Hilde: Q&A/General Discussion Thread

After looking at the combos, I found 2 things.
1. I can't get 6K to wall splat after a A+B BE wall splat.
2. B+G W!, 1KK, 2K doesn't have damage listed. I found it to be 86
 
I found some sweet tech a few months back, before NEC, and I think it's about time I share it with you guys. It's only available to Yoshimitsu and Hilde. As many of you know, after the patch, backstep and sidestep became -20 and Project Soul did everything they could to make any workarounds like A, B, and K cancelling or fast UB cancels slow down if done during a movement so that they do not allow you to block earlier. However, it wasn't enough.

Yoshimitsu and Hilde suffer the same animation slowdown as others, but for some reason, their animations will stop early at certain point if an attack hits them, and they will block it. This is clearly a glitch, as it is not the same as normal guarding, where just pressing G instantly allows you to do other things. No, here you're stuck in the animation unless an attack comes and interrupts it early. You can't crouch block or duck under highs, lows will just hit you and you'll magically block highs that were supposed to catch your backstep or sidestep. Sound familiar?

Yes, this is a lot like the Step G in SCII, though not nearly as good. You magically block things but are vulnerable to lows and throws. In SCV, this "Step bG" only takes your movement back to pre-patch safety, while stopping the movement short. Instead of 20 frames of vulnerability, you get 16 frames and then you'll start blocking things.

So how's it done? Both Yoshimitsu and Hilde can do it by stepping or backstepping and doing their B attack guard cancel, or bG, while Yoshi can do it with aG and kG. Yoshi's bG is especially good since it makes him backstep further with the animation while aG is recovers faster for if you want to whiff punish better. Hilde's bG recovers pretty quickly, so now Hildes can charge and recharge C2A subtly and safely while using her excellent movement.

You can choose to do the bG immediately after tapping the step movement or in the middle. Getting a -16 backstep/sidestep results in a very small movement. You could get hit by i16s that wouldn't have if you had done a normal backstep. Getting a -18 backstep is more practical when up-close.

So by now you're thinking "psh 2-4 frame difference, what's the big deal?" Well if you knew your frames and backstep-catching setups with various characters you'd realize that you pretty much break that part of the game's design with this technique. Patroklos can no longer catch you with 66B backstep catching or 44A sidestep catching at low advantages. Siegfried aGA on block can no longer trap you with another aGA threatening to hit your step or a 3B hitting your backstep. Xiba can no longer contain your movement with the threat of CH 6A quite as well. Pyrrha AA hit into 66B can be backstepped and blocked. And I'm sure there's plenty of other situations where it matters. And the question I always ask with weird defensive techniques is "is it better than JGing?" In this case, yes, since you move away from your opponent instead of standing still, and you have a chance making things whiff. Note that you can't step and JG with this technique, it's always a normal block.
 
I have no way to test frames but my guess would be wave dashing is safer. 4214g 421426g ect ect. But ill try it out thanks for info. I had tested some of these things never thought they where more effective than wavedashing. Then again i could easily be wrong :) I think it would probly be more effective during side step than backstep.
 
yeah look at my edit lol, i put it before you wrote that :) you could 412426g, and if your fast i bet you could make it 5 frames or something
 
When you press 4 then 2 then g you game allows you to cancel sidestep into g like you normally wouldnt. Now try doing 2 and then 6 and then g. Same effect, i guess i could test and try to figure how fast it lets you G. Also doing 2 then 6 then g will make it so your step wont give your opponent a counter hit.

So by using 2 then 6 then g method you can turn counter hit situations into regular hit. Now like i said i dont know if its faster than 16 frames.
 
it does your just going to slow, do 2 ,hold 6 g. It looks to be around the same speed but i would have to test in frames and i dont care enough tbh.

EDIT" ok well i tested lol, had pat do 1k then 44a. And the 26g is not effective but the bg works everytime so yeah this is def a awsome tool.
 
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Unless 4214 stepping works differently for Hilde, you shouldn't be able to guard any earlier during it. All it is is cancelling your backstep into sidestep, and cancelling that into another backstep, leaving you vulnerable for another 20 frames. The best you can do with that is avoid CHs by cancelling the backstep into the sidestep and getting hit during the sidestep startup.
 
yeah your right, wavedash has always been long range spacing tool anyways. I wonder if kamichan has been doing this.Anyways thanks, this is def in top 5 things ive learned about hilde.
 
Late but [a+b] is easy to jg or sidestep on reaction and a+b is punishable especially up close. If you use it at tip range then some characters will have a harder time hitting you but it's still not good to spam at all.

bb is viable vs everyone in the cast. It's not good to spam it out but it kills backstep nicely which is extremely important.
 
You're usually better off with 6bb as the last b does more if you can confirm the CH, and it's 3 frames faster. The first hit is high, though, so normal bb is still useful.
 
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