Hilde Patch Notes (Pending 1.03) Discussion

Status
Not open for further replies.

Runis

Doom Combo is Back!
Patch 1.03
<Discussion for 1.03 starts here.>

Patch 1.02
6A.K.B (Climbing Flame): decreased third attack's damage (40→18). Launches higher when the third attack hits.
3A (Aerial Power): decreased guard burst damage and lowered critical gauge increase rate.
3A (Aerial Power): launches higher when the second attack hits. Shortened opponent's block freeze. Decreased guard burst damage and lowered critical gauge increase rate. Same changes to 3A (counter) (Aerial Power).
3bA+B+K (White Monument): shortened opponent's block freeze for first attack. Decreased second attack's damage (20→15). The second attack launches up in front when it hits the opponent.
1K.K: decreased second attack's damage (20→14).
A+B (Double Falcon): lengthened freeze for performing the second attack and opponent's block freeze. Advantage has not changed, but releasing B button (stage 2) (Moonlit Dance) on counter hit will hit opponent on the ground
when used in combo.
6A+B (Royal Windmill): Shortened opponent's block freeze.
2A+B (Golden Heart): Increased damage (22→34).
B+K (Iron Tower): decreased damage on air hit(30→5). Same change to 3bA+B+K (White Monument).
66 or 33 or 99bA+B+K (Red Stone): Opponent stays standing after first attack's normal hit. 2nd input can be delayed longer. 2nd attack no longer stuns opponent on both normal hit and counter hit.
66 or 33 or 99K (Knee Assault): lengthened freeze for performing the move.
44K (Sickle Kick): Increased damage (20→30). No change to 11 or 77K.
A release (stage 2) (Mystic Star): increased damage (20→24).
A release (stage 3) (Mystic Star): decreased first attack's damage (28→20).
B release (stage 2) (Moonlit Dance): launches opponent higher on air hit.
236236A+B+K (Storm and Urge): fixed tendency for fifth attack in the move to miss
 
Well, I'm pleased
Really? Unless I'm reading this wrong, looks like A+B is even easier to sidestep on block now and doesn't combo into c3A after c2B (?), 66K is punishable, c3A is worse than c2A (lol wut), we lost the frame advantage on 6A+B, and her best low (1KK) got nerfed. I'll cry if 66K is -12 or something on block now.
Her only buffs are being able to combo after 6AKB and 3A, and the damage increase on 2A+B.
Overall, it looks like she got nerfed. Come on, she wasn't even that good before the patch.
c2A~2A+B is now an excellent combo doing 58dmg and RO if the enemy is near the edge.
 
Let's not forget that they completely ruined the damage output on B+K hitting aired opponents; likewise for her 3B BE - meaning her loop is borderline useless to spend meter on - and the damage and execution will not reflect your output as much as just doing a standard BnB finisher; or even worse yet; it might do even less damage.

It seemed to me that they nerfed her 33/66/99B BE too; less combo chance into a launcher - and the buffs you mentioned, Hussler, might be nullified with the damage nerfs on the last hit of the 6AKB string - and the overall nerf to 3(A) and 3A.
 
and the buffs you mentioned, Hussler, might be nullified with the damage nerfs on the last hit of the 6AKB string - and the overall nerf to 3(A) and 3A.

Ah true true I over looked that. **** this. Her BnB does less damage now too.
The air hit on B+K isn't really a big deal since it's difficult to combo into after c2B anyways.
The only time I've found the air hit useful is against Yoshi, who can be punished like mad with B+K when he attacks to fly.
 
That is indeed correct, but that doesn't alter the fact that they nerfed the damage on her 3B BE loop after launcher, making that relatively high execution combo for low damage and high meter useage even less attractive/viable.

My point being, even if you are spending 1.5-2 meters now on a full 22/88B hit or a CH setup, you might not be able to break 110-120 damage, where as 1,5-2 bars easily broke 140 damage by the loop before, which is my main concern - not the fact they didn't fix that AT, but leaving it a i21 that does 5 damage to aired opponents..... lol.
 
Compared to many other characters that got hardcore nerfs, I'm pleased that at least she is not that affected, so yes after reading what they did to Tira or Sieg, I'm pretty much happy with Hilde.
 
A+B (Double Falcon): lengthened freeze for performing the second attack and opponent's block freeze.

Wonder how long this lengthened freeze is for second hit. Long enough to pop to the toilet and return and still manage to sidestep I would imagine.

Liking the sound of what they have done to 3bA+B+K though, should open up some new combo posibilities without having to faff about with G to turn her.
 
Because people are screaming nerfbatted etc. let me try and explain my opinion on what's happened.
6A.K.B (Climbing Flame): decreased third attack's damage (40→18). Launches higher when the third attack hits.
The B does less damage but launches higher. Higher launch means you can combo off it.
3A (Aerial Power): decreased guard burst damage and lowered critical gauge increase rate.
Doesn't GB as well anymore and gives less meter. - Nerf
3[A](Aerial Power): launches higher when the second attack hits. Shortened opponent's block freeze. Decreased guard burst damage and lowered critical gauge increase rate. Same changes to 3A (counter) (Aerial Power).
Can combo now. Nerfed in GB and guage build, less advantage on block.
3bA+B+K (White Monument): shortened opponent's block freeze for first attack. Decreased second attack's damage (20→15). The second attack launches up in front when it hits the opponent.
easier to step second hit, damage nerf on second hit, no longer launches over Hilde's head.
1K.K: decreased second attack's damage (20→14).
flat damage nerf.
A+B (Double Falcon): lengthened freeze for performing the second attack and opponent's block freeze. Advantage has not changed, but releasing B button (stage 2) (Moonlit Dance) on counter hit will hit opponent on the ground
when used in combo.
easier to step, worse on JG, no longer leads into launch combo?.
6A+B (Royal Windmill): Shortened opponent's block freeze.
less advantage OR we can act again sooner than before.
2A+B (Golden Heart): Increased damage (22→34).
flat damage buff :33333333333
B+K (Iron Tower): decreased damage on air hit(30→5). Same change to 3bA+B+K (White Monument).
damage nerf on air hit but it might mean the air throw. Launches up in front like 3B BE?
66 or 33 or 99bA+B+K (Red Stone): Opponent stays standing after first attack's normal hit. 2nd input can be delayed longer. 2nd attack no longer stuns opponent on both normal hit and counter hit.
66 B No longer a knockdown stun (slight nerf). BE doesn't stun if they block the first hit then get hit by the second.
66 or 33 or 99K (Knee Assault): lengthened freeze for performing the move.
startup is slower?
44K (Sickle Kick): Increased damage (20→30). No change to 11 or 77K.
]
44K gets a damage buff but if you use 11 or 77k you get no buffs(LOL)
A release (stage 2) (Mystic Star): increased damage (20→24).
straight damage buff
A release (stage 3) (Mystic Star): decreased first attack's damage (28→20).
straight damage nerf.
B release (stage 2) (Moonlit Dance): launches opponent higher on air hit.
Making shit easier to land.
236236A+B+K (Storm and Urge): fixed tendency for fifth attack in the move to miss
fixing whiff glitch.


These are all my opinion on how this patch will affect us and may be proved wrong when we get it
 
Just made this account. Definitely dropping this character, maybe this game. This patch directly nerfs the reason I like the character; the +frames on 6A+B. It allowed for some interesting mixups and counterhit setups.

I'm not saying the character is bad or worse now, but with the direct nerf to my playstyle, I'm not too enthusiastic about playing this character anymore. I'm also not happy about the nerf to 66K, another one of my most used moves.

If I were attending NorCal Regionals this weekend, I'd be pretty pissed, because they're running this patch. And if this patch is being used at MLG Columbus, it's a good thing I decided not to go, last week.
 
I wouldn't write her off just yet, i'm not overly happy with the changes to [A+B], 66K or 3A as they directly affect the way I apply presure.

What i'm seeing though is more emphasis on combo potential, something which drew me to her play style in SC4.
 
she seems overall nerfed to me. Combos' damage is lower now, punishing options are worse with 66B no longer comboing into 66K on NH. Nerfed backstep is something that may work in her favor, though. Good they fixed last hit whiffing in CE, but sadly B+K is still impossible to use in combos.
 
ch 6AKB now gives a free 2A+B for 60dmg before clean hits. Alternatively you can use C1 A to cause a wall splat into more combos. You also get the option of tagging on a CE into 2K_2B for almost 80dmg if it will kill them. This is more or less a buff.

Both ch 3A and 3[A] lead to C2 B combos now. This makes the auto-GI a lot scarier than before. 3[A] only gives +2 on block now, tho. 3As block frames remain unchanged.

3B BE now combos into C2 B~C3A~2K for over 90dmg. Huge buff that makes the move definitely worth its meter and a great option post GI and post guard crush.

[A+B] combos still work, however due to the later impact of the 2nd part you no longer get better scaling on the follow-ups, no matter how fast you are. As a result the whole thing does barely over 70dmg instead over 90dmg. Clear nerf, and the move was already unattractive as a stepkiller due to its safety issues.

6A+B is now +0 on block. An unfortunate nerf, but the move is still useable.

2A+B dmg buff is nice. This move was already pretty good due to it being a TC i16 body attack (y hello thar Maxi), it now does 40dmg on counterhit before clean hit and makes for a great punisher when Hilde doesnt have meter for CE (CE is also a tech trap after this move fyi).

66B BE is now easily hit-confirmable (not sure if it was before) and knocks down on hit. Can ring out and wall splat a decent distance. Not too sure what to think of this one. 66B (no BE) stun removal definitely sucks, tho.

66K is now +6 on hit and -11 on block (still unpunishable even if the opponents back is against the wall it seems). Still i14 and post block backstep shenanigans at midrange seem just as effective as before. Bearable, but a nerf nonetheless.

44K dmg buff helps. Its her only roll-tracking mid as far as tested. And a better option than 9B vs Lows.

Buffs to her important charges (READ: not C3 A) definitely help and as a Sieg main I welcome the fixing of whiffing issues of any kind.
 
Sounds good.
I tend to use 66B BE and 3B BE as my main punishers, so the changes to them make me happy, very very happy.
I've stopped using [A+B] on good players because they know how to block and side step it, so it's changes don't really bother me much.
Patch or no patch, I'm sticking with Hilde.
 
This is so great!!! can't wait to get home to try it myself, now that Sieg is even more trash Hilde should be my new main :D
 
Status
Not open for further replies.
Back