Hildegard von Krone

## Personal Info

Birthplace: Wolfkrone Kingdom, Holy Roman Empire (Germany)

Birthdate: August 13, 1573

Age: 18-35

Gender: Female

Height: 5’3 (160)-5’3 (161)

Weight: 110 (50)-119 (54)

Blood Type: AB

Weapon: Short Sword, Spear

Weapon Name: Glanzende Nova (4-5), Frischer Himmel (4),
Fruchtbare Erde (5)

Style: Grobe Erbschaft

Soul: Duty

## Stages

Wolfkrone Monument (4-BD)

Last Rites on the Battlefield (5)

Valiant Heart (4)

Daybreaker (5)

As Hilde devoted much of her youth to protecting and guiding
Wolfkrone, she didn’t experience a true childhood, and was forced to handle the
burdens of adulthood. Hilde disciplined herself, becoming emotionally and
physically stronger over the passing years and leading her country on the front
lines of the battlefield.

One day, Hilde learned that Soul Edge was slowly gaining
power, and prepared her forces for battle. In the following days, Hilde and her
soldiers came to the assistance of a troop of mercenaries traveling through
Wolfkrone. Most of the mercenaries’ numbers had dwindled after they were
attacked by the inhabitants of the ruined castle. When Hilde and her army
traveled out to defeat Soul Edge, they were greeted by a cheering crowd.

Soul Calibur 5

Hilde's army proudly triumphed in the battle against the
cursed sword; destroying the wretched Soul Edge before the justice of the holy
sword, Soul Calibur, wielded by her friend, Siegfried. However, even after
Nightmare's destruction, Hilde still found her kingdom to be in turmoil,
tragically drained of the Wolfkrone legacy, and poisoned by the terrors of the
past Azure Knight. Despite this, Hilde still held on to the leadership born
from her blood, and vowed to restore her homeland at all costs. Ordering her
people to depart from the ruins, the determined princess traveled from nation
to nation, negotiating land for the ones who followed her as she continued
searching for locations to resettle.

As she and her republic became settled, Hilde received a
distasteful message from Siegfried, being informed that a number of malfested
planned to bring war upon her throne. Refusing to fall, Hilde immediately
assembled her troops alongside Siegfried, anxious to put an end to the demonic
evil and finally bring peace upon Wolfkrone. Deep within her soul, Hilde knew
that she may not live to witness her subjects' safe return home. However, her
two children might.

###

A text-epilogue states this: The rising sun pierces the name of Soul Edge.
The Kingdom of Wolfkrone has proven victorious!

## Critical Finish

**Warrior's Honor**: In Hilde's Critical Finish, she impales her opponent
on her spear and shakes them into the air. As they fall, she tosses the now
charged spear through them, sending them plummeting off screen.

## Critical Edge

**Storm and Urge**: Stabs an enemy five times with her lance.

## Weapon Arts

Holy Principal: It's the third stage of Hilde's SC5 vertical
charge attack called Moonlit Dance. In spite of the fact, that there are still
three hits in this attack and it looks exactly the same as SC4-SC5 versions,
its mechanics has changed a lot. During the last horizontal strike in the air,
the time is slowed down, so now we can see Hilde slowly turn around, while
returning back to the ground. Hilde says "Victory! For Honour!"
during it, just as she did in SC5. The attack range of the first move is long,
but if it's exceeded a little, the second one can miss and the third will fail. In case the first attack misses or is blocked by the opponent, Hilde won't proceed with any other attacks. If the opponent blocked the first strike, he wouldn't be able to punish you anyway. The Weapon Art has a very safe and quick start, as you cannot be stopped by any of the enemy's attacks. It doesn't stun the opponent, and you won't be able to make any combos after it, as the enemy is
thrown far away. But however close you're to the wall, the opponent will never
hit it during or after the attack. The most complicated thing is its linking
with other attacks. If the opponent is hit in the air, the first attack will
push him forwards to the ground and the second will just blast him further.
While activated in mid-air, the third attack will certainly fail. When the
enemy is stunned and slowly falling to the ground, it will work for sure. But
it has the extended ability to catch the opponent on the ground. Well, it
always misses, when the opponent is lying idly or just stunned on the ground,
but it'll work in case the opponent is thrown to the ground from the height and
is stunned afterwards (for example, after Pyrrha's Guardian's Judgement). In
addition, all three hits of the Weapon Art will be performed, when the enemy is
rolling after the attack (after Hilde's Red Stone attack), when he's on the
ground with his upper\lower body still in the air (after her Red Stone
performed in mid-air), or in some cases shortly before the fall (after the
second hit of her Twister or the second stage of Mystic Star)

Pure Conviction: This is the last stage of her horizontal
charge attack from SC5, the forth stage of Mystic Star, to be precise. But now
this single Unblockable Attack is nothing but a Break Attack. It always causes
a Guard Burst, if the opponent is guarding. At the beginning, there's an
animation, in which Hilde turns to the right, bending a little, drawing her
sword back excessively and saying "Let us end this!", before
unleashing a mid-range middle blow. It can easily be interrupted by any of the
opponent's attacks, but vertical and high ones have a small chance to miss.
There's an unpleasant time gap between the end of the animation and the actual
attack, which enable the opponent to take unexpected actions, recover from the
stun, or fall to the ground. Once you get used to the delay, it won't be such a
challenge to land the attack. Although, it's hard to deny, that it's almost
imposiible to continue a combo with this Weapon Art. It won't hit the opponent
on the ground or stun him, and there aren't any guaranteed combos after it,
unless you don't catch the opponent in mid-air. If you do, he'll be thrown
close to you, opened for combos. But at least it flings the opponent far enough
to hit him against the wall without difficulty. The safest way of using it, is
to activate the Weapon Art after a Soul Break, or in case the enemy is guarding
too much.

Serene Divine: That's the third stage of Hilde's SC5 Mystic
Star charge attack, which consist of two horizontal mid-range attacks. The lasr
strike is still a Break Attack and now is performed in slow motion, if
delivered successfully. This Weapon Art has a rather quick start, during which
Hilde avoids all coming enemy's attacks, but its main drawback is that
sometimes it doesn't work on the stunned opponent when other middle attacks do.
Of course, it misses if the opponent is lying. After the enemy is thrown away
be the second hit, you'll have a chance to make a combo, but in case Ukemi is
used, your attack will be avoided. By the way, if the opponent is hit from behind,
which may also occur in mid-air, he'll ne thrown close to you. In that case,
Ukemi won't save him. Bith of the strikes can hit the opponent against the
wall, but none of them will stun him. When the first attack misses, the second
one is still performed. If it's blocked, you positively won't get punished,
owing to the last Break Attack.

Power's Essence: This Weapon Art consists of her Brave Edge
grab from SC5 called Heart of Justice and the slow-motioned third stage of SC4 vertical charge attack Moonlit Dance, which is coming right after the grab. As
in SC5, during the throw Hilde says "Gales of power!". All in all,
there are three hits, but the last strike makes the opponent fly very high in
the air, where even Hilde's move Iron Tower, if performed immediately after the
attack, will turn into the Attack Throw. So it's very simple to create a
damaging combo after the Weapon Art, as it doesn't stun the opponent. Another
good thing about it is that it cannot be stopped be the opponent. During the
grab, even in case it misses, Hilde becomes invisible for the enemy attacks and
is capable of catching him even in the middle of a combo. However, the range of
the grab is short, and it's virtually impossible to combo with it. As before,
the second hit of the throw can hit the opponent against the wall, while the
following charge attack with the lance will never cause a wall hit. If the grab
misses, nothing will be performed.