WARUI_NE
Prettier than you
66a+b is not very good but if you must use it....i like it as a tj or on oki
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I use default facebuttonsWhats the consensus about preferred button setups for hilde? Is she playable without mapping A/B to a shoulder?
I dont play hilde very much but if i do, i have a specific controller setup just for her because i cant use her with the standard setup.
The thing is i play EM quite a lot (as weird as that may sound) and always get screwed if hildes style pops up because of that.
ah sorry, should have read the forum rules. Appreciate the politeness though, many mods in other places have been much less kind about misplacing a thread, haha.I merged your thread once i finish this game of dota I will do a write up on your questions
1. spam 66K at any range its a safe i14 mid with insane knockback on block and a CH knockdownah sorry, should have read the forum rules. Appreciate the politeness though, many mods in other places have been much less kind about misplacing a thread, haha.
66K is awesome since it KNDs on CH, but don't forget she has 2A which is very useful in many situations. But 66K KND sets up oki which I'll post a video of Oki strats and abusable shenanigans later when I setup my PS3 again.1. I feel like once someone gets in on me, I get counterhit out of everything. Is this just the nature of playing hilde or do I have a gtfo move?
Again, I'm a shenanigans player so this only works at a lower level, but Fuudo was shaking his head at it a couple of times -2. I dont really know when/how to apply mixups in this game, and I generally like playing very mixup-heavy. On knockdown people can roll out of most high/lows that I can come up with. I do not know of anything that gives me enough frame advantage to set me up for something. Also, I dont know of any lows I have that are scary enough to make people stop blocking high.
Hilde's meter is best used either on her BE throw (either into CE, W! or for RO), Punishing with CE (anything -16 or worse), or Extending combos (like when you C2B them facing ring edge, 3BE will ring out, and certain starters give amazing damage with 3BE extensions)3. I do not know when/how to best use meter. Ive just been hoarding it for EXthrow ringout attempts which rarely work.
Charges are generally fairly bad outside of combo. The only charges you should use outside of combo is C1-2A or C1B. The others get just guarded too easily. If you charge up enough for C4A, the W! combo is when Hilde's spear hand is next to the wall. That combo hurts like a @#$%^&*.4. I have a hard time using the charge moves outside of combos. I played Juri some, so I am used to giving up a button for a while, but when you only have 3 buttons it seems like a huge deal. Should I be charging during other people's block strings?
I play shenaniganz. I'm not a good player so I can't help here.5. I just generally feel like I do not know my gameplan. What would flowchart Hilde play look like?
Not really. 22B C1A can't be interrupted if 22B is blocked. 2A, AA and 4A are all i13 but AA does the most damage, 2A crouches and AA does 4 less damage than AA but gives 4 more frames of advantage. They all have a use somewhere, but in general you'll only need AA and 2A. 4A is mostly a shenaniganz tool I abuse. A). to get enough advantage when I catch people off guard that I can land a throw. B). in air combos to see which direction they like to hold when air controlling. If they like holding back in an air combo, 4A C2B is legit and fucks with their mind. If they hold nothing or forward, 4A 2A+B (2A)*N is funny as fuck and will make people rage enough that your oki shenaniganz will work on them too.6. Any other general advice? This game makes no sense to me!
ok, tnx15 in game seconds, NOT including the very first second of round