Jump to content
Dustloop Forums

Recommended Posts

Posted

What I hear is that her matchups are basically very lopsided. She fares well against top tier (zones Gord fine, for example), but not so well against, say, Linne (who has roll + ex hien), etc.

 

that's because linne is an evil dumb gremlin bitch from hell  :v: 

  • Replies 257
  • Created
  • Last Reply

Top Posters In This Topic

Top Posters In This Topic

Posted Images

Posted

she might be able to zone gordeau but she cant screw up even once and all his buttons once in range have a chance of really screwing her over. because he has several mdrange tools it feels like this match must be played fullscreen at all costs. its hard.

Posted

You can say that, but fact is, a lot of the cast struggles to even get in on Gordeau without a hard read. Being able to zone Gordeau effectively and convert random hits into setplay against Gordeau is very strong.

Posted

This is probably obvious, but the B version of Condense Gloom (214X) has more recovery than the A version. So if you plan on not getting punished for throwing one out in neutral, it's better to do the A version.

 

I also tested TK Condense Gloom and they seem to have about the same recoveries as their grounded counterparts. Also I did this in training mode with a dummy, so I don't have any hard numbers as to how many frames of recovery the moves have.

Posted

She has tools to deal with the entire cast IN NEUTRAL ONLY. If you get caught blocking it really doesn't matter too much how good at blocking you are and it is more likely you will lose that round. She Is a midrange zoner and is rather moderate to pick up. Her defense though is super shitty so I must stress you don't want to be caught blocking ever.

Posted

so i just picked this game up and i want to use hilda. Is she any good compared to the rest of the cast?

She's definitely viable, but has obvious weaknesses. Her neutral game is strong, with good normals that she can start pressure and confirm at a distance. There, she can compete with the stronger characters (Gordeau, waldstein, etc.), keeping them out pretty well, which is something many characters struggle with. Her pressure is fairly strong and safe because of the distance that it's effective at. The two biggest problems Hilda has are her lack of defensive options (no reversals of any kind, rely on universal mechanics only), and her lack of mixup. Both of her overheads are very slow and easy to react to, and this encourages players to simply block, block, block, and build a ton of grd. As a result of not having any defensive options, even with meter, she has a lot of trouble once the opponent gets in. Making a mistake matters even more when you don't have good tools to cover it up.

 

Those are just my feelings, playing her for a month now. As far as tiers go, I don't believe there is a list that we can agree on enough to accurately place her (The only thing most people agree on are the top 3 and bottom 2). Most of them I've seen have her pretty low, sometimes even with Chaos and Akatsuki  (which is stupid), and some of them have her being mid or even high. I feel she's definitely not bottom, but definitely not high or top either, just somewhere between.

 

edit: look at what TD said. She deals with everyone well, until they get in. Making a mistake is much worse for her than most characters in my opinion.

  • 4 weeks later...
Posted

Fun little shenanigans to try to give some life back into this thread

 

  • Blocked divekicks can be cancelled into hail storm for a whopping +27 on block (j.2c into hcf+c)
  • If you have out 214c after an oki, run up and do an A lynchpin (it's extremely hard to see especially if you place it correctly and you can mix up with a low)
  • If your opponent is cornered, depending on the size of the lynchpin it can appear offscreen and trap them, same thing for 22a
Posted

Why can Hilda up back then divekick for free?

 

She can't divekick for free if you pressure her correctly, but if we are talking online then yeah good luck stopping that. Leaving gaps in your pressure and using a lot of 2A/low staggers will get you divekicked generally even offline. Also people still are under the impression that chasing Hilda's backtech with dash 2A is a good idea, which is not a good thing to try because most characters can't reach her in time to get a true meaty 2A that she can't just divekick free. If you are getting divekicked for chasing backtech, use a bigger, non low hitting attack to meaty her, and get big damage for them most likely being dumb. If you block her divekick, unless its done really low to the ground and properly spaced, its negative on block so use your fastest normal to beat her 6F 2A since its the fastest possible thing she can use after divekick to attack. 

Posted

She can't divekick for free if you pressure her correctly, but if we are talking online then yeah good luck stopping that. Leaving gaps in your pressure and using a lot of 2A/low staggers will get you divekicked generally even offline. Also people still are under the impression that chasing Hilda's backtech with dash 2A is a good idea, which is not a good thing to try because most characters can't reach her in time to get a true meaty 2A that she can't just divekick free. If you are getting divekicked for chasing backtech, use a bigger, non low hitting attack to meaty her, and get big damage for them most likely being dumb. If you block her divekick, unless its done really low to the ground and properly spaced, its negative on block so use your fastest normal to beat her 6F 2A since its the fastest possible thing she can use after divekick to attack.

Gotcha. Deff been trying to use Carmine's 2B to catch her and it simply wasnt working .I guess carmine has it rough anyways as his fastest normal is 6f startup as well lol. Thanks for the reply!!

Posted

Gotcha. Deff been trying to use Carmine's 2B to catch her and it simply wasnt working .I guess carmine has it rough anyways as his fastest normal is 6f startup as well lol. Thanks for the reply!!

 

and hilda's is 7, don't worry running up and mashing a will work wonders

  • 2 weeks later...
Posted

I still don't get how to make the lynchpin swords change direction. Is it like you hold the directional pad left/right to make it turn?

 

Also, is it imperitive to learn all of Hilda's oki setups? I only know the basic one and it's been working out somehow.

Posted

I still don't get how to make the lynchpin swords change direction. Is it like you hold the directional pad left/right to make it turn?

 

Also, is it imperitive to learn all of Hilda's oki setups? I only know the basic one and it's been working out somehow.

You mean condense gloom right?

214 +A/B/C > A/B/C + Direction of choice (Left, Down, Right) . If you did this right you should see a flash around the orb. 

Edit: Now if you meant lynchpins (from the sky). That's by which button you hold A/B/C.

Posted

You mean condense gloom right?

214 +A/B/C > A/B/C + Direction of choice (Left, Down, Right) . If you did this right you should see a flash around the orb. 

Edit: Now if you meant lynchpins (from the sky). That's by which button you hold A/B/C.

 

-facepalm- Yeah, I meant that.

 

Okay, I'll practice this in the lab.

  • 2 weeks later...
Posted

Some new stuff i've learned with hilda

 

  • B skewer is actually really positive on hit and chain into a dash b/c for an easy 3k combo with oki 
  • 632a or c can be chainshifted to get a fully charged 5[c] into a combo with a c lynchpin
  • hcf+c used during a block strong will beat all mashed reversals except seth's and waldstiens (it's immune to grabs) and if blocks you're still extremely positive 
  • When you have veil off always end in hcf+c, qcf+a, hcf+d due to this route getting an easy extra 1k 
  • After you do a lynchpin 5c/c will create a reset situation for those who aren't expecting it and you can start another combo
  • j.5[c] will beat linne and chaos's roll, can cancel into j.b/hcf+c to make option safe and advantageous on block 
  • j.a is really hard to see as a jump in 
  • C. teleport is a good answer for opponents jumping around mindlessly for an easy 2.5k 
  • j.c,c is literally the most useless move in the enitre game
  • if you tiger knee a hcf+c you can chain a full 5[C] on hit
  • 5[C] creates enough blockstun to make lynchpin a true block string 
  • If you still want to do good damage at wall with 623+a, without them bouncing to the other side chain shift works really well 
  • If you get your opponent to the corner and depending on the distance and size of the lynchpin you can have an invisible high/low mix up 

that's all for the notes 

Posted

 

  • After you do a lynchpin 5c/c will create a reset situation for those who aren't expecting it and you can start another combo

Lynchpin ender > assault j.C is a little tighter, but has the same effect and puts you much closer to the opponent, so you can mix them up with another assault overhead/A lynchpin, mash 2A or just throw immediately. There's none of that huge wakeup throw protection since it restands them. People I tried this on got really reversal-happy after the reset, but you can just block and bait most of them.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Upcoming Events

    No upcoming events found
×
×
  • Create New...