Hilde Guide & Strategy Discussion

Starting off Right: A Hilde Guide

Haven't played much against Astaroth but did you guys know that C3A can Just Impact throws? C3A is also a tech crouch move. Further more releasing charges has critical edge -(releasing the button held down also acts as an input).
So if Astaroth happens the throw you and you release C3A you have a chance of JIing him, going under his Throw, and or Breaking the A throw with Critical Edge. You can probably even release C3A and mash B all at the same time to maximize your throw breakage. Pretty niffty stuff that C3A can do!

On Sophie 1A,A is quite easy to C3A on reaction. As soon as you see that ho flying in the air let go of your C3A it will either hit her in mid air or parry the unblockable. C3A pwns that move pretty hard. I'll have a more thorough report on Asta and Sophie in the near future. For today I have Anti Amy.


Amy:

Match Overview

This match up can be a nightmare for Hilde. Amy can crank your soul gauge to red pretty fast. Many of her best moves are safe and her mix ups are just amazing. She has to be up close to do most of her damage so it’s best to keep your distance. Try to step as many of her moves as you can and be sure to shake all her stuns. Try also to parry rather than blocking. The C3B combo timing is much stricter C3A is tends to wiff ending your combo early… Try not to do 2A+B, K to ring her out. For some reason Hilde rings her self out first instead of Amy… The A in WR C3BBA will sometimes wiff on Amy I find that is best to mash this out as fast you can on smaller characters.

Punishable Moves:

1A – WR C3 B or C2B, WR A+B
236BBBBB, B – Punish with 4B or standing K or 3K if charging.
44B – Standing 4B or K or 4B if charging
6BBA – A,A or Standing K if charging.
FC A+B, A – 4B+K or 3K if charging.


Safe Moves:

66A –Safe - Walk to your right – Also can be GI’ed with C2A or C3A.
3B, A – Safe – If blocked go for the 2K, throw mix up. You can jump the second part with 8B.
1K, A – Duck the second hit and punish with WR C3 BBA, or C2 B. WR A+B also works. Hilde can also release C2A or C3A to GI the second hit. C3A also tech crouches under the A.
2A+B – Safe – mix up between WR A+B and Throw
66A+B – Safe – Step to the Right
33B – Safe – Step to the Left.
6BB – Safe - Because the move is high if you anticipate it or it’s being spammed you can duck it with 2A. It’s also pretty linear and you can step it to either side.


I'm slowly working on doing thorough examinations on every character versus Hilde. Look forward to more of these to come.
 
Starting off Right: A Hilde Guide

. . . . .
I've already posted a whole bunch of crap which works against Amy.

Against 1A - use 8K. It punishes, and if it wallsplats you can FC C3AKB 44K C2BB C3A (C2BB C2AA)/(4A+B)
Against 3BA - jump the A and C3B will punish.
 
Starting off Right: A Hilde Guide

you know, i just noticed that hilde gets absolutely nothing guaranteed after blocking soph's 11aa. the UB version should ALWAYS be interrupted with something (it's extremely easy to see coming, and there's no fear of a slightly delayed a). i just find it amazing that in a soph vs soph match, any version of 11aa will result in a free 236b, but hilde gets nothing on the regular one on block.

gay
 
Starting off Right: A Hilde Guide

Random Trivia: Did you know C3A can Just Impact Taki PO A+B UB? =p I'm thinking it can JI any UB mid but I'm 100% sure it can JI Taki's.

8K does beat 1A, but it's impossible (pretty much without anticipation) to do it on reaction =p 1A is like 17 frames, human reaction is like 8 frames for top players, jump is 6 frames before you leave ground into TC state. 8+6 = 14, meaning you have a less than a 3 frame margin for error for reading the move =p Blocking it and WSK or something from crouching might be better =p

@Ignis : Part of Asta's threat is that he has amazing threat for duckers too =p Generically ducking throws is great, but what about his mixup options? (**Doesn't know Asta well enough to name his options =p) In your opinion, do you think the matchup is better at far range or close range?

@Valei : Great Post! My note: Amy hitbox is a pain =p

@tribal: Don't we get 6A+K? If not, we get throw, 2A+K, 2A+B, or 3BA mixup, which isn't aweful I guess.

~Fei
 
Starting off Right: A Hilde Guide

@Fei: I believe Asty's crouch throws (Not the leaping ones) are i13, so they're definitely an option. He can also use the leaping throws if you're predictable with 2A or 2K. Besides throws, he can also knee or bullrush you if you duck too much.
 
Starting off Right: A Hilde Guide

@fei: Hilde's 8K is guaranteed after blocking Amy's 1A
C3B is guaranteed if you jump it.
 
Starting off Right: A Hilde Guide

@Fei

Asta's fast mid option is really 6K (KNEE OF JUSTICE), along with maybe crouch throws if you aren't used to standing up. I've found it's pretty easy to stop them, or stand up on reaction to most of his moves. Maybe 4B could throw you for a loop as well, but there aren't really a whole lot of things to do.

As far as engaging Astaroth at range, it's kinda unpredictable on where you want to fight him. I personally don't mind rushing down an Asta and using all of Hilde's close range options to stop him or be safe near him. (Favorites: C1/2/3 A, 6A+K, 2A, throws, even 44K as a short-range advance, C2 B B as a short-range advance) However, people who play Hilde here also get destroyed when they rush against Asta; again, it might just be our limited player base or player skill (I'm pretty much the best here so far.)

The biggest problem with Astaroth at range is his 1[A] combos. It pushes Hilde just far enough out that it's really awkward to get back into range with anything but a C3 A. And if the Asta expects it, he'll just push you back out again with 1[A] again. It forces you to approach him (Favorites: C3 A, C2 B B, C3 B, FC C3 B B A) and put close range pressure, which he can only break with, well, 6K, JF throws, and crouch throws. Or he can be risky, and against Hilde, that's just an invitation to eat some RO cheese. =P
 
Starting off Right: A Hilde Guide

@Fei: I believe Asty's crouch throws (Not the leaping ones) are i13, so they're definitely an option. He can also use the leaping throws if you're predictable with 2A or 2K. Besides throws, he can also knee or bullrush you if you duck too much.

So, mirroring exactly what I said (hey there Dully! sup?):
--To beat crouch throws/knee(6K), stand up.
--To beat JF throws, duck.
--To beat leaping crouch throws, use 6A+K to just knock him out of the air.
--To beat bullrush, use C1/2/3 A.
 
Starting off Right: A Hilde Guide

The biggest problem with Astaroth at range is his 1[A] combos. It pushes Hilde just far enough out that it's really awkward to get back into range with anything but a C3 A. And if the Asta expects it, he'll just push you back out again with 1[A] again. It forces you to approach him (Favorites: C3 A, C2 B B, C3 B, FC C3 B B A) and put close range pressure, which he can only break with, well, 6K, JF throws, and crouch throws. Or he can be risky, and against Hilde, that's just an invitation to eat some RO cheese. =P

If you just so happen to not be chargin' a C3 B, you can smack Asty in the face with 6B+K next time he tries his Discus BS.

Edit: The only danger Asty's leapfrog throw poses is if you abuse 2A or 2Ks in a predictable manner (And after CH 3A+B). Unless the standing charge moves TC at some point, you could probably just relaliate with one of them if he whiffs this (Maybe he will if you bait it or something).
 
Starting off Right: A Hilde Guide

@tribal: Don't we get 6A+K? If not, we get throw, 2A+K, 2A+B, or 3BA mixup, which isn't aweful I guess.

~Fei

6a+k doesnt reach.

i wouldn't consider those options to be very good. with 2a+b and a throw you need to run up a bit to tag her with it. 3b and 2a+k reach without moving up, but i think those are a bit too telegraphed to really be a vaild "mixup".
 
Starting off Right: A Hilde Guide

If you just so happen to not be chargin' a C3 B, you can smack Asty in the face with 6B+K next time he tries his Discus BS.

Edit: The only danger Asty's leapfrog throw poses is if you abuse 2A or 2Ks in a predictable manner (And after CH 3A+B). Unless the standing charge moves TC at some point, you could probably just relaliate with one of them if he whiffs this (Maybe he will if you bait it or something).

1) Ah, yes, 6B+K. Whoops! And I've had my C3 B's spaced out after two hits Discus, and since he can kinda maul you on whiff...my personal fall back is C2 B B. But, without saying, if you can slip C3 B in there, do it!

2) Most Astas I play against don't use the leapfrog anymore because it's too easy to bait, stand up, and then 6A+K them. Then you're in close range game, you've got C1/2 A, and you have 2K and B+G. Plus, since his close range game is 6K, JF throw, crouch throw, you've got more powerful options and will probably do a lot of damage...while forcing him into his optimal range. If they ukemi from a B+G, Asta will get up into his optimal range if he rolls back. C2 A will slam him back into his optimal range as well. Unless you drop your B+G option, or your C1/2 A from the 6A+K, you can't really throw, and then he'll snap you up in a crouch throw from 2K. And that's when charge moves come into play and...

...yeah, that's the long-ass way of saying "Hilde's better up close." Hilde and Asta's optimal long-ranges are almost the exact same. The advantage Hilde has is that, her moves do enough damage that when you push him back into optimal, you still have the upper hand. You can advance into close range, or you can wait for him/bait him at long.
 
Starting off Right: A Hilde Guide

Haven't played much against Astaroth but did you guys know that C3A can Just Impact throws? C3A is also a tech crouch move. Further more releasing charges has critical edge -(releasing the button held down also acts as an input).
So if Astaroth happens the throw you and you release C3A you have a chance of JIing him, going under his Throw, and or Breaking the A throw with Critical Edge. You can probably even release C3A and mash B all at the same time to maximize your throw breakage. Pretty niffty stuff that C3A can do


This souns like gold i need to test this out
 
Starting off Right: A Hilde Guide

Wonder if C2/3 A both have those two properties. I'll be playing a crap-ton of SC4 tonight though, so I'll be able to test it.

Also, anybody else notice that if you start "recharging" your ability too soon, you decrease your charge level?

For instance, in the C3 B, 44K combo, the next C2 B B, anybody notice that you've definitely held it for long enough but it only throws out a C1 B, because you re-pressed B to start charging too soon? I've found that this specifically happens with C2 downgrading to C1, although some of my C2 B shots might actually be downgraded C3 Bs.
 
Starting off Right: A Hilde Guide

Very nice guide. Helped me a bit with my close range game while using her.
 
Top 10 Moves: Hilde

Heres mine

1-A+B:plus frames on block and hit.SEXY
2-66B:CRAZY SOUL GAUGE DAMAGE,RO potential bad side is easily stepped but most ppl dont anyway.
3-3K ouick mid,damn safe.
4-11K: also safe hits grounded decent damage
5-1k(k):another kick u see the trend.:p
6-4B+k:Good punisher ,pushes back the opp for a ringout or back to mid range just where i want them.
7-C2A: on hit get out my face on block good advantage.
8-KG cancel:she has the best one in the game,combined with her good step,when you do it in peeps face they wiff all sort of shit.
9-C2B:good punisher when guys start shadow boxing.
10-64B+G:this shit is so underrated in open ground back turned they try any funny shit u eating a charge something or back to wall 90 damage.

Honorable metion to the usual suspects.6A+K,FCC2B,C3B,2A and WSB.
 
Hilde Frame Data

Hilde is a good overall character with great potential and excellent RO. Its sad some people who play online purposly go towards the edge and utilize her instant death :B::G:. Other forums consider her a noob weapon. Does any one think that right or wrong
 
Back
Top Bottom