERY bad place to be.) The best tool to handle any optimistic duckers is 3A - it will respace, tracks left, KND on hit and good damage. A good tool to teach them to stand.
  • Ivy players may instead take the fight to you and zone you out completely in WP, which does appear intimidating and tough to deal with. If attempted they are looking for whiffs and silly mistakes - that means:
    • 1:Learn your ranges
    • 2: NO silly WS AA's
  • To keep you zoned Ivy can use 6B+K 2_8 as it maintains range and zones from close. This move gives too much pushback to punish but is -24 on block, make sure the ivy players realise that eg. At close range, WP 6B+K 2_8 on block yields a 6B force block, at longer ranges utilise Siegs excellent FWD step and check her, but make it a safe option. If Ivy is allowed to get away with WP 6B+K, step INS are a real bitch to accomplish.
  • Be wary also of her 22_88 A / 11_77 A at mid range they are tough to deal with but on block a good oppertunity to step in. Be wary of 6B 22_88B - you do not want to be grounded here as she can step away and send you back to square 1. Bad times.
  • WP 3A: though an ivy player would call this a good tool, I call it a last resort. It is her quickest tool in WP and if they throw it out it is a good sign: you have passed her zoning and she is fishing for a counter hit to give a combo or a chance to re zone you. Don't take unnecessary risks here, at this range you are far more comfortable than ivy in WP. Force her back into CL and turn the tables with your own spacing.
  • Finally we have SW: this stance is kryptonite at close range against sieg. Here she holds all the cards - here she will punish you and punish you hard - be very careful here! Play it safe and utilise throws - grapple breaks will help you space her. Learn to break iCS, as you don't want to twitch duck at this range under any circumstance. Keep a cool head and respace, then you can apply your own pressure but remember - spacing and safety first - pressure second.
  • CL 214[B ] is a prime punishing oppertunity and a sign of desperate Ivy - capitalise.
  • CL A+BA/A+BA+K will whiff the third hit if you stay crouched at tip range, punish with WS B SCH B.

Otherwise learn her frame traps and you should be fine.
 
Raphael
(return to navigation post)
PROTOTYPE MATCHUP
Raphael VS Siegfried
  • A good strategy I've heard to defend against Prep is to simply duck. It ducks Prep BB, you can react to Prep A+B in time to stand, you can react toPrep K in time to stand up and jump it, and Prep A hits you for 8 damage and leaves him at -6, and you in FC - a generally preferable situation for Siegfried. If he goes for SEA or VE, you can (CH) WS AA him out of it.
  • Learn to GI his 44B on reaction if he throws it out. And if you're in close range, step to his left and punish the whiff with 1B.
  • 3(B) ~ Prep A is a frame trap against Siegfried - K will trade, but it's not one at all in your favor. 55 vs 14
  • Learn to duck the second hit of VE A and punish it accordingly - it leaves him at +2 on block, which is enough for him to keep pestering you.
  • Raphael is particularly good at killing linear stances with his 4A, which a good number of Raphaels will tell you is its only use, if even that. It sidesteps heavily and is high, however, so make good use of Siegfried's horizontals and tech crouches if you enter a stance.
  • No, you cannot beat Raphael by sidestepping and 8Wayrunning the entire match. Don't underestimate his ability to kill step; while it's not supremely powerful, his tools are enough if you become complacent. For a list of his anti-step, click here.
  • Raphael's okizime is basically 66A+B/A+BB/1K. The first two are rollable in opposite directions, and 1K hits rollers.
  • Raphael is excellent at spacing, and can punish your whiffs at what seems like inconceivable distances with 236B and 2A+B. Be certain of your target before you strike.
  • On the flipside, his whiffs are also very punishable, and usually leave him side or back turned. 236B whiffed can get you 1B depending on the distance.
  • Raphael has a nice Soul Crush game, as well. He has many moves that crush in under 15, and are safe against Siegfried. Examples include 11B, 88B, 66K, 66A+B.
 
Siegfried ~ by Slayer_X64; Other Contributors: Pantocrator
(return to navigation post)
Open to change so long as we can find better ways to kill ourselves =D
  • WR {B} can be step i2G'd to the right to avoid all SCH moves. after this FC A is guaranteed to interupt SCH A and TC SCH KK. you can also attempt a more risky WR move, or any other TC move. if sieg chooses then to 4B+K, go back to 2A, or try to WR A to kill SSH before he can SSH A+B. SSH K will not interrupt u, as WR A is i17, and the extra stance transition puts u at advantage. if then he tries to B+K, its time to 33B SCH A+B since all attacks vs SBH within the impact time zones are CH's. after you accomplish the step i2G you should be able to shut everything down on reaction.
  • 3{B}: punish with K/6K/a+k{A}/a+kA2A or use the WR {B} strat, as it works here too.
  • a+k{A} watch very carefully for the stance transition to avoid eating a+kA2A. once its confirmed u have just enough time to use the WR B strat. u can punish with K, but u risk collision with a+kA2A, which isnt in your favour.
  • rest of A+K series: duck after blocking the 1st hit. excluding the A+KK/A+Ka:2AA mixup. as for dealing with a+ka:2AA watch for a twitch in siegs swing. the moment u see it u'll have only a small time frame to react and block.
  • punishing single and double low mixups like 1AA, SSH AA ect: if u can either read your opponent or react to the low in time, u can 44{B} SBH B for 80 damage, or if u block/eat the 1st hit block low and wait to react to punish either the 2nd hit on grd with WR K. for 1A, u can also react to punish any mixup, SSH {A} is easy enough to see, u can punish it as well.
  • punishing 22_88B: 3A to kill the stance. if they choose to step 3A with (2P) 2B+K (1P) 8B+K u can start throwing out a+kA2A after eating an SCH mixup a few times.
  • punish 3A with K. always. after which always use a fast attack like b6 or 6A. it stops them from abusing this move.
  • GI his good slow SC mids such as b4, 66A+B, 66B, SRSH A+B. if u can also try to GI 44B.
  • when he's in neutral stance. step G to siegs right. its his weak side when it comes to horizontals, and it prevents you from getting step killed with 3A. then u can whiff punish with b6, 3B or 1B depending on how fast u react. beware of 4A.
  • u can prevent him from spacing you & pressure you. with front step grab/aga/1B mixups. likewise, he can do the same to you.
  • punish SRSH {K} with WR A or iRC 3A to kill the stance. punish SRSH B with 3B.
  • at tip range backstep SSH if ur ahead. if they try to do the 2nd low of SSH AA to reach u u get a free 44{B} SBH B
  • punish 66B with WR A (WR B/K if you're close enough)
  • step G after agA. force them to mix things up. turn an blocked agA into an attack opportunity for you any way u can.
  • box step iWR {B} can be a good pressure tactic to provoke your opponent into doing something stupid.
  • bring you're absolute best poking game to the fight. once u open them up u can start in with big risk tactics of you're own.
  • u can still bait sieg, just beware of stuff like 6B
other than that train ur opponent into doing stupid siegfried things that are bad forsiegfried. ur a siegfried, u know them.
 
Sophitia ~ By Synraii, ALL credit to Heaton for pulling this shit though!
(return to navigation post)
Troll Matchup

1. SPAM throws
2. SPAM 1K
3. SPAM 2A
4. Do NOT whiff
5. Do NOT bother with stances
6. Do NOT feel bad when the guy starts bitching because you schooled his ass.
7. Do NOT feel bad when he bitches about it not feeling like Soul Calibur, as if Sophitia hasn't been doing that for the past two installments.
8. LOL as Science collapses. ^_^
9. 1B is totally safe on block ^_~
 
Status
Not open for further replies.
Back