Combo Notation Guide | |||||||||
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Combo List
Starter | Position | Combo | Damage | Meter Usage | Demonstration | Notes |
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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 | |||
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
- Hilda Combo Spreadsheet by Zinron
- Hilda 236B routes WIP
System Pages
Mechanics
Application & Advanced Information
Archived Information