BBTag/Hilda/Strategy

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 Hilda


Team Synergy

Point

Hilda serves a decent point due to her good neutral. Her primary strength is her ability to help her partner set up sandwiches. For example,  Teddie's 5PBBTag Teddie Bearscrew.pngGuardAllStartup(18)+8Recovery8+15L [16+15L]Advantage-21 can set up a sandwich but it won't cross up in the corner. However, Hilda's 5BB will vacuum the opponent out of the corner causing it to sandwich again. On top of that, her j.C is great with long-lasting assists to set up a sandwich.

As for what Hilda wants in a partner.

  • Damage - Hilda has a high damage ceiling but a very low damage floor. Characters that consistently get 6K or more from their combos as well as characters with damage assist are welcome.
  • Neutral - Hilda has good neutral but they are some things she could use help on. An anit air assist helps greatly and an assist that controls space(mainly projectiles) helps with Hilda's zoning.
  • Pressure - Hilda is reliant on meter for her mixups so characters that already have strong pressure or ones that can set up sandwiches have great synergy with Hilda. Lockdown assists with high blockstun also help get around Hilda's lack of true blockstrings.

Anchor

Hilda's assist focuses on screen control and lockdown. They can be a bit tricky to use but when utilised properly,they can be very effective.

5P - A basic combo extender and blockstring filler. It's also the only assist Hilda has that can punish bursts.

6P - A delayed projectile assist. As such it's good for rushdown characters to help them approach and good for zoners to cover the ground while they cover the air. It's also good for converting hits from a distance.

4P- A amazing space control assist. It can completely deny air approaches and when covered, it can force your way in. It can allow for instant crossups with moves that swap sides. It's also good for lockdown and oki as well if you just want Hilda on screen to Active Switch. Easily Hilda's best assist.

Hilda makes a good anchor as she can abuse the mechanics of Resonance Blaze as it lets her use her EX moves liberally and she can spam 214B+C to control neutral, deal chip damage and set up air unlockables.

Recommended Partners

 Chie Satonaka

A rushdown/zoner team that can also blow you up with a single touch. Chie's 6PBBTag Chie DragonKick.pngGuardAllStartup(18)+23Recovery26+14LAdvantage-31 when combined with Hilda 5BB can allow to do a left/right mixup anywhere on screen, even fullscreen. This removes Hilda's reliance on her EX moves which lets you save meter for Power ChargeBBTag Chie PowerCharge.pngGuardStartupRecovery1+(43 Flash)+10
{1+(43 Flash)+56}
Advantage-
to TOD the opponent. Her 4P help with blockstrings and pressure since it can't be pushblock. For Chie, Hilda's 6P and 4P can help her in neutral especially when combined with Dragon KickBBTag Chie DragonKick.pngGuardAllStartup18Recovery27+15LAdvantage-33 and Herculean StrikeBBTag Chie HerculeanStrike.pngGuardAllStartup25Recovery18Advantage-4 to force her way in. Both characters can abuse Resonace making them both good anchors giving you flexibility on who you want on point. The main weakness of this team is that they have trouble converting into Power Charge when Hilda is on point which is Chie's main win condition. They're also reliant on cross gauge. However, they are still quite strong and have high snowball potential. Start this team Chie on the Back and Hilda on Point.

 Yukiko Amagi

A zoning and setplay team that excels in playing the long game. For Hilda, Yukiko's 6PBBTag Yukiko PhoenixFlameSwirl.pngGuardAllStartup(18)+62RecoveryTotal (18)+113Advantage-24 covers a large portion of the screen helping Hilda with zoning and deals large damage. It can also cover Hilda as she sets up a sandwich with j.C. 5P hits twice and is immune to pushblock helping Hilda with pressure which is already strong against pushblock. For Yukiko, Hilda's 6P and 4P give her help with zoning and can cover her as she builds fire levels or heals. On top of that, the disjointed and long-range nature of Hilda's normals helps protect Yukiko during her 6P and 4P. This lets Yukiko build her resources regardless if she is on point or back. Both characters make for good anchors with good comeback although you will want Hilda on point and Yukiko on back most of the time. Their damage gets higher the longer the match goes on leading to snowballs. Overall, this team has great neutral that lets them control the pace of the match while Yukiko gets stronger. However, they are not perfect. They struggle against characters with good anti-zoning options like  Nine. They also have poor defensive options. Hilda's poor reversal options, Yukiko's low health, persona reliance and recoverable health done by fire levels and both character's slow normals give them trouble getting out of pressure and can struggle to make comebacks.

General Tactics

Neutral

Hilda is a zoner that wants to keep the opponent away from her. The main position you want to be at midscreen to 3/4 of the screen. This is where her options are at their strongest. While Hilda can zone from fullscreen, her options at that range are more limited and have less reward. At midscreen to 3/4rds, all of her normals will connect and can be converted into combos. In neutral, Hidla prefers to let her opponent approach her only to stuff their approach. Your main tools are 2A, 5B, 2B, 2C, j.B and j.C. 2A and 2C are your main pokes thanks to their range and speed. 5B lets you snipe the opponent trying to recklessly approach or throwing their own projectiles. j.B lets you do the same in the air although cover it with an assist as Hilda can until she lands if it doesn't connect. 2B is a good preemptive anti-air for when you think they're about to jump. j.C is a great movement tool letting you get out of bad situations or catch an opponent trying to chase you when running away. Overall, use your normals to keep the opponent away from you and convert them into damage.

Offense

Mixup

Most off Hilda mixups comes from her EX moves as 236C is a low and 214C is a high.Additionally you can get the high side of the mixup for free by using assist along with 5BBB. If you use 236C you can active switch to your partner and have them combo. The main threat from Hilda's mixups comes from the fact she can do them from fullscreen meaning they're never safe. They are most effective when the enemy doesn't have resources to do things like fullscreen super so they can't escape.That said, don't use them up close as they're both unsafe.When you are up close use a rising J.A as that hers fastest overhead.

Pressure

Hilda pressure is very unique as many of her blockstrings have gaps in the meaning they can DP/Super out.But if they aren't in range or don't have the resources, Hilda's pressure can go on a lot longer than it's supposed to.As a zoner, your main goal is to kill their patience so you can go in and abuse their mistakes.Use your assist to cover areas Hilda can't as well to fill the gaps in her blockstrings if they can break out

Okizeme

Hilda's oki depends on if you want to be close or far from the opponent.

Close

If you want to stay close to the enemy,Hilda has three safejumps setups. 5BBB-5C is a meterless ender that works everywhere.You can cover neutral/forward tech by jumping forward and doing JA and back tech by jumping back and JA. If you did 5C from around halfscreen, you need to do IAD JA to cover forward tech. 236BC is a cash out that lets you maintain pressure after a knockdown.Everything I said about 5BBB-5C applies here.Landing the upper hitbox of 236A in the corner can let you do a safejump where you jump forward and JA to cover neutral and back tech and jump straight up and JA to cover forward.You can also do the standard meaty 2A. This is special for Hilda because since her 2A goes so far,you can do it at a range where if the opponent DP or does a short ranged super,Hilda will still be safe.It does lose to long range supers though like Yang 236BC so be careful.

Far

If you want stay away from your opponent,you should use 214A,214B and 214BC. 214A should be used for when they're in the corner as it will cover 2 techs at the same time and let Hilda run a mixup. 214B should be used when your midscreen. It won't let Hilda run a meterless mixup but she can mixup with her EX moves.

Meter Usage

Hilda mostly spends her meter on her EX moves as they're her main mixups tools. 236C is a low and great active switch tool as it has a long duration and is unburstable meaning your partner can go straight to super for more unburstable damage. It also does a hard knockdown and while Hilda can't get a safejump,her partner can. 214C is her best use of meter.It can combo from anywhere, even from fullscreen and can be used for resets as it restands the enemy so you can go for tick throws or a high/low and if they guess wrong, you get a whole new combo. 236BC hits everywhere but it's slow so it's best for prediction punishes.It's also her main cash out for combos. 214BC is great use for meter.If you don't know want to spend meter on,spend it on this. It can be used for lockdown,oki,pressure,stalling,chip damage during res, and combos.

Blockstrings

Tips and Tricks

Fighting Hilda

  • Projectiles and full screen attacks significantly reduce Hilda's zoning advantage.
  • Aim to make her whiff her attacks, once she does, you basically have free reign to run or jump in for a counter attack.
  • Use projectile invulnerable attacks to nullify her 5B and j.5B
  • Her DP is gigantic, but not perfect, it whiffs vs opponents directly above her. If trying to bait this move delay your cross up, or double cross.
  • Hilda struggles up close many of her moves have minimum distances.
  • Stagger pressure is your friend against Hilda. Because of her terrible reversals and frame 11 2A, she has a difficult time escaping from pressure.

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