PyroZamfir
[09] Warrior
Hey guys,
I picked up Hilde early on and have been messing with her lately, I enjoy her spacing/forcewhiff play style and the reward I get for doing so combined with a healthy spattering of frame traps.
I recently got a lot more comfortable in situations where I'm forced into my opponents face and can see how to get options there. What I noticed around there is that a lot of options I use to get out of pressure in people's faces e.g. B+K, 2A+B and throw game KND and leave opponents relatively close.
I am curious what some of the more experienced Hilde players do in these types of situations.
My conclusions so far are that she has an unfortunately low number of ground hitting/tracking moves.
-66A+B has a pathetically small hit box and is super easy to roll, +5 on block is nice but people seem to roll constantly against this.
-1A is +2 on hit, hits grounded but it doesn't seem to consistently catch rolling.
-1B is +4 on hit, but seems to catch rolling even worse than 1A.
-1K doesn't hit grounded at all
-2K is alright, shave off some damage and only -2 on hit greek punishable on block though.
Are people using these options to go into say 1A, FC 2A shenanigans into throw/WR K as a mix-up?
Or do people favour regaining distance after a successful close range KND?
I'd love to hear some thoughts or suggestions and up my Hilde game!
I picked up Hilde early on and have been messing with her lately, I enjoy her spacing/forcewhiff play style and the reward I get for doing so combined with a healthy spattering of frame traps.
I recently got a lot more comfortable in situations where I'm forced into my opponents face and can see how to get options there. What I noticed around there is that a lot of options I use to get out of pressure in people's faces e.g. B+K, 2A+B and throw game KND and leave opponents relatively close.
I am curious what some of the more experienced Hilde players do in these types of situations.
My conclusions so far are that she has an unfortunately low number of ground hitting/tracking moves.
-66A+B has a pathetically small hit box and is super easy to roll, +5 on block is nice but people seem to roll constantly against this.
-1A is +2 on hit, hits grounded but it doesn't seem to consistently catch rolling.
-1B is +4 on hit, but seems to catch rolling even worse than 1A.
-1K doesn't hit grounded at all
-2K is alright, shave off some damage and only -2 on hit greek punishable on block though.
Are people using these options to go into say 1A, FC 2A shenanigans into throw/WR K as a mix-up?
Or do people favour regaining distance after a successful close range KND?
I'd love to hear some thoughts or suggestions and up my Hilde game!