Hilde Guide & Strategy Discussion

Starting off Right: A Hilde Guide

Online play is seriously borked for me. I don't even try Hilde online. I tried, and then just stopped when nothing happened because I let go of guard too early so it ate my charges and I'm not used to any lag at all whatever nrgh.
 
Starting off Right: A Hilde Guide

The trick to online when you're playing vs 4-5 bars (fairly low latency) players, is just to release very slightly earlier than you normally would. Believe it or not, it's actually easier since the game seems to compensate the juggle by magically going through when you release early (maybe it's just me). Sometimes it almost feels like online juggling is easier than in person =p

One more side note about stage selection, what if the opponent selects walled stages only when you pick Hilde? Does that bother anyone? Is THAT fair (in the same token where you'd select small stages with no walls for advantage)?

Opinions anyone?

~Fei
 
Starting off Right: A Hilde Guide

[...]

One more side note about stage selection, what if the opponent selects walled stages only when you pick Hilde? Does that bother anyone? Is THAT fair (in the same token where you'd select small stages with no walls for advantage)?

Opinions anyone?

~Fei

I never select stages online, but if they feel like they need to do that, let them, if they didn't stand a chance without walls - chances are you can outsmart them with walls. Range will "most likely" be still on your side and if they pressure you against a wall you still have your 64B+G and so on. Still yeah, I'd like there to be an option when creating a room that level select is not allowed and... yeah also to not allow people with microphones. ... well that's my 2cent on that :)
 
Hilde ground recovery while charging?

During certain knockdowns, Hilde will recover standing if I'm holding A/B charges. Is there a way to prevent this from happening (other than release the charge while getting knocked down)?
For example, Mitsu's 2KB will more often than not cause me to stand recover if I'm charging during the knockdown. This is an especially bad handicap against characters that have excellent mid/low mixup on ukemi, so I'd like to even it up as much as possible.
 
Hilde ground recovery while charging?

yeah i don't think this ever happened to me, i've stayed down countless times on the ground waiting for the perfect opportunity to do FC C3B heh
 
Hilde ground recovery while charging?

Strange.

I'll do some testing on this, but notably, it seems to occur most often when I'm hit by Mitsu's 2KB.
 
Starting off Right: A Hilde Guide

A token from my own heart - an option that disables mic users from talking? Brilliant.
I Have a mic on my ps3 but never use it in game since it lags the match.
I only use it if I'm teaching someone else to use Hilde (Since I've had like 4 people ask me to teach em...)
 
Starting off Right: A Hilde Guide

I typically enjoy walled stages because it means my opponent has enough experience online to want to avoid ringouts. Doesn't mean they'll be any good, but I like the underlying idea.
 
Starting off Right: A Hilde Guide

Thanks for all your in-depth replies everyone!

I've got another question for you all; What are some good ways to deal with Crawl-Stance Voldo's (or just Voldo's in general) I'm having a lot of problems versus Voldo once he is in his Crawling stance. 1KK, 2A, 4A+B, 2A+B K, 1B is what I have been using, but I often find myself overwhelmed (especially when I have my back to the wall). Then again, I have never faced many Voldo's so I do get surprised by him very often. (Who wouldn't afterall?)

Any tips?
 
Starting off Right: A Hilde Guide

@Fei: Doesn't her command throw do extra crap when the opponent hits the wall? It's nothing big, but still a perk in her favor.
 
Starting off Right: A Hilde Guide

Very hot indeed. So if a scrub picks a walled room to spite you, you can make them regret it all the more. By the way, nice avatar.
 
Starting off Right: A Hilde Guide

Hilde wall combos -
8K Wall splat, Back throw - 96 damage,
8K FC C3AKB, B+K C2BB, C2AA - 69 damage,
8K FC C3AKB, B+K 4A+B - 66 damage,
8K FC C3AKB, 44K, C2BB, C3A, C2BB, C2AA - 92 Damage (Guaranteed armor break on mid)
8K FC C3AKB 44K, C2BB, C3A, - 96 damage, 106 if they tech.
8K 1KK, 2B+K - 49 damage,
(the 8K FC C3AKB will whiff if they are too close to the wall)
C3A, FC C3BBA - 69 damage,
C3A, 1KK 2B+K - 59 damage
 
Starting off Right: A Hilde Guide

Thanks for all your in-depth replies everyone!

I've got another question for you all; What are some good ways to deal with Crawl-Stance Voldo's (or just Voldo's in general) I'm having a lot of problems versus Voldo once he is in his Crawling stance. 1KK, 2A, 4A+B, 2A+B K, 1B is what I have been using, but I often find myself overwhelmed (especially when I have my back to the wall). Then again, I have never faced many Voldo's so I do get surprised by him very often. (Who wouldn't afterall?)

Any tips?

If you can get some space before he starts rushing at you, I found that 11B works really well (same for Lizardman). Now, if someone starts expecting that though it would be a different story. :/
 
Starting off Right: A Hilde Guide

Anybody have any tips for playing Hilde online with lag? I still can't do it for the life of me. I can do very little lag, and when playing people in Cali, it feels almost lag-free (except for GIs and throw escapes). Playing Hilde in those conditions is actually tolerable.
 
Starting off Right: A Hilde Guide

just don't play with people who you get a laggy connection with (:

and thanks Dullyanna o: got the avatar from a .gif a friend made heh
 
Starting off Right: A Hilde Guide

Thanks for all your in-depth replies everyone!

I've got another question for you all; What are some good ways to deal with Crawl-Stance Voldo's (or just Voldo's in general) I'm having a lot of problems versus Voldo once he is in his Crawling stance. 1KK, 2A, 4A+B, 2A+B K, 1B is what I have been using, but I often find myself overwhelmed (especially when I have my back to the wall). Then again, I have never faced many Voldo's so I do get surprised by him very often. (Who wouldn't afterall?)

Any tips?

Really, in order to win against a properly played Voldo, you just have to know what he's capable of at any range. He's one of those characters whose moveset you really have to know about in order to be successful, since he's got a crapload of damaging but risky lows, as well as a number of good mids. Furthermore, if you learn his wtf moves (Like the rolling explosion and Mantis crawl rocket hump), you'll be less likely to caught off guard. Since I'm still terrible at Hilde, the only character specific advice I can give is to keep your distance, and be ready to guard or duck, since he has plenty of lows, mids, a leaping throw and a fucking fast unblockable (Which can be ducked at the right range, and will completely whiff at really long ranges, leaving him vulnerable to 3BA or a charge move).
 
Starting off Right: A Hilde Guide

@ IgnisPhaseOne : Playing Hilde in lag is just abusing the fact they can't block low on reaction. 2A+B into 2A+B into infinite. If they roll, just follow them up and 2A+B there =p 3B,A is your mixup. Unlike Maxi's and Kilik's you don't have some amazing mashible mids that do like 60-70dmg Ncc.

@ Wall damage comments : It's phenominal damage! 94 is great! That's like... 40% ish life!! ... Wait, I'll take the RO for 100% from B throws or juggles.

...

But seriously, it's good alternative yes, but imo people fear insta death more than "holy shit that hurt."

@ Voldo advice : My suggestion, hitconfirm 2A and advance pressure with like WsK. WsK on hit too means you're standing and free to apply standing pressure at close/mid range. If you figure out that he'll block the WsK, 2A hitconfirm then Throw or 2A+B mixup. If he blocks 2A, eat (read: block) his mixup, and try for a 2A again. If you're ballsy, 2A blocked, 2A again, baiting the hitconfirm, or 2A blocked 4B+K, equally ballsy. If you're charging, 2K works fine over 2A too.

~Fei
 
Starting off Right: A Hilde Guide

@ Wall damage comments : It's phenominal damage! 94 is great! That's like... 40% ish life!! ... Wait, I'll take the RO for 100% from B throws or juggles.

...

But seriously, it's good alternative yes, but imo people fear insta death more than "holy shit that hurt."

how can you get an instant ring out in a walled stage? what's your secret!!

......I'm sorry if I'm being rude or whatnot but those comments were uncalled for. The whole conversation was based on being in walled stages. I'm sure most Hilde players would go for the ring out instead of spotting out the wall and dealing their damage there.

Anyways I'm sure not everyone feels the same but i felt there was a hint of attitude and ignorance. whatever though could be just me and i apologize in advance
 
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