Wreaking Havoc in Wolfkrone: The anti-Hilde th
Hilde is a rather odd character. She requires a sort of unique approach. To be honest, i usually pick Zasalamel against Hilde. Not because there is any particular advantage that i know of, i mostly enjoy that particular matchup.
I find it best...
i agree with everyone that the C3 A is a great move, theres no doubt. Many characters have great moves, and i dont think the said move and it's follow ups (including the 'doom combo') are reasons to consider banning her. I could understand toning down the advantage after C3 A on block.
And STD...
well we agree on something then XD
lets go get lunch lmao
well i'm sorry if i made it sound like you'd be retarded to get hit. i was commenting on how people in this thread seem to like to compare hilde's combos to the hand of god that cannot be beaten XD
EDIT: to answer you page, i agree...
CNP do you even read what i say? XD
lets try this again
i am in no way saying hilde is a bad character, i agree she's an amazing character. but i dont think she's SOOOO good as to even be discussing banning her or anything about her XD
While we're at it, we better take a look at all the other...
So hilde has a dangerous combo? so what? what ever happened to that little "Don't Get Hit" rule? lol
dangerous combos that can make or break a round are not unheard of. they are by no means grounds for a ban. For example:
Super smash bros melee, in high level play, jigglypuff has an absurd...
well what im saying is that when you do 236x2 GS KK, the lag between the strides is canceled and he moves through both of them as if they were one stride. thus you get a little more range. does that make sense? O_o
edit:
i've attempted doing this with more than two 236 and he just pauses for...
perhaps im an idiot, thats definitely a possibility, but im not sure you guys are realizing what im getting at. ._.; im not talking about doing one GS, then doing another soon afterwards; because i agree, that is not very useful. what i am pointing out is that somehow doing the input for GS...
yet when i do that there is a pause in between strides. O_o when i do the kick there is no pause at all, he looks like he just jumps forwards or more accurately, slides forwards.
it looks more like your extending the distance of the GS rather than just GS, GS, GS, GS
and it only seems to work...
im not sure if this has been found yet, however i noticed that if you use GS twice, (that is, imputting 236236) before you press an attack (IE: KK) he will move forwards twice and you will get a little extra distance.
on the level Virgin Snow, with regular GS KK, you can move the distance of...
WS 3B, 66A+B4, BT B+K can be fully charged for slightly more damage as well.
so both the above and 4B:B, BT B+K can be fully charged for a bit more damage.^^
Edit:
also i messed around with zas's move list a bit. From what i saw, there are no other moves that can be followed up with 4...
omg i didnt know you could do that O_o i wonder if there are any other moves zas has that have strange effects when you hit 4 after them. (excluding the obvious ones like BB4 3B4 etc.)
it also works if you launch on CH with 3B. havent tried on normal hit though.