GBVSR/Siegfried

From Dustloop Wiki

Overview

Overview

A heavy hitter who wields a massive blade with enough force to lay pressure on foes at both close quarters and midrange.

By sacrificing a portion of his health to activate Manigance, he can drastically increase his attack power for a period of time. Albeit sacrificing part of his health for increased damage, the punishment Siegfried is able to dish out is more than enough to compensate for small portion of health.
Siegfried
GBVSR Siegfried Portrait.png
Health
17000
Prejump
4f
Backdash
18f

 Siegfried is an all-rounder set apart by his exceptional neutral pokes, conversions and tricky fireball, whilst boasting one of the highest damage outputs.

Pros
Cons
  • Well-Rounded: Siegfried has a versatile set of normals and specials to be able to adequately put up a fight in the majority of situations.
  • Strong Neutral: Siegfried has strong normals for poking, closing space, and anti-airing with high damage. His tall fireball also demands respect from opponents refusing to approach, as it cannot be normal jumped or crossed over.
  • Layered Pressure: Siegfried has a great 66L and many threatening options when an opponent blocks. OrkanGBVSR Siegfried 22X.pngGuardMidStartup14Recovery23-143Advantage-7 has built-in counter and frametrap options, and he can reset pressure with his fireball all while remaining safe.
  • High Corner Threat: Siegfried possesses very strong corner carry with 22UGBVSR Siegfried 214U.pngGuardUnblockableStartup35Recovery24AdvantageHKD. Once in the corner, his frametraps gain very high reward, and his tall fireball can stuff jumpouts. He also gains an unblockable setup with 214UGBVSR Siegfried 214U.pngGuardUnblockableStartup35Recovery24AdvantageHKD.
  • Slow Movement: While Siegfried's normals and buttons have generally great reach and data, his movement speed is below average, hurting his ability to play footsies.


Unique Mechanic: GBVSR ManiganceIcon.png Manigance

Manigance is a self-buff that Siegfried can use to spend 1,000 health to increase his overall damage output for a limited time. The buff can stack up to three times.

One use of 5UGBVSR Siegfried 5U.pngGuardStartup18Recovery18Advantage-5 grants 1 stack of Manigance. Once this stack reaches the cap of 3, each successive use of 5U will instead reset the buff's timer. This timer is shorter the higher the amount of stacks. If this timer runs out, all stacks of 5U are lost. Additionally, upon gaining 2 stacks, the 3rd stack sacrifices 500 health instead.

  • 1 stack = 10% damage boost for 40 seconds2400 frames.
  • 2 stacks = 20% damage boost for 20 seconds1200 frames.
  • 3 stacks = 50% damage boost for 6⅔ seconds400 frames.

Normal Moves

Ground Normals

c.L

c.M

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1100 Mid 7 3 12 0 +4

A short-range shoulder tackle. Standard Combo Starter and can potentially be used for pressure resets due to being neutral on block.

  • Links into Crouching: c.L
  • Counterhit: f.L, 2L, c.M, 2M, 2U
  • Crouching Counterhit: f.M, c.H. 66L, 66H

c.H

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1600 Mid 9 6 15 -2 +2
  • Causes slowdown on counterhit.

A short-range downwards sword strike.

  • Links into Counterhit: c.L, f.L, 2L, c.M, f.M, 2M, c.H, 2U, 66L, 66M, 66H

Triple Attack

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
c.XX 700 Mid 9 3 15 -3 +1
c.XXX 1000 Mid 12 3 18 -4 0
c.XX6M 1000 Low 12 3 16 -4 KD +30
c.XX6H 1000 High 18 3 22 -4 +1

c.XX

  • Second hit of a Triple Attack.

c.XXX

  • Safe, uninteresting ender. No notable attributes.

c.XX6M

  • Low Triple Attack ender.

c.XX6H

  • Overhead Triple Attack ender.

f.L

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
600 Mid 6 4 8 +1 +5

A mid-distance, fast kick. Great range for a 6 frame button. Can sometimes be low-profiled by low hitting attacks, but its hitbox is overall quite consistent. Links from 66L at any range.

  • Links into Crouching: f.L, 2L, 2M[ch]
  • Counterhit: 2U

f.M

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
900 Mid 9 4 17 -6 -2

Generally one of your main whiff punish tools. Starts up and recovers slower than 2M with marginally longer reach but possesses a higher hitbox to stuff low-crush attempts. Often used to confirm into Siegfried's H-specials.

● Combos into the light version of Orkan (22L) naturally, and combos into the light version of Verdrängen (214L) on counterhit.

f.H

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1400 Mid 17 4 28 -13 -9

A long-range horizontal sword stab.

Naturally combos into 214L, so is proven useful during footsies range. Extremely slow recovery if the move whiffs, however, so use it with caution.

2L

2M

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
900 Mid 8 5 13 -3 +1

A low fast kick that can open up some space for Siegfried if its too far for f.M and too close for f.H.

2M is one of your best neutral tools with its impressive range and relatively brief recovery frames should it whiff. Often used to stuff approaches, as well as conversions in most of his combo routing.

  • Links into Counterhit: c.L
  • Crouching Counterhit: f.L, 2L

2H

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1300 Mid 11 6 23 -10 -8

An upwards sword strike. Causes slowdown on counterhit.

Works as a more vertically-oriented anti air, at the cost of horizontal range. However, upon counterhit, allows you to land a fully charged 214M, giving you plenty of combo opportunities that can deal massive damage.

2U

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
500×2 Low 7 3 (12) 5 20 -10 HKD +45

Siegfried's Sweep option to catch standing opponents. 2U is a double hitting low attack, allowing for hitconfirms into 22H or 623H. This move finds most of its use as a low-check against opponents slightly out of 2L range.

Dash Normals

66L

66M

66H

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
600, 1200 Mid 8 2(15)3 24 -8 KD +9 [+10]
  • 2 hit move, if the first hit connects, the second hit knocks down. If the first hit whiffs, the second hit leaves the opponent crouching and you at +10.

Siegfried dashes forward and deals two quick slashes, knocking down the opponent. Good oki, but using it in neutral is dangerous due to its frame data. One use for it is to guarantee a knockdown after 2H into 214[M] for resourceless oki.

Level
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4
Hitstun (Ground Hit) 14 16 18 20 22
Untechable (Air Hit) 14 16 18 20 22
Untechable (Air Counter Hit) 28 32 36 40 44
Blockstun (Ground) 10 12 14 16 18
Blockstun (Air) 19 21 23 25 27
Hitstop 10 10 12 14 16
Counter Hit Hitstop +2 +2 +4 +8 +12
Counter Hit Skybound Gauge gain
4
  • Heals 50+50 HP on block, 200+200 on hit while Blood of the Dragon is active. Doesn't knock down if only the second hit connects without the first, data for that is in []

Air Normals

j.L

j.M

j.H

j.U

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
500×2 High/Air 20 Until L, 2 18 -5

Siegfried stalls in the air and then sends himself towards the ground with a downward strike.

  • This move hits twice, attacking initially with his sword on the way down and a second time with the grounded slam.
  • While this move doesn't do significant damage, its main use is to alter your jump momentum, beating anti-air attempts or as a throw-bait. Despite the move being -5, the double hitting pushback of the move keeps Siegfried just out of range from getting punished with a c.L or a throw Midscreen. However, Siegfried will find himself vulnerable to being punished when attempting this on a cornered opponent.


Unique Action

5U

5U

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1200 18 2 18 -5 KD +32

Used to gain 1 stack of Manigance per use. Usable in combos as it does produce a small hitbox, either as a combo ender or providing a launch high enough to link into c.LGBVSR Siegfried cL.pngGuardMidStartup5Recovery6Advantage+4 in the corner.

This also incurs 1,000 health of self damage on use. If Siegfried is already at level 2 or 3, it deals 500 self damage instead.

If Siegfried activates Blood of the DragonGBVSR Siegfried 214214H.pngGuardStartupRecovery8+9Advantage-, the move will no longer grant Manigance stacks or deal self damage on use and will instead restore a small amount of Siegfried's health on contact. Hitting with the move restores more health than if it was blocked.


Universal Mechanics

Ground Throw

Air Throw

Raging Strike

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1500 Guard Crush 45 [52] 28 1 37 +8 [+15] +15
  • Requires a Bravery Point.
  • Guard Crush when hitting an opponent's block, launches on hit.
  • Won't Guard Crush when connecting with an opponent already in blockstun.

Raging Chain

Brave Counter

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
500 Mid 10 [18] 3 19 [Total 54] +6 [+5] KD +21 [0] 1-20 All
  • Requires a Bravery Point
  • Requires to be in blockstun.


Special Moves

Nelah Nav

GBVS Fireball.png 236L/M/H or 5S

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
236L 800 All 20 35 Total 50 -6 -2
236M 800 All 40 60 Total 70 -6 -2
236H 400×3 All 18 60 Total 48 +4 +8

A slow-moving projectile with high vertical reach.


236L
A fast, small projectile that reaches full screen. Good for applying pressure full screen or against matchups where Siegfried can't play to his normals. Cannot be rolled through.


236M
Take a small amount of time to charge up compared to both light and heavy versions and can't reach full screen with the upside of being able to take multiple projectile hits and having short enough recovery to cover Siegfried's approach. Allows for easier control of space with higher commitment.


236H
A combination of both Light and Medium versions. It's decently fast to come out and has multiple hits but doesn't reach full screen. One of Siegfried's bread and butter combo tools, allowing for follow-ups mid-screen with 2M or c.M in the corner.

Version Cooldown Level
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4
Hitstun (Ground Hit) 14 16 18 20 22
Untechable (Air Hit) 14 16 18 20 22
Untechable (Air Counter Hit) 28 32 36 40 44
Blockstun (Ground) 10 12 14 16 18
Blockstun (Air) 19 21 23 25 27
Hitstop 10 10 12 14 16
Counter Hit Hitstop +2 +2 +4 +8 +12
Counter Hit Skybound Gauge gain
236L 20F after contact or disappear 4
236M 20F after contact or disappear 4
236H 420F after contact or disappear 4

236L:

  • Heals 100 HP on block, 300 on hit while Blood of the Dragon is active
  • Counterhit state 1-40


236M:

  • Heals 100 HP on block, 300 on hit while Blood of the Dragon is active
  • Counterhit state 1-40


236H:

  • Heals 250 HP on block, 700 on hit while Blood of the Dragon is active
  • Counterhit state 1-40

Messager

GBVS Parry.png 623L/M/H or 6S

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
623L 1000 All 6 6 31 -20 KD +29
623M 500, 300×2 Mid, All 12 2,4,2 41 -24 Air Recovery +15 1-12 All
623H 600, 300×3 Mid 11 6 (6) 2,4,2 41 -24 KD +26 1-29 All

Siegfried's Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion. reversal To perform an attack as soon as possible after getting knocked down or leaving hitstun/blockstun. that additionally acts as a strong combo ender.


623L
An upward swipe that has no invuln. Regardless of having none, it can be used as an alternative abare An attack during the opponent's pressure, intended to interrupt it. option due to it being very fast. Preferred ender from light combos as it will connect at f.L's max range.


623M
A double strike that'll leave Siegfried airborne, but has invulnerability on startup. Air unblockable, but only on the first active frame.


623H
Hits 4 times with invulnerability on startup.

Version Cooldown Level
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4
Hitstun (Ground Hit) 14 16 18 20 22
Untechable (Air Hit) 14 16 18 20 22
Untechable (Air Counter Hit) 28 32 36 40 44
Blockstun (Ground) 10 12 14 16 18
Blockstun (Air) 19 21 23 25 27
Hitstop 10 10 12 14 16
Counter Hit Hitstop +2 +2 +4 +8 +12
Counter Hit Skybound Gauge gain
623L 20F starting 3F 4
623M 240F starting 3F 4
623H 600F starting 3F 4

623L:

  • Heals 100 HP on block, 300 on hit while Blood of the Dragon is active


623M:

  • Heals 250 HP on block, 700 on hit while Blood of the Dragon is active


623H:

  • Heals 300 HP on block, 800 on hit while Blood of the Dragon is active

Verdrängen

GBVS Charge.png 214L/M/H (M/H Hold OK) or 4S (S+M/S+H Hold OK)

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
214L 1600 Mid 19 6 17 -4 KD +30
214M 2000 [2200] Mid 30 [41] 6 17 -4 [+3] KD +30 [KD +41]
214H 2400 [2600] Mid 18 [31] 6 17 -4 [+3] KD +30 [KD +41]

A powerful downwards sword strike. Safe on every version if not too close (otherwise can be thrown), plus on charged versions.


214L

  • Standard combo ender, and your most damaging.

A reliable move to end combos with, as using its H version grants no notable properties besides quicker startup, and as such, won't be in cooldown very often. While susceptible to spot-dodges during block-strings, nearly every cancel option into this move from his normal attacks will leave him at advantage should Siegfried's opponent attempt to spot-dodge this attack.


214M

Slower, more damaging version. M Verdrängen can be charged for a bit more damage and plus frames, however, it's very easy to spot-dodge on reaction, leaving him punishable if spot-dodged early, charged or not.


214H
Most damaging and quicker version of Verdrägen. Notable for being the only version of Verdrägen that connects from 2M and f.M. The fully-charged version connects from a counterhit f.H. Charged version is also punishable if spot-dodged early.

Version Cooldown Level
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4
Hitstun (Ground Hit) 14 16 18 20 22
Untechable (Air Hit) 14 16 18 20 22
Untechable (Air Counter Hit) 28 32 36 40 44
Blockstun (Ground) 10 12 14 16 18
Blockstun (Air) 19 21 23 25 27
Hitstop 10 10 12 14 16
Counter Hit Hitstop +2 +2 +4 +8 +12
Counter Hit Skybound Gauge gain
214L 20F starting 3F 4
214M 20F starting 3F 4
214H 420F starting 3F 4

214L:

  • Heals 100 HP on block, 300 on hit while Blood of the Dragon is active


214M:

  • Data in brackets refers to hold version
  • Heals 100 HP on block, 300 on hit while Blood of the Dragon is active


214H:

  • Data in brackets refers to hold version
  • Heals 100 HP on block, 300 on hit while Blood of the Dragon is active

Orkan

GBVS Flurry.png 22L/M/H or 2S

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
22L 400×2 Mid 14 2(6)3 23-143 -7 Air Recovery +22
22M 400×2 Mid 21 2(6)3 23-143 -7 KD +34
22H 400×2 Mid 16 2(6)3 23-143 -7 KD +34

Close-range, multihit sword strikes with a variety of follow-ups. The strength of the button used for the input affects the properties of the follow-ups, similar to  Percival's Lord's StrikeGBVS Percival 214X.pngGuardStartup11RecoveryTotal 27Advantage-.

All of the follow-ups can be manually delayed significantly as Siegfried stays in Orkan's stance for a very long time, or it can be manually canceled out of by inputting any direction.


22L
Fast startup. Frame trap An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own.s from 2L, c.L and f.L. Due to its range, it can be finnicky to land it from a light string. Only combos into UweGBVSR Siegfried 22XH.pngGuardMidStartup17Recovery22Advantage-6 on counter hit.


22M
Slower startup prevents it from comboing from Triple AttackGBVSR Siegfried cXXX.pngGuardMidStartup12Recovery18Advantage-4 and c.HGBVSR Siegfried cH.pngGuardMidStartup9Recovery15Advantage-2 on hit, but naturally frametraps from them instead. Combos into Uwe without the need for a counter hit like 22L.


22H
Corner combo starter due to its increased untechable time on hit, comboable from lights. Follow-ups from 22H all deal increased damage.

Version Cooldown Level
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4
Hitstun (Ground Hit) 14 16 18 20 22
Untechable (Air Hit) 14 16 18 20 22
Untechable (Air Counter Hit) 28 32 36 40 44
Blockstun (Ground) 10 12 14 16 18
Blockstun (Air) 19 21 23 25 27
Hitstop 10 10 12 14 16
Counter Hit Hitstop +2 +2 +4 +8 +12
Counter Hit Skybound Gauge gain
22L 20F starting 3F 4
22M 20F starting 3F 4
22H 420F starting 3F 4

22L:

  • Heals 50+50 HP on block, 200+200 on hit while Blood of the Dragon is active
  • L/H/U followup avaliable frame 32 onwards, M followup avaliable frame 39 onwards


22M:

  • Heals 50+50 HP on block, 200+200 on hit while Blood of the Dragon is activee
  • L/H/U followup avaliable frame 39 onwards, M followup avaliable frame 46 onwards


22H:

  • Heals 50+50 HP on block, 200+200 on hit while Blood of the Dragon is activee
  • L/H/U followup avaliable frame 34 onwards, M followup avaliable frame 41 onwards

Héritier

Orkan > L

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
600 [900] Mid 13 5 14 -2 Air Recovery +25 [KD +40]

A upwards slice finisher for Orkan. When performed from 22H, allows for a combo in the corner. Safe on block, but whiffs on crouchers.

Recovers extremely quickly, and on evade attempts leaves Siegfried plus enough to punish with a counter hit c.M.

  • Data in brackets refers to when the move is used from 22H.

L'Ombre d'Hier

Orkan > M

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
0, 1200 [1200, 200×3] Unblockable, Mid 5 19 12 - KD +24 [KD +35] 5-23 Catch Strike

Siegfried enters a parry stance after OrkanGBVSR Siegfried 22X 2.pngGuardMidStartup14Recovery23-143Advantage-7 . Being hit by a strike will cause an automatic counterattack. Best used to catch opponents trying to mash between Orkan and either UweGBVSR Siegfried 22XH.pngGuardMidStartup17Recovery22Advantage-6 or DeliveranceGBVSR Siegfried 22XU.pngGuardThrowStartup26Recovery37Advantage-.

Any kind of projectile, Skybound Art, or throw will break the parry stance and result in Siegfried being counterhit.

  • Data in brackets refers to when the move is used from 22H.

Uwe

Orkan > H

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
400, 1200 [600, 1800] Mid 17 6 (8) 3 22 -6 KD +36

Siegfried performs a double downwards slash that causes a ground bounce. A higher damage follow-up than HéritierGBVSR Siegfried 22XL.pngGuardMidStartup13Recovery14Advantage-2 , but with a gap The number of frames between two attacks in which the defender leaves blockstun/hitstun. e.g. In a 10F gap a 10F move will trade, a 9f or faster move will win, and a 11F move or slower will lose. between it and OrkanGBVSR Siegfried 22X.pngGuardMidStartup14Recovery23-143Advantage-7 . Often used after 22H in combos, and in the corner it can link into c.LGBVSR Siegfried cL.pngGuardMidStartup5Recovery6Advantage+4. Notably the only option to beat reversal throw after Orkan on block up close.

  • Data in brackets refers to when the move is used from 22H.

Deliverance

Orkan > U

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1000, 1500 [1000, 2000] Throw 26 3 37 - HKD 52

Siegfried charges forward for a command grab after OrkanGBVSR Siegfried 22X.pngGuardMidStartup14Recovery23-143Advantage-7 , driving the opponent towards the corner. On a successful grab, it always brings the opponent to the "edge" of the current screen location.

  • Data in brackets refers to when the move is used from 22H.


Ultimate Skills

Ultimate Nelah Nav

GBVS Fireball.png 236U or 5S+U

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
500, 1600 Mid, All 9 3, Until Hit Total 35 -7 HKD

Unlike the standard versions of Nelah Nav, Ultimate Nelah Nav has a fast startup and travel time on top of being a piercing projectile, making it ideal for winning fireball wars or attempting to check opponents from fullscreen. Causes a hard knockdown.

Cooldown Level
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4
Hitstun (Ground Hit) 14 16 18 20 22
Untechable (Air Hit) 14 16 18 20 22
Untechable (Air Counter Hit) 28 32 36 40 44
Blockstun (Ground) 10 12 14 16 18
Blockstun (Air) 19 21 23 25 27
Hitstop 10 10 12 14 16
Counter Hit Hitstop +2 +2 +4 +8 +12
Counter Hit Skybound Gauge gain
180F after contact or disappear
  • Heals 100+300 HP on block, 300+600 on hit while Blood of the Dragon is active
  • Counterhit state for entire move

Ultimate Messager

GBVS Parry.png 623U or 6S+U

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
600, 1400 [900] Mid 8 3 (6) 5 33 -20 HKD +40 1-10 All

A reversal that's fast enough to beat safejabs. Siegfried launches the opponent upwards before connecting with a sideways slice that sends them fullscreen for a hard knockdown.

Cooldown Level
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4
Hitstun (Ground Hit) 14 16 18 20 22
Untechable (Air Hit) 14 16 18 20 22
Untechable (Air Counter Hit) 28 32 36 40 44
Blockstun (Ground) 10 12 14 16 18
Blockstun (Air) 19 21 23 25 27
Hitstop 10 10 12 14 16
Counter Hit Hitstop +2 +2 +4 +8 +12
Counter Hit Skybound Gauge gain
300F starting 3F
  • Heals 400 HP on block, 900 on hit while Blood of the Dragon is active
  • Data in brackets refers to only hitting the second hit

Ultimate Verdrängen

GBVS Charge.png 214U or 4S+U

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
3500 Unblockable 35 3 24 HKD HKD +58 9-29 Super Armor

This move is unblockable.

Slow startup but high power version of Verdrängen. Causes a hard knockdown that leaves the opponent close to Siegfried and will crumple on counter hit.

The move has super armour early during startup, giving it use in checking projectiles from a closer distance than what you'd normally use either Schwarze FangeGBVSR Siegfried 236236H.pngGuardMidStartup8+5Recovery36Advantage-18 or 236U for.

However, due to its noticeably slow startup this move finds very little use as a mix-up tool against experienced players as it is easily punishable when spot-dodged. Additionally, this move loses its superarmor during the active frames of the attack, leaving you vulnerable to moves with a high amount of active frames or a well timed poke.

Ultimate Orkan

GBVS Flurry.png 22U or 2S+U

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
400×2, 700, 1500 Mid 13 1(3)2 23 -4 HKD +52

Performs the double strikes from Orkan before automatically performing an enhanced version of Deliverance. This version of Deliverance brings the opponent to the corner Siegfried is facing from anywhere on the screen. The hard knockdown afterwards leaves the opponent in said corner, but positions Siegfried on the other side of the screen.


Skybound Arts

Schwarze Fange

236236H or 236S

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
500, 1000×4 [500, 1000×3] Mid 8+5 7, 1 36 -18 HKD +42 1-20 All

A diving strike that transitions into a flurry of strikes when it connects, with an additional cinematic finisher from a close hit.

High-damage conversion from any normal when Siegfried has 100% Skybound Gauge. The move's upwards leap also makes it incredibly potent at checking projectiles from a far distance, as well as very situational anti airing.

  • Data in brackets refers to non-cinematic far hit.
  • Recovers 1 Bravery Point for Siegfried during superflash.
  • Removes 1 Bravery Point for the opponent on close hit only.
  • During Blood of the DragonGBVSR Siegfried 214214H.pngGuardStartupRecovery8+9Advantage-, only restores HP on hit and not block.
Level
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4
Hitstun (Ground Hit) 14 16 18 20 22
Untechable (Air Hit) 14 16 18 20 22
Untechable (Air Counter Hit) 28 32 36 40 44
Blockstun (Ground) 10 12 14 16 18
Blockstun (Air) 19 21 23 25 27
Hitstop 10 10 12 14 16
Counter Hit Hitstop +2 +2 +4 +8 +12
Counter Hit Skybound Gauge gain
4
  • Heals 900 HP on hit from afar, 1400 up close while Blood of the Dragon is active
  • Clean hit possible frame 13-19
  • Hitting on last active frame will not perform the followup

Blood of the Dragon

214214H or 214S

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
8+9 8-8 All

An install A move, usually a super, which changes the properties of the character themself, usually for the better. that consumes half of Siegfried's remaining health and clears his Manigance level to grant him a small range boost and an extra 100 damage on all of his Skills. It also gives all of Siegfried's Skills, H attacks, U attacks (except for 2UGBVSR Siegfried 2U.pngGuardLowStartup7Recovery20Advantage-10 ), and other two Skybound Arts the ability to restore a small amount of HP on hit or block. These buffs last until the end of the round, and Siegfried cannot gain any Manigance levels until the round is over.


Super Skybound Art

Rasendes Schwartzblut

236236U or 236S+U

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
2400, 3600 [2000×2] Mid 8+3 12 30 -21 HKD +49 1-13 All, 14-22 Strike

Incredibly powerful, far-range strike. Will only deal full, cinematic damage if it connects near the start of the active frames.

  • Data in brackets refers to non-cinematic far hit.
  • Recovers 1 Bravery Point for Siegfried during superflash.
  • Removes 2 Bravery Points from the opponent on close hit only.


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 Siegfried
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