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This is a small guide to help people out if they're interested in Hilde and would like an idea on how to approach learning her. This guide is mainly for letting you get your "feet wet" with the character. Feel free to message me if you have any questions pertaining to anything. Cheers! Join TopTierFighters here: / overview Follow Force of Nature on Twitter: / forceofnature99 Follow Force of Nature on Twitch: / force_of_nature *Note that Hilde's a fairly advanced character 0:00 Introduction 1:30 Introduction to Hilde's General Gameplay 6:28 Introduction to Sword Regalia, Spear Regalia & Regalia Arts 11:07 Close Range Focus 14:32 Mid-Long Range Focus 17:58 Guard Gauge Harassment & Guard Burst 21:51 Throw Game 23:39 Wall Game 24:10 Soul Charge Moves 26:34 Outroduction Additional Notes: A lot of Hilde's moves have pushback on block to aid with their safety including majority of her Charge Moves. 3KA & 6AAA are good go-to moves from Sword Regalia FC3KBB & 6AAB are good go-to moves from Spear Regalia (FC3KBB is a great "hell sweep" low) 6BBB is a good way to enter Spear Regalia 6BBA is a good way to enter Sword Regalia A6, B4 & B6B are "Slide Inputs", requiring you to input the commands quickly and smoothly like a "slide" 1KK is a nice low-mid poke 9K can be used as a meaty, advantage-on-block overhead attack While at range, you're going to have to get used to using "A" & "K" attacks while charging "B" From mid range, likewise, you'll have to get used to using "B" & "K" while charging "A" Use C6A as a tracking mid poke Use C6B as a whiff punisher when available If C6B is not ready, use 6BB~ or 4B instead for instance In close range, stifle the opponent with A6, or knock them back with 2A+B, whilst using 44B to create space when needed If 214A+G smacks the opponent into a wall (usually when Hilde has her back to the wall), you can set up combos on them After you connect C6A on an opponent, you can follow up with the 2A+B shoulder for a splat knockdown and try to sneak in a 2K afterwards too The actual charge time for the charged UB's is around 30 seconds. I just charged for around 40 seconds to be safe in the video haha (could've sworn they were around 20 seconds in SCV...) The C4A unblockable is more preferable over C4B due to being a tracking UB that can trap opponents in a corner (C4A causes a mean wall splat!), though C4B does deal 140 damage... You'll have to adopt a ranged "turtle" (Defensive keepout pressure) playstyle if you'd want to implement the Charged UB's For Directional Notation 7 8 9 4 5 6 1 2 3 Each number represents the corresponding direction. 1 for "Down-Back", 9 for "Up-Forward", 5 for "Neutral" or no input, etc. Quarter-Circle Back = 214, Quarter-Circle Forward = 236, Half-Circle Back = 63214, Half-Circle Forward = 41236, etc. For Input commands: A = Horizontal Attack B = Vertical Attack K = Kick G = Guard Button 6G = Guard Impact A+G = First Throw 4A+G = Second Throw B+G = Reversal Edge 6B+G = Resist Impact A+B+K = Critical Edge 236A+B+K = Soul Attack Legend: W! = Wall Splat W!! = Second Wall Splat GB! = Guard Burst CE = Critical Edge ( ) = Held Input : = Just Frame Input Don't forget to SUBSCRIBE & RATE for more SC goodness! ;-) #HildeGuideSCVI #SoulCalibur #Namco