Hilde Tech Traps

RTD

SC4 International Champ
We need a thread on this!

Post if you got any.

I'll look for some myself tonight.

EDIT:

Trap after 8K
C2 B,B -> Will catch in all directions except left/right Found by Ceirnian
C3 B -> Will catch in all directions except right Found by Ceirnian
33K -> Will catch in all directions except left/right Found by Runis
3A -> Will only catch a forward tech. Must be delayed (Useless) Found by Runis
4B+K -> Will only catch a forward tech. Must be delayed (Useless) Found by Runis


Tech trap after C2B,B , C2A,A
C2B -> Will catch in all directions

Tech traps after 3K,K(Must have crumple effect on 2nd kick)
33K -> Will catch in all directions except left Found by Runis
2A+K -> Will catch in all directions. Needs a slight delay. Found by Runis
99K -> Will catch in all directions. (not sure why 33K doesn't) Found by Runis
3B,A -> Will catch in all directions except left/right. Must be delayed. Found by Runis
9K -> Will catch normal and right. Found by Runis
6A+B -> Will catch in all directions except left/right Found by Runis

Tech traps after 11B or 3B,A Wall Splat
33K -> Will catch in all directions except left Found by Runis
11B -> Will catch in all directions except left/right and will splat again Found by Runis
9K -> Will catch normal and right. Found by Runis
6A+B -> Will catch in all directions except left/right Found by Runis

Tech traps after 6B+K
66A+B -> Will catch in all directions except left/right. Must be delayed or it will whiff Found by Runis
6B+K -> Will catch in all directions except left/right. Found by Ceirnian
C3A -> Will catch in all directions. Requires a run up?(Uncertain) Found by Ceirnian

Tech traps after CH FC C3A,K,A
2A+B -> Will catch in all directions except left Found by Runis
3B -> Will catch all directions except right (Note: you'll have to wait for the opponent to fall and then tech to execute) Found by Runis and tested by RTD

Tech traps after 2A+B
33K -> Will catch in all directions except left Found by Ceirnian
3B,A -> Will catch in all directions except left/right Found by Runis
9K -> Will catch normal and right. Found by Runis
6A+B -> Will catch in all directions except left/right Found by Runis
C1B -> Will catch in all directions except left/right Found by Runis


Tech traps after 2A+B(grounded face up)
33K -> Will catch in all directions except left and back Uncertain
3B,A -> Will catch in all directions except left/right/back Found by Runis
6A+B -> Will catch in all directions except left/right Found by Runis
C1B -> Will catch in all directions except left/right Found by Runis


Tech traps after 2A+B(Grounded Face Down)
33K -> Will catch in all directions except left Found by Someone in forum
3B,A -> Will catch in all directions except left/right Found by Runis
9K -> Will catch normal and right. Found by Runis
6A+K -> Will catch in all directions except left/right Found by Runis
C1B -> Will catch in all directions except left/right Found by Runis


Tech traps after 3BA

4A+B -> Catches all except a side ukemi. Found by MAILBOXARSON99
11B -> Catches all except a side ukemi. Found by MAILBOXARSON99
33K -> Catches all except a side ukemi. Found by MAILBOXARSON99
delay after 3BA, C1B -> Catches all except a side ukemi. Found by MAILBOXARSON99
2A+K -> *near wall/edge* (This one is conditional about how they can tech out, sometimes they can't, but it looks like right ukemi is impossible.) Found by MAILBOXARSON99


Tech traps after opponent is wall splatted with C2 A, A
note: catching an aired opponent with !C2 A,A -> wall splat -> FC C2 B catches all but a left tech if done immediately.

C3 A, C2 B,B, !C2 A, A(Wall Splat hitting the opponent twice)-> FC C2 B -> catches all but left. found by Belial and tested by RTD


Tech traps after opponent is wall splatted with C2 A, A. This tech trap only works on stages with walls that collapse

!C2 A,A(Wall Splat hitting the opponent twice) -> FC C2 B -> catches all but left. found by RTD

Tech traps C3 A
delay C3 B -> Catches all except left ukemi. Found by Ceirnian

Tech traps after opponent is forced to get up after rolling on the ground
33K -> Unblockable. Found by RTD
 
http://www.8wayrun.com/wiki/Hilde:SC4:CG:Runis

Might be worth putting that all in the first post for people to check out. Might be some new ones but we found quite abit. I just wish she had a really deadly way to punish someone for staying on the ground.

Ooh nice. Will translate and update post.

When the opponent lays on the ground, the most damaging option you can do is 4A+B. But sometimes the opponent will roll or tech making you very vulnerable.

I prefer to keep the pressure going with a slide or charge move by running at them. I think that running at a grounded opponent is her most effective okkie option IMO.
 
That is her best option I agree, though backing away and spacing is also something I have grown use to. It puts pressure on people to try and close the ground again... just depends on the opponent. Another thing I like to do against grounded is 11k and 2k. Little annoying pokes like that really start to add up over time.
 
Odd how some of her attacks look like they should hit grounded and don't. If only A+B did...oh man.

4A+B has a lot of startup, never feel safe trying it...and staying safe is pretty much my main concern. If they do stay on the ground, that just gives us that much more charge time.
 
3BA 4A+B is a tech trap, but they can get out of it with a side ukemi. I don't think it's in the wiki yet.

/edit/ more tech traps, all can be avoided with any side ukemi except for the last one:

3BA 33K

3BA 11B

3BA *delay* C1B

*near wall/edge* 3BA 2A+K
This one is conditional about how they can tech out, sometimes they can't, but it looks like right ukemi is impossible.
 
3BA 4A+B is a tech trap, but they can get out of it with a side ukemi. I don't think it's in the wiki yet.

/edit/ more tech traps, all can be avoided with any side ukemi except for the last one:

3BA 33K

3BA 11B

3BA *delay* C1B

*near wall/edge* 3BA 2A+K
This one is conditional about how they can tech out, sometimes they can't, but it looks like right ukemi is impossible.
thx! formatted and added to original. i also confirmed a C3 B tech trap after CH FC C3 A, K, A that Runis found earlier.
 
I don't remember if it's in the list, but C3A starts a techtrap into C3B if you delay it. The timing is a bit strange but for those times you are sure you don't have c2b ready for the combo it might be worth it to try for it.
 
I don't remember if it's in the list, but C3A starts a techtrap into C3B if you delay it. The timing is a bit strange but for those times you are sure you don't have c2b ready for the combo it might be worth it to try for it.

sounds like it should connect since Hilde recovers pretty fast after C3A. I'll test it out.

I also want to test out if the opponent rolls on the ground in a certain direction and they are forced to get up, if you could do tech traps off of that.

For example, if the opponent rolls on the ground to the right the max amount( 4 times i think ) of times, can you get a CB3, etc.?
 
in the beginning of this vid http://ru.justin.tv/clip/ba9f73101b779413 there is something that at least looks like a tech trap with iFC C2(3?)B
I dont play hilde so I dont know. something like FC C2 B, 44K, 66~C2B:B 8K iFC C2B maybe only works near wall. japanese stuff is crazy as usual.
and some more at 4:50
 
in the beginning of this vid http://ru.justin.tv/clip/ba9f73101b779413 there is something that at least looks like a tech trap with iFC C2(3?)B
I dont play hilde so I dont know. something like FC C2 B, 44K, 66~C2B:B 8K iFC C2B maybe only works near wall. japanese stuff is crazy as usual.
and some more at 4:50

Belial, Nice find!

The combo that ends with 8K isn't a FC C2 B tech trap BUT catching an aired opponent with !C2 A,A -> wall splat -> FC C2 B catches all but a left tech if done immediately.

So the notation for a variation of the FC C2 B wall tech trap would go something like: C3 A, C2 B,B, !C2 A, A(Wall Splat hitting the opponent twice)-> FC C2 B

Edit: After more testing, I can generalize this tech trap a bit better. First off, there is an extended stun that occurs when an opponent is hit into a wall that knocks down. Anytime this happens, Hilde can do Wall Spat the opponent with !C2 A, A and then do a FC C2 B tech trap that catches all techs but left.

It doesn't matter if the opponent is hit with !C2 A,A in a combo or not. You can still pull the tech trap off.

This tech trap doesn't work on walls that don't fall down.
 
I don't remember if it's in the list, but C3A starts a techtrap into C3B if you delay it. The timing is a bit strange but for those times you are sure you don't have c2b ready for the combo it might be worth it to try for it.


Ceirnian, yes this is a tech trap that catches all but left teching. The delay is definitely necessary and the timing is strict but it is indeed a tech trap!

Initial post updated.

I also discovered that you catch 33K when an opponent rolls the maximum amount of times on the ground and then gets up.

You have to do it right before the opponent gets up. I can get it one out of 10 times. lol.
 
C2BB does not tech trap after combo's such as C3B string, C3A string, C2BB string as long as the opponent tech's left. It may be character specific but there are a number of characters who can be completely safe by doing it.
 
It is character specific. Kilik, Cassandra, Sophie and Amy are 4 examples of people who can do this. Larger characters don't have the option to tech left.
 
Back
Top Bottom