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Posted

I saw that signature change lol.

Just go with whatever your comfortable with in the end. I think this character isn't completely trash, but it's clear even at my low level, you have to be precise and on point.

 

I'm a zoner by heart. I just noticed that myself. Don't get cornered and be precise with defense too.

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Posted

Anybody have any good options to start with/confirm with. I'm having trouble picking when to start hitting and how I should. The cast is pretty diverse and find it a bit weird to figure out what's safe and what's a good option, also what are some safe moves to end blockstrings with...maybe teleport?

Posted

I was fairly good with lambda when it mattered so I like to try Hilda out as well after delving into more of her combat some in the last two nights with my other two characters. I really can't get enough of her character mocking the whole cast in the fight while briefly waving her hand her snapping her fingers to tear open an opponent. Her theme is my #1 after going through the whole roster all over again and that's saying something about trumping Eltnum's theme.

 

I'm actually having a little bit of trouble of doing 5~B or something of the sort. The animation is her dropping a egg ball over the opponent for hard knockdown, I can't figure that out for the life of me as a charge or flicking any of the three attack buttons, I really want to fuck with everyone while using her and laugh as they're taken into the abyss. Everything about her is just so much fun it's like Hazama missing sister-in-law with that psychotic nature and taking it easy.

Posted

It can be used outside a combo as well. This can be useful because, at the point when it starts falling, it will stay on the screen if you get hit.

Posted

Anyone know if her force function has any special properties and why she has an alternate form of it where she does some sort of small knife jab? I need to test if the knife jab even hits overhead. It seems to require 100 exs just to combo but if it's an overhead that is a plus

Posted

What are Hilda's hardest match-ups?

 

I can answer this, i've been playing a few matches in my scene today

 

  • Goredou wrecks her, while she does the ability to punish grim reaper and a few of his normals it's really risky because his neutral outshines hildas and he has an "aba" effect once he gets in. He also destroys her guard which makes life even more difficult. It feels like an 8-2 match up but we'll just say 7-3
  • Waldstine doesn't have to much issue getting in but it's his throws that really take her for a ride, she can basically abuse her swords so you have to be very proficient in keep out and she loses her dive kick ability even though it's safe it's too much of a risk. While her basic bnb sends him to the middle of the screen he's still in throw range. I'd put this at a 6-4 for his favor.
  • Merkava: His command grab makes her life interesting, it's not necessary a bad match up but you need to be wary of a lot of things. She can punish command grab with skewer and basically his flight does hit a lot her dead zones(she has a couple which he can hit like flying above lynch pin and out of range for condescend gloom). Can be punished mid-screen if he does i'm just gonna call it "jab hands". 6-4

From the characters i faced today these are the ones that really stick out and the ones that online will be rampant with, i think she loses hard to carmine, seth and the girl with the long sword whose name starts with an y

Posted

He does wreck her and fair enough,since he's a nightmare to deal with i'll share a bit of tech i've found

 

So, if he decided to get smart with grim reaper this punish works very well and it's cheap and easy 623+A,66B, B Lynchpin. While this isn't optimised at all you at least can set up a condensed gloom or j.2c into a throw or w/e

 

Long range normals: normally i find a very quick reverence pillar(22a/b/c) does wonders(highly unlikely they'll randomly do a grim reaper for pokes)

 

I also using skewer a lot in this match up, if he notices you're doing any sword attacks you're getting a grim reaper to the face and then he's in and that's not fun for anyone. 

 

Also anti-dispersive(41236+C) is your best friend in the match up, he has to respect it and it can beat out things with invincibility

Posted

LOL @ people saying 7-3 match-ups already. I don't mean to be condescending but, seriously guys? Hilda deals with Merkava's neutral extremely well and "Gordeau does everything Hilda does better" is not even close to true. I feel like we're playing different characters, Hilda is gross as fuck y'all.

Posted

there's her matchup in arcades diagram, just select ヒルダ in the bottom http://sp.uniapm.info/diagram_view.php

 

That's based on the records of everyone in Japan. From top players to the random scrubs. No way Eltnum is that bad (or Hilda that good frankly)

 

LOL @ people saying 7-3 match-ups already. I don't mean to be condescending but, seriously guys? Hilda deals with Merkava's neutral extremely well and "Gordeau does everything Hilda does better" is not even close to true. I feel like we're playing different characters, Hilda is gross as fuck y'all.

I actually don't feel top 3 are Hilda's biggest problems. I think her real issues are characters like Linne and Seth.

You can win with this character, but you will need to play nearly mistake free, and use the system to the best of your ability for defensive options. Get GRD broken, and you'll have a huge uphill battle against everyone.

Posted

I actually don't feel top 3 are Hilda's biggest problems. I think her real issues are characters like Linne and Seth.

How about carmine? I was playing against a hilda today and it felt like there was very little she could do apart from block my stuff for 30 seconds after I got in (which isn't too hard with blood wheels).

Posted

LOL @ people saying 7-3 match-ups already. I don't mean to be condescending but, seriously guys? Hilda deals with Merkava's neutral extremely well and "Gordeau does everything Hilda does better" is not even close to true. I feel like we're playing different characters, Hilda is gross as fuck y'all.

I think she can be gross too. Like I said earlier, I think she deals with everyone just fine and I don't want to argue matchup numbers yet (I just have gordeau salt right now).

 

This kind of thing isn't the best advice, but I think she can beat everyone if she plays (like DaiAndOh said) perfectly, or mistake free. When she wins without letting the opponent touch her, she feels disgusting.

Posted

How about carmine? I was playing against a hilda today and it felt like there was very little she could do apart from block my stuff for 30 seconds after I got in (which isn't too hard with blood wheels).

Oh once you get in, it's :vbang:....buuuut the thing about this game is that properly blocking will net you options eventually (vorpal...leads to Chain Shift/Guard Cancel, and Chain Shift can lead to Veil Off if you lacked the meter before). In fact, I'm pretty sure the system there is what keeps Carmine from reaching top 4. So that's a thing. Plus of course, her zoning is effective against Carmine.

Successfully GRD break her, and it can be over in a flash against characters like Carmine though.

Posted

What combos are people using for Hilda, for me the only things I got so far is to wait to punish moves/blockstrings with 2A, then my route is:

 

2A(starter)>2A>5B>2C>623A>3C into the follow up>22A>C

 

Another option I do is a fully charged J.C to catch em off, and then I follow up with a fully charged 5C, which then leads to:

 

5C(full button hold)>Keep C held until the 6th hit>Let go of C for that drop thing to come>Dash up to them>2A>5B>2C(Hold it)>623A>(let go of C)>66B>22A

 

Don't know how to follow up, after that. First combo is a BnB that's tough to drop, second combo gets weird with the timing for when you let go of C and you need to take into account their distance

Posted

Hilda's combos from what I've noticed are usually starter - filler - launcher - (filler - link xn) - ender. Starter is anything but proration is akin to bb's cs era proration and deteriorates per p1 for starter and p2 for every other attack after the starter. Therefore what attack you start with determines how much filler and links you can put inside the combo.

After the starter, filler can be used to add more damage and create more space for different launchers. Filler here usually ends at 2cc, 5b or 2b.

Launcher is very easy for Hilda. 623a, 22a and b, 66a and b, are her most Important combo launchers, 623a In particular is very easy to do combos from. There seems to be same move proration in this game, which I know for sure 22a and b and release a/b/c have, but 623a doesn't or has less severe, so can be used multiple.

From here you have a few combo routes, noted by the filler/link section. Gauge this by the remaining proration left. Filler can be 3c©, (66) 3b, 66a or b, etc. links are what I like to call these because you have to time the next attack sometimes just like a link. So if you did 3b as a filler, j[c] would be the link. Depending on the proration here you could then do 3cc 22b(hold) or j[c] (hold b) 3cc release b.

Ender from my experience is 90% of the time release a or b so you can get oki. If you have used it previously in a combo, you will get a soft knockdown and no oki basically, but still be at an ok advantage and space.

This is sort of a beginner combo guide because I have yet to play a single match this week, only experimenting with the characters and doing combos.

Posted

Boogie made a very good combo video for her on YouTube but I don't have time to find it right now, just search Hilda combos.

Posted

https://www.youtube.com/watch?v=hzMlLlWXD4o

 

The most important thing for combos starting out is to always aim for a or b release knockdown. Easiest/Most consistent way to do this is to use any launcher (hold B) > 3CC > release B

Not optimal by any means, but is still important even in higher damage combos. Day 1 bnb can be something like (2A) > (5B) > (2B) > (2C) > 623A (hold B) > 3CC > B release. 

Posted

After watching some videos, I've been noticing some microdashes in comboes too, like going from 623A > 3B. I've been finding it easier and more consistent using 6 A+B command dash rather than double tapping forward.

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