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Samurai Shodown VI/Sieger

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Revision as of 06:15, 16 September 2022 by PolarBair (talk | contribs) (→‎Combos: Added BBC xx 63214A (tested midscreen and corner vs Haohmaru))
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Introduction

The name means "Nonstop Winner". He is mid-tier.

Sieger is an unorthodox character with strong chipping potential from anywhere on the screen, a hard-hitting rekka sequence and a beastly suite of aerial attacks. Your main weakness is how sluggish the bulk of your attacks are, in which case good spacing is imperative.

Data

  • Dash type: Run
  • Damage taken: 99%
  • Rage retention: 105
  • Rage duration: 14 seconds

Gameplan

Sieger's most notable attribute is his ability to deal chip damage from anywhere on the screen by mashing Vulcan Weinen (236A). Though mashing the whole thing up close will deal immense chip damage it will also leave the opponent able to punish its lengthy recovery. This is usually not an issue from fullscreen where it can be used as a harassment tool, but be mindful of characters with tracking moves such as teleports who can punish you for free. The solution against these opponents is to simply not mash, as 236A on its own recovers quickly - if your opponent respects this enough you may be able to get away with mashing the whole thing. The more you mash after 236A, the longer it takes for Sieger to recover.

Sieger's grounded buttons are particularly slow in exchange for above-average damage. Ideally you want to work within their maximum range as that is also where you can begin to chip safely or go for mixups. In the event they get blocked (all of your medium and heavy slashes will recoil) your best recoil cancel options are 421S (fireball flick, extremely safe but does pitiful damage) and 236D (low-hitting rekka starter which leads to big damage, comes out fast but unsafe). You may also try for 236A if you think the opponent will sit still. Further out from this range, if the opponent has a fireball then Sieger can fly over and punish it with Blitz Jaeger (63214S), a leaping attack which may also crossup if spaced correctly.

Regarding offense Sieger has a decent assortment of dash normals and aerial options. 66A is useful for applying quick pressure with its decent reach. 66C is a reliable punish tool from most ranges, while 66D will allow you to confirm into 236D. 66B is an overhead which can be kara cancelled into special moves, notably 236D. Sieger has a competent air game not only with a high priority jD which crosses up easily but with jB, a strong air-to-air which can be special cancelled into j63214A for more damage. j63214A on its own is a solid air-to-air that will knockdown on hit. Furthermore Sieger has an unorthodox air mobility option with j63214B/C, effectively giving him a forward double jump which can be used to escape the corner.

IV Spirit is a solid choice because it gives you a reliable way to combo into WFT and plenty of time in Rage to do it, furthermore your other Continuous Slash combos net serious damage. Considering Sieger's WFT is otherwise situational and he takes a long time to Rage, V Spirit is also a strong pick, as if he is struggling to get in from fullscreen he can simply use the space to meditate instead. His far-reaching jC makes punishing jumps in slowed time a breeze.

Normal Moves

Far Slashes

  • 5A - Far-reaching backfist for checking movement. Be aware that it can be low profiled.
  • 5B - Two-hit punch with decent range. Be mindful of its slow startup.
  • 5C - Heavier 5B. Slow startup, but has the longest range of your normals. The second hit is activated if the move connects and it will cause a knockdown.
  • 2A - Low punch with similar range to 5A.
  • 2B - Anti-air hook. Its slow startup and crouching state make it a very risky choice for an anti-air. If the opponent is close you may get n2B instead which is also an anti-air, and luckily for you a better one.
  • 2C - Low two-hit punch. As with 5C, it activates a second hit if it connects. Doesn't cause a knockdown but starts a little faster than 5C.

Near Slashes

  • n5A - Quick downward flick.
  • n5B - Two-hit punch. Worse for meaties than n2B. Both hits are special cancellable making it easier to hit confirm with.
  • n5C - Uppercut. Your highest-damaging normal. Has a high-reaching hitbox making it suitable for use as a meaty attack. May also be used as an anti-air but be careful about not getting 5C instead.
  • n2A - n5A but lower.
  • n2B - Sieger swings his gauntlet up from his back to the opponent's feet. The first hit of two has a sizeable anti-air hitbox which makes it ideal for meaties. Only the first hit is special cancellable.
  • n2C - Slower version of 2C which knocks down.

Kicks

  • 5D - Midscreen kick to the chest. Special cancellable.
  • 6D - Long range sobat, a great approaching poke. Cannot be cancelled into j63214S despite appearances, but will go over lows and grounded fireballs. It can be plus on block if you connect late, which happens naturally against most crouching opponents.
  • 2D - Quick low attack. Special cancellable.
  • 3D - Sluggish sweep with impressive range, reaching well over halfscreen.

Dash Normals

  • 66A - Running 5A, fast and reaches high. Decent for applying pressure while running in.
  • 66B - Slow overhead which causes a soft knockdown on hit. This can also be kara cancelled early into its animation, notably into 236D which hits low. 236A is also an option if you're sure they will keep blocking, but don't overextend your mashing if the opponent's character can punish you and won't die from the chip.
  • 66C - Looks like a single-hit 5C. Impressive range and fast startup make this a reliable tool for punishes.
  • 66D - Running 6D sans the upward or forward movement. Has a very early cancel window. It's very fast, so it can make a good run-under anti-air.

Air Normals

  • njA - Air-to-air with great reach.
  • jA - Aerial n5A.
  • jB - Beefy air-to-air with better startup and priority than jC. Special cancellable.
  • jC - Even beefier air-to-air, but with a very lengthy startup.
  • jD - Reliable crossup. Will link into 5D or 2D if it hits late enough.

Unarmed Normals

  • u5S - Same as n5A.
  • u2S - Same as n2A.
  • u66S - Same as 66A but it knocks down.
  • juS - Same as jA.

Hyper Slash (I)

  • A+B - The exploding portion of his 2C. Very high damage for a Hyper Slash.

Special Moves

Vulcan Weinen - 236A (Samurai Drive)

  • Sieger's revered chipping tool. After a brief moment of startup, Sieger starts firing a large blast from his gauntlet. Without mashing you get three hits and a knockdown, and you recover quickly. Given its slow startup this cannot usually be combo'd into.
  • Vulcan Trukken - mash A during Vulcan Weinen
    • The fire reaches midscreen. Has more recovery afterwards.
    • Vulcan Explosion - mash A during Vulcan Trukken
      • The fire reaches fullscreen. By the time you're done you will have reached up to 11% worth of chip damage (!!), but Sieger is held in a lengthy recovery animation afterwards. Less of an issue if you hit from a distance with this but you're still not in a good spot if it didn't kill. Regardless, this will net you four hits of chip from fullscreen so it serves as an effective harassment tool.
  • If this move hits an aerial opponent they will simply be air reset, falling straight on their feet and able to block the rest.
  • If the opponent recovers with a short roll and you are in range then this move can easily catch them.

Blitz Jaeger - 63214S (air OK)

  • Sieger poses then belly flops across the screen. Visually similar to jD, and much like that normal it is very good at crossing up the opponent and for air-to-air purposes. Strength determines the startup and range. After hitting the opponent in any way Sieger will bounce backwards, which means that if they blocked the crossup you'll land in their face. Use sparingly.
  • The air versions of this move are interesting options for air mobility. The light version starts near-instantly as Sieger immediately starts to belly flop, making no changes to your trajectory - effectively it is your jD with higher risk/reward, and you can convert this from jB. The medium and heavy versions, however, are like their grounded counterparts, starting with a pose which halts your momentum. This effectively gives Sieger a double jump, but not a flexible one. A neat option for air movement if it doesn't get you killed.

Tigerkopf - 236D, can be done unarmed

  • The precursor to the Enja rekka. Does not give advantage on hit as Sieger recovers roughly around the same time as his opponent even when spaced well, but as this rekka is actually feasible to land consistently you're better off trying for the whole thing. Unsafe on block but it's quick so it can be used as a ballsy recoil cancel option. Hits low.
  • Falkennagel - 236B during Tigerkopf, can be done unarmed (Samurai Drive)
    • Second hit, an uppercut. Will only come out if Tigerkopf touched the opponent. Even less safe on block.
    • Elephantglied - 63214C during Falkennagel, can be done unarmed
      • Third hit, a backbreaker. The window is much more lenient than the Enja rekka but you still have to time it, otherwise Sieger falls into a vulnerable slump. Results in a hard knockdown on hit.

Fire Sturm - 421S (Samurai Drive)

  • A quick, safe flick with decent range, but pitiful damage. Its main function is to reflect fireballs but you must be mindful with how far it stretches out from him. May also be used as a safe recoil cancel option which pushes the opponent far away on hit.

Toy Transformation - 6321464E (II)

Supers

Dragoner Faust - 236AB

  • Sieger charges forward for a hitgrab. On hit he will clothesline the opponent. Given its slow startup the only way to reliably combo into this on the ground is if you pick IV Spirit and juggle from Continuous Slash II. Otherwise useful as a punish.

Operation Tiger - 632146BC (II), 236BC (VI)

  • Sieger's old WFT from II. An invincible reversal where Sieger quickly leaps to the skies, then drops down at your opponent's position. No conventional way to combo into this.

Combos

Standard Combos

  • n5B/n2D/5D/2D/66D 236D~236B~63214C - What combos into rekka. 5D and 2D can be linked from jD without a deephit state.
  • jB 63214A - Air-to-air conversion for big damage.
  • jC, 236A/236AB - A deephit jC is the only normal way to combo into these moves given their lengthy startups. 236AB can also be linked from deephit jB.

Continuous Slash (IV)

  • A+B BBC 236A/63214A/236AB - BBC juggles. Use 63214A for knockdown without rage. Easy damage with 236AB but be sure to cancel early or it will miss.
  • A+B AABBC 236D~236B~63214C - Dial-a-combo into rekka.

Colors

External Links

Samurai Shodown VI
General

ControlsFAQItemsMechanicsSpiritsTables

Characters

AmakusaAndrewBasaraCham ChamCharlotteEarthquakeEnjaGairaGalfordGaohGen-AnGenjuroHanzoHaohmaruIrohaJubeiKazukiKusaregedoKyoshiroMinaMizuki(Murasaki) NakoruruNicotineOcha-MaroRasetsumaruReraRimururuSankuroShizumaruSiegerSogetsuSugorokuSuijaTam TamUkyoWan-FuYoshitoraYumejiYunfeiZankuroMakai Gaoh

Console Only

ChampleKim Ung CheKurokoPak PakPoppyRasetsu GalfordShikuru Mamahaha