Hilde Guide & Strategy Discussion

I don't use Hilde, nor does this have anything really to do with this topic. However, I didn't want to make a whole thread on one move. Apparently, her charge in which she does a slash, knee, then can mix it up between the low slash or the spear launcher can be ducked. After the first and second hits, just duck, and the low will be blocked or the mid will be ducked (Whiffed.) I don't know why it works, but it does.

Oh yeah I completely forgot about that, I saw it happen once or twice and never looked into it further. Good find Codemaster, though that doesn't bode well for using that move on anything but a counter hit (maybe the last hit will still grab if they duck after being normal hit by the first two, not sure and not enough time to test right now).
 
Terrific, now we have an Anti-Hilde thread where all the ban-happy-Hilde-haters hate
:(

Although, at least they are doing something more constructive than trying to ban her
 
LOL, it's gone now. Thank god, hopefully the rest of the haters will stay away and leave us alone.

I know the doom combo is part of her bread and butter, but does anybody else think it needs a nerf? If you go back in the stupid thread, I think that C2 BB not launching during combo hits would solve a lot of "ban Hilde" problems while keeping her very good at spacing, along with an excellent RO game. Just, no longer, "omg wtf center stage rly" problem that she currently has, putting her squarely among the best chars. Any thoughts from people that actually PLAY her?

Codemaster, that's FC C3 A, K, A/B. A is low slash, B is a launcher. Full combos are as follows:
--FC C3 A, K, A. No combo outta this one.
--FC C3 [A], K, B, +K, C2 B, C3 A, C2 BB, C2 AA. (It's a bitch to pull off.)
 
The main problem is the ringout component of C2AA, if they got rid of that it would be fine. The Relaunch isn't that bad, it's the ringout that makes it ridiculous.

The second combo you listed with the FC C3AKB, how exactly do you get a C3A after the B+K? I could maybe see that with a wall but otherwise every test I did the C3A would completely whiff due to the fact that you step under them.
 
After B+K air throw, C3A will whiff on every character.
With a wall, the combo changes from B+K to 44K C2BB C3A C2BB C2AA or 44K C2BB C3A 4A+B if you want damage over RO.
 
Ignis: Although I'd rather leave Hilde alone the combo will be nerfed eventually. I've started using a smaller variation of the doom combo to hit Voldo when he's backturned.

C3B, C3A, C2BB, C2AA - This combo will hit all the small characters as well as back turned opponents. It does decent damage and still RO's but about half as far as usual. I think if Hilde were to get a combo nerf this would be the best option for us and the Haters. All the other combos should probably stay the same.

That's my 2cent on the matter for now...
 
Dont know if this was posted somewhere else before, but what stuff is guaranteed after a 6G parry? Or in other words: how many frames is a parry?
 
you can get an 8k, that is her best option for post GI attacks. If they tend to re-gi, then you want to use c3b (or c2bb/c3a)
 
Heh, guess this is the right place to post then, after my own thread got locked. regarding C3 B, 44K, C2BB... isnt it easier to just go for C2 BB, C3 A, C2BB, C2 AA? i mean its easier to time, and good for ring outs, so is it really necessary to do the whole C3 B startup? usually i just go for B+K, 4 A+B off of C3 B, and start charging off that. i dunno, i might be wrong, it just seems simpler.
 
It's about distance... adding that C3 B 44K at the start means that you can ring the opponent out form much further away. For example, there are maps like the raft stage where that combo will literally ring out from virtually anywhere.
 
Ahhhh, i see. Damn guess ill have to practice more:p btw does that 'instant ring out' combo on youtube actually work online? think its 33K, C1A, C2BB, C2AA
 
Actually, C3B start up is also for damage. 44K puts a reset counter on the combo meter. if you watch your damage with C2BB C3A C2BB C2AA you will see that the combo meter will get smaller and smaller till it hits 10% and your hits are doing 1 damage each. 44K makes it so that after each hit the meter will go down, but after each move (C2BB and C2AA each being a move) the meter will bounce back to 75% combo meter. So if ever you land C2BB on a jumping opponent, landing a 44K will do MORE damage if you land C2BB C3A and didn't combo than if you timed the C3A and did the full combo because of the meter reset factor that 44K gives.
 
33K is shakable, so I don't think anybody offline is going to get hit with the rest of the combo. Also, although C1 A is useful, I'd just have been charging a C2 AA (if you have no B charge), or use C2 BB/C3 B to go into the ring out series. That's if shakers constantly try to counter attack you; they'll attack straight into your active frames, giving you CH, fresh relaunch, extra damage, and the doom combo (C3 B > 44K, C2 BB > C3 A). Against people that guard after shaking, C2 AA pushes them out and is safe.

The biggest problem with this whole discussion is that 33K is unsafe on block and puts you smack dab right next to them; if they retaliate with highs, you MIGHT be able to bait one and then whiff-punish up close, but more often than not, 33K is not your best choice of attack in general.
 
yeah, 33K is unsafe, but it surprising how often it lands a hit. my biggest problem with pulling off the charge combos is figuring out exactly when the best time is to start charging so iv got C3 A and C3 B ready. thing is i dont react well when under pressure and find myself releasing my charges while blocking. i guess its something im really gonna have to practice against the AI in training mode. what are the best moves 2 use when pressurised and charging A+B? oh btw, ingnis, sorry bout that whole thing with my anti nOOb thread, i guess it was a little presumptuous of me to post my own first thing after joining :)
 
If I'm not mistaken you only need a c1a (maybe closer towards the c2a side) in order to pull off the doom combo. Meaning if you were holding a c1a right when the c3b hits, you will have a c3a by the time you need it after the c2bb pickup.
 
Messin' around with Hilde's low-punish capability. Seems like 6A+K is ok for non-TC ones. FC A is meh but better for when 6A+K can't reach. FC B for the unsafe ones up to -18. FC C2_C3B for -19+. That sound about right?
 
I seem to be stuck close range against characters that like to high tech me. Its like they KNOW Hilde has fast highs, and not so fast mid and they use that against me.

3A is too slow, 4B+K is too slow, they are teching 6A+K.

So I just space when im too close for comfort?
 
if they are using tech crouch lows against you, sometimes you might want to try putting a 9K in place of your 6A+K. It jumps lows and smacks them in the face. But it is -14 so use sparingly.
 
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