Hilde Loops Damage

How many loops can you do?


  • Total voters
    11

Ninjaguy446

[14] Master
Hey guys. This forum is pretty dead, so I thought I might try to liven it up a little bit. Here are the damage values for Hilde's loops for anyone who was interested. (Clean hit damage is not factored)

  1. 22B C2B C3A - 90
  2. 22B C2B C2B C3A - 100
  3. 22B C2B C2B C2B C3A - 112 (who needs 22B CE (111 damage) when you can do loops, amiright?)
  4. 22B C2B C2B C2B C2B C3A - 123 (half health is 120 so two of these and you're dead lol)
  5. 22B C2B C2B C2B C2B C2B C3A - 135
  6. 22B C2B C2B C2B C2B C2B C2B C3A - 138 (second hit of C3A whiffs)

That's all I've got for now. I'll do more when I have the p̶a̶t̶i̶e̶n̶c̶e̶ time! :sc4hil1:

Edit: So update time! Playing against JJJ has shown me that the WR K is not guaranteed and you can air control out of it, so I've fixed the damage accordingly. Hopefully I'll be able to make a video of them but first I need to get a capture card.

SoulCalibur-Lost-Swords-Hilde-Screenshot-01.jpg
 
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I don't think 9 is a legitimate result.
Haven't played in forever but I do remember there is a hard limit before the game stops relaunching them.
I think 6 aerial relaunches are the limit?
Using the BT K aerial tracking glitch, you can do enough damage from a 22B starter that either the fake out into combo reset will kill them (if they hold guard they block and aren't relaunched, also combo counter is reset and damage scaling is at otg levels - ie 4 loops of pure C2b does 42~ damage) but if they aren't holding guard the wake up C4A (which has enough time to charge during the combo) will kill them.
You could also use the really dodgy 4KK C2B "tech trap".
 
The most I've gotten is 7 in training mode. I am pretty confident one could do 8 as well. iirc it did 140. I remember that being the most I got out of loops.
 
I don't think 9 is a legitimate result.
Haven't played in forever but I do remember there is a hard limit before the game stops relaunching them.
I think 6 aerial relaunches are the limit?
Using the BT K aerial tracking glitch, you can do enough damage from a 22B starter that either the fake out into combo reset will kill them (if they hold guard they block and aren't relaunched, also combo counter is reset and damage scaling is at otg levels - ie 4 loops of pure C2b does 42~ damage) but if they aren't holding guard the wake up C4A (which has enough time to charge during the combo) will kill them.
You could also use the really dodgy 4KK C2B "tech trap".
I'm not sure if 9 is possible, I still haven't gotten a chance to get there yet haha.

So I'm guessing what you mean is that you can do 22B C2B BT K C2B...? I've seen WR K (which I now know is escapable) but not BT K.

Could you elaborate on the 4KK C2B? Is that like an actual tech trap lol because that'd be pretty funny.
 
Pretty sure BT k gives the same results as wr k. Just do the loops like men, scrubs Kappa
Shows every single air control option available on a recorded combo.
Catches every single direction if done correctly.

Could you elaborate on the 4KK C2B? Is that like an actual tech trap lol because that'd be pretty funny.
if you air hit them with 4K after a C2BB, the follow up K sweeps them if they're holding guard to fast rise (which if you know how to do the ground bounce reset with C2BB they should be or you have a reset that keeps resetting until they press guard)
 
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