madigawadesperate Posted July 31, 2014 Posted July 31, 2014 Duuuuuudes, any tips vs Merkava? For some reasons my normals can't reach that faggot when he's flying. Only option I can imagine to move him down is the ball of poop / Lynchpin. Language darling, Normally if merk is mid distance in flight he hits your dead zone you can try to knock him out with b+c, fully charged C works. Most merkava's i've fought are scrubby little bastards who really like doing his dive kick, you can make him eat a full combo if he think's he can yolo dive kick all day If you see his overhead coming it's also unsafe so yet again free combo, if he feints you can still put him in the bnb block string and knock him back midscreen If he likes to fly a lot you can meet him in the air with j. b (it's a great move, disjointed hitbox and will hit far in front of her) If he likes to simply stay full screen and grab, jump up and down and skewer just to annoy him into doing something, you somewhat win at normal range i'll write more of this match up later and waldstein 623B is /at least/ +8. 623B > 5A is a gap-less blockstring. Nice to know gord doesn't care about a full screen +8 because GRIMMM REEEEEPPAAAAHHHHH Ugh, that move just gives me salt
LegendaryRath Posted July 31, 2014 Posted July 31, 2014 Nice to know gord doesn't care about a full screen +8 because GRIMMM REEEEEPPAAAAHHHHH Ugh, that move just gives me salt Ya, it's really annoying having to completely play around a single move, even from full screen.
TD Posted July 31, 2014 Posted July 31, 2014 Canned Blockstrings 623B (hold C) 2B Release Lynchpin C Dash (and hold) C Release Lynchpin C (must time after 46~ frames but before cancel window ends) Charged C (hold C) Release Lynchpin C 2B (hold B) 2CC Release Lynchpin B Ordered in personal opinion of usefulness. In general Lynchpin C is what you want to use for blockstrings since it's the range you'll mostly be playing at, and it's also the least disruptive for your confirms. Lynchpin B is very disruptive for your combos because you need 22B for most of your confirms. From the limited games I've played, I think you should avoid actual blockstrings with it. I've been using Dash Lynchpin B as a surprise overhead against people who just respect you, but I'm trying to phase it out of my muscle memory since you can just use Lynchpin C lol. Lynchpin B is better in neutral though, and is good at catching dash-ins and assaults at the same time. Lynchpin A is a funny gimmick. If they just autopilot shield your 2As, you can just run up point-blank and GRD break them. helpful, thanks. cleared up a little confusion that I had about the lynchpins in the first place. Are you using the default pad layout? There is the really basic 2B > 2CC > B lynchpin. 5B > 2C > 2B > C lynchpin is another though it is more annoying. Charged 5C > C lynchpin, dash B > C lynchpin or dash C > B lynchpin are also doable. Those are the ones I just tested out by going back to the default layout. And I like lynchpin in neutral to catch people jumping, assaulting or for getting trades. I will also use these, thanks. yes I use default with the shoulder buttons filling the four available buttons. tried mapping a to r1 but didnt like it. the given macros have some horrible move priority, but i've learned to use them in their right situations.
Gambler Posted July 31, 2014 Posted July 31, 2014 Can someone make a generalized gameplan for Hilda, I am struggling hella hard landing a single hit with her because of terrible options. What are some good options to start right off the match, and what can I do to keep people from getting in?
Prototype909 Posted July 31, 2014 Posted July 31, 2014 Can someone make a generalized gameplan for Hilda, I am struggling hella hard landing a single hit with her because of terrible options. What are some good options to start right off the match, and what can I do to keep people from getting in? 2C stops approaching from the ground 5C works as a longer range anti air 236X keeps them honest about dashing in 2B is strong at the start of the match but loses to long range fast normals (Merkava 5B) or assault/jump at the round start. Otherwise you can just block/back-up at round start
LegendaryRath Posted July 31, 2014 Posted July 31, 2014 Even though Hilda has so much range, 2B/2C lose round start to a lot of characters' ranged normals. I usually opt to just back off round start.
Gambler Posted August 1, 2014 Posted August 1, 2014 Even though Hilda has so much range, 2B/2C lose round start to a lot of characters' ranged normals. I usually opt to just back off round start. Let's say I do choose to back away, what should I do after wards, apply ranged pressure? What's the best option in the case that I'm able to get a little bit of distance, and to keep that distance constant and stop them from rushing in.
TD Posted August 1, 2014 Posted August 1, 2014 214a or b, concentrate, 623b, (jump) 236a or b. 66c, teleport... generally what her distanced pressure would consist of, with 66c going into midrange territory. chose one depending on the matchup and who can punish what, while also remaining unpredictable. charge a lynchpin while you're added for a midrange option should an eventual rushdown happen. don't forget your GRD gauge either. that vorpal buff will probably save your life multiple times. if you are in midrange mistakes become pain a little easier, so you have to guess right. 2b, 2c, 22b, 66b, 3c, 5c, 5b. lynchpin will become your offensive presense, again depending on the matchup and if any of your other tools will work. 3b is the true anti air with head invul, j2c is alright to escape/create pressure at certain ranges. 5b is only here because it does not have the minimum range 2b has, and it's slightly angled hitbox can also catch jumps. be ready to hitconfirm those into delay 3cc's.
TD Posted August 1, 2014 Posted August 1, 2014 also guys if you have to end a combo in 3cc becuse a button wasnt charged enough of something, I find there is a condensed gloom 'tech trap'. foe cant press buttons if they tech until they hit the ground. no matter which way they hit the ground you can send the projectiles to the expected loocation. you can also do 214a 4a to get them to fly your way. forward tech puts them in the needles. you can concentrate or whatever.
motoh Posted August 1, 2014 Posted August 1, 2014 I'm building a hilda skype group, if anyone in here is interested (I tagged a few of you on twitter) please PM me your skype name and I will get you added asap!
madigawadesperate Posted August 1, 2014 Posted August 1, 2014 My god, i faced a vatisita who knew what they were doing and she under no circumstance will give you ANY breathing room. Literally the match ended up with me spamming air skewers until she respected me, I under no circumstance was even allowed the generic 2cc pressure and my god it was so stressful Due to her height the c. teleport whiffs and I ate a combo, I swear i've had matched with gord/linne that are less stressful then this Oh, don't bother trying to dive kick you'll eat a dp and then they'll start spamming projectiles bleeeeehhhhhhhhhhhhhhhhhhhhhhhhh
DaiAndOh Posted August 1, 2014 Posted August 1, 2014 My god, i faced a vatisita who knew what they were doing and she under no circumstance will give you ANY breathing room. Literally the match ended up with me spamming air skewers until she respected me, I under no circumstance was even allowed the generic 2cc pressure and my god it was so stressful Due to her height the c. teleport whiffs and I ate a combo, I swear i've had matched with gord/linne that are less stressful then this Oh, don't bother trying to dive kick you'll eat a dp and then they'll start spamming projectiles bleeeeehhhhhhhhhhhhhhhhhhhhhhhhh Well regarding the last part, it is charge, so if she's not charged down for whatever reason. Haven't fought it myself yet, but the rest of it seems reasonable. Part of fighting charge characters is knowing when they can actually do their moves. Note that if she blocks, she probably can't respond with laser right away (charge time IIRC is 45-60 frames...forgot how much exactly, but this can be tested in training mode!)
TD Posted August 1, 2014 Posted August 1, 2014 Skewer is pretty good against her. It whiffs if she takes to the air to shoot, and she low profiles it with her ground ball, but will nullify the incoming ball projectile. You have the liberty of taking to the air as well. You can jump skewer quickly or skewer at the apex of your jump for maximum coverage though it takes more time and recovery. Then you have condense gloom, ex condense for safety, 623b... You have a lot of options. It is common to have a beam war with her as she can't punish skewer that hard without exs. Use the a version as a solid conditioning tool or to invoke repetitive play. B version to mix it up. Don't forget ex pillar for the easiest punish you can get whether she jumps or not you can snag those recovery frames on the ball at least. The only issue should be the beam, which can't be relied on too much vs skewer as she isn't short enough to completely dodge it standing. If she crouch charges you can jump skew. This matchup shouldn't be a problem for Hilda.
Eshi Posted August 1, 2014 Posted August 1, 2014 Let's say I do choose to back away, what should I do after wards, apply ranged pressure? What's the best option in the case that I'm able to get a little bit of distance, and to keep that distance constant and stop them from rushing in. I find that the best & safest way to open a match is with jump back jA, then falling jB. The only way for most characters to punish it is YOLO dash into anti-air 3B, which Hilda can in turn predict with 2B/2C. Once you've created a bit of space Hilda's best options are 2CC (ground approach), 5C/3C (air approach) or catching them with a 22A/B or even lynchpin. There isn't really a straightforward answer to this - it depends heavily on match-up specific options and adapting to your opponent's tendencies. My favorite block string to do now is 2C > 5C > 623B. From max distance most characters do not have options to deal with it so they just have to block the 623B and as has been said it's at least +8. Once you've established this respect, you can start mixing them up with lynchpin/charge 5C/22X. 623B is sooo good. I've also started adding j41236C to my gameplay and it's way better than I expected. The above block string completely fucks over Vatista, by the way. She can not reversal or do projectiles out of it, that's why Shirano spams the hell out of it. She can only prediction jump over 2C but Hilda can just do 5C instead to hit unblockable. Actually she might even be able to do the same thing just with 2CC.
2link121 Posted August 1, 2014 Posted August 1, 2014 Hi, I thought I would share my in-progress Hilda notebook pages that I started recently.https://www.evernote.com/shard/s420/sh/28d19455-d5c2-4682-9227-2bb1cc3304f2/01719c3ce3be5a5f6614a5ea8479d913 -I'm writing down all the combos I develop or come across. There are a couple that come from Boogie's video that I've modified, but most of the corner ones come from him. Keep in mind I'm still fleshing this out, so there's only some normal starters atm. I'll probably make a section on it for video links to video links I find like Boogie's. Edit: I just realized that I forgot to check if all of these are universal, so I will point out I used Gordeau as my dummy. Also all damages are listed without Vorpal state bonus(I haven't started CS combos yet anyway).https://www.evernote.com/shard/s420/sh/56d67035-ed6e-42c6-95fc-9028aaf77037/a9585dc9d7b4496292ee3c8f87721808 - This is an attempt at me learning a new note taking style for nursing school lol. I thought I'd try practing it by using it to understand Hilda's block string theory. It's based around trying to think critically by asking myself questions. The questions aren't very deep atm and I'm sorry if anything might be wrong or poorly worded lol. This was originally for a personal understanding though. I hope these help someone or at least be a little reference for those just starting the character.
madigawadesperate Posted August 2, 2014 Posted August 2, 2014 Well regarding the last part, it is charge, so if she's not charged down for whatever reason. Believe it or not if she does a roman cancel she just gets a free charge so she can be standing up while you're jumping in and boom, you're wacked with a dp
Zeromancer Posted August 2, 2014 Posted August 2, 2014 Hi, I thought I would share my in-progress Hilda notebook pages that I started recently.https://www.evernote.com/shard/s420/sh/28d19455-d5c2-4682-9227-2bb1cc3304f2/01719c3ce3be5a5f6614a5ea8479d913 -I'm writing down all the combos I develop or come across. There are a couple that come from Boogie's video that I've modified, but most of the corner ones come from him. Keep in mind I'm still fleshing this out, so there's only some normal starters atm. I'll probably make a section on it for video links to video links I find like Boogie's. Edit: I just realized that I forgot to check if all of these are universal, so I will point out I used Gordeau as my dummy. Also all damages are listed without Vorpal state bonus(I haven't started CS combos yet anyway).https://www.evernote.com/shard/s420/sh/56d67035-ed6e-42c6-95fc-9028aaf77037/a9585dc9d7b4496292ee3c8f87721808 - This is an attempt at me learning a new note taking style for nursing school lol. I thought I'd try practing it by using it to understand Hilda's block string theory. It's based around trying to think critically by asking myself questions. The questions aren't very deep atm and I'm sorry if anything might be wrong or poorly worded lol. This was originally for a personal understanding though. I hope these help someone or at least be a little reference for those just starting the character. Yo thanks for this list! Super helpful! Need set ups now
Zeromancer Posted August 2, 2014 Posted August 2, 2014 also need combos where you start/hit w/ 22A, 22B, 66B, etc.
DaiAndOh Posted August 2, 2014 Posted August 2, 2014 Believe it or not if she does a roman cancel she just gets a free charge so she can be standing up while you're jumping in and boom, you're wacked with a dp Chain Shift I believe lasts 40 frames start to finish....hmmmm I think charge times were closer to 45-50 IIRC?
DaiAndOh Posted August 2, 2014 Posted August 2, 2014 I hope these help someone or at least be a little reference for those just starting the character.One thing is that 66B/C are special cancellable as well. Always I would note in the pressure one about 41236C and j.41236C as well.Good stuff all around.
lolokoa Posted August 2, 2014 Posted August 2, 2014 so I recorded Hilda and tried counting her frames data here http://wikiwiki.jp/hilda/?%C4%CC%BE%EF%B5%BB is off by 1 frame (ea. 5A is 9f 2A is 7f opposed to 6f and so on) 623A start-up is 16f and -7 on block 623B start-up 38f and +14 on block done this by dummy doing the move and immediately jumping + Blocking and holding up use adobe premier +LGP also Veil-off is 21f start-up on my count might try more stuffs later have no idea how to count active frames though :v
TD Posted August 2, 2014 Posted August 2, 2014 Can you calculate a skewer, revanance pillar on block, and j 41236c please?
lolokoa Posted August 2, 2014 Posted August 2, 2014 okay here's more findings Move startup | on-Block 236A 18|-10 236B 40|+6 22A/B 16|-8 41236C 36|+27 Lycnhpins(release) 26|-3 j.41236C 23?|+37(I TK this ) not too sure about j.41236 I just counted the start-up as soon a sword touches the ground and + frames depends on your height
madigawadesperate Posted August 2, 2014 Posted August 2, 2014 @lolokoa do you know about 623+A? supposidly 623+B is + but i don't know about a, i feel like it's negative on block
lolokoa Posted August 2, 2014 Posted August 2, 2014 went back to double check 623A start-up is 16f and -7 on block 623B start-up 38f and +13 on block(correcting my 1st post about this) maybe because 623B Pushes your opponent towards you creates that illusion a frame by frame still images of 623B on Blockhttps://dl.dropboxusercontent.com/u/71101249/hilda236B.rar as soon as hilda bends her knees to jump till Yuzu starts jump is the frame advantage
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