Hilde Guide & Strategy Discussion

Hilde Frame Data

There isnt anything noob about charging two buttons at any given time blocking and having the common sense when to let go of buttons in time to break throws.Hilde a beast and really not noob friendly at all.

Noobs run for Mitsu and spam BB all day.
 
Starting off Right: A Hilde Guide

Noobs run for more than poor Mitsu :P

I think he meant the B+G throw noob-ness :P

Hilde is one of the most difficult char to play, but sc just isnt so difficult to play imo
 
Starting off Right: A Hilde Guide

Any tips for hitting the FC C2B combo? After the 44K I usually just get a C1B, if I delay doing the B charge then it doesn't pick them back up.
 
Starting off Right: A Hilde Guide

You just release B and hold it back down again. Maybe you're taking too long to hold B down again after releasing the first B.
 
Follow up to blocked Charge A

I know Charge A gives frames on block, what is a good follow up to a blocked charge A? Is a throw / C3B mixup the best option or is there a different thing I should try?
 
Follow up to blocked Charge A

interrupt: 2A, AA, 3A (TC and ch combo)
backdash or step + C3B

throws if the fear the blockstun
C3B if they fear throws (should never happen, but still..^^)
 
Follow up to blocked Charge A

I follow up with 3A after C3A since I can usually bait a CH, and against people who use 2A to counter that I use 9K.
 
Starting off Right: A Hilde Guide

Anyone want to share any helpful wall combos? I mean half the time the opponent is going to hit a wall instead of ringing out. Practical, unplanned combos would be best because usually as Hilde the opponent just ends up on the wall without you even trying to get him there.

I've found that besides charge moves, 8K is a great wall combo starter. It launches the opponent surprisingly far, and can even ring out over short barriers. For some reason 4B+K doesn't wall splat very well.

Too bad you can't always use her wall splat move (6A+B after her command throw) for every wall combo -_- That move owns
 
Starting off Right: A Hilde Guide

coroso4, command throw is only good if you wall splat. but 6A+K does not connect to it I don't think.
if they hit the wall, you are going to pull off that stab follow up without touching any more buttons.
 
Follow up to blocked Charge A

I think 3k is a really solid follow up that gives you a way to stuff what they do and still maintain abit of extra time to charge back up your CxA
 
Starting off Right: A Hilde Guide

SWBeta, that combo only works off of a 8K W! if it's at an angle, at 90° it will resplat into wall for low damage.
 
Starting off Right: A Hilde Guide

if they hit the wall, you are going to pull off that stab follow up without touching any more buttons.

Lol, that's funny. The first time I did the wall splat command throw, I pressed 6A+B after they hit the wall, and so I've thought I had to do 6A+B ever since.
 
Starting off Right: A Hilde Guide

I think the enemy recovers just in time to block any followup after the non-wallsplat command throw.

Also, I'm re-posting Runis's tech trap findings here:

Runis said:
After an aerial C2AA,
C2BB tech traps in all directions

After 2A+B,
33K tech traps left, forward, normal,
6A+B techs all but left/right
3BA tech traps all but left/right
9K techs Right/normal/back

After 3BA,
33K traps forward/left
6A+B traps all but left/right
11B traps all but left/right and if next to a wall guarantees another 3BA

After an Aerial 6A+K, 3BA
33K traps all directions

after a 66A+B, 2A+B
33K techs all directions if close will miss right techs if far.

after 6B+K,
66A+B techs all but left/right (requires a delay)

after BT B+K
BT 2B tech traps all directions

After 6A+B,
33K traps all directions

After 1KK (CH on 2nd K)
33K traps all directions,
3BA traps all but left/right
6A+B traps all but left/right

After 8K
C2BB and C3B trap all directions

If Fei could edit this into his guide with credit to Runis, that'd be swell.
 
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.
 
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