THE SSS IIIII EEEEE GGGG EEEEE RRRR S I E G E R R SSS I EEE G GG EEE RRRR S I E G G E R R SSS IIIII EEEEE GGG EEEEE R R STRATEGY GUIDE / FAQ (v.2.5) PART 1/2 Edited By Damone Dedicated to all the players and admirers of the big, bad, bald guy himself: NEINHALT SIEGER. It is designed to help beginners and advanced players alike come to use him as an effective player. Anyone with additional info, etc, etc, contact me, Damone, at damone@ios.com. This faq is available via FTP at: brawl.mindlink.net /pub/ss2/guides 'sieger.damone' And soon at: kaiwan.kaiwan.com /user/dvillnva/neogeo_faqs ftp.netcom.com /pub/vi/vidgames/faqs cencongopher.concordia.ca /pub/JustTheFAQs/VideoGames/FAQs It is also at these WWW pages: http://styx.ios.com/~damone/ss2page.html http://student.uq.edu.au/~e3321942 This faq is also posted regularly, as updates warrant, on USENET rec.games.video.arcade. ---------------------------------------------------------------------------- CONTENTS: PART 1: VERSION HISTORY ACKNOWLEDGEMENTS DISTRIBUTION, ADDITIONS, CORRECTIONS, REQUESTS WANTED!!!! WHY SHOULD OR SHOULDN'T I PLAY SIEGER SIEGER INFORMATION MISC. INFO WINNING POSES BETWEEN MATCH MESSAGES NON-ATTACK MOVEMENTS SIEGER'S TAUNTS GENERAL STRATEGY NORMAL ATTACK MOVEMENTS PART 2: THE SPECIAL MOVES AND WHAT TO DO WITH THEM COMBOS INTERRUPTING ATTACKS FIGHTING THE SPECIAL CHARACTERS WHAT HAPPENS WHEN SIEGER WINS CONCLUSION ---------------------------------------------------------------------------- VERSION HISTORY: .05: The most rudimentary of beginnings of a faq. .07: Distributed to writers for input. Changes and clarifications. 1.0: First full faq. Last holes filled in. Began posting to USENET. 1.5: Sections rewritten and corrected. New input added from different contributors. REGULAR ATTACK MOVES section vastly improved. Preliminary section on fighting Mizuki. Info on how to get to Kuroko. Updated historical info. 1.7 Minor revisions and corrections made. More specific information on Firestorm move and Backbreaker combo. Changes to COMBOS section. Refined info on getting to Kuroko. 2.0 Updated historical info. Faq split into two parts. 2.3 New archiving info. Juggling of some sections for better flow. New section (WINNING POSES). New info on cancelling taunts. New info from Japanese Manual. Nearly completed NORMAL ATTACKS section. New info on Vulcan Weinan move. Other additional minor corrections and changes. 2.5 Updated archiving info. ENDMATCH MESSAGES section becomes BETWEEN MATCH MESSAGES. COMBOS section updated. INTERRUPTING ATTACKS section added. New info on fighting Kuroko. Other minor corrections and the like. Barring any new input, this is the last version. ---------------------------------------------------------------------------- ACKNOWLEDGEMENTS: CONTRIBUTING WRITERS: Scott Fujimoto (sfujimoto@delphi.com), contributing writer, also see below Greg Kasavin (shrike4@aol.com), Info on getting to Kuroko Kenichiro Tanaka (tanaka@maya.com), Japenese manual translation Stephen Young (youngs3@rpi.edu), contributing writer, Team RPI J.T. (Jon Tanaka) (bpcv@musicb.mcgill.ca), contributing writer Alain Hoang (hoanga@rpi.edu), contributing writer, Team RPI Orlando De LaCruz (orlando@ids.net), contributing writer Kenneth Hsu (e3321942@student.uq.edu.au), author, Nakoruru Strategy Guide v.4.0 A contributing writer for this faq. Check out his homepage at http://student.uq.edu.au/~e3321942 TECHNICAL RESEARCH: Scott Fujimoto (sfujimoto@delphi.com), See also below My own personal Bell Labs for testing information. His home version of SS2 and unique research methods have been the main source for specific move information. He deserved his own section. REFERENCE SOURCES: Shawn Holmes (shawnh@qb.island.net), author, SS2 Tapfaq (v.4.0 and previous) Scott Fujimoto (sfujimoto@delphi.com), editor, SS2 Tapfaq (v.5.0 and after) I borrowed move lists and and other items from the faq. I have not properly acknowledged all the contributors to this faq. Please check it out to give respect to all who helped in the effort. It can be retrieved via annon ftp at FTP.NETCOM.COM /pub/vi/vidgames/faqs. Support this worthy effort. Scott Fujimoto (sfujimoto@delphi.com), author, Character History Faq (v.4.0) Got some historical information on Sieger from the Faq. It has an EXTENSIVE list of sources on the characters. Check it out as 'ssorigin.txt' at brawl.mindlink.net in /pub/ss2/misc. Also author of Kuroko Faq, found as 'kuroko.txt' in brawl.mindlink.net in /pub/ss2/guides. ARCHIVAL ASSISTANCE: Dave Kirsch (a00563@giant.mindlink.net), curator, Mindlink ftp site He archives my faq at his site. Kenneth Hsu (e3321942@student.uq.edu.au), curator, his home page Keeps my guide on his page: http://student.uq.edu.au/~e3321942 GeeSe Howard (dvillnva@kaiwan.com), curator, Kiawan site He will be archiving my faq at his site. Andy Eddy (vidgames@netcom.com), curator, Netcom site, Gamepro Magazine He will be archiving my faq at his site. And to everyone who likes playing the big guys, here ya go. ---------------------------------------------------------------------------- DISTRIBUTION, ADDITIONS, CORRECTIONS, REQUESTS: This guide is free and public domain. It may be distributed freely and archived in its current form. I only ask that if it is archived anywhere that I be notified where, so I might update it at a later time if I so choose. THE ENTIRETY OF THIS FAQ IS PROTECTED BY PUBLIC COPYRIGHT. IT MAY NOT BE SOLD OR PUBLISHED FOR PROFIT, IN WHOLE OR PART, IN ANY FORM. If you have anything to contribute or correct, complain about, etc, please e-mail me at damone@ios.com. Places to access this faq are listed at the beginning of each part of this faq. ---------------------------------------------------------------------------- WANTED!!!! This faq is in its infant stage, and I need plenty of input from players to make it work. Any help is appreciated. -> Any translations of Sieger's sayings -> Any ascii or ascii-ed gifs of Sieger -> Any other Sieger combos you know -> Any other Sieger info, etc Send any or all of this to me, Damone, at damone@ios.com. ---------------------------------------------------------------------------- WHY SHOULD OR SHOULDN'T I PLAY SIEGER: (Adapted From Tapfaq v.4.0) 4 Good Reasons to play as NEINHALT SIEGER: --> All moves are very powerful --> Good second choice for WAN-FU players --> Elephantglied is one HELLUVA move --> Bald guys rule PLUS: --> Anyone hit with any of his ABs looks punchy --> Only player with a 'firearm' --> Rules the close-in game 3 Bad Things about NEINHALT SIEGER (and why they are wrong): --> No decent projectile moves - Yeah, but he can send everyone else's back at them. =P --> Very poor jumping ability - The Blitz Sieger is very poor? --> Hard to understand that thick german accent - Helps to learn a foreign language ---------------------------------------------------------------------------- INFO ON SIEGER: HISTORICAL INFO ON SIEGER: (Adapted From Historical Backgrounds Faq v.4.0) NEINHALT SEIGER -- As many people have pointed out, his name is sort of a joke. It means "No Halt Victory." Historically, Sieger would most likely be a Teutonic Knight, a Germanic order of knights. However, their symbol was a black cross on a white field, not a lion. Also, they were not allied to either the Holy Roman Emperor nor the Prussian King, but were basically an autonomous order. [As well, the Teutonics were renowned for their viciousness in battle, which does not fit with Sieger's character.] The "Knights of the Red Lion Knight" that Sieger belongs to is probably a total fiction as well. However, the Emperor is no doubt not Prussian, as, in a historical joke, all the Prussian Emperors were named 'Frederik.' INFO ON SIEGER FROM SS2: (From Tapfaq v.4.0: Taken From Home Version Manual) Achtung! The Swine from Auschwitz NEINHALT SIEGER Europe's terrifying leader of the "Knights of the Red Lion Knight," Neinhalt seeks to single-handedly destroy the enemies of his revered Emperor Heinrich. A true patriot to the last, says Sieger, "I fight with loyalty toward my emperor and hate toward my enemies. I will win, even if I have to poke someone's eye out!" Misc. Info: Prosia may be a misspelling of "Prussia", which was the name of the surrounding territory of Germany in 1788. INFO ON SIEGER FROM SS2 - JAPANESE MANUAL: (Taken From Japanese Release Manual: Translated by Kenichiro Tanaka) Neihalt Sieger ============== Sieger, the commander of the most powerful group of knights in Europe, The Holy Order of the Knights of the Red Lion, was ordered by Emperor Heinrich to destroy, singlehandedly, the demon that had been attacking neighboring countries. Sieger set out on a jorney, for the good of his homeland. "I pledge allegiance to our magnificent Emperor." ---------------------------------------------------------------------------- MISC. INFO: (Parts Adapted From Tapfaq v.4.0) -> The Emperor in Sieger's stage reacts to the fight. If Sieger wins, he stands up triumphantly and cheers. If he looses, he cries. In Sieger vs. Sieger fights, the Emperor always cheers. -> The Emperor's guards on the fighting floor (with capes unfurled) look like Warhammer (TM) characters, while those on the throne level (with capes drawn) look like Imperial Guards from the Star Wars (TM) movies. -> As his Vulcan Weinan move is performed, empty shell casings pop out of his arm, and the form of a semi-nude woman can be seen among the flames. -> Sieger cannot kill (do cut or blood fatalities) on any of his opponents, except when using the Vulcan Weinan move. -> When choosing to play Sieger, the A button chooses the Sieger with the orange-red coloration, and the D button chooses the Sieger with the green coloration. -> When killed by a slash or blood fatality, Sieger spews bullet casings. ---------------------------------------------------------------------------- WINNING POSES: (Adapted from Tapfaq v.5.0) In SS2, the way that you hold the joystick at the end of the match determines which winning pose that your character will take. THE POSES: - Oh Yeah: Sieger clenches fist and says "OHHH YEAH!" - Bow: Sieger bows and says something like 'Hmph, Neinhalt.' - Laugh: Sieger clenches fist and chuckles HOW TO GET THEM: At the end of the match, hold your joystick in these positions: ARMED UNARMED UP: Bow UP: Oh Yeah DOWN: Laugh DOWN: Oh Yeah LEFT: Oh yeah LEFT: Oh Yeah RIGHT: Bow RIGHT: Oh Yeah ---------------------------------------------------------------------------- BETWEEN MATCH MESSAGES (From Tapfaq v.5.0) Quotes: B -- Quote at beginning of game. BM -- Quote before match. AM -- Quote after match. BV -- Quote before mirror match. AV -- Quote after mirror match. I -- Interlude quotes. (J = w/Judge, M = w/Mizuki, A = w/Mizuki and Amakusa) F -- Quotes before final match. B: "I defend my country with my fist!" BM: "Give you my knock for justice!" AM: "Don't be hateful each other. Love is the best strength." BV: "We are Knights, each other. Let's fight fair and square!" AV: "Great match. I'll never forget that fight." IA: "Don't exploit people's weakness." "The evil king...it's a very strong enemy!" F: "My loyalty (will) never lose!" "Never make a fool of me, demon. Kill you!" ---------------------------------------------------------------------------- NON-ATTACK MOVEMENTS: Dash forward -> Joystick forward twice Dash back -> Joystick back twice Fake back -> Joystick back once, forward once Roll forward -> Joystick down diagonal front twice Roll back -> Joystick down diagonal back twice Duck -> Down twice (dodges specials) Hop forward -> Forward BC Hop back -> Backward BC Catch opponent's weapon (unarmed) -> Forward half-circle ---------------------------------------------------------------------------- SIEGER'S TAUNTS: (Adapted From Tapfaq v.4.0) AC (with weapon): Beats chest twice, chuckles. BD (with weapon): Gives opponent "come here" gesture with canon arm. AC or BD (without weapon): Gives opponent "come here" gesture with normal arm. CANCELLING TAUNTS: There are four known ways of having a taunt cancelled: -> Getting hit -> Dashing -> BC hop -> Performing a special move ---------------------------------------------------------------------------- GENERAL STRATEGY: This is just a listing of general strategies of how to use Sieger as an effective character. 1) AIR ATTACKS: Admittedly, Sieger is not a great character in the air. His jump range is generally poor and his normal jumping is bad. This is not to say that you can't wage an effective air campaign with him. With a little practice, Sieger can be workable in the air. The timing on Sieger's air attacks are a lot more complicated and intricate than other characters, but the damage that they do are well worth the effort and skill. The general goal of fighting in the air with Sieger is not an end in itself, but to get him in close where he can do his more damaging moves. His air attacks are somewhat limited, and have generally have poor range. You have to use some tactics to get him in close. The Blitz Sieger special (see SPECIAL ATTACKS section) is one way of getting over to an opponent safely while attacking. An important note is that Sieger's CD Bellyflop CANNOT hit all characters. For smaller characters like Cham Cham and Caffeine, it will miss completely no matter what. This is also true of some of his jumping slashes. His jumping C is MUCH more effective, has good priority, and has the capability of hitting ALL opponents. It also has a quick recovery time, and is a good first move in a combo. His jumping smash-AB is also a good move. The timing for the arc of the punch is complicated, but it has a wide arc (range) and great damage when coming in on an opponent. His jumping-in A is also very effective. It can stuff, or at least trade, with a majority of anti-air counters, including Charlotte's crouching AB and Power Gradiation. In air vs. air combat, Sieger has much more at his disposal. Firstly is his largely ignored Air Throw (see SPECIAL MOVES section). It does great damage, and can get most opponents if Sieger jumps second. Also, a jumping AB smash is surprisingly effective at keeping most opponents back and hits more than it probably should. It has good range and GREAT damage for a non-special attack. In a pinch, you can use it to keep opponents with moderate range back ad nausiam. His jumping C is also good in this area, plus it trades with Cham Cham's Scratcher. His overlooked jumping A is also a great move, as it counters and beats most attacks coming in on a jumping Sieger. When trading air attacks against an opponent, Sieger usually lands before his opponent, giving him time to set up his opponent for a throw or Special Attack. Sieger has little, if any, jump-away attacks that work. At best, his CD bellyflop might catch someone that jumps forward as he jumps back, or a jumping C against someone not attacking or with poor range. His jumping-AB smash will also cover a jump back if you learn the timing correctly. Outside of that, you want to be jumping up or towards your opponent if you are attacking. 2) GROUND ATTACKS: On the ground is where Sieger rules. His attacks do some of the most damage found in the game. His throws are all devastating as well. Even his normal attacks do a LOT of damage if they hit. (Anyone hit with an AB attack reels back and is punchy for a moment.) The one thing to overcome with strategy is the slightly slow movement that his has. This involves thinking ahead and anticipating what will happen. As I deal with how to use each special attack specifically in the SPECIAL MOVES section, here I am going to try and limit the discussion to his normal attacks, or other uses for the special attacks. Against an opponent on the ground, you want to get in as close as possible. The most obvious ways to do this is with the dashes and rolls. Other certain specials, like the Tiger Kopf (see the SPECIAL MOVES section), can get you in close on the ground, under most counters. Low forward-kicks can also cover a little bit of distance as well, so a roll into a forward-kick or a Tiger Kopf can close the distance in a hurry. The back-B and back-ABs have some of Sieger's longest range for non-special attacks, hitting from a considerable distance. Rolling in and mixing up specials like the Vulcan Weinen (see SPECIAL MOVES section) with back-ABs, low kicks, and throws can keep your opponent guessing. While his punches are effective, remember to keep it mixed up, alternating between high and low punches, and forward-slash and back-slash attacks. You can also mix it up from a distance on the ground. From just about rolling distance, specials like the Vulcan Weinen and the Wolf Fangen (see SPECIAL MOVES section) can successfully hit. Throwing these in every now and again will keep your opponent more on his toes. Sieger is also surprisingly good at ground-based anti-air defense. In addition to using the Vulcan Weinen to catch opponents in fire on the way down, back-B punches and back-AB uppercuts also catch players you try and jump in on you. Forward-CD twisting kicks can also take out many players jumping in. Alternatively, you can choose to catch the opponent as he lands. This can be done with the Wolf Fangen or Tiger Kopf specials (with the later leading into the Backbreaker Special), and low B and ABs slashes. 3) UNARMED FIGHTING: It is a complete trade-off if Sieger gets disarmed. On the one hand, he losses most of his special moves. On the other hand, he gets faster and still has all of his throws, and a couple of kick-based special moves, including his POW special, and, apparently, the Backbreaker combo (See SPECIAL MOVES section). The first thing to remember is that, unless your opponent is unarmed as well, you will always get priority on As and Cs will beat him even if he does As and Cs on you. The only thing you have to worry about is an opponent with superior range not letting you close enough to get in the As and Cs. There are two basic strategies while you are disarmed: delaying until you get your weapon back, or going on the offensive. If you are going to delay, you want to use your quickest and longest-range attacks to keep your opponent as far away as possible. Unfortunately, most of your longest range attacks went away with your gauntlet. Back-Bs and ABs can keep most opponents back away from you on the ground, interspersed with Ds and CDs. Jumping kicks can also be used to keep opponents back. If they get in too close in the air, use the Air Throw to put them down. Also, jumping-As and back-jumping-As provide effective stoppers and counters to most air attacks. While jumping back and away to waste time, always do a covering C or D in case they jump in on you. Do rolls and ducks to get away from projectiles. If they set themselves up for the Backbreaker Combo, take advantage of it. It is possible to mount an effective offensive without you gauntlet. The key is to get in close. Use your new speed and priority to your advantage. Use the Blitz Sieger or Tiger Kopf (See SPECIAL MOVES section), rolls, dashes, or jumping As or Cs to get in close. You have the use of all of your throws and increased priorities on them, so once you get in close, either go into a throw, or let loose with a low A or C barrage. See SPECIAL MOVES section on how to set your opponent up for the Backbreaker combo. You also have your power special, Operation Wolf, at your disposal. Try and set your opponent up for it, and even the score, giving you more time to work against him while he is unarmed after you get your weapon back. ---------------------------------------------------------------------------- NORMAL ATTACK MOVEMENTS: -SLASHES- -KICKS- -STANDING FAR- -STANDING FAR- A - Jab (normal arm) C - Low kick * B - Jab (gauntlet arm) D - Forward kick AB - Uppercut (gauntlet arm) CD - Roundhouse -STANDING CLOSE- -STANDING CLOSE- A - Hammer punch (normal arm) C - Forward kick B - Small uppercut (gauntlet arm) D - Knee thrust AB - Full uppercut (gauntlet arm) CD - Half roundhouse -CROUCHING FAR- -CROUCHING FAR- A - Low jab (normal arm) C - Low kick (weak) B - Uppercut (gauntlet arm) D - Low kick (medium) AB - Strong punch (gauntlet arm) CD - Roundhouse -CROUCHING CLOSE- -CROUCHING CLOSE- A - Hammer punch (normal arm) C - Low kick (weak) B - Hammer punch (gauntlet) 2 Hits D - Low kick (medium) AB - Strong punch (gauntlet) 2 Hits CD - Roundhouse -JUMPING UP- -JUMPING UP- A - Side punch (normal arm) C - Side kick B - Hammer punch (gauntlet arm) D - High kick AB - Side punch (gauntlet arm) CD - Bellyflop -JUMPING AT ANGLE- -JUMPING AT ANGLE- A - Downward jab (normal arm) C - Side kick B - Hammer punch (gauntlet arm) D - Downward side kick AB - Downward smash (gauntlet arm) CD - Bellyflop -UNARMED SLASHES- -STANDING FAR AND CLOSE- A - Quick punch B - Jab (med.) AB - Jab (hard) -CROUCHING FAR AND CLOSE- A - Quick punch B - Uppercut AB - Slow punch -JUMPING UP- A - Punch (weak) B - Punch (med.) AB - Short swinging smash -JUMPING AT ANGLE- A - Angled punch B - Jab (med.) AB - Jab (hard) * Low Kick: Depending on range, the low kick will hit low if not too close. If opponent gets too close, it will hit the same as a side kick. ---------------------------------------------------------------------------- CONTINUED IN PART 2 Damone (damone@ios.com)