BBTag/Hilda/Combos

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 Hilda
Combo Notation Guide
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example 236+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

Starter Position Combo Damage Meter Usage Demonstration Notes
5A Any 5AAA > 2C/2B > [5BB > 2A > 2B]*2 > 5BBB 4699
5A Any 5AAA > 5B > IAD j.AA > 5A > 2B > 5BB > 2A > 2B > 5BBB 4769
5A Any 5AAA > [5B > IAD j.A > 2B]*3 > 5BBB 4717 Great for corner carry. The trick is to jump cancel the 5B by holding 8 and then use the IAD shortcut.
5A Midscreen 5AAA > j.A(dl)A > 2B > 236A > 2CC > 5BBB 4799
5A Midscreen 5AAA > j.A(dl)A > 2BB > dl 236A > 5AAA > 5BBB 4881 YouTube
5A Midscreen 5AAA > j.A(dl)A > 5AA > 2BB > 236A > 2CC > 5BBB 4919
5A Any 5AAA > j.A(dl)A > 2B > 5BBB > 236B > 2CC > 5BBB > 236B > 5BBB 5064 236B routes are character specific, see 236B routing section for details
5A Midscreen 5AAA > j.A(dl)A > 236A > 5AAA > 236A > 2CC > 5BBB 5065 Close distance only
5A Any 5AAA > 2CC > 5BBB > 236B > 2CC > 5BBB > 236B > 5BBB 5083 236B routes are character specific, see 236B routing section for details
5B Any 5B > j.BB > dl j.A > 2B > sjc j.AA > j.BB > j.AA > j.BB > j.C 5030 Easiest confirm, worst oki
5B Midscreen 5B > j.BB > dl j.A > 5A > 2BB > 236A > 2CC > 5BBB 5203 YouTube
5B Midscreen 5BBB > 214C > 2CC > 5B > IAD > j.A > 2B > 236A > 2CC > 5BBB 5418 1 YouTube Fullscreen distance confirm for 1 meter
5B Midscreen 5B > IAD j.AA > 5BB > 236A > 5AAA > 236A > 2CC > 5BBB 5525 YouTube Medium-close distance, Can OS confirm: hold 8 after 5B and press A+B
5B Midscreen CH 5B > 236B > 5AAA > 236A > 2CC > 5BB > 2A > 2B > 5BBB 6063 YouTube Linne route and a couple characters who fall out of the 5BBB ender like Nine.
5B Midscreen CH 5B > 236B > 2CC > 236A > 6AAA > 236A > 2CC > 5BBB 6284 YouTube 5BBB ender drops on Nine/Naoto K.
5B Any CH 5B > 236B > 62BB/62CC > 214BC > j.66 214A > 236B > 5A > 2B > 5BBB ~7613 2 YouTube 2CC route is harder, but required for the characters that don't get hit by 2BB
5B Corner 5B > IAD > j.A > 5A > 2B > 5B > IAD > 5AA > 2BB > dl 236A 5108 YouTube
5B Corner 5BBB > 214C > 2CC > 5B > IAD > j.A > 5A > 2BB > 236A 5255 1 YouTube For longer range corner confirm
5B Corner CH 5B> 236B > 62C > 5B> IAD j.A> (2B > 5B > IAD j.A)*2 > 2B >5BBB 5919 YouTube Can use 2B in place of 62C for an easier confirm, but it isn't universal
2B Midscreen 2BB > 236A > 2CC > 5BB > 2A > 2B > 5BBB 5943
2B Midscreen 2BB > 214C > 5AAA > j.AA > 2B > 236A > 2CC > 5BBB 5625 1
2B Midscreen 2BB > 236A > 2CC > 5BBB > 236B > 2CC > 5BBB > 236B > 5BBB 6579 Might drop on particularly high anti-air 2B hits. 236B routes are character specific, see 236B routing section for details
2C Any 2CC > [5B > IAD j.A > 2B >]*3 > 5BBB 5492 Twitter
2C Midscreen 2CC > 5B > IAD j.AA > 236A > 5AAA > 236A > 2CC > 5BBB 5908
2C Any 2CC > 5B > sjc > j.BB > jc > j.AA > j.BB > j.C 5191 Long range 2CC confirm when most other follows ups would miss
2C Midscreen 2CC > 5B > j.BB > dj > delay j.A > 2BB > delay 236A > 2CC > 5BBB 5587 YouTube
2C Midscreen 2CC > 5B > 236A > 5AAA > 2BB > 236A > 2CC > 5BBB 6051 Close distance only
2C Midscreen 2CC > 5BB > 236A > 5AAA > 236A > 2CC > 5BBB 6169 YouTube Doesnt work at longer ranges, also has a minimum range
2C Midscreen 2CC > 5BB > 236A > 5AA > 2BB > 236A > 2CC > 5BBB 6303 Doesnt work at longer ranges, also has a minimum range
2C Midscreen 2CC > 5BB > 214C > dash > 2CC > 5BB > 236A > 2CC > 5BBB 5840 1 YouTube
2C Midscreen 2CC > 5BB > 236A > 5A > 2B > 5BBB> 236B > 2BB > 5BBB >236B > 5B > 236A 6604 You can either do 5BBB they will force airtech, 5BB 236A and still have them force airtech out, or just do 5BB super and cash out. 236B routes are character specific, see 236B routing section for details
214C Any 214C > 2CC > 5BB > 2A > 2B > 5BB > 2A > 2B > 5BBB 5003 1 Far distance
214C Any 214C > 2CC > 5B > IAD j.AA > 2B > 5BBB > 236B > 2CC > 5BBB > 236B > 236A 5417 1 236B routes are character specific, see 236B routing section for details
214C Any 214C > 2CC > 5B > IAD j.AA > 5A(1) > 2BB > delay 5BB > 2A > 2B > 5BBB 4970 1
214C Any 214C > 5AAA > j.A delay j.AA > 2B > 5BB > 2A > 2B > 5BBB 5054 1
214C Any 214C > 2CC > 5B > 236A > 5AAA > 236A > 2CC > 5BBB 5596 1 Run up then 2CC. Works from about 2/3 screen or closer
Throw Any BC > 236B > 2B/2C > 5BB > 2A > 2B > 5BB > 2A > 2B > 5BBB 5221
Throw Midscreen BC > 236B > j.AA > 5AA > 2BB > 236A > 2CC > 5BBB > 236A 5597
Throw Midscreen BC > 236B > j.AA > 236A > 5AAA > 236A > 2CC > 5BBB 5681
Throw Midscreen BC > 236B > 2B > 5BBB > 236B > 2CC > 5BBB > 236B > 5BBB > 236A 5798 236B routes are character specific, see 236B routing section for details
Throw Corner BC > 2CC > 5BB > 2A > 2B > 5BB > 2A > 2B > 5BBB 4753
Throw Corner 4BC > 236B > 2C > 5BB > 2A > 2B > 5BB > 2A > 2B > 5BBB 5221

236B Routing

Theory

  • 236B combos are size and air hurtbox dependent
  • Characters it does not work on ever are Nine, Naoto K., and Izayoi
  • Characters it’s so inconsistent it’s not even worth trying are Labrys, Linne, Noel, Jubei, Teddie, and Vatista
  • 5AA > 2B > 5BBB is the consistent route for Yumi, Neo, Tager, and Susanoo
  • Everyone else generally 5A > 2B > 5BBB puts the opponent at the correct height for 236B

Tested Routes

236B Routes tested character specific for:

  • 5AAA>2CC>5BBB>236B>2CC>5BBB>5C/236A/236BC
  • 2CC>5B>IAD J.AA>2C>5BBB>236B>2A>2B>5BBB>236B>236A
  • 5AAA>2C>DL. 2B>5BBB>236B>2A>2B>5BBB>236B>236A @Michael (DB) helped find this route
Works Works (slightly strict) Works (strict) Doesn't Work
Ragna, Jin, Rachel, Hakumen, Nu, Hazama, Makoto, Platinum, Celica, Es, Mai Azreal, Susano'o Noel, Tager, Izayoi, Nine, Naoto K., Jubei
Kanji, Naoto S., Mitsuru, Elizabeth Chie, Yukiko Yu, Yosuke, Akihiko, Aegis, Adachi Teddie, Labrys
Hyde, Waldstein, Carmine, Orie, Gordeau, Seth, Yuzuriha, Hilda, Mika Merkava Linne, Vatista
Ruby, Weiss, Blake, Yang, Neo
Heart, Yumi, Akatsuki, Blitztank

Combo Theory

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

  • 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

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


Video Examples


Hilda Basic Combos by Meno

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Hilda Optimal Combos by Fraud



Hilda DP Punish

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External Documents and References

Navigation

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