Hilde SA Mod
~FIGHTING FOR HER HOMELAND~
A HILDE PUNISHMENT & MATCH-UP GUIDE
1.0 - Introduction
2 .0- Basic Punish Tools
.....2.1 - Standing
.....2.2 - Crouching
.....2.3 - Charges
.....2.4 - Choosing the Best Punish
.....2.5 - Auto Guard Impact (3A)
.....2.6 - Notes on Punishment
3.0 - Guide Notation
.....3.1 - Character Name and Image
.....3.2 - Block Punishes
.....3.3 - Mid String aGI (3A) Punishes
.....3.4 - Notes
4.0 - Matchup Guide (quick links)
5.0 - Credits
6.0 - Notes
1.0 - INTRODUCTION:
Hildegard Von Krone is a character who's strengths lie in her ability to evade and whiff punish, zone, and kill step. Unfortunately, when it comes to punishment on block, Hilde lacks truly efficient tools.
That being said however, knowing character match-ups and how to deal with the enemy is the most important thing in SoulCalibur series, so this guide will go through each characters move-list one by one and in detail, describe the most efficient way of dealing with and punishing said move using Hilde's tools. This guide aims to be a practical guide for both veterans and rookies, so it will take things like push-back, practicality, and (if applicable) stance changes and mix-ups into account.
2.0 - BASIC PUNISH TOOLS:
impact frame - move (damage; notes)
2.1 - STANDING:i13 = AA (24), 2A (10)
i14 = 66K (20) (used at mid-range)
i16 = 2A+B (34; her best punish tool as it gives her good damage, is easy to input, and sets up for excellent tech traps and oki), CE (95; minimum impact frame/range value)
i18 = 66B (24), 66B BE~C1B (70; will be shortened to 66B BE in the guide; good 1/2 meter long/mid-range punish)
i19 = 6AKA (38)
i20 = 3BA~C1B (62), 3B BE~C2B~G~C3A (81) (will be shortened to 3B+ in the guide; you choose whether to do the BE or not)
i21 = B+K (30; only used when a long lasting TC is needed), 6BB (28; long range punish)
2.2 - CROUCHING:i12 = FC 2A (12)
i14 = WS K (20)
i16 = FC 2B (16)
i18 = WR B (26)
2.3 - CHARGES:i18 = C1A (24), C2A~2A+B (48), C3A (42)
i21 = C1B (40), C2B and followup (34+), C3BA (60)
2.4 - AUTO GUARD IMPACT (3A):
Hilde's auto-guard impact (aGI), 3A, is extremely useful. It aGI's all "slashing mids" and the GI window starts up quite quickly. In addition, it is only -13 on block. Because of this, there are times when 3A can be used against an opponent mid string and hope it aGI's or grants a counter hit (CH). There are also times when this move may "option select" as a punish or aGI.
All of this information will be noted in the guide.
2.4 - CHOOSING THE BEST PUNISH:
The rule is as follows:
If a move can be punished by 2A+B, 66B BE, 3B+, 6AKA, 2B, WS B, or 6BB (or anything more than i16) it can be punished by Hilde's CE as well.
Since 3B BE and it's follow up (c2b~g~c3a), does damage almost equal to Hilde's CE and only uses 1/2 meter, it is generally wise to punish with this 3B BE instead of her CE if possible.
The other punishes (listed above) on the other hand, do not do damage comparable to her CE, so if you can need the extra damage and can punish with one of these moves, use the meter and kill the enemy for the homeland. Punish wisely.
2.6 - NOTES ON PUNISHMENT:
Depending on how far Hilde's enemy is, Hilde's CE can punish anything that is -16 to ~-25 on block because of the CE's range. This is extremely useful because it allows her to punish unsafe moves that are safe to other characters due to their push-back. A prime example of this is Nightmares 22_88B: although it is -17 on block, most of the characters in SoulCalibur V cannot punish it because it pushes them too far away from Nightmare. Hilde, with enough meter to unleash her CE, can in fact punish Nightmares attack and deal a significant amount of damage.
Hilde has very few good punishes from crouch. To combat this, you can do a pseudo quarter-circle-forward motion from crouch to give her easy access to 6AKA and 6K, or input a 66 motion to give her access to 66K. This is useful when punishing some really negative moves from crouch, or punishing a ducked high.
3.0 - GUIDE NOTATION:
3.1 - CHARACTER NAME AND IMAGE
The name of the opponent character and their picture
3.2 - BLOCK PUNISHES
Enemy Move - Best Punish (notes)
A star (*) beside a move means that it must be Just Guarded to do said punish.
A slash (/) means that the move can be punished even if the follow up (after the slash) is executed or not. This is because the move is negative enough to be punished, while Hilde will be able to evade the followup with said punish.
A dash (-) after a move indicates that the followup can be interrupted by said move, but will not be punished if the follow up does not occur.
To perform the latter 2 punishes, simply input the indicated punish before the hit of the string indicated after the slash or dash comes out.
3.3 - MID STRING aGI (3A) PUNISHES
Enemy Move - notes
A carat (^) will be used to indicate what hit can be aGI'ed (if applicable).
3.4 - NOTES
Anything that may be noteworthy will be put here. Such as dealing with certain setups, things to watch out for, etc.
4.0 - MATCHUP GUIDE (QUICK LINKS):
5.0 - CREDITS
southernontario - notes vs maxi; notes on punishment from crouch
Slayer_X64 - vs Siegfried
6.0 - NOTES
Feedback and notes are greatly appreciated.
If you have an information regarding matchups please post in the Match-Up Discussion Thread.
Credit will be given where credit is due.
Thank you for reading!