Double penetration - Hilde Combos

Keep im mind im not really a great playe but heres what i think.

Hilde vs faster characters has some troubble i find, Charged A's C2/C3 could be usefull with their Auto GI to help you sort of take momentum back. B normals are horrible slow i think and not really worth using so I think its easyer to get off a charged B however her A charges and normals are the better attacks to sue agaisnt faster characters so im not really sure.

I really think that GI and JI's are a very important part of her game and help her in both offense and defense. Use k's GI and JI's while charging both buttons. If you want you can give up on the longer combos that require a C3A and go for the shorter ones that use B+K and end with C2 AA, since you'd have acess to your A's while still charing B.
 
My opinion of this so far from the online fights I've played using her is that if you have complete control of the match then the charge moves can fire freely. But in tougher situations I tend to abandon the long drawn out combos and go back to the basics of 33_99 K and WS A+B stun combos. While occasionally charging either A into 2B, release charge AKB, B+K, 4A+B. Or on a stun from 3A, release charge BBA. I'm still trying out new things because every fight is situational since you have some people that play well, some that know moves but use them from 3 miles away and the mashing that seem to poke you out of everything you try to do. I'm on PS3 so if there are any Hilde players that want to play me and show me what she's capable of I'd like that. Plus it would be good to not play the same scrubs that manage to come to my hosted sessions. Hahaha.
 
You'd also wanna utilize her TC's and TJ's vs. faster characters.. like 3A, 1A, A+K, 8K,9K, etc

also utilizing her faster moves/pokes like 4B+K, 3K, 2A, 2B, 6A+K just to name a few

personally i'd suggest using 33_99K sparingly because its a move that can be seen from a mile away, the recoverable stun is good because it can lead you to mixups and thats why you should save it for when you know you can punish the guy with it.

Nevermind_Me - my PSN Tag is KTOFF, im not that good of a hilde player, but we can definitely session with her and shit... you got a mic?
 
There's no way this works offline, but if you've got someone your ass spamming you down with god knows what (shitty talim & amy players tend to do that online) and it will start lagging (as it does), start charging B and keep spamming 6A+K "most of them", not all, will back dash eventually just so you can get a C3 B in and continue with the 44k variation (or B+K against Asta and Rock). God I love that combo! :D
 
Most fast character doesn't have a huge horizontal coverage... stepping and keeping space is your best friend... don't get caught in block lock ESPECIALLY ONLINE with lag... you'll NEVER get out of it.
 
44K Juggle Charts

I don't think Algol is easy XD~~ I have more trouble doing the combo on Algol than on Amy... Also what about CAS characters?
 
If you don't have an A charge, I think C2BB 3BA works (Not sure if you can AC out of it yet).

Definitely ACable, but not easy to. If they AC the wrong direction, you may hit them anyway and score a ring out to your right/left. If it does miss, you should have enough time to recover and block/crouch a throw.

It does more damage and knocks farther back than C2 AA, but yeah, it's not guaranteed.
 
Good stuff Syxx, that video will probably help out people who were having trouble with some of the combos.
 
Because this is the most unusable and pointless wall combo, I will post it up here.
C4B, W!, 3A, 6A+K - 251 Damage.
 
^ lol awesome.

So dudes, combos after C2BB when you don't have an A charge. 3BA is an option, but is pretty ACable.

I was thinking this, not a combo, but sets up a mixup: 2A+B > K followup. Once they get used to guarding, do the feint or a mid etc. Only thing I've come up with so far. Sometimes I hit C2BBs to punish things while I'm charging B and see an opening, and if they block it, FRAMES so whatever. C2B tracks like crazy sometimes too.
 
C1 B, 66A+B, 2A+B (start charge both A and B), 33K (techtrap - it catches ALL directions i think), C2BB, C3A, C2BB, C2AA - yeah, C1 B and 33K stuns can be shaken off, but its still WORTH a try. It saved my butt many times online (terryfiing RO potential).
 
That's not really a combo . . . it's more of a mixup. 66A+B is hella unsafe (as is 33K if I remember correctly), and you really can't use online as a good indication of what works competitively. After C1B, you're better off just holding back and charging again, unless you drop the opponent right in front of you.
 
Well C1B is only one way to start this setup. You can also use 66A+B alone aganist bigger whiffs. Yeah, 33K is punishable on block but it is a techtrap here so oponent can't block it;]. And even if they recover from 33K stun and block our C2B we have +frames so i think this is pretty usefull setup after all.

But of course - if you don't like it, you don't have to use it;].
 
FC C2 B, 44K, C2 BB, C3 A, C2 BB, C2 AA - 101

i cannot get the c2bb to come out fast enough where it will hit, otherwise all i get is a c1b. i've tried different timings with 44k, but i just can't seem to get it. it's much more of a pain in the ass than i thought.
 
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