susano Posted July 28, 2014 Posted July 28, 2014 She's tricky on pad, it's just weird having to hold down b Luckily i cheat with her bnb You mean the 5a autocombo?
toanenadiz Posted July 28, 2014 Posted July 28, 2014 Is she easy on pad? I use a completely different control scheme than I use in other fighting games since I have to be able to hold A, B or C whenever I want while being able to press the other buttons. It takes some time to get used to.
TD Posted July 28, 2014 Posted July 28, 2014 Honestly I think Hilda is a very easy char combo wise. A pad player myself, the charge negative edging was rather difficult to get used to, and I'm sure it still will be in neutral, but as far as combos, lynchpin should only really be used as an ender, which limits the hold and release bits to certain attacks which in turn makes using it as a combo tool much easier. That said, in neutral it will probably be integral to learn the timing to get the fastest lynchpin, which is 46 frames; and then knowing when to use it in your strings, which will require some practice. I'd say it's week one learning though.
susano Posted July 28, 2014 Posted July 28, 2014 Okay that sounds fair enough. To an what's your button scheme for this game? I'm using default.
LegendaryRath Posted July 28, 2014 Posted July 28, 2014 In pretty much every situation pad and stick are pretty much just personal preference, but now that I think about it, Hilda might be tricky on pad because of lynchpin. Good luck guys, I'm sure you can make it work
toanenadiz Posted July 28, 2014 Posted July 28, 2014 Okay that sounds fair enough. To an what's your button scheme for this game? I'm using default. A = Square B = R1 C = X D = Triangle I will probably move the C button to one of the shoulder buttons in the future since I plan on using Vatista as well.
LegendaryRath Posted July 28, 2014 Posted July 28, 2014 What do you guys want to do about finding + cataloging good Hilda footage? Since we can't make a video thread, how about we make a google doc (or something) that we can all edit (or a volunteer could?) and see if Tigre could put the link into the main post? It would be really great if we could easily find videos of particular matchups or players.
susano Posted July 28, 2014 Posted July 28, 2014 A = Square B = R1 C = X D = Triangle I will probably move the C button to one of the shoulder buttons in the future since I plan on using Vatista as well. Hmm okay. I'll keep this scheme in mind. I'm learning Gordeau first.
madigawadesperate Posted July 28, 2014 Posted July 28, 2014 So, does anyone know a good damaging combo off of interference a?
LegendaryRath Posted July 28, 2014 Posted July 28, 2014 623A > 3CC > 22B (hold B) > 3CC > release It's around 2500 I think and is easy to confirm into
Venussail91 Posted July 28, 2014 Posted July 28, 2014 623A > 3CC > 22B (hold B) > 3CC > release It's around 2500 I think and is easy to confirm into For this, can you go into it with 2B > 2CC?
madigawadesperate Posted July 28, 2014 Posted July 28, 2014 623A > 3CC > 22B (hold B) > 3CC > release It's around 2500 I think and is easy to confirm into I have to check how much damage my combo off it does because i end doing 623A > 3CC > Lynchpin B > 66c > 234A (edit: 2405) or 623A > 3cc > lynchpin b > j.2c > a+d (I find this leads to a really good set up for interference b) (edit:2861 last hit can be throw teched though[also biggest lynch pin] ) I'm not sure what is exactly optimised bleh ps: I'm going to write some combos/set ups I have tomorrow
LegendaryRath Posted July 28, 2014 Posted July 28, 2014 For this, can you go into it with 2B > 2CC? of course
toanenadiz Posted July 28, 2014 Posted July 28, 2014 623A > 3CC > 22B (hold B) > 3CC > release It's around 2500 I think and is easy to confirm into That one does 2270. 623A > (dash) 3B > charged jC > delay j2C > 22A > 3CC > 623A > 3CC > B lynchpin does 3007. Dunno if that is optimal but I like doing combos with j2C in them and figured around 3K is a good amount of damage for a combo with Hilda.
Durkslag Posted July 28, 2014 Posted July 28, 2014 623A > (dash) 3B > charged jC > 5B > 3CC > 22B > 5C > 3CC > b lynchpin. Found that one to be easier but only 2763 damage Also 66B into "OHOHOHOHO" after b lynchpin for 1k extra damage on a combo is pretty sweet
Eshi Posted July 28, 2014 Posted July 28, 2014 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. I absolutely agree, Linne feels like her hardest match-up to me. Her pressure lasts for a million years and she can mash super through a bunch of block strings free.
yagami05 Posted July 28, 2014 Posted July 28, 2014 sick Hilda gameplay http://www.youtube.com/watch?v=3KjcdomHWJY&list=UUQF3WW4MmcRc3jMnAdSzwQQ https://www.youtube.com/watch?v=tnDaH4TZPJ0
madigawadesperate Posted July 28, 2014 Posted July 28, 2014 On occasion if you do her standard bnb there is a situation where they can block her 623+A because the last hit of 2cc will no longer connect the most important thing to do at this moment is 66c 66c creates a frame trap, if your opponent blocks it you have three options. So far this only loses to ex-grim reaper. Worst that will occur is it trades and your opponent loses half their meter. 236+A makes it a safe block string If it does connect 22b will hit, also good for a mixup B lynchpin for a true 50/50 from this frame trap will not connect on normal hit of 66c If you end any combo in a throw, i'll use this one for example 623A > 3cc > lynchpin b > j.2c > a+d(2861) your opponent mid screen will do a wall bounce and you can hit them with a meaty 623B now for the combo that should end in (if you guys figure something more damaging please let me know) 623+B,(charge a), after wall bounce 66b, lynchpin A(2016) so this little set up is around 5k and you get an oki to do condensed gloom after (214+a or b) Her most damaging combo i've found sadly is 214+A, 41236+D (4853) Oki set ups after OHOHOHOHOHOHOHO After midscreen use a charged A lynch pin because 80% of the time, they're going to rush you down depending on who they use. If they're using a midscreen poking character charged lynch pin B also does the job for a salty finish 22a or 22b (22a is the better choice) Full screen use a condensed gloom (j. 214B) and after 421+C(this teleport has swords after so if you placed this correctly you're back in threatening range) Also not really tech but worth noting, people really don't expect a throw coming after a raw j.2c(make sure you space this properly or you're eating a full combo)
Heartlust Posted July 28, 2014 Posted July 28, 2014 Whats her best anti air and how do you guys deal with people rushing you down? Hilda feels very slow
madigawadesperate Posted July 29, 2014 Posted July 29, 2014 Whats her best anti air and how do you guys deal with people rushing you down? Hilda feels very slow I'll say 3b because her head is invincible
DaiAndOh Posted July 29, 2014 Posted July 29, 2014 Whats her best anti air and how do you guys deal with people rushing you down? Hilda feels very slow3b.Outside of that you're calling out jumps with your C buttons and lynchpins (hold A/B/C)You deal with people rushing down by blocking well and using Vorpal state to the best of your ability. That's all you can do.
madigawadesperate Posted July 29, 2014 Posted July 29, 2014 Hilda's c teleport is really good against a vatisita spamming projectiles, just thought you should all know this
TD Posted July 29, 2014 Posted July 29, 2014 hilda's best defense is (incoming cliche fit to hilda's playstyle) a really, really good offense. like, if she gets touched no matter who it is, you could lose. this game is very unforgiving to those defending, and hilda has literally no specials that will trade or win against anything in tight situations. so she has to block. blocking for an extended time more likely than not will grant you vorpal and with it chain shift as mentioned. again, hilda has no invulnerable frame 1 moves, so vorpal leaves alot to be desired for her, but one could take more risks with mashing out if they chain shift well. there is veil off as well, which is a burst. as it is her only true wakeup defensive option, it wont be hard for foes to see this one coming. do try to be unpredictable with this. or you will die. fair warning. as a zoner on offense I feel like she controls the whole screen, but she needs to get some of her more prominent screen control going by creating space or fear. playing her one really has to be on point, or get ready to block. while lacking priority on her close range moves, I feel she can keep people out fairly well if she throws the right moves out first. as for aa's, she has a few. 3b is the standard, really good because of the hitbox going all the way up and the invul. 5c can aa. 3c is the more horizontal aa and the second standard. lynchpin can aa but its probably only going to be used as an anti jump than an anti air. I believe 22c and 61236d will as well but the latter lacks invul. sick Hilda gameplay http://www.youtube.com/watch?v=3KjcdomHWJY&list=UUQF3WW4MmcRc3jMnAdSzwQQ https://www.youtube.com/watch?v=tnDaH4TZPJ0 so how do you guys feel about this? on one hand, love this guy's hit confirming ability and he gets people off of him fairly quickly. I didnt really enjoy the foes though. regarding the neutral, alooooot of 623b. seriously, alot. and no one was punishing it? something isnt right there. that pressure looked beatable.maybe a shield or something, but barely anyone even tried when this guy did the same pressure reset 5 plus times. vatista may have problems getting out because of her short dp, but she could probably shield sometime and counter or get out of that box.
Eshi Posted July 29, 2014 Posted July 29, 2014 I didn't enjoy watching the Vatista at all for that reason, but the Merkava/Linne were super punishing it. Their options may be too high risk before then though - the Hilda player did mix up her options depending on their meter and spacing. It's probably match-up specific, that amount of 623B spam will not fly against someone like Orie but Vatista may be extra free to it. You will be blocking a lot with Hilda, so her primary defense is Guard Thrust (214D while blocking). Unless I know I can use it to end the round, I always save my Vorpal for it.
DaiAndOh Posted July 29, 2014 Posted July 29, 2014 Being able to confirm the situation with chain shift is still very useful. You can also use chain shift while zoning to create more pressure. Also chain shifting gives you meter to Veil Off.
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