BBTag/Hilda/Combos

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Combo Notation Guide
7 InputIcon 7.png 8 InputIcon 8.png 9 InputIcon 9.png
4 InputIcon 4.png 5 InputIcon 5.png 6 InputIcon 6.png
1 InputIcon 1.png 2 InputIcon 2.png 3 InputIcon 3.png
Numbers represent direction on a keyboard numpad. For example InputIcon 236.png+A.png becomes 236A.
> = cancel into the next attack
, = link the next attack after preceding move's recovery
= After landing.
jc = jump cancel
hjc = high jump cancel
CH = Counter Hit
IAD = Instant Air Dash
(N) = only use the Nth attack of the move (for example, if j.B(2) is written, you only use the first two hits of j.B)
[X] = Hold input X.
]X[ = Release input X.
{???}xN = Repeat ??? N amount of times.



Combo List[edit]

Midscreen[edit]

Solo[edit]


# Combo Position Damage Difficulty Notes
1 5AAA > 2C > 5BB > 2A > 2B > 5BB > 2A > 2B > 5BBB > 214A Any 4699 [2] Easy Standard Hilda BnB that leads to okizeme thanks to the Condensity Gloom at the end. As of 12/5/2019, this combo does not seem to work on Naoto K. for whatever reason, as he pops out before the 5BBB hits. Combo 2 is recommended in this case.
2 5AAA > 2C > 5B > j.AB > j.A > 2B > 5B > j.AB > j.A > 2B> 5BBB > 236A Any 4769 [3] Intermediate Great for corner carry. The trick is to jump cancel the 5B by holding 8 and then use the IAD shortcut.
3 5AAA > 5BB > dl236A > 2BB > dl5BB > 2A > 2B > 5BBB > 214A Midscreen 5039 [4] Hard A difficult combo involving two delays. Especially tricky is landing the 2BB after the delayed 236A, and then timing the 5B afterward, though with practice it can be done consistently. Rewards you with slightly more meterless damage than normal for a Hilda 5A starter combo.
4 2B > jc > j.AA > j.BB > jc > j.AA > j.BB > j.214A Any 5095 [2] Easy Anti-air combo into oki ender. Hilda's j.BB teleports her to the opponent, so whether she's above or slightly below the opponent doesn't really matter unless she's so far below them that j.B won't connect.
5 2B> 5BB> 2A > 2B > 5BB > 2A > 2B > 5BBB > 214A Any 5272 [2] Easy Another BnB off an anti-air 2B starter.

With Assists[edit]

Corner[edit]

Solo[edit]


With Assists[edit]


Combo Theory[edit]

Most of Hilda's routing involves low-to-the-ground juggles for the first six seconds, ending in 5BBB > 214A. Due to the nature of Hilda's normals, she's typically unable to extend much beyond that first hitstun decay threshold, so she typically ends her combo there. In the worst case, Hilda can just confirm an anti-air hit into j.AABB > dj.AABBC, which still gets decent damage but heavily sacrifices positioning and oki.

Depending on positioning, various pieces exist for combo filler within this period of full hitstun.

Close[edit]

  • 2CC > 5B > j.A(dl)A > (land) > 2BB > dl 236A, 2C ...
  • 2CC > 5B > iad j.A > (land) > 2B > 5B ...
  • 5AAA > j.A(dl)A > (land) > 2BB > dl 236A, 2C ...

Far[edit]

  • 2CC > 5BB, 2A > 2B > 5B ...
  • 5AAA > 2C > 5BB, 2A > 2B > 5B ...


Video Examples[edit]


Hilda Basic Combos by Meno



Hilda DP Punish

External Documents and References[edit]


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