Fei
[08] Mercenary
I figure it's about time I return something back to the community that I have drawn so much information from already. Sooo... Hi Guys!
This is cut and paste from my blog at www.avgi.wordpress.com
~~~~~
The purpose of this guide is to start players who want to play Hilde on the right foot. I'm going to tackle this while taking small baby steps but I'm making the assumption that you come into this guide with working knowledge of SC4. As always, skip to whatever information you might be interested in.
Overview
Hilde is at best a mid-tier character. She is only mid-tier because of TWO moves. Her Charge A moves and her Charge 3 B. (We'll be referring to them as C1 A, C2 A, C3 B, etc.) The reason is that on most characters, a single hit on either will do over 30% damage (70-100 damage) or automatically ring out from ridiculous ranges. The rest of her move list are rather low damage defensive stuff that many would consider as "good" moves, but in reality, they hardly win games on their own.
Pros
A few random technical things first. If you're using a pad (ie controller), either bind buttons to your shoulder, or play with your index and middle fingers on the face of the pad. I play with two fingers on the face of the pad for Soul Calibur IV, the left shoulder buttons are for B+G and A+G (they act as throws or throw breaks). In reality, this is more of a personal preference than a requirement, but playing purely with face buttons when you obviously have better options just doesn't make sense.
First thing to do is go into practice mode and familiarize yourself with all of her moves. While it's true that you won't be intentionally using most of them, it's typically counter productive to try playing the game without knowing the existence of more than three moves (except if you're Mitsu I guess, in which case it's probably ok.)
After you're comfortable with the move list, we can get started with either Arcade Mode (waits to get stoned to death) or begin practice of her charge move combos.
Basic Charge Information:
Hold A or B or both for a set time and release for a special move. The "A" versions auto guard impact (gets that honor pretty fast if you haven't gotten it). The B versions are linear mids.
Additional Combos that you will commonly use from charge:
Look for places and ways to land C3 B or any variation that goes into charge based juggles and win.
Starting the round:
During this phase of the game, you typically have three really good options. Most other options are character specific.
When you and your opponent are face to face, pretty much the rule of thumb is to release charge A if you have it. Your "A" button is extremely important and you should not be gimping yourself with it being held down for charge when close. Charging B is ok at close range.
Mid Range:
Your options are either to look for an opportunity to charge or pressure with lots of linear (read: very punishable if stepped) mid range moves. Typically at this range you want to be charging A and B. Much of your move set will be limited to K's until you commit to releasing a charge. Use mid range moves as an excuse to charge.
At long range you should do nothing but charge whore (charge both A and B, wiff an "A" if you have to). All of your best moves *which incidentally are the longest range moves in the game* can all be evaded by anyone simply holding up or down and 8way walking. Again, disclaimer: All this stuff is rather linear.
When under pressure, you want all of your available escape tools ready to use. Release charge A (with intention of it connecting) and DO NOT charge A or B until you get advantage again. Otherwise you'll eat throws until you die. Remember your B throw will ring out behind you!
This is where you're shooting to win either from pressure and frame traps or mid range low pokes. You have to make the call whether to charge A or not. You don't want to charge B in this situation since you don't need the damage, a simple 3BA or 22KA will be fine.
In these situations, you always want ot nab free damage and force mixup before charging. The worst thing you could possibly do is to knock down JUST to gain charge. Get your damage first and charge from that move.
Simple enough.
Hilde auto pilots this. Just land a C3 B or A. Keep decent space and let them rush in. Don't let them bait you into swinging on their block. If your press them at rings edge, you can try to spam 4B+K and bank on the random hit, otherwise, back up enough so you can land any charge you have for free wins. B+G RO's behind you if you're cornered. One of the biggest mistakes I see players make, is intentionally setting themselves back to rings edge, this is rarely a good strategy since you only have ONE move that Rings out, while the opponent no matter what character, should have many more than that.
Final Thoughts and Reminders:
I want to point out that there are a lot of scenario specific moves that are not covered. This is more of a general guide to get everyone going. Some notable examples would be the uses for the full crouch charge moves and what they punish.
Remember, sometimes the very best round finisher might not be the quick low, but instead the quick mid! A+B will either win, or set you up to win many close games. 3BA might not be the safest move in the world, but it's a natural combo mid and pretty much her best damage without charge, you absolutely want this as part of your game.
So there you go~ Thanks for reading this to the end! I hope this helps improve your Hilde game.
Did I say something that didn't make sense? Anywhere I was blatantly wrong? Have other suggestions?
Comments, questions, and suggestions are always welcome!
~Fei
PSN: xFei
This is cut and paste from my blog at www.avgi.wordpress.com
~~~~~
The purpose of this guide is to start players who want to play Hilde on the right foot. I'm going to tackle this while taking small baby steps but I'm making the assumption that you come into this guide with working knowledge of SC4. As always, skip to whatever information you might be interested in.
Overview
Hilde is at best a mid-tier character. She is only mid-tier because of TWO moves. Her Charge A moves and her Charge 3 B. (We'll be referring to them as C1 A, C2 A, C3 B, etc.) The reason is that on most characters, a single hit on either will do over 30% damage (70-100 damage) or automatically ring out from ridiculous ranges. The rest of her move list are rather low damage defensive stuff that many would consider as "good" moves, but in reality, they hardly win games on their own.
Pros
- +Ridiculous ring out game
- +A large vocabulary of safe moves
- -Somewhat steep execution learning curve (at some points you may be holding up to three buttons down while trying to block mid, low, or breaking throws.)
- -Pretty awful damage potential outside of landing C3 B
- -Combos are character specific
A few random technical things first. If you're using a pad (ie controller), either bind buttons to your shoulder, or play with your index and middle fingers on the face of the pad. I play with two fingers on the face of the pad for Soul Calibur IV, the left shoulder buttons are for B+G and A+G (they act as throws or throw breaks). In reality, this is more of a personal preference than a requirement, but playing purely with face buttons when you obviously have better options just doesn't make sense.
First thing to do is go into practice mode and familiarize yourself with all of her moves. While it's true that you won't be intentionally using most of them, it's typically counter productive to try playing the game without knowing the existence of more than three moves (except if you're Mitsu I guess, in which case it's probably ok.)
After you're comfortable with the move list, we can get started with either Arcade Mode (waits to get stoned to death) or begin practice of her charge move combos.
Basic Charge Information:
Hold A or B or both for a set time and release for a special move. The "A" versions auto guard impact (gets that honor pretty fast if you haven't gotten it). The B versions are linear mids.
- C1 - About 1 full second.
- C2 - About 2.5 seconds.
- C3 - About 4 full seconds.
- C3 B, 44K, C2 BB, C3A, C2 BB, C2 AA
- C3 B, B+K, C2 BB, C2 AA
Additional Combos that you will commonly use from charge:
- C2 BB, C3 A, C2 BB, C2 AA
- C3 AA, C2 BB, C2 AA
- 33K, 1KK, 2B+K - You'll find many chances to use this, 33K connects more often than you'd think.
- 6B+K, 4A+B - Super long range combat. Linear.
- Make sure that your last move fully finishes before releasing your next charge. After each charge release, instantly "re-charge" that button as early as possible, the slower you re-tap after release, the more likely you haven't charged a move sufficiently to the level you need it at.
- Smaller characters have smaller windows for landing C3 A in a juggle (they are near Just Frame timing).
- Rock, Astroth, Vader, and Yoda can not be hit with the first juggle, so you must do the second one instead.
- Watch combo videos on youtube.com for a visual cue on the timing.
Look for places and ways to land C3 B or any variation that goes into charge based juggles and win.
Starting the round:
During this phase of the game, you typically have three really good options. Most other options are character specific.
- Charge both A and B and 8 way run up or down with the intention of stepping a linear opening move and connecting with 33K, 1KK.
- BB (or 6BBB if you're counterhit fishing) is fast enough to interrupt most moves people begin rounds with.
- Back up and see what the opponent wants to do. Typically you're just going to block something on reaction. You have the option of beginning the round with both A and B charged with this approach.
When you and your opponent are face to face, pretty much the rule of thumb is to release charge A if you have it. Your "A" button is extremely important and you should not be gimping yourself with it being held down for charge when close. Charging B is ok at close range.
- 6A+K - One of fastest moves in game. Has minimal range. You get this free after counterhit 3A.
- 4B+K - One of the best "Get out of my face moves." Used after 2A on hit for better results.
- AA - Natural combo and buys space.
- 3A - Counterhit fish with this. Block something and throw 3A out if you want. Use after A+B on block. After 2A on hit.
- 2A or 2K - Both serve the same function, 2A gives advantage 2K is low
- 1A - Low poke, doesn't give advantage, but most people stop moving after getting hit with this.
- 4AK - Decent string. Good damage (considering it's Hilde) on counterhit.
- 3BA - Good damage.
- 3K - Gives space. Mid hit, ok range.
- 1KK - Another tool to fish for counterhits with.
Mid Range:
Your options are either to look for an opportunity to charge or pressure with lots of linear (read: very punishable if stepped) mid range moves. Typically at this range you want to be charging A and B. Much of your move set will be limited to K's until you commit to releasing a charge. Use mid range moves as an excuse to charge.
- 3B,A - Unsafe. Damage.
- B,B - Natural combo poke.
- 33B - Low Poke
- 9K - Tech jump.
- 33K - Unsafe but good wiff punisher and decent damage return on hit.
- 11B - Ranged wiff punisher
- 66K - When you're charging, you're pretty limited, this is one of the few moves that you can rush with.
- 11K - Tech highs and it's low. Can be executed while charging A and or B.
- 4B+K - A great overall kick.
- 22K,A - Natural combo, decent range, comes out of step, you get decent damage from this.
- 66A - It looks REALLY high, but it's not any higher than any other high move. With that said, it's decent step killer.
- 6A+B - First part and chase step, decent range and speed.
- 2A+B, K - Natural combos are always good. 2A+B is safe, the K followup isn't, hitconfirm before K input.
- 2B+K - Low poke.
- A+B - Great move that should be used whenever you can. (Isn't that often because of the need to charge.)
At long range you should do nothing but charge whore (charge both A and B, wiff an "A" if you have to). All of your best moves *which incidentally are the longest range moves in the game* can all be evaded by anyone simply holding up or down and 8way walking. Again, disclaimer: All this stuff is rather linear.
- 4A+B - Tag this at the end of long range moves that knock down. It's pretty fast and probably the best ranged move in my opinion.
- 66B - Rings out mid at range.
- 66A+B - Better damage than 66B but no RO option.
- 44B - These three moves all pretty much look the same...
- 11B - Your ranged step punisher. Sets up wakeup, good chance you won't hit 6A+K for the juggle.
- 33B - Your ranged low poke.
- 6B+K - Super long distance, tech jumps, knocks down, and linear as hell.
When under pressure, you want all of your available escape tools ready to use. Release charge A (with intention of it connecting) and DO NOT charge A or B until you get advantage again. Otherwise you'll eat throws until you die. Remember your B throw will ring out behind you!
- C1 A, C2 AA, C3 A - Your panic button.
- 2A - Stops most forms of agro. Returns advantage to you on hit.
- 2K - Same as above but no advantage.
- 4B+K - Fast mid that instantly returns advantage to you on hit. Sets up wakeup.
- 11K - Low move that avoids highs.
- 1KK - Use on advantage to fish for a counterhit. Unsafe on block.
- 6A+K - Fast, stops aggro.
- 1B - A fantastic escape tool.
- 7K - Another fantastic escape tool.
- 3K - A fodder mid to discourage aggro, it's not too exciting. I'm listing it as an option, but that's all it is.
- A+B - +2 frames on hit and block. It's low damage, but it's used in place of other characters "BB's" On block you can very safely do 2A or 6A+K. You can counter hit fish with 3A as well. Make sure to abuse this until they realize you're netting free damage. When they turtle up, you have free wield on how to milk out damage.
- 3BA - You want this to connect for damage. On block the second hit can be ducked and the 3BB variation just isn't worth it. Very unsafe, but necessary part of her game.
- 6A+K - One of fastest moves in game.
- 2A+B,K or 2B+K - The first is slower, but sets up a wakeup game. The second one is a moderately faster low. Both are important because she stays standing which hides lows better than moves that blatantly are slow and ducking low (ex. Mitsu 1A or Astaroth 1A).
- Throw - Breaks turtles good. Her best damage.
This is where you're shooting to win either from pressure and frame traps or mid range low pokes. You have to make the call whether to charge A or not. You don't want to charge B in this situation since you don't need the damage, a simple 3BA or 22KA will be fine.
- C1 A, C2 AA, C3 A - Typically will make the opponent block again after blocking this. Lets you keep pressure.
- 2K, 1A, 2A+B A, 2B+K, 2A+K- These all serve the same purpose, just the low poke you need for a game win.
- A+B - Again, +2 frames on block, keep advantage, makes 2A and 6A+K connect most of the time.
- Throw - If you're expecting them to freeze after blocking A+B or any of the C A's, run up and throw.
- 3BA - Wins games, run up and do this instead of throw if you expect them to twitch duck.
In these situations, you always want ot nab free damage and force mixup before charging. The worst thing you could possibly do is to knock down JUST to gain charge. Get your damage first and charge from that move.
- 2A+B, K - A person who'll not get up can just eat 2A+B until they die.
- 3B,A - The mixup to 2A+B incase they want to wake standing.
- 1B - Run up alittle so that this connects, start charging A and B with this move.
- 4A+B - Tech catch people who naturally roll back on wakeup. Gives you wake up again.
- 11K - Catches people who tend to roll up and down.
Simple enough.
- 3BA
- Throw
- 2A+BK
Hilde auto pilots this. Just land a C3 B or A. Keep decent space and let them rush in. Don't let them bait you into swinging on their block. If your press them at rings edge, you can try to spam 4B+K and bank on the random hit, otherwise, back up enough so you can land any charge you have for free wins. B+G RO's behind you if you're cornered. One of the biggest mistakes I see players make, is intentionally setting themselves back to rings edge, this is rarely a good strategy since you only have ONE move that Rings out, while the opponent no matter what character, should have many more than that.
- C2/3 B and C3 A - Connect and win pretty much any distance forward.
- 4B+K - Super fast mid ring out in front.
- 2A+B, K - Great low option for ringouts.
- 3BA - Rings out in front, better distance but slower than 4B+K
- B+G - Rings out behind you. Don't just toss it out, 2A first so you have advantage. Just spamming B+G will ring yourself out pretty fast since anyone spamming will destroy you.
Final Thoughts and Reminders:
I want to point out that there are a lot of scenario specific moves that are not covered. This is more of a general guide to get everyone going. Some notable examples would be the uses for the full crouch charge moves and what they punish.
Remember, sometimes the very best round finisher might not be the quick low, but instead the quick mid! A+B will either win, or set you up to win many close games. 3BA might not be the safest move in the world, but it's a natural combo mid and pretty much her best damage without charge, you absolutely want this as part of your game.
So there you go~ Thanks for reading this to the end! I hope this helps improve your Hilde game.
Did I say something that didn't make sense? Anywhere I was blatantly wrong? Have other suggestions?
Comments, questions, and suggestions are always welcome!
~Fei
PSN: xFei