Soulcalibur VI/Siegfried/Introduction: Difference between revisions

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{{ProConTable
{{ProConTable
|pros=
|pros=
*Big damage from combos
*Big damage from counterhits and wall splats
*Easy transitions between several stances for lots of mixup potential
*Faster than average while rising punishes
*Unreactable mixup in SRSH for 45+ damage
*Long range attacks
*Long range attacks
*Has access to some of Nightmare's moves in Soul Charge or in Dark Legacy
*Meterless comeback mechanic with Dark Legacy
*Great throw range
*Multiple strong TC options
*agA is just, a really good move
|cons=
|cons=
*Slower character with slower moves overall
*Slower character with slower moves overall
*Tools can be very unsafe if not used properly
*Weak mixups outside of SRSH
*Easy to punish on whiff by some characters
*No generic 2A, AA, or BB, and 3K is minus on hit
*Stance transitions can be very punishable
*Hard execution with a:g:A
*Hard execution with a:g:A
*Below average meter gain
*Most Lethal Hits require DL
*Extremely hard to gain 12 DL stocks without hitting A+B+K twice
}}
}}

Latest revision as of 13:51, 5 March 2025

Introduction

Siegfried's iconic zweihander grants him incredible damage and range, and his skills with his blade mean he doesn't sacrifice speed and agility for its benefits. Similar to Nightmare, the sheer size of his attacks make him comfortable at midrange but his speed and stance mixups allow him to dish out devastating pressure up close. Whenever he's low on life, his opponent must be wary of his Dark Legacy powerup - which grants Siegfried a range of benefits including access to new lethal hits and some grisly techniques from his memories as Nightmare.

Strengths Weaknesses
  • Big damage from counterhits and wall splats
  • Faster than average while rising punishes
  • Unreactable mixup in SRSH for 45+ damage
  • Long range attacks
  • Meterless comeback mechanic with Dark Legacy
  • Great throw range
  • Multiple strong TC options
  • agA is just, a really good move
  • Slower character with slower moves overall
  • Weak mixups outside of SRSH
  • No generic 2A, AA, or BB, and 3K is minus on hit
  • Stance transitions can be very punishable
  • Hard execution with a:g:A
  • Below average meter gain
  • Most Lethal Hits require DL
  • Extremely hard to gain 12 DL stocks without hitting A+B+K twice