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UNIST - Hilda notes

Mar 25th, 2019
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  1. Stuff not to forget:
  2.  
  3. -guard thrust!
  4. -chain shift!
  5. -236X into 236C confirm
  6. -don't forget to cancel 66B and 66C into specials on block
  7. -OS but also NOT OS'ing when you keep getting hit
  8. -use FF~A as DP punish!
  9. -Throw them mby
  10. -Assault
  11. -use Gloom directly after a stray Pin hit instead of trying to go for the combo
  12. -use C-Gloom in neutral sometimes
  13. -use Tele if they tech backwards too far away
  14.  
  15.  
  16. ==========================================================================================================================================
  17. Combos:
  18.  
  19. Smartsteer (use it to keep charge without being defenseless):
  20. (2AAA), 5A, 5B, 2B, (2CC, 22A, 22C) (go normal combo-route after the 2B to still get good dmg and oki; can also go normal route after 2C but they might drop as you have too many hits with the 5A; 2545 dmg)
  21.  
  22.  
  23.  
  24. 2A starter:
  25. 2A(AA), 5[B], 2CC, 623A, (22A,) ~3CC, B-Pin (ez mode, just let go of stick after 2A and press B to buffer it; 2B instead of 5B works too but less dmg; can add a fast 22A for 3029 dmg more; 2018 dmg)
  26. 2A(AA), 5[B], 2C, 623A, ~3CC, 22A, ~3CC, B-Pin (med mode; leave out second 2AA cycle for easier one; input 22A asap; 2711 dmg)
  27. 2A(AA), 5[B], 2C, 623A, (~)5C~C, 22A, md66, ~3CC, B-Pin (harder mode; to time the 5CC start pressing it BUT DON'T HOLD right when opponent hit the wall; first 5C needs a tiny delay if they are further away; second one a longer one or 22A doesn't hit; md66 is a bit tight but ensures that it hits at all ranges; can also use 2B instead 5B for 40 dmg less; 2845 dmg)
  28. 2A(AA), 5[B], 2C, 623A, (~)5C~C, 22A, ~623A, 66C, B-Pin (GOTO; hard mode; have to hit 623A right at their feet or they drop out later; when you see you that the second 623A won't hit then md66 3CC instead; 2962 dmg)
  29. 2A(AA), 5[B], 2CC, ~623A, (~)5C~C, 22A, ~623A, 66C, B-Pin (very hard mode; you have to delay the first 623A to hit them at their lowerst point and further timings also become harder; 3003 dmg)
  30.  
  31. 2A starter (when YOU are in corner):
  32. 2A(AA), 5[B], 2CC, 22A, ~3CC, B-Pin, 214A Gloom (ez mode; leaves them very close so best when you want to keep them in the corner; înput 2AA aspa; 5CC ender does NOT work!; 2054 dmg)
  33. 2A(AA), 5[B], 2CC, 623A, md66C, B-Pin (panic mode; gives you some distance; Pin can whiff without tiny microdash; 2086 dmg)
  34. 2A(AA), 5B, 2C, 623A, 66C, 22[B], ~3CC, B-Pin (mid mode; last chance to let go of B if you held it too early is 623A; 2412 dmg)
  35. , 623A, 66C, B-Pin (hard and inconsistent; 2542 dmg)
  36. -2A(AA), 5[B], 2C, 623A, md66C, 22A, ~623A, 66C, B-Pin (hard and inconsistent; md needed or 22A whiffs; 2770 dmg)
  37. 2A(AA), 5[B], 2C, 623A, md66, 3C~C, 22A, md66, 3CC, B-Pin (GOTO; mid mode; 2711 dmg)
  38. , ~623A, 66C, B-Pin (very hard mode; 66C can drop easily; 2836 dmg)
  39.  
  40. 2A starter (when THEY are in corner):
  41. 2A(AA), 5[B], 2CC, 22A, ~5C, 3CC, B-Pin, 214A Gloom (keeps them in the corner even up close; 2258 dmg)
  42. 2A(AA), 5[B], 2C, 623A, 3[B], icjC, ~3CC, B-Pin, 214A Gloom or teleport (puts them out of corner if you are completely up close; 2293 dmg)
  43. -2A 5[B] 2C 623A j.2C 2A 3CC 22A 5C 3CC ]B[
  44. (If you duck after 2A(AA), 5[B], 2C, 623A they fly over your head, if you stand you block them.)
  45.  
  46.  
  47. 5A starter: use 2A combos
  48.  
  49.  
  50.  
  51. 5B starter (second best DP-punish starter):
  52. 5B, 2B, 2CC, 623A, md66, 3[B], icjC, ~3CC, B-Pin (ez mode for 3B route when you want to confirm; 5CC ender works too but is very tight; 2540 dmg)
  53. , 2CC, --//-- (2524 dmg)
  54. , 5C, 2CC, --//-- (2595 dmg)
  55. 5BB, 623A, md66, 3[B], icjC, 5C~C, 22A, ~623A, 66C, B-Pin (med mode; most reliable while decent damage; hitting less 5BB spins gives more dmg; 2859-2945 dmg)
  56. 5B, 2B, 2C, 623A, md66, 3[B], icjC, 5C~C, 22A, ~623A, 66C, B-Pin (med mode; for really up close as second best DP-punish starter; 2C 623A can whiff when futher away; 3149 dmg)
  57. 5B, 2CC, ~623A, md66, 3[B], icjC, 5C~C, 22A, ~623A, 66C, B-Pin (hard mode; press 5C asap your feet touch the ground but not before; max-delay 5C followup; confirm the height and drop pin ater 5CC if you see 22A won't reach; 3230 dmg)
  58. 5[B], 2C, 623A, ~5C~C, 22A, ~623A, 66C, B-Pin (GOTO; med mode; 2C 623A can whiff when futher away; need to be ready for the 623A otherwise go 2CC route; 3106 dmg)
  59. 5[B], 2CC, 623A, ~5C~C, 22A, ~623A, 66C, B-Pin (hard mode; 3179 dmg)
  60. -5B, 2CC, 623A, md66, 3[B], icjC, ~3C~C, 22A, ~623A, 66C, B-Pin (very hard & not worth the work; use 5CC instead; only benefit is that you can confirm the height and drop pin early; needs maximum delay of 3CC but you can confirm the height; 3073 dmg)
  61. 3[B], 2CC does NOT work as they will be too low after the 623A and they'll drop out of the followup 3CC or 66C)
  62. don't use 2B if you want to go for extended combos after 3[B] as it makes the followups near impossible then)
  63. -5B, 2B, 2C, 623A, md66, 3B, icjC, j2C, 623A, 3CC, 22A, 3CC, B-Pin (hard mode, doesn't work max range)
  64.  
  65.  
  66. 2B starter (same as 5B combos):
  67. 2B, 2CC, 623A, md66, 3[B], icjC, ~5C~C, 22A, ~623A, 66C, B-Pin (GOTO; med mode; delay 5CC a tiny bit so 22A hits low; delay 623A for long; input 66C immediately after though; can use 3CC instead of 66C at end for easier but 150dmg less; 3211 dmg)
  68. -2B, 2CC, 623A, md66, 3[B], icjC, j2C, 22A, 5CC, 623A, 66C, B-Pin (hard mode)
  69.  
  70.  
  71. 2C starter:
  72. -2CC, 623A~[B], ~5CC, 22A, ~3CC, B-Pin (ez mode; 2486 dmg)
  73. 2CC, 623A, md66, 3[B], icjC, ~5C~C, 22A, ~623A, 66C, B-Pin (GOTO; same rules as 2B routes; 3CC ender deals at worst 9 dmg less but can be more consistent; 3133 dmg)
  74.  
  75. 5B|2B|2C starter (when THEY are in corner):
  76. 2CC, 623A, 3[B], icjC, ~5C~C, 22A, md66, 3CC, B-Pin (keeps them in the corner when yourself a dash away; jump upwards or forwards depending when 3B hits)
  77. , ~623A, 66C, B-Pin (keeps them in the corner when yourself MORE than a dash away)
  78.  
  79.  
  80.  
  81. 66B starter:
  82. 66B, 623A, md66, 3[B], icjC, 5C~C, 22A, md66, ~3CC, B-Pin (2944 dmg)
  83. , 623A, 3CC, B-Pin (GOTO; 2977 dmg)
  84. , 66C, B-Pin (drops easily; 2926 dmg)
  85. (66C combos work too but are suboptimal)
  86.  
  87. 66C starter:
  88. 66C, 22B|A, 2CC, 623A, md66, 3[B], icjC, ~3CC, B-Pin (GOTO; 2751 dmg)
  89. 66C, 22B, 66C, 623A, md66, 3[B], icjC, ~3CC, B-Pin (when they are furthest away; 2491 dmg)
  90.  
  91.  
  92.  
  93. 22A|B starter:
  94. 22A|B, 2CC, 623A, md66, 3[B], icjC, ~3CC, B-Pin (GOTO; 2690 dmg)
  95. , ~3C~C, --//-- (harder timing; not worth the effort; 2695 dmg)
  96.  
  97.  
  98.  
  99. 5C starter:
  100. 5CC, 22B|A, 623A, md66, 3[B], icjC, ~3C~C, B-Pin (5CC into 22B is NOT cancellable; so wait a bit; 2550 dmg)
  101. 5C~C, 623A, md66, 3[B], icjC, ~3C~C, 22A, ~623A, 66C, B-Pin (GOTO; same rules as 2B routes; ~3CC ender deals at worst 5 dmg less but can be more consistent; 3062 dmg)
  102.  
  103. icC starter:
  104. ic[C], C-Pin (let go with last hit, don't wait too long or it whiffs, 1516 dmg)
  105. icC, 623A, md66, 3[B], icjC, ~5C~C, ~623A, 66C, B-Pin (623A range; 3083 dmg)
  106. icC, 22B, 2CC, 623A, md66, 3[B], icjC, ~3CC, B-Pin (when they are further away; 2862 dmg)
  107. icC, 22B, 66C, 623A, md66, 3[B], icjC, ~3CC, B-Pin (when they are furthest away; 2733 dmg)
  108.  
  109.  
  110.  
  111. j2C starter:
  112. j2C, ~2A, 5B, 2C, 623A, ~5C~C, 22A, 623A, 66C, B-Pin (GOTO; 2A needs a long delay; 66C might whiff so use 3CC to be safer; 3320 dmg)
  113. -j2C, 2A, 5B, 2C, 22A, 5C, FF, 3[B], icjC, ~3CC, B-Pin (corner; https://youtu.be/F9S0DW5krHQ?t=171; <3077 dmg)
  114.  
  115.  
  116. Assault jC starter:
  117. jC, 2A, 2[B], 2C, 623A, ~5CC, 22A, 623A, md66, 3CC, B-Pin (GOTO; press C immediately after the assault; press 2A right when she hits the floor; can also do 5B but nah; 2893 dmg)
  118.  
  119.  
  120. icjC starter (close to ground):
  121. icjC, ~5[B], 3CC, B-Pin (easy; 1829 dmg)
  122. icjC, 5C~C, 22A~[B], 2CC, 623A, md66, 3CC, B-Pin (GOTO; medium mode; do not press ~[B] too early or you get a 22B; stay on 3 for 3CC or you get 3C 5C; 2810 dmg)
  123. icjC, ~3C~C, 22A~[B], ~5C~C, 623A, 66C, B-Pin (very hard; you have to maximum delay everything; 2806 dmg)
  124. icjC, j.236[B], ~623A, ~5C~C, 22A, md66, 3CC, B-Pin (hard; buffer skewer after charged C; wait a tiny bit with 623A input but start it before touching floor; 3CC might needs a maximum delay as usual; 3232 dmg)
  125. , ~3C~C, 22A, ~5C~C, 623A, 66C, B-Pin (very hard; 3386 dmg)
  126. -icjC, 5[B], 3CC, 22A, 5CC, 623A, 3CC, B-Pin (test me; <3300 dmg)
  127. -icjC, ~3C~C, ~623A~[B], ~5C~C, 22A, 3CC, B-Pin (very hard; stay on 3 for 3CC or you get 3C 5C you have enough time; delay as long as possible or 2AA whiffs)
  128. -icjC, ~3B, jA, jB, jC, j3C, land 3[A], 3B, 3CC, ]A[ Lynchpin, 214A Gloom (unreliable and unsafe; delay the 3B a bit even after you've landed; don't stay on jC too long or you delay it instead doubletap it; keep your time with the land 2A; 2585 dmg)
  129.  
  130. icjC starter (when THEY are in corner up close):
  131. icjC, ~5[B], ~3C~C, B-Pin, 214A Gloom (easy; keeps them in the corner even up close; can add 5A very close to floor for 50 more dmg; 1833 dmg)
  132. icjC, jA, j[B], jC~C, ~3C~C, B-Pin (GOTO; med mode; keeps them in the corner even up close; jump upwards when really close which leaves you in 2B range and jump forwards when a bit further away which leaves you up close; can leave out jA for easier timing; 2105 dmg)
  133. icjC~[A}, j[B], jC~C, ~3C~C, B-Pin (med mode; a bit easier timing; 2096 dmg)
  134. icjC, j.236[B], ~623A, ~5C~C, 22A, md66, 3CC, B-Pin (hard; puts them out of the corner; wait long for 5C till they are past your head; 3232 dmg)
  135. -icjC, j236[B], walk-back 5A, 3CC, 22A, 5C, 3CC, B-Pin (too hard but mad good dmg)
  136. -j[C] walk back 5[B] 623A jump back j.A j.2C 2A 3CC 22A 5C 3CC ]B[
  137.  
  138.  
  139.  
  140. Pin starter:
  141. Pin, 2CC, 623A, md66, 3B, icjC, FF, j214A|B (GOTO; md66 is pretty tight; 1674 dmg)
  142. Pin, 66B, 623A, md66, 3B, icjC, ~3C~C, 22A, 2C, 2Aw, 214A|B (makes them tech on ground and give time for gloom setup; 1665 dmg)
  143. Pin, md66, 2A, FF~2A reset (https://youtu.be/LZcptQLz2mk?t=316)
  144. , 66B, FF~2A reset
  145. ~[C], 2B, C-Pin reset
  146. ~[B], 5C, 2C, B-Pin reset
  147. Walk up 2A or 2CC combo but DON'T USE PIN-GLOOM ENDER as they will always tech out of the pin, might as well go for a reset
  148. Can end the combo without the Pin and let them tech in the air with 3CC then going for A-Gloom while on ground (https://youtu.be/F9S0DW5krHQ?t=79).
  149. Or just use it to setup a Gloom mixup.
  150. "tbh lv 1 pin combos are so trash
  151. i just go for 2cc 623a dash 3b [FF] 214b
  152. or sometimes when i feel it i go for the 2cc 623a dash 3b 3cc 22a 2c 214a
  153. I just 623a reset"
  154.  
  155.  
  156.  
  157. FF~A starter (BEST DP-punish starter!):
  158. FF~A, ~5[B], 2C, 623A, ~5C~C, 22A, ~623A, md66C, B-Pin (GOTO; is a easy link; inputting 623A earlier than in standard combo can be easily forgotten; 3259 dmg)
  159. FF~A, ~2A, 2[B], 2C, 623A, ~5C~C, 22A, ~623A, md66, ~3CC, B-Pin (only close; is a link; press button only when after Hilda touched the floor; 66C at end whiffs easily; 3142 dmg)
  160. FF~A, ~2B, 2CC, 623A, md66, 3[B], icjC, 3CC, B-Pin (when further away; pretty hard link; can even leave out 2B but hell naw; 2722 dmg)
  161.  
  162. FF~2A starter:
  163. FF~2A, ~2A, 3[B], icjC, 5C~C, 22A, ~623A, md66, 3CC, B-Pin (tight link; press button after Hilda touched floor AND the animation ended; can leave out 2A for minmally more dmg; 3059 dmg)
  164.  
  165.  
  166.  
  167. AntiAir 3B (those all work for CH 3B as well):
  168. 3B, 2A, 3[B], icjC, ~3C~C, B-Pin (GOTO; easy; confirmable and plenty time; can whiff depending on when you hit them; 1864 dmg)
  169. 3[B], icjC, ~5C~C, 22A, ~623A, 66C, B-Pin (unsafe because have to commit to icjC or hard to hit-confirm; be sure to jump straight upwards or icjC might whiff; 2910 dmg)
  170. -3B, jA, jB, jC, j2C, land 2A, 3[B], 3CC, B-Pin (unreliable; can whiff when too far or too close or when enemy descending; press the 2A only after you visually hit the floor)
  171.  
  172. AntiAir CH 3B (only work for CH or are not rly confirmable without):
  173. 3B, ~5A, 5[B], ~3C~C, B-Pin (easy; confirmable; 1602 dmg)
  174. 3B, 2A, 3[B], icjC, 5C~C, 22A, ~623A, (md66), 3CC, B-Pin (GOTO; med mode; use 5A instead 2A if you hit them further away but it's tighter; md when you are in corner; 2738 dmg)
  175. -3B, 5B[B], ~3C~C, B-Pin (only on early hits or to pick up late tech; not worth it use 2A combo from non-CH instead; 1865 dmg)
  176. -3B, 3B, icjC antiair-combo (NOT CONFIRMABLE; does not work on some deep pickups)
  177. -3B~2A, 5B[B], 623A, ~3CC, 22A, ~3CC, B-Pin (5BB allows you to pick them up from the ground if they don't tech)
  178.  
  179.  
  180.  
  181. Specials and etc:
  182.  
  183. 623B starter:
  184. 623B, 3[B], icjC, 5C~C, 22A, 623A, 3CC, B-Pin (GOTO; 3194 dmg)
  185. -623B, icjC, 5C~C, 22A~[B], 623A, 3CC, B-Pin ()
  186.  
  187. 22C starter:
  188. 22C, CS, 66C, 22B, 623A, md66, 3[B], icjC, ~3CC, B-Pin (press CS when they flying towards the floor; 3336 dmg)
  189.  
  190. max damage ender (full-meter & Vorpal):
  191. Pin, 66, FF~2A, j41236C, 66B, 236A, 22C, CS, 66B, 22C (j41236C might whiff on Carmine and Vatista so use 623C instead there)
  192. , 5A, CVO, 236A, 41236D
  193. , 66B, CVO, 236A, ABCD (30%)
  194. Pin, 623C, 66, FF~2A, j41236C, 66B, 236A, CVO, 236A, ABCD (30%)
  195. , 66, 66B, FF, CS, j236A (???)
  196.  
  197. ==========================================================================================================================================
  198.  
  199. Oki Setups:
  200. -Pin:
  201. +neutral downward B-Gloom: covers neutraltech and backtech but needs to 421B teleport; with running up they can hit you out of the air
  202. +neutral forward B-Gloom: covers backtech
  203. +run up downward A-Gloom: can then run afterwards and jump up; meaty and covers neutraltech and dash-block; doesn't cover backtech
  204. +run up forward A-Gloom: can then run afterwards and jump up/forward for oki setup; covers neutraltech and backtech; not meaty at neutraltech though
  205. Corner downward B-Gloom or forward A-Gloom: eliminates guessing and covers all!
  206. -neutral 214C
  207. -neutral forward 214A, j236C: not best midscreen as they can backdash out of it; good in corner though; OH can convert into 66C, 22[B], md66, 5C~C, 623A, 66C, B-Pin
  208. -neutral downward 214A, j236C: OH can convert into 22A~[B], 3CC, 623A, 66C, B-Pin
  209. -FF~2A, j41236C:
  210. +downward B-Gloom: covers neutral but not backtech
  211. +forward B-Gloom: covers backtech; not meaty though!
  212. +delay forward B-Gloom: covers backtech; more meaty and can bait DP with dash-block
  213. +forward A-Gloom: covers backtech, can bait DP with dash-block but can also throw their dash-block
  214. -OB 623B, forward C-Gloom, 236A: Skewer stops them from moving, they can duck and then dash forward though; can TK it but doesn't hit backtech
  215. -OB 236B, forward C-Gloom, 236A
  216. -VO, forward C-Gloom, 236A
  217.  
  218. Blockstrings:
  219. 2AA, 5B, 2B, 2C, 5A ~ 2CC, 623B
  220. (2A), 5B, 2[B], 2CC, 22A | 623B | B-Pin (charge B and release it during one of the 2CC attacks to go for either a 22A low or the 623B reset; or release Pin for a high; or just end 2C in 2/5A to be safe)
  221. 2CC, 623B ~ 2CC | 5CC,22A | 5B,2B,2CC | 22A | icjC | 5[C]
  222. (2A), 5B, 2[B], 2C, 5[C] | 5C, 22B | 5CC | 236B (use the overhead after 2C or just one 5C which makes them think it comes then go for the low; or a delayed second one; or into 236B which adds a big frametrap)
  223. 5B, 2[B], 5AAA, B-Pin | 22A | 2C (https://youtu.be/LZcptQLz2mk?t=355)
  224.  
  225. OS:
  226. 1[A]~D (quick attack against nothing; blocking quick attacks; teching throws)
  227. 1~2AD~1 (alt method, go to 2 and press dedicated button or you get shield then go back to 1 to block slower attacks)
  228. 1~3BAD~1 (block quick attacks; anti-air assault; techs throws; use dedicated button for AD then B+AD)
  229. 1[BC]~2AD (makes lows whiff and attacks; techs throws; loses to delay button; use dedicated button for AD and dedicated button for BC and then quickly press (not plink!) 1BC into AD)
  230. 4~4+A (hold back to block highs and press A when they touch the ground; their landing recovery will make your attack hit first; good when they mix up Assault attack with empty Assault into throw!; from the tutorial)
  231.  
  232. FF:
  233. Bind BC to a dedicated button!
  234. then quickly press BC into A or 2A (or into dedicated AD button) to get FF~A and FF~2A
  235. DO NOT PLINK IT or you get VO because the BC will still be pressed! Either delay it slightly when using two fingers or just use one finger.
  236. Also do not stay on the buttons any longer than necessary or you get normal FF.
  237.  
  238. Other stuff:
  239. 2A, 5[B], 2C, 623A, jumpback jA, ~icjC, 2CC, 623A, 3CC, B-Pin (high reset in corner; 1199 + 2407 dmg)
  240. , j2C, 2A, ...
  241.  
  242. ==========================================================================================================================================
  243.  
  244. Own Notes:
  245.  
  246. For 2A 5B 2C just let go of stick after 2A and press B to buffer it but DO NOT GO BACK TO 2 IMMEDIATELY or you can get a 2B instead because the game prefers that input. You have enough time to hit-confirm 5B into 2C 623A.
  247. Also you can still go 2A 2B 2C if you got 2B instead of 5B it accidentally, the timing of the combo is NEARLY the same but you get less damage and the 2C can not come out if you are too fast.
  248. When going 5CC into 22A do NOT press 22A too early or it won't come out, press is asap after the second 5C hit.
  249. When going 22A into 623A do NOT press 623A too early nor too late, you want to hit them exactly with the spike. Too early and you whiff it, too late and more back the combo will whiff.
  250. 66C at the end has to hit pin exactly at their highest point or they can tech out of it but you can visually confirm if you go for the gloom
  251.  
  252. You can do 2a 5b 2cc 623a 5cc 22a 623a 66c pin for 3003 damage, but its very tight and needs lots of delays, whilst the route without the followup deals like 50 damage less but has a lot more room for errors
  253. Generally, get used to 5cc as a filler, it helps your damage a lot and makes 623a filler 22a imo much easier.
  254.  
  255. You CAN NOT BUFFER stuff into things that you can't cancel, e.g. you can't buffer 623A into 22A as 22X is NOT a special and if you do it too fast you'll drop it! (same with md66 after a 623A)
  256. You CAN NOT COMBO 22X into Pin-drop! (22X isn't cancellable into anything)
  257.  
  258. For 2/3CC do NOT let go of 2/3 too early if you have to do a 623 afterwards or you get a 2/3C5C and the combo is ruined.
  259. When inputting 22 moves, be sure to press 22 because 3 and 1 don't count towards it, input time is lenient but do it fast still.
  260.  
  261. For comboing 2B into 2C use the same timing as for 2CC, very hard to combo when far away.
  262.  
  263. For buttons that involve 5CC or jC, be wary to only press them lightly once, or you get the increase version.
  264. Also that way if you miss the timing you don't get punished.
  265. When using it from a land, be sure to wait long enough, you have enough time.
  266.  
  267. For 3B microdashes, be sure to let the dash travel a bit.
  268. Input 66 as fast as possible, but then let her dash for some 10 frames before you input 3B.
  269. It will hit even late in when looks like it wouldn't.
  270.  
  271. For Gloom can microdash forward then A-Gloom: https://youtu.be/nEyM1gKkc9Q?t=3759
  272.  
  273. Instead of Gloom can always go charged [C], 236A for more damage (and even add a 22C sometimes).
  274. You can also go 66B/C or run up 2AA into FF~2A for an overhead reset.
  275. You can also go for another pin which is kinda hidden by the Gloom orb.
  276. OR go into 5C and into a 22B for extra-cheeky resets.
  277. You can also use FF in the air after a 3B, icjC to get a Gloom setup.
  278.  
  279. Pin button changes distance, B is half-screen, C is 3/4-screen, A is very near to you and could be used to mix them up when they are near you like you are in the corner.
  280.  
  281. To safely get out of a held button without releasing the pin, use a special or a normal and release it early (with normals release them almost at the same time).
  282. Good options are 5A, 2/3C, 5C, 236A.
  283. You can also safely release it in the air without having to attack. You can jump, release the B-button and immediately press it again to get jB. Or just jA|C.
  284. You can cancel charged pin into any active frames, also into shield-active frames which can be useful when you are on the defense.
  285.  
  286. When jumping icjC gets blocked you can still use jB in the air and on a hit you can convert to a 2B 2CC combo!
  287.  
  288. Don't forget to use Chain-Shift when you have it! Use it when blocking (spam 2D) and then either ABCD (200 meter!) or block the attack and then quickly 214D to get a free Guard-Thrust.
  289.  
  290. Ending combos in FF~2A airswords allows for very good damage, but you have to change combos as it uses a bounce.
  291. Leave out the last 623A and use a 66C instead.
  292. You ALSO have to change the combo that way when you are hitting someone with the 50/50 setup because the spikes deal additional hits often and in the end 3CC will drop.
  293.  
  294. 22C uses 22B if you don't have enough meter.
  295. This can be used to charge A-Pin already from 623A and then use 22C instead of 22A to get double-Pin ender which is a lot damage.
  296.  
  297. 66B FF~2A as Ender after Pin can be used as a cheap reset.
  298.  
  299. ==========================================================================================================================================
  300.  
  301. Not my words:
  302.  
  303. in corner 2a 5a 5b 2b 3b are your buttons
  304. be aware that 5b/2b are not as disjointed as you might think
  305. green sheild to push them back
  306. use 5b clears assaults that 2b dies too
  307.  
  308. if you're too close to the corner, go for a simple 22a route
  309. also, you can switch side with: pin > 623B > FF2A > A Gloom
  310.  
  311. 2cc 623a dash 3b icjc 5cc 22a 3cc B-Pin
  312. You can delay 2CC if you're too far
  313. Otherwise use 22B as mentioned
  314.  
  315. try to not use 3cc multiple times, after 623a for example you can do 5cc 22a
  316. Oh yeah why not?
  317. same move proration
  318. it is the reason you cant press 22x twice in a combo
  319.  
  320. in blockstrings
  321. charge after 2b
  322. and get used to 5aaaa
  323. because you can use 5b 2b while holding bpin with it
  324. so if you for example for some reason hold B-Pin and and you get a 2a/5a mash
  325. you do 5aaa
  326. smart steer is big useful
  327. u can even do
  328. 5aa 5cc
  329. thats my favorite string
  330. 5aaaa 623a 5cc 22a 623a 66c pin is a combo but thats about it
  331.  
  332. "Hilda does no damage"
  333. whips out 8k combo
  334. Hilda can pull out 8k off oki with 200 meter and vorpal which honestly isn't hard to get with her
  335. 214A/B 623[B] 22C CS
  336. ]B[ 66 3B J.5(C) j.61234C 66B 236A 61234D
  337. short and sweet
  338. Starter bit unrealistic
  339. On Merkava/Waldstein, all hits should be hit
  340. J2C isnt the best punish starter
  341. Ff~A ch and 623A 41236C are the best
  342.  
  343. 5c3ccis the easiest way to NOT consume a bounce
  344. i can give you the basic bnb
  345. for that ender if you want
  346. 5b 2cc 623a 3b 8 icjc 5cc 22a 66c pin
  347. you need to space out the time abit
  348. to get l4 pin
  349. an alt easier route
  350. thats very good for b starters
  351. is 5b 2cc 623a miniwalkback 5cc 22a 66c pin
  352. 5cc 22a 5c 3cc pin works too for the first route
  353. if you dont neutral jump
  354. 5cc 22a 66c pin
  355. practice that
  356. itll be the easiest way
  357.  
  358. you need combo opponent higher than pin
  359. that pin hits first the floor
  360. if opponent hits the floor first, then you will spend knockdown
  361. and no linger
  362. so try to get opponent higher in your combo
  363. if opponent gets knocked down instead of lingering on the floor
  364. then the cause is likely that opponent hits the floor first
  365. second cause is that your starter is the pin starter
  366.  
  367. never do 3b into j.[c] pickup if your starter is 2a
  368.  
  369. learn microdash 3cc
  370. it's very similar to dash 3b for most routes
  371. and there will be times when your pin will miss without it
  372.  
  373. triple pin does a lot of chip
  374. so its worth thinking about in near end round situations
  375.  
  376. FF2a 41236C
  377. doesn't work on Hyde or Carmine
  378. ff2a air swords works on hyde and carmine, you just need to space yourself outwards
  379.  
  380. TK j236B is +5?
  381.  
  382. optimal 22b is
  383. 22b 3cc dl 623a 5cc 623a 66c pin
  384. for 3.2kish on ch
  385. 22b 66c 623a is sometimes necessary
  386. in whcih cause ucan do
  387. 3b icjc 5cc 623a 66c pin
  388. IME
  389. which is less but not impossible
  390.  
  391. you can still do the j5[c]/2a setup if you microdash before setting up gloom a you just have to dash jump
  392.  
  393. over what 2as can hilda ffa?
  394. Angel of Sol [she/her]Today at 2:40 AM
  395. carm elt hyde (sometimes linne) orie pho seth (sometimes vat) wagner
  396. some characters you can ffa over there 2b's or 2cs too
  397.  
  398. Yeah, you can't do FF2A with 1 or 3 input
  399. Needs to be exactly 2
  400.  
  401. every combo that ends in HKD pin can be a VO strip for reference
  402. you just gotta dash up and vo
  403.  
  404. What's a good way for hilda to use chain shift outside of combos?
  405. or even in combos
  406. 623b cs 214x cs 236x cs
  407. Vo i do 214c 22c oki to catch jumps if i has like 120 meter
  408. 214x cs is pretty ehh
  409. 623b cs and 236x cs i think are better ways
  410. honestly
  411. raw CS for meter
  412. is great
  413. cause 623b 214c
  414. is better than 214x cs
  415. or
  416. 623b cs 214x
  417. or anything like that
  418. it also might net you an antiair
  419. if you do it at the right time
  420.  
  421. projectile damage buff glitch
  422. Because getting hit by a projectile right before IW makes IW do more damage
  423.  
  424. Whats the mash out button for hilda typicially again other than 2a
  425. Primarily 2a
  426. But if you get more space with your shieldings, then you can 5a, 5b and j2c
  427. FF (and other variations of it) as well due dodging lots of lows, throws and beats assault
  428. Throw sometimes lol
  429.  
  430. huh, can fast characters like linne just run out of 623B and punish me?
  431. Yes
  432.  
  433. 2cc is kinda not reactable
  434. you can react to 2c hit
  435. in 2cc
  436. tbh
  437. react to 2cc with 623a/b is only possible if you delay 623b
  438. which means a bigger gap tho
  439. ye but not to the 2cc hit
  440. Angel of Sol [she/her]Yesterday at 11:46 PM
  441. you can do the 2cc hit
  442. but youre gonna be way bigger gap on 623b
  443. ye
  444. but you have to delay it before knowing whether it will hit
  445.  
  446. corner
  447. j2c 2a 3cc 22a 5c 3c pin
  448. for everything thats not
  449. assault jc
  450. or 2a
  451. you can do 3b icjc 3cc 22a 5c 3cc pin
  452.  
  453. dashing before you gloom lets you cover both neutral tech and back tech, at the expense of it not being meaty (they get to do something when they wake up)
  454.  
  455. if you have meter her corner game is so sick
  456. i think iam the only one (?) doing it but any starter except for 2a can end int 66b FF wallbounce j.41236c
  457. and that shit is disgusting
  458. more hilda bros should do it imo
  459. test me
  460.  
  461. About Pin Height:
  462. as for why they need height, pin will use a ground bounce if they're too low, and we generally use the otgs/ground bounces via 623a and j2c
  463. So we need to make sure pin does not otg
  464.  
  465. What do you mean by trm ?
  466. rebeat or redo a buttonif they respect you to restart pressure
  467. beat delay mashing too
  468. basically trm is making hte oppoennt tech during a blockstring then quickly yellow grab after
  469. if they teched right before they can't tech the grab
  470.  
  471. ==========================================================================================================================================
  472.  
  473. Matchup Knowledge:
  474.  
  475. Eltnum:
  476. -Strat: shield her shots and always be ready for them in neutral; also be wary of her long sling normals; OB try to shield the first few strings but DO NOT PRESS BUTTONS but try to CONTEST 5C~C
  477. -Speed: fast
  478. -Assault: EXTREMELY FAST
  479. -Overheads: in blockstrings; fast right leg hitting from side from up downwards; she can charge it which dodges lows but it's ALWAYS an overhead!
  480. EXTREMELY FAST divekick from running; range about half-screen; unreactable with 3B anti-air so you have to block or predict; blows up your OS'es because it starts so early
  481. -DP: has two normal ones and a metered one; also autocorrects to your teleport
  482. -has at least 2 frametraps in her blockstrings
  483. example 2A, 2B, 2C, 5C~C, 2B, 2C, 3C, 236B
  484. 5C~C is the STANDING lasso swipe that she retracts then; always keep blocking that one but be aware that she can also use the overhead instead which beats your shield; you can guard thrust it but you need to be ready!
  485. you can shield the second hit and trade with 2A but that obviously loses to overhead
  486. you can jump out of it and even punish her with a TK'd CH j.2C if you are fast enough! Definitely do this to make her wary of using it!
  487. the other is AFTER 5C~C where she is plus and CHs you with 5A or 2B
  488. -her sling has good range pretty much like your 2C so block on those ranges
  489. -jumping icjC against her Assaults is useless as it she can add an upward spike
  490. -Projectiles: faster than yours
  491. always be ready for projectile from fullscreen and shield it; if she hits you she gets oki
  492.  
  493. Enkidu:
  494. -Strat: just keep him out; theoretically this should be an easy matchup; be aware of his mid-range options to get in; don't press buttons he likes to stagger a lot
  495. -Speed: fast
  496. -Assault: normal
  497. -Overheads: in blockstrings; only charged versions; can cancel it into a special which CHs your 2A so KEEP BLOCKING after it!
  498. 1: doesn't look like an overhead at all and is grounded; he moves his torso 180° with his left fist glowing violet and charging and his right fist behind him
  499. usually uses it after a low fistpunch which he mixes up with another low (which he can also charge to delay it)
  500. 2: he swings his right leg upwards as an axe-kick and charges it
  501. -DP: all unsafe, but always wait till they hit the ground or you hit them out of the air
  502. A&B-version is just a short hopkick; NOT SAFE you can punish with 2A but it's very tight; but it's definitely your turn
  503. Metered-version is only one which is invincible; NOT SAFE you can even punish with a CH 5B; can even punish with a FF~A but can be tight timing and easy to mess up
  504. -He can IW to get a half-screen invincible attack; especially expect this in the later rounds if he has meter at start
  505. -Roll: he can roll about half-screen through your projectiles; NOT SAFE you can punish with 2A
  506. -Stompstep: is usally his safe ender; can create frametraps; DO NOT 2A after you block it as the pushblock makes it whiff!
  507. A&B-version is slightly minus so it's your turn
  508. Metered-version is PLUS
  509. -Fist Punch: is a Rekka
  510. 1: short left fist punch; NOT SAFE you can punish with 2A but it's very tight; but it's definitely your turn
  511. 2: another right fist punch or a low; NOT SAFE same as 1
  512. 3: adds a bunch of punches or one upward punch or a metered big punch (which he can also use in neutral); NOT SAFE you can even punish with a 5B!
  513. -Divekick: violet streak; All versions are NOT OVERHEAD; slightly minus so it's your turn
  514. -Parry: kinda bad but parries all normals and overheads; if he does it in neutral just Skewer him as he can parry it but you don't get counterattacked
  515. A&B-version he crosses his arms in a defensive style before him
  516. Metered-version he stand on one leg
  517.  
  518. Hyde:
  519. -Strat: Stagger King; KEEP HIM THE FUCK OUT at all costs!
  520. -Speed: fast
  521. -Assault: fast
  522. -Overhead: CHARGED swordstrike downwards from up; SAFE and is HEAVILY PLUS and about neutral if you shield it; can CANCEL IT EARLY and mix you up with a LOW
  523. -DP: hard to punish; you can't hit him in the air only after he reached the ground; also autocorrects to your teleport
  524. -Running swordswing is a bit minus
  525. -If he jumps onto you with a DOWNWARD-SWORD do not press any buttons as he can add another hit after it! He can also start a blockstring after it.
  526. He can also make a crossup with this!
  527. -Projectiles: slow and fast version; metered hits three times!; you can DESTROY them!
  528. A-version is slow and he can make 'explode'!
  529. B-version is very fast and he can add the forward advancing swordstrike which is about half-screen and frametraps you so DON'T PRESS BUTTONS on that ranges.
  530. If he adds swordstrike he is SAFE but it's our turn; use a 5B or 2B best as you are surely out of range for A moves.
  531. C-version leaves him HEAVILY PLUS! Might also use it in neutral and then run up Assault/Throw/2A so be ready to OS there.
  532. -Upward Swordswings: he can delay them up to THREE times; can also delay them so do NOT press buttons before!
  533. If he finishes them they are NOT SAFE and you get at least a turn or you can even punish with 5A or 5B!
  534. Only 1 or 2 and you can 5A punish, but wait till his feet hit the ground so he doesn't add another one!
  535. He can make them safe by spending meter which leaves him VERY PLUS and allows him to start another blockstring.
  536. -Swordspikes: is NOT a low; can use it as a blockstring STARTER
  537. A-version is very close; you are slighty plus
  538. B-Version is half-screen; about neutral
  539.  
  540. Linne:
  541. -Speed: SUPERFAST (can run out of your 623B)
  542. -Overhead: in blockstrings
  543. -has deceptively long-ranged normals
  544. -her roll can dodge your 2CC fully so only use it if she is really far away (from around middle of 2C it's unsafe for you)
  545. also she can use her jumping projectile from midrange while dodging your 2C, so ye, don't use it
  546. -has a frametrap at the end of her BnB
  547.  
  548. Mika:
  549. -Speed: SUPERFAST (can run out of your 623B)
  550. -command-throws are at end of strings
  551. -can use meter for full-meter throw
  552.  
  553. Phonon:
  554. -Strat: play the neutral and keep her out while trying to get 2C etc in; be always wary of her long normals
  555. up-close she has the advantage but be sure to OS contest her scurry-back throw mixup
  556. She can also jump back air projectile on your wakeup which baits your OS'es!
  557. You can start the round with 5C as it's faster than her moves (I think)
  558. -Normals: has IMMENSE NORMALS
  559. a low that goes nearly fullscreen
  560. a half-screen air normal
  561. -Speed: normal
  562. -Assault: fast; but can only combo with CS; used close or midscreen; can be used as a crossup by jumping over you
  563. -DP: metered only
  564. -Overhead: Has a supercheap overhead that looks like she'd do a low slide and kinda flips on the ground and springs up with her legs.
  565. Watch for the flash and expect it when she's running towards you. Also be sure to 2A OS afterwards if you block it as she will probably go for a throw then!
  566. No overheads in her combos! But she can scurry you back with her lasso and then goes for a throw even in her blockstrings!
  567. Phonon's 22C is also an overhead where she flashes on the ground then quickly jumps upwards and hits you with a down-forward stringbeamthing. People never use it.
  568. -Projectiles: go fullscreen but only along the ground and can be jumped; when she's jumping can be blocked CROUCHING OR STANDING!
  569. You can DESTROY them even with the normal standing Skewer
  570. Do NOT COUNTERATTACK in neutral after one of her long ranged normals OB as she'll add a projectile to it. On whiff she can't
  571. A-version has a bit startup; up close she is maybe minus; further away she is PLUS!
  572. B-version is faster; up close she is maybe minus; further away she is neutral
  573. C-version is nearly instant; she is HEAVILY PLUS!
  574. She can also jump back air projectile on your wakeup which baits your OS'es!
  575. -Standing strike: you can block them CROUCHING OR STANDING
  576. A-version is NOT SAFE and can be punished with 2A or 5A!
  577. B-version is minus so it's your turn
  578. C-version is NOT SAFE and can be punished with 2A or 5A or 5B!
  579. -Jumping strike: you can block them CROUCHING OR STANDING; except 22C which is an overhead
  580. -can IW projectile from fullscreen that is pretty much instant
  581.  
  582. Seth:
  583. -Speed: SUPERFAST (can run out of your 623B)
  584. -Overhead: in blockstrings; axe kick where he's airborne
  585. -you can DESTROY his orbs!
  586. -jump back divecar at roundstart!
  587. -Teleport: in his blockstrings he can teleport TWICE, which you can then though punish (I think)
  588. but he can also mix you up with an overhead or a delayed divekick
  589. or with a command grab
  590. You can just walk forward out of his TP and punish him with a 5B combo if he doesn't use orbs to secure himself !!??!
  591. He can Slide out of his teleport where he SLIDES TWICE through you (don't have to change blocks!); NOT SAFE and can punish with 6A! (but wait till the second hit went through)
  592. -Slide: his distance he travels is always the same so when you block it he might be out of range for 5A!
  593. A version keeps him in front of you from startscreen; SOUNDCUE "ISSEN"; is safe but it's your turn afterwards
  594. B version gets right behind you from startscreen; NO SOUNDCUE; is NOT SAFE and you can punish with 2A or 5A!
  595. Metered slide goes nearly fullscreen, always be ready for it; Slices three times; is NOT SAFE and you can punish with 5B or 2B or 2C!
  596.  
  597. ==========================================================================================================================================
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