Don't know if you guys have tried this one out yet but i just found out about a combo that can help a notch.
6 A, K, B, 3B~BE (what you do after the 3B~BE, is up to you)
Sometimes it would connect, sometimes it wouldn't. I think it depended on how close you were to your opponent. But i could connect it no mather how far i were.
EDIT: Looks like the only way to make this combo work is if you have your back against a wall.
Thanks for the combo; definitely interested in giving it a test.
I have also been able to get two reps the timing is rather difficult...Doing this reliably might be a challenge I'll try and post a video of it as soon as I'll be able to. I just figured more than one confirmation of this combo working will spark more hope in it.
EDIT: Some execution notes to help the relaunch timing for the C2 B, it seems if you wait till the opponents body is around Hilde's head it makes pressing G into C2 B a lot easier...though its something that is going require some serious practicing, unless you just have godlike execution that is lol. If you do it to early it will actually go into the normal animation of the BE 3B attack, too late and your C2 B will just wiff all together :/
Yes, I tried this out and have found it to be Hilde's most damaging combo at the moment: a maximum of 16 hits dealing ~140 damage (~70% of the opponent's life bar). I'll do my best to explain the combo, as well as add some of my own insight to
your insight as to how it may whiff.
*Man, I WISH I had footage of this stuff to better explain this.*
22_88 B, [ C2 B, G.3 B~BE, G. ] x n (up to a maximum of 3 times), C2 B
or, in a different notation:
22_88 B, C2 B, G.3 B~BE, G.C2 B, G.3 B~BE, G.C2 B, G.3 B~BE, G.C2 B
16 hits dealing ~140 damage. This is roughly 70% of the opponent's life bar. It's a juggle move with 5 opportunities to juggle the opponent. I'm not sure if the opponent can Air Control. If not, then this is a
filthy combo; I've already felt very dirty for having done it repeatedly.
However, if your timing is off, then you may whiff the
3 B~BE juggle
, or the
C2 B juggle. This combo is
very execution- and timing-dependent. Additionally, a number of things other than a whiff can mess up the juggle if your execution and timing are not spot-on. Hilde could land her
:
- (While Turning) B
- (While Crouching While Turning) B
- 3 B~Brave Edge grab (which can be followed up with a C1–3 B).
Naturally, this is the preferred consequence if you mess up.
- Of course, you can also land things like WC A_B; 8B; 5 A_B; 5K... (...), but not if you're intentionally trying to juggle the opponent.
- And all of this can occur at any point in the juggle; there are many opportunities for error (5).
But if you have the general timing of the juggle down, then it should be reasonably easy (with quality practise) to land the juggle.
In addition, this combo is still very safe and damaging even if you didn't get out the full combo. Like I mentioned, if the 3 B~BE grabs, it can be followed up with C2 B. *
It seems* that the Brave Edge will grab if you are slightly late with the timing: too early and you will whiff, and a bit later than that, then you will juggle the opponent. One juggle I managed to execute finished with a 3 B~BE grab, C2 B, dealing 10 hits for 104 damage.
And if you didn't manage to get the full 16 hits...:
7 Hits = ~72 Damage
9 Hits = ~107 Damage
10 Hits = ~111 Damage
11 Hits = ~123 Damage
12 Hits = ~117 Damage
14 Hits = ~127 Damage
15 Hits = ~135 Damage
16 Hits = ~140 Damage
Looking at the numbers, it seems like a Clean Hit or 2—or a foreign move—were involved in some of my observations, so this is a general damage guideline as this combo is fairly difficult for me to land consistently; I only got numbers short of 16 hits because I messed up, naturally.
This combo is easy to confirm into from a 22_88 B. Additionally, if the opponent can't Air Control out of it, then
this combo is fucking scary. Namco might have to make this combo Air Controllable out of else there will be a[nother] cry for a Hilde ban. But I'm not too sure about that as I'm certain there are other characters who have
as damaging combos. Though if they do, then it's probably not one as easy to confirm into as Hilde's.
Damn, man; I feel so fucking dirty.
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How to Get the Meter for This Juggle
=============================
If we were to divide the Critical Gauge into 8 blocks/tiers, with 4 blocks representing one whole level, then this combo uses up 5 blocks—a bit more than a Critical Edge. To visualize, one Critical Edge uses one
whole level (4 blocks on the gauge, or 50% [1/2] of the gauge's maximum capacity). One Brave Edge uses up
half of a level (2 blocks on the gauge, or 25% [1/4] of the gauge's maximum capacity).
During testing, I was surprised how easy it was to get meter in this game.
Landing a 22_88 B, C2 B combo gives you
one full block on the Critical Gauge
; landing this combo twice will give give you enough meter for one Brave Edge. Combined with the fact that there are all
sorts of combos that Hilde can do off of 22_88 B, this is a really practical way of building up your meter.
Since the 22_88 B, C2 B combo fills one block on the meter, you can be at 7 blocks when you start the combo, and by the time you do your first 3 B~BE, you will have a maxed-out Critical Gauge. Any subsequent
C2 B juggle will fill roughly half a block on the Critical Gauge, which is pretty nice as it slows down the rate of Critical Gauge depletion.
If you started out with a maxed-out Critical Gauge, and you did the full combo, then in the end you end up just a block short of a Critical Edge (25% short), and your opponent ends up with ~30% life. Because
22_88 B, C2 B fills up one whole block, you can do
that combo after the juggle, and your opponent's life will decrease by 81
and you get enough meter for a Critical Edge. Your opponent is essentially in the yellow health zone, or near it, now.
Now... I'm not sure if you can combo a Critical Edge after the 22_88 B, C2 B combo.
========================
Important Notes on the Juggle
========================
- Tips from a Soul Calibur rookie. It's easy to confirm into from a 22_88 B. Man, that move is amazing so far. If I were to give one tip to players facing against Hilde, I would tell them to focus on avoiding that move. Conversely, all Hilde players should focus on landing that move.
- 22_88 B, [ C2 B, G.3 B~BE, G. ] x n (up to a maximum of 3 times), C2 B
C2 B and 3 B~BE are the moves that do the juggling. You can only juggle the opponent for a maximum of 5 times. At first, I thought it was an infinite, but when I executed the 5th juggle (and therefore 15th and 16th hit), the C2 B stops launching the opponent over Hilde's head. They will just flip around in front of Hilde at approximately chest-level.
- There is an even more damaging variation of this combo: using C1 B as a finisher.
Yes, that's right. Right when you would finish off with a C2 B to get that 15th and 16th hit for ~140 damage, you can instead finish it with C1 B to get that 15th hit for ~145 damage. It *seems* to have ring-out potential, but I haven't tested this out as it was only due to poor execution a fluke that C1 B came out.
- It's very execution- and timing-dependent, so it takes a lot of practise to get the hang of it, like Just Guards. So even if the opponent can Air Control out of this juggle, or this juggle ends up getting restricted/banned, I would still recommend all Hilde players be able to get this combo down consistently to boost their execution and timing skills. In Training Mode, Just Guards are easier to time and execute (thanks, DrakeAldan); however, this combo is actually easier to execute in an actual fight because it's not dependent on reacting to an attack on-the-fly like Just Guards are.
I only managed to do a 2nd juggle probably 1 out of 4 times. Let's not even talk about how often I managed to get 3+ juggles.
- Additionally, you can start the combo off a C2 B, but not off a 3 B~BE, strangely enough. It seems that the timing gets more difficult if you start off with C2 B, or it could be that my execution and timing became ass after the prolonged practise, which is likely the case.