# Hilde Gauge Data

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#### Sacharja

##### [12] Conqueror
Critical Gauge Data

60pts = 1 BE

120pts = 1 CE

Code:
``````Move        Hit    Block      Wiff

a            2

aa           4

6a           5

6ak          8

6aka         10

6akb         16

3a           2

3a (ch)      7

3[A]         11

2a           2

1a           2

4a           4

fc 2a        2

ws a         7

9a           2

bt a         3

bt 2a        2

c1 a         3

c2 a         3

c3 a         7

c4 a         17``````

Code:
``````Move        Hit    Block      Wiff

b            8

bb           10

3b           8

3ba          16

3bb          19

2b           5

1b           2

4b           15

fc 2b        6

ws b         11

9b           5

bt b         11

bt 2b        8

c1 b         11

c2 b         15

c3 b         16

c3 ba        29

c4 b         18``````

Code:
``````Move        Hit    Block      Wiff

k            2

6k           11

3k           2

2k           2

1k           2

1kk          5

4k           5

4kk          11

fc 2k        2

ws k         5

9k           2

bt k         3

bt 2k        2``````

Code:
``````Move        Hit    Block      Wiff

a+b          4

[a+b]        7

6a+b         10

2a+b         8

b+k          10

b+k (at)     ?

2b+k         3

bt b+k       5``````

Code:
``````Move        Hit    Block      Wiff

66a          8

22a          5

22aa         10

11a          6

44a          5

66b          10

22b          24

44b          2

66k          3

22k          3

44k          11

66a+b        13

slide        2``````

Code:
``````Move        Hit    Block      Wiff

a+g          12

b+g          11

r.throw      14

l.throw      12

b.throw      14``````

Code:
``````Move        Hit    Block      Wiff

3b be        0

66b be       0

a+g be       0

ce           0``````

#### Sacharja

##### [12] Conqueror
Hildes meter gain is surprisingly good with combos factored in. With C2 B loop it enters super retarded territory.

#### Sacharja

##### [12] Conqueror
Updated with BT and BE moves.

#### Runis

##### Doom Combo is Back!
when you factor in that usually you can safely do two C2B's in a combo before it becomes unstable, and that if you use a 3BE you can recover the stability.

22B C2B C2B 3BE(180) C2B(195) C2B(210) 3BE(150) C2B x 2(180) 3BE(120) C2B x 2(150) 3BE, C2B x 2(120) 3BE C2B x 2(90) 3BE C2B x 2 (60) 3BE C2B x 2 C3A (45?) would be your optimal gauge using combo.

At 2 Be's you're at 140-160ish damage. 3 you're looking at about 170-205ish, 4 is like 200-245ish and the 5th one regardless of clean hits should kill. So essentially starting with a single bar, she technically should be able to ToD someone off a 22B and there are other methods of altering the scaling of damage in air combos so that they do more damage (I can hit 160 damage off two BE's without looping C2B). Her meter gain is scary fast if she starts landing ideal combos and having a massive range 95 punish for i16 is scary as hell.

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