Been at work in training mode. Here's a long list of combos and their variations, as well as some notes on the moves.
Those in red are the most damaging variations of core combinations; those in green and are not the most damaging but are still what I consider to be essential combos. Likewise, bolded and coloured combos are what I consider to be essential. As a disclaimer, I have never played a Soul Calibur game competitively before V, so I apologize if the combos in green aren't good or practical. All of these combos were tested on Kilik, and the damage listed is the damage without any Clean Hits involved.
1 B is not safe on block.
22_88 B is very safe on block and is relatively easy to land in an 8 Way Run, setting up for a lot of Hilde's more damaging combos.
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Combo 1
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3 B~A, 44 K
3 Hits. ~48 Damage.
Works even if the opponent is against the wall. 11_77 K do not work.
3 B~A, (B) Stage 1
3 Hits. ~62 Damage.
Does not work if the opponent is against the wall. Works only when the opponent lands far; if not, then use 44 K or 66 A+B.
3 B~A, 11_22_33 B+K
3 Hits. ~48 Damage.
Works even if the opponent is against the wall.
3 B~A, 236236 A+B+K
3 Hits. ~69 Damage.
Works even if the opponent is against the wall. Uses meter. Hard to land. Doesn't do much damage for its cost. Stay away.
3 B~A, 66 A+B
3 Hits. ~57 Damage.
Works even if the opponent is against the wall.
66 B, 11_44_77 B
2 Hits. ~36 Damage.
Works even if the opponent is against the wall. Use to create distance.
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Combo 2
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(B) Stage 2, G~(A) Stage 3
5 Hits. ~70 Damage.
Works even if the opponent is against the wall. Can ring out the opponent on the 4th/hit under the right circumstances (Strange how most of the time it doesn't. I don't know why that's the case). Doesn't seem practical to use in a real game due to the need to charge two attack buttons. But perhaps if you can use kicks well, then it is worth a shot.
(B) Stage 2, G~(A) Stage 3, 1 B / 2 B / 2 K
6 Hits. ~76 Damage.
Works even if the opponent is against the wall. Can ring out the opponent on the 4th/hit under the right circumstances (Strange how most of the time it doesn't. I don't know why that's the case). Doesn't seem practical to use in a real game due to the need to charge two attack buttons. But perhaps if you can use kicks well, then it is worth a shot.
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Combo 3
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22_88 B, (B) Stage 1
3 Hits. ~75 Damage.
Works even if the opponent is against the wall.
22_88 B, (B) Stage 2
4 Hits. ~71 Damage.
Works even if the opponent is against the wall.
22_88 B, (B) Stage 2, (A) Stage 1
5 Hits. ~83 Damage.
Works even if the opponent is against the wall. Can ring out the opponent on the 5th hit under the right circumstances.
22_88 B, (B) Stage 2, (A) Stage 2
5 Hits. ~81 Damage.
22_88 B, (B) Stage 2, G~(A) Stage 3
6 Hits. ~95 Damage.
Works even if the opponent is against the wall. Can ring out the opponent on the 5th/6th hit under the right circumstances.
22_88 B, (B) Stage 2, G~(A) Stage 3, 1 A / 2 B / 2 K
7 Hits. ~97 Damage.
Works even if the opponent is against the wall. Can ring out the opponent on the 5th/6th hit under the right circumstances.
22_88 B, (B) Stage 2, G~(A) Stage 3, 1 B
7 Hits. ~100 Damage.
Works even if the opponent is against the wall. Can ring out the opponent on the 5th/6th hit under the right circumstances.
22_88 B, 11_44_77 K
3 Hits. ~62 Damage.
Works even if the opponent is against the wall.
22_88 B, 66 A+B
3 Hits. ~67 Damage.
Doesn't always work when the opponent is against the wall. It's especially risky to use against the wall in a stage like Patroklos' (Free Imperial City Center) where you can overshoot the wall and ring yourself out.
22_88 B, 236236 A+B+K
If done with not-so-correct timing.
3 Hits. ~81 Damage.
If done with correct timing.
7 Hits. ~113 Damage.
Works even if the opponent is against the wall. I find it strange how her Critical Edge can still deal maximum damage against the wall when it is done after 22_88 B. Read the Guard Impact section to see what I mean.
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Combo 4
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3 B~A+B+K, 11_22_33 B+K
5 Hits. ~68 Damage.
Works even if the opponent is against the wall. Can ring out the opponent on the 1st hit under the right circumstances.
3 B~A+B+K, (B) Stage 1
5 Hits. ~83 Damage.
Can ring out the opponent on the 1st/5th hit under the right circumstances.
3 B~A+B+K, (B) Stage 2
6 Hits. ~82 Damage.
Can ring out the opponent on the 1st hit under the right circumstances.
3 B~A+B+K, (B) Stage 3
6 Hits. ~80 Damage.
Can ring out the opponent on the 1st hit under the right circumstances.
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Combo 5
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(A) Stage 3, 1 B
3 Hits. 71 Damage.
Works even if the opponent is against the wall.
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Combo 6
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(B) Stage 2, (A) Stage 1
3 Hits. ~54 Damage.
Works even if the opponent is against the wall. Can ring out the opponent on the 3rd hit under the right circumstances. Useful if you didn't charge A before you landed the attack.
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Off-the-Wall Exclusive Combos
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3 B~A, 1 A
3 Hits. ~44 Damage.
3 B~A, 1 B
3 Hits. ~48 Damage.
3 B~A, 3 K
3 Hits. ~42 Damage.
3 B~A, 44 B
3 Hits. ~45 Damage. Puts distance between you and your opponent.
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Guard Impact Notes
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Guard Impact to Critical Edge (4 A+B+K, 236236 A+B+K) will only work if you are really precise in the Critical Edge timing.
Hilde's Critical Edge does 95 damage when the opponent doesn't hit the wall during the Critical Edge animation. If the opponent does hit the wall, Hilde's Critical Edge will only do 69 damage.
This applies only when her Critical Edge is used after a successful Guard Impact.
Therefore, if your opponent is against the wall when you Guard Impact them, it may be harder to do, but doing 3 B~Brave Edge, (B) Stages 1 / 2 / 3 (3 B~A+B+K, (B) Stages 1 / 2 / 3)will do more damage: about 80 damage. This is a better use of the meter.
Likewise, this also requires a really precise timing after a Guard Impact otherwise the opponent can block.
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Gimmicks / Shenanigans
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66 B, 66 A+B, Grab
66 B, 66 A+B (whiff), Grab (Especially B+G)
Can ring out the opponent in the right (rare) circumstances. Give it a try :). It will get old real quick though.
66 B, 66 A+B (whiff), B+K
Very situational but may work against those who think you messed up your execution and are now vulnerable. Fast moves like Aeon's 4 B will clash with your attack.