BBTag/Hilda/Strategy: Difference between revisions

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==General Tactics==
==General Tactics==
===Neutral===
==Neutral==
==Neutral==
Hilda mainly want to be halfscreen from her enemy as at that range,most of her normals will hit while theirs wont which will allow you to play a poking game.Don't whiff moves unless they're just outside of your range as the high recovery on her moves can easily get you punished.Her main anti air is 2B,it only has four frames of head invul and said frames come in petty late but it has great horizontal range and decent vertical so it's best use for a preemptive anti air where you think they're going to jump or they are airborne but haven't approach yet instead of hitting them when they're already moving towards you.Hilda doesn't very good air to air options so if your both airborne,it's best to just respect what they're doing.
Hilda mainly want to be halfscreen from her enemy as at that range,most of her normals will hit while theirs wont which will allow you to play a poking game.Don't whiff moves unless they're just outside of your range as the high recovery on her moves can easily get you punished.Her main anti air is 2B,it only has four frames of head invul and said frames come in petty late but it has great horizontal range and decent vertical so it's best use for a preemptive anti air where you think they're going to jump or they are airborne but haven't approach yet instead of hitting them when they're already moving towards you.Hilda doesn't very good air to air options so if your both airborne,it's best to just respect what they're doing.

Revision as of 12:31, 3 May 2022

Hilda


Team Synergy

Point

Hilda is usually better on anchor than on point but can still be strong. She has access to strong mixups once she gets meter and can in force both strong pressure and good oki thanks to 214A,214B and 214BC. It's best to have hilda be point of the opponents character doesn't have a full screen super or doesn't have the resources for one. This means she can bully them with zoning forever. As for weaknesses on point, once the enemy can do fullscreen super, they mostly likely will meaning hilda can't really do anything, so it's best to switch to your partner and have them handle it.When she's in resonance, Hilda is one of the scariest characters to fight as she can spam her high/low, can do large chip with 214BC,can stall midair with 214BC and and has high damage.

Anchor

Hilda has great assists with their only weakness being slow startup. 5P is average with decent lockdown and has good range. It's also her best burst punish. 6P goes fullscreen and has strong durability which makes it good against other zoners and is great for oki. 4P is slow so it must be protected but covers a ton of space and provides good lockdown. Overall, Hilda assist kit is based on lockdown and space control which makes it good for short ranged characters and has no real downsides beside their slow startup.For combos, use 5P and 4P,for lockdown use 4P and 6P and for building res, all three are good.

Recommended Partners

What Hilda wants in a partner is a good antiair since her 2B has a weird hitboxes and her DP is very slow. A good combo assist that allows her to increase her damage. And a good lockdown assist to cover the long startup on her moves or fill the gaps in her blockstrings. If one of their assist is good for building res that's even better.Additionally if that character isn't reliant on meter, that's great since she can spend it on mixups although some of her best partners need meter so it's not necessary. Some of her best partners are Chie,Seth,Teddie and Yuzuriha and good partners are Vatista and Akatsuki.

General Tactics

Neutral

Neutral

Hilda mainly want to be halfscreen from her enemy as at that range,most of her normals will hit while theirs wont which will allow you to play a poking game.Don't whiff moves unless they're just outside of your range as the high recovery on her moves can easily get you punished.Her main anti air is 2B,it only has four frames of head invul and said frames come in petty late but it has great horizontal range and decent vertical so it's best use for a preemptive anti air where you think they're going to jump or they are airborne but haven't approach yet instead of hitting them when they're already moving towards you.Hilda doesn't very good air to air options so if your both airborne,it's best to just respect what they're doing.

Okizeme

  • End with 214A for Condense Gloom (orb) okizeme to cover against neutral recovery and follow-ups.
  • Use 214B+C for full-screen oki.
  • Pin with 214C and position for follow-ups on recovery, and/or time an assist to cover you.

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.

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