Hilde Punishers

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got an idea from your post about the 3a punish...

3A Punish Guide (+other mid string punishers):
The hit that can be aGI'd with 3a is dictated with a star (*). This means that you basically spam 3a as soon as you block the preceding hit to aGI the desired one.

Pat:
236BA*
WR KA*
6BBB (B+K as soon as the first hit is guarded to tech crouch the second B and CH the third B)

Ivy:
{B}
66[A]
22{B}
44BB*B (must be RCC'ed, or you must JG the first hit)
44B+K* (3A beats all options)


Mitsu:
44_4KB*
66BB*
3B,A+B+K* (you can punish the BE version of this on block!!!; any time you see 3b [BE or not], just go for a 3a it will either GI, be blocked, or CH if your opponent decides to aa or something after)
kB*
11_77BAB (the third hit can be dodged and countered with B+K because of a tiny side step Hilde does before executing the move. It will also beat any of Mitsu's follow-up options if he decides to go into his mist stance instead)

Pyrrha:
66B BE* (have to RCC 3a)

Nightmare:
BB*
22_88AA* (the 3a will also beat any of his options if he cancels the second A into a grim stride ; it will CH them)
3B (punish with WR B, it beats any of his options if he goes into his side stance)

Natsu:
None

Raph:
B bA+B+K (3a the last hit only. If you want to be REALLY fancy and make your audience go "ahhh" JG the rapid mid hits then 3a the last hit. Looks badass as ****)

Xiba:
22AB*
66BB*B*
66KB*
REM (2A+B beats all options)



More to come... if you have any other mid string punishers, post below and I will add it to this list.
 
Haha hussler, you're doing the other side to the punishing coin - Countering.
I think with Pyrrha, after you block the first hit of her CE you can 3[A] the second. Also her 66B BE can be aGI'd and is very recognisable.
 
Haha, gotta make the best of her 3a, its a pretty good move when used properly :).

Pyrrha:
can't 3a the second hit of 66B BE because it forces crouch
the CE beats the 3a (and I don't think you can GI supers either)
 
Anyone ever notice how 22_88B techs on some hits? I've also had C3B tech on punish for me.
Yeah, the c3b TC is extremely useful against characters like NM, who rely on high attacks to punish.
For example, after NM's WR B, he will go into side stance. He will step back during this move and will be too far to hit with something like an AA. Most NM's follow up with K (high) after because of it's crazy range and punish-ability so if you use tech crouch attack (B+K or c3B) after his WR B you have a free hit. =D
 
C3B is i21. 3B is i20, 66B is i18 and CE is i16. If you're only punishing stuff that's i21 or worse, then you're punishing a very small list of moves or you're using a much weaker punish like 66K when you could have had far better damage.
 
C3B is i21. 3B is i20, 66B is i18 and CE is i16. If you're only punishing stuff that's i21 or worse, then you're punishing a very small list of moves or you're using a much weaker punish like 66K when you could have had far better damage.
C3B does a shit lot of damage and I said is the one that I use the most, not the only one I use. I do punish faster moves with the CE or 66B, but I love using C3B on slower attacks cause like I said it does a shit tons of damage.
 
That it does, but you shouldn't really be charging your B much outside of combos and frame trap situations.
Also C4B Clean hit counter hit does stupid amounts of damage. Seriously stupid amounts. If it was 10 frames faster I'm sure Hilde would be far worse to deal with.
 
That it does, but you shouldn't really be charging your B much outside of combos and frame trap situations.
Also C4B Clean hit counter hit does stupid amounts of damage. Seriously stupid amounts. If it was 10 frames faster I'm sure Hilde would be far worse to deal with.
I'll take your feedback, tnx.

Punishing with the CE is so so so sweet :D
 
there are so many moves out there that people use because spacing makes them safe.
No zoning alive is going to save you from Homeland Security. Just ask Osama.
 
C3B is like the ultimate risk... That said I use it for mix ups where I run at them
C3b is also i21 you aint gonna punish much with that
 
In all honesty it is great off side step/side dash, something that most certainly should not be forgotten about, same as its insane damage and RANGE on TC counters. Also it saves from human error in that it requires no input humanly besides letting go of a button, a surprising factor that though minuscule, in a game of inches, all that important.
Also, speaking of C4B and its magic ability in making the other fighter's health bar decrease by 3/4 on one move, did we ever discover a "safe" way to use it on someone.
 
C4B is not safe in any situation. You can never force them into any situation where they will have to eat it. Its nice to troll online with but if you're going for UB's, stick to C4A. It's far harder to react to i37 than i54.
 
I'm surprised that AA and 4A hit at the same time (i13). Would have thought that 4A hit sooner. Where and how are you getting these numbers by the way?

(Edit: Shoot, I realized a bit after that the information was compiled already based on the Press Guide)

Also, how would you go about getting into a full crouch quickly in order to punish with FC A?
 
^13 frames total. It takes 1 frame to crouch, and the impact of FC A is 12 frames.
edit: lol totally just realized I didn't answer your question.
- Hold 2 + G, release G, tap A. It's a little weird at first but once you get it it'll be second nature.

edit: I believe he got the numbers from the future press guide.
 
I'm surprised that AA and 4A hit at the same time (i13). Would have thought that 4A hit sooner. Where and how are you getting these numbers by the way?

(Edit: Shoot, I realized a bit after that the information was compiled already based on the Press Guide)

Also, how would you go about getting into a full crouch quickly in order to punish with FC A?

Read the section on Move Accessibility for complete explanation.
http://8wayrun.com/threads/soulcalibur-v-advanced-techniques.12554/

Have a great day!
 
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