matchups

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I personally think her hardest match-ups are against Alpha, Natsu & Maxi (and other speedy characters). With Hilde being a punish/turtle character, it's really hard to punish characters with extremely quick and safe attacks. Also, they are difficult to zone because they can close the distance very easily.
Alpha is probably her worst because he can punish very very easily when he blocks an attack.

Best match up would probably be NM or Seig, because they can both be punished with charge A's quite easily and can be out-zoned with her lance. Ivy isn't very difficult to fight either as you can bait the ranged attacks and punish them with a CE every time.

Against Asta, while she can zone him with her lance, his throws are difficult to deal with as she has to constantly give up her charge to break his grabs. So I would say this match-up is pretty even as she has to give up her her main punish game (charge A's) to survive. EDIT: That being said however, I discovered some character specific combos against Asta. Which his huge hitbox, he can be hit with a charge A post [A+B]_22B. Also, he is easy to kill if you use his own game against him (ie. throw him!). With your back to the wall you can use a B+G w! CE__2A+B quite easily. Doesn't work against other characters because of the hit-box.

I'll keep posting more specific details when I have the chance.
 
Phyyra 66B BE can be 3(A) GId or just stepped(not quick stepped)
sieg chief hold loses to step 22B post 3B. He has to cancel into the stance when he spins or eats the damage. step 22A beats it clean
Im probably going to be looking into both phyyras match ups soon since they are both teh ghey
 
Phyyra 66B BE can be 3(A) GId or just stepped(not quick stepped)
sieg chief hold loses to step 22B post 3B. He has to cancel into the stance when he spins or eats the damage. step 22A beats it clean
Im probably going to be looking into both phyyras match ups soon since they are both teh ghey

This is gold! SCH K doesn't hit when doing 22B?
 
Same with NM.

B+K will beat all his options in side stance unless he cancels it into a grim stride.
After blocked 3B, WR B beats all his options.
 
double post.

Yoshi:
2A+B beats ALL indian stance A, B and K options when timed properly. Timing is tricky but go into training mode and work it out for yourself.
 
22B seems to beat so many of sieg's options, especially at range. I've even had it TC his 22A which supposedly hits mid.
 
22B seems to beat so many of sieg's options, especially at range. I've even had it TC his 22A which supposedly hits mid.
22A is a weird scenario, is mid but it can be TC by many moves, one more shitty element for Crap Tier Sieg.
 
Sorry for double post. I am in the need of help with this match up:

ASTAROTH!

When I'm in close range I just get rape by the grabs. When the bastard picks my head from the ground and leave me standing I just can't figure out what to do, when I'm with Raph I just do 44B and issue solve but I can't find a good move for Hilde.
 
How on earth do you deal with Viola?
I feel the only thing I can do long range is turtle, because Hilde's lance attacks seems so slow.
Close range is also hard, usually I can only get 4A to hit and hopefully combo off of there.
 
i play both Viola and Hilde so i should know :P
actually, Viola may be quite nasty to any character if you let her get on your face and keep on her offense. So first thing: don't let her close - it may be hard, but Viola is quite linear at mid-long range, you can use that to try and plant 22B in her puss. Also, don't turtle too much, i would rather go on the offense since if you don't, Viola will, and offense is where she is deadly with all her mixups and frametraps. She can't be effectively played defensively so keep on pressing your opponent to force them into defense where Viola sucks. At long range, all her orb attacks can be easily stepped. At close range, just get away from her. 44B or just backstep, you may try a TC move too (like 2A+B and give up oki to gain distance). If she's in your face too often you may want to learn to GI her. Clever 2A interrupts may work too.
 
Kk I have a lot of real knowledge to share this time.

vs NIGHTMARE:
Hilde makes NM free with 2A+B and B+K alone. This may seem like bad advice, but if you throw B+K out there randomly it will not only beat all stance options, but it will also tech crouch and hit mid. Allowing Hilde dodge throws and the pesky a:G:a while forcing NM to stand and block like a man.

Also, if NM does 22AA always use a non charged 3a in between the hits because if he goes into stance you will get a CH and if he does the second hit you will get free damage and frame advantage.

2A+B can punish almost everything NM does since it is an i16 mid, so spam that shit like there is no tomorrow. Or CE.

If NM does 3B, or 44{B} (iirc) WR B beats all options.

B+K beats all options after a blocked WR B.

Another great thing about this matchup is that Hilde's optimal range is just outside of NM's throw range, so he loses some of his beastly throw game.
 
Kk I have a lot of real knowledge to share this time.
I'm also gonna take a stab at guessing matchups (like 5-5, 6-4 etc).
Let me know what you think and maybe we can get some real numbers going.

vs NIGHTMARE (6-4, possibly even 6.5-3.5):
Hilde makes NM free with 2A+B and B+K alone. This may seem like bad advice, but if you throw B+K out there randomly it will not only beat all stance options, but it will also tech crouch and hit mid. Allowing Hilde dodge throws and the pesky a:G:a while forcing NM to stand and block like a man.

Also, if NM does 22AA always use a non charged 3a in between the hits because if he goes into stance you will get a CH and if he does the second hit you will get free damage and frame advantage.

2A+B can punish almost everything NM does since it is an i16 mid, so spam that shit like there is no tomorrow. Or CE.

If NM does 3B, or 44{B} (iirc) WR B beats all options.
B+K beats all options after a blocked WR B.

Another great thing about this matchup is that Hilde's optimal range is just outside of NM's throw range, so he loses some of his beastly throw game.

vs SIEGFRIED (6-4):
22B is godlike in this matchup. Just don't whiff it.
If he is "stance dancing" around you, just rush him with 2A+B or 66K to make him stop, then use more 22B.

vs NATSU (3-7 or 4-6):
This bitch rapes Hilde.
Somebody figure out how to beat her, please.

vs MITSU (4-6):
Like Nats-bitch, he is hard as hell for Hilde, because his rushdown and mixups completely take her out of her comfort zone of whiff punishing and movement punishing. The only way to really beat him is to not respect his rushdown and mix him up your self with 1K, 1A, 66K, 2A+B and throws. You will lose this if you respect him and get scared of him...

vs ALPHA (5-5):
Easier than you would think. Since Alpha is a really linear character with a lot of frame traps and bad range (kind of like Hilde...), if you consistently back step or sidestep under pressure it will be very hard for him to hurt you (unless he uses a twister). Bait his twisters and punish hard.
He also has a terrible throw range, so just keep running away from him and force him to play unsafe to hurt you, then punish. :)

Back step against Alpha?
Are you mad? A real Alpha would never use an unsafe twister (+50 dmg) when there is safe 236~3B combo(-11 on block) = 105 dmg minimum (124 dmg on clean hit). Oh and it also catches side step at close to mid range.

Linear you say?
8A+B A (-3 on block) is a tech jump that kills step at close/mid range and guarantees 120 dmg on CH moving foes. Step killers 33A and wsA guarantees a CE on movers for +85 dmg.

Oh and that rumor about Alpha's throw range is just that.
His 50/50 set ups off of a low sweep (11A ) that put him in your face or frame traps into B throw 104dmg 0r A throw 97dmg. These are complemented by a mid throw (B+K ) 71-82 dmg into tech trap 130 dmg on both sides or a mid stun (66B combo) for 97+ dmg minimum with tech trap +220 dmg on both sides.Hence his throws are your SAFEST option.

For hildes that wont bend is a 50 dmg low(1AAA) that RO. Hilde's ONLY hope is guard damage but her mid heavy game is crushed by Alpha's aGI that takes in ALL mids even kicks. She is so easily JGed for 44B+K BE combo =110 dmg (+2 on block lol) .

Remember:
All good Alphas know that twisters are reserved for -12 or higher block punishment or as combo finishers only. And they always come in pairs. 2x twisters :70dmg ( 90 dmg on clean hit) because they hit on the ground .

As someone that plays both characters, the match up is 3-7 or 4-6 at best in Alpha's favor. Before the patch 1.02 backdash nerf your back dash strategy was a valid option. Now its a valid death sentence.
 
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