ThwompBlock sent us a handy Hilde guide he put together recently that should help newer players pick up on the character quickly. More in-depth information is sure to come later as the game leaves its infancy, but this guide is a great starting point. The video and notations are included below to help you follow along.

HILDE GUIDE: PLAYSTYLE: + A moves have very short range and generally used to discourage players sidestepping her B moves and getting opponents out of her face

+ B moves cover an extremely large space directly in front of her, but can be easily sidestepped

+ Important to learn when to charge, how to cancel charges, when to use charge moves

+ CE can be comboed into relatively easily but will not produce the full animation most of the time IMPORTANT MOVES: 4A: very fast two hits, good to stop opponents in your face

66A / 99A / 33A: fast hit, knocks down

77A / 11A: deceptive low, knocks down, can follow up with a fast low

3[A]: charged version leads into combo, vertical GI point, if GI activates, noncharged version gains charged attributes

C1A: quick horizontal attack, deceptive range, knocks opponent away

C2A: extremely short stun, able to combo

C3A: 2 hits, second hit guard breaks, large damage, knocks opponent away 44B / 77B / 33B: low hit, Hilde hops back to create space

6B(B)(B): best poke, gigantic range, first two hits combo off regular hit, all three hits combo off counterhit

66B / 99B / 33B: fast stun, can be a sidestep attack, leads into combo

88B / 22B: stun, sidestep attack, leads into big combos, guard breaks, long animation gives time to charge, extremely useful

C1B: long range, large damage

C2B: long range, launches behind you, extremely useful for comboing after 88B / 22B

C3B: long range, launches, C2B generally more useful 5K: good to discourage sidestepping

44K: evades low attacks

1K: fast low [A+B]: two hits, charged version has guard break, charged version leads to full CE on counterhit

2A+B: fast punish that knocks down

66A+B: fast guard break, evades lows

B+K: used in combos

2B+K: long ranged low 3bA+B+K: used in combos

99bA+B+K / 33bA+B+K: sidesteps, guard break on second hit, short stun at the end, can combo into non-cinematic CE

a+gA+B+K: leads to wallslam if your back is facing the wall BASIC COMBOS: 6AKA

44K 2K

66B 66K 2K

66B 66K 2B

66B 8B+K

66B 2B+K

88B 44K

88B 66A+B

WR B 44B CHARGE COMBOS: C2A 2A+B 44B

88B C1B

88B C2B G 3BB

88B C2B G C3A 2K

88B C2B G B+K BRAVE EDGE COMBOS: 3bA+B+K C3B

88B C2B G 3bA+B+K C1B

99bA+B+K C1B CRITICAL EDGE COMBOS: 66B CE

88B CE

C2A CE

3bA+B+K CE

99bA+B+K CE

CH [A+B] CE WALL COMBOS: 6K W! 66K 44B

6K W1 CE

C1A W! 6BBB 2K

C1A W! CE

C1A W! 6K W! CE OTHER NOTES: + B+K seemingly activates its throw animation randomly; have tested multiple times with the same timing

+ Taunt (K+G) with player 1 outfit flips her visor up and down

Source: ThwompBlock