madigawadesperate Posted July 30, 2014 Posted July 30, 2014 (edited) Anyone here has videos where they show you how to deal with pressure? Or some setups? Most of the stuff I find are combos D: How to deal with pressure as hilda 101 you block, wait for something unsafe and then 2a or if they spam lows j.2c into 2a, that's all she wrote Edit: We really need hilda's frame data for far i'm just guessing what's unsafe Edited July 30, 2014 by madigawadesperate
DaiAndOh Posted July 30, 2014 Posted July 30, 2014 Couple of quick things. Hilda (along with Chaos) charges GRD the fastest in the game. When one shields, they cannot shield/block in another direction (low vs high) for 30 frames. Because Lynchpins are overhead, if someone is autopiloting low shield, drop one on their head!
Eshi Posted July 30, 2014 Posted July 30, 2014 do people even use her b+c? Like i never see it The best use I've found for it is countering fly-spamming Merkavas, if he does it at the apex of his jump then it's surprisingly hard for Hilda to hit him out of it.
Gambler Posted July 30, 2014 Posted July 30, 2014 GAWD yesterday I played with some friends online. For some reason Byakuya is giving me a lot of headaches. Also, yeah, her defense is horrible at worst :v Only thing I have is... 214D and sometimes 3B but it doesn't always work the way I'd want Any tips, dudes? For byakuya? I'd suggest block low, if he's in the air block high. He has 0 mixup game on the ground unless he throws a 6D out there. Don't know why people have a hard time against byakuya, just block low whenever you get combo'd or block low in general. I guess Byakuya gets people spooked and causes them to lose their cool, but it's fine his pressure's pretty simple to avoid.
Venussail91 Posted July 30, 2014 Posted July 30, 2014 Anyone else getting wrecked by Orie? I could really use some tips about fighting against her.
DaiAndOh Posted July 30, 2014 Posted July 30, 2014 For byakuya? I'd suggest block low, if he's in the air block high. He has 0 mixup game on the ground unless he throws a 6D out there. Don't know why people have a hard time against byakuya, just block low whenever you get combo'd or block low in general. I guess Byakuya gets people spooked and causes them to lose their cool, but it's fine his pressure's pretty simple to avoid.I'm curious actually, since he nets can't get with projectiles, but can be physically hit, which of Hilda's normals break them.
LegendaryRath Posted July 31, 2014 Posted July 31, 2014 I don't think her a,b,and c normals count as projectiles. They are air unlockable and don't break other projectiles.
DaiAndOh Posted July 31, 2014 Posted July 31, 2014 Good to know. That'll be useful in the Byakuya matchup then.Updating my bnb (http://www.dustloop.com/forums/index.php?/topic/8883-uniel-hilda/page-4#entry828148). Can finish with 3CC instead of 5C, just have to delay it more. Also now 90% sure it works on everyone.
Heartlust Posted July 31, 2014 Posted July 31, 2014 Anyone that has knowledge enough to go through her entire moveset like they've done in some of the other character threads? Would be helpful!
LegendaryRath Posted July 31, 2014 Posted July 31, 2014 Dai, in your combo after using 22B, the opponent wont tech until they hit the ground (or get close). Use a delayed 5C > 3CC > B lynchpin . It's what I've been using the last few days and it feels the most consistent (for me anyway).
madigawadesperate Posted July 31, 2014 Posted July 31, 2014 Are Hilda's normals projectiles? Only projectile she has is skewer techincally, I had found that out in akatuski matches Anyone else getting wrecked by Orie? I could really use some tips about fighting against her. rofl, remember when i said i lost my starbucks at tournament it was too an orie(actually it was gord who knocked me completely out but still, she won the tournie) anywho, the only move she actually has that's threatening is her stab the perfect range is a bit further then normal starting distance. In order to close the gap quickly she has to charge the stab and you can make her eat a 66c/66b. The stab has actual invincibility until hit so you need to be weary of that. This is actually a Mu when you're at the right distance you just keep throwing out condensed glooms since she doesn't really have a projectile(she can summon her persona to do a an attack that basically holds you in place for like 50 seconds when she has bar) and then simply get in with teleports. She's also one of the few characters with a standing overhead so that somewhat makes life not fun and she's a little tricky to block again. Standard thing my friend would do is an overhead and then a low to knock me down(with the persona) in a corner. So basically this is the visual you'll see. and then with the persona since the other image isn't around you need to guess between a low/overhead so this is the overhead Orie is also a little trickier to punish since her stuff kinda pushes her out of 2a range but since your opponent will know that, simply get in their face with a j2. C and create a frame trap or simply do 41236+C in the air in order too create something she'll be stuck in and you'll be able to have a mix up of throw/low/overhead Otherwise besides this it's a really easy mu, Oh also she'll think she can just spam stab(divine thurst) but skewer will keep in check
Dark Ranger88 Posted July 31, 2014 Posted July 31, 2014 I know we don't have specific frame data yet. But do we have any idea of what moves Hilda has that are plus on block? Condense Gloom (the oki sphere) obviously is. And the C supers too. I keep seeing you guys say to do 623A in pressure (Looks like Bang's double palm thrust), could that have plus frames? Right now I'm just doing mixup/frametrap and ending pressure if they block correctly.
madigawadesperate Posted July 31, 2014 Posted July 31, 2014 I know we don't have specific frame data yet. But do we have any idea of what moves Hilda has that are plus on block? Condense Gloom (the oki sphere) obviously is. And the C supers too. I keep seeing you guys say to do 623A in pressure (Looks like Bang's double palm thrust), could that have plus frames? Right now I'm just doing mixup/frametrap and ending pressure if they block correctly. Correctly spaced j.2C is + 623A isn't + it can still lose to a few things(it's a frame trap for a huge portion of the cast though) Lynchpin i believe is actually positive on block... 236+B is positive for sure I think that's it?
DaiAndOh Posted July 31, 2014 Posted July 31, 2014 Dai, in your combo after using 22B, the opponent wont tech until they hit the ground (or get close). Use a delayed 5C > 3CC > B lynchpin . It's what I've been using the last few days and it feels the most consistent (for me anyway).I don't understand, you're basically saying I could get 5C, 3CC instead of 3CC?Also been doing more 22a, that's been more consistent than 22b, but it's not hard to adjust which of those you're doing based on the spacing. Correctly spaced j.2C is +623A isn't + it can still lose to a few things(it's a frame trap for a huge portion of the cast though) Lynchpin i believe is actually positive on block...236+B is positive for sure I think that's it?623B might be?And reverse beat testing would be needed too.
madigawadesperate Posted July 31, 2014 Posted July 31, 2014 623B might be? And reverse beat testing would be needed too. Not positive, that's for sure it can still lose to stuff it just seems + but it's not
Prototype909 Posted July 31, 2014 Posted July 31, 2014 623B is way + on block, set the CPU to block it and then jump while holding up as you come out of recovery - Hilda gets off the ground way earlier.
madigawadesperate Posted July 31, 2014 Posted July 31, 2014 623B is way + on block, set the CPU to block it and then jump while holding up as you come out of recovery - Hilda gets off the ground way earlier. I did that and got wacked with a grim reaper lol
LegendaryRath Posted July 31, 2014 Posted July 31, 2014 I don't understand, you're basically saying I could get 5C, 3CC instead of 3CC? I probably shoulda just said that haha. Just make sure you delay the 5C. So long as you haven't already used 22B in a combo, it seems to always keep them in hitstun until they land, which is perfect for helping get them low enough for the 5C > 3CC to work. I don't know if this is true for 22A. 623B is definitely plus on block. I'll change my twitter avatar to Noel if I'm wrong.
LegendaryRath Posted July 31, 2014 Posted July 31, 2014 623B is /at least/ +8. 623B > 5A is a gap-less blockstring.
TD Posted July 31, 2014 Posted July 31, 2014 any blockstrings that involve lynchpin? particularly for the pad impaired x.x really disliking the options given in button settings. holding buttons is a thing and there probably should be a wider or more customized button layout experience, but that's just me. not sure exactly how useful lynchpin is in neutral, I seem to be doing fine without it, but it's plus...
Kyosuke Kagami 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.
toanenadiz Posted July 31, 2014 Posted July 31, 2014 any blockstrings that involve lynchpin? particularly for the pad impaired x.x really disliking the options given in button settings. holding buttons is a thing and there probably should be a wider or more customized button layout experience, but that's just me. not sure exactly how useful lynchpin is in neutral, I seem to be doing fine without it, but it's plus... 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.
Ssuusshhii Posted July 31, 2014 Posted July 31, 2014 any blockstrings that involve lynchpin? particularly for the pad impaired x.x really disliking the options given in button settings. holding buttons is a thing and there probably should be a wider or more customized button layout experience, but that's just me. not sure exactly how useful lynchpin is in neutral, I seem to be doing fine without it, but it's plus... 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.
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