Under Night In-Birth/UNI2/Hilda: Difference between revisions

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(→‎Force Function: Adjusted bullet points of Force Function.)
(Adjusted Vorpal Trait description.)
Line 71: Line 71:
*Most normals have disjointed hitboxes and even though they look like projectiles, they are treated as normal strike attacks.
*Most normals have disjointed hitboxes and even though they look like projectiles, they are treated as normal strike attacks.
|vorpalTrait =  
|vorpalTrait =  
*EX moves will refund a set amount of meter.
*EX moves refund more than the universal value of 25, varying from 30-50 meter based on the move.
*Ground teleport into air teleport possible.
*After using grounded 421B, you may use an additional teleport before hitting the ground.
}}
}}



Revision as of 20:13, 4 February 2024

Uni2 profile hilda.png

Story

Hilda is an extraordinary wielder with enough power to aim to become a Re-Birth.

She founded the Amnesia organization and even once ruled the world--albeit for a short time.
What caused her defeat? Standing out too much and making too many enemies.
Though her ambitions were stifled, her rage was not.
The appearance of Kuon the Re-Birth--a title she'd wanted for herself--and his boasts of ending the world only served to make her angrier.

With renewed determination, Hilda swears from the bottom of her heart to become the strongest once more... by defeating the Re-Birth and taking for herself the immense powers overflowing from the Abyss.

I simply won't hear it!
I'll show you who the strongest In-Birth really is!

Gameplay

Hilda is a character who has exceptional screen control and a large assortment of projectile attacks designed to keep her opponent at bay and essentially zone them out. Her neutral game in comparison to the rest of the cast is quite strong to the point where it feels incredibly oppressive. Hilda's range on many of her normal attacks is extremely big even for a game such as this where characters having near-fullscreen normals is not all that uncommon. Hilda can make good use of her specials such as Fallen Pin and Reverence Pillar to mix up the opponent from very far away or simply control even more space with specials such as Condense Gloom or Skewer. This character requires a relatively good sense of spatial awareness and requires the user to be comfortable with playing very defensively should the opponent get past her barrage of large, long range attacks.


Strengths Weaknesses
  • Zoning Queen: Hilda has a wide array of long-range normals to cover most parts of the screen and a fullscreen, tracking anti-air that combos at closer ranges. Her framedata is almost uncontestable for distances past 1/2 screen.
  • Mixups: Hilda has long range highs and lows to punish shielding/dashblocking. She can also set up projectile okizeme leading into true 50/50 setplay off almost any hit.
  • Unique Defense: Hilda has a variety of defensive options at her disposal for different situations.
  • Meter Efficient: Hilda gets the most meter efficient damage in the game.
  • No Reversals: None of her defensive options are frame 1 invulnerable, except universal mechanics (Veil Off, Guard Thrust, and Infinite Worth). It's worth noting that she has the most powerful followup to landing a Veil Off in the game.
  • String Issues: Hilda's long-reaching attacks have deadzones and hefty whiff recovery. She is also highly susceptible to characters who have large invulnerable attacks that can interrupt her strings.
  • GRD Management: Due to getting a better refund when using supers on VO, Hilda aims to win cycles consistently to enhance their zoning or forcing mixups. Successfully winning Vorpal against Hilda can lower the likeihood of her snowballing the round.

Character Stats

Health Smart Steer Route
10100 5A > 5B > 2C~C > 22A > 5A+B > IW (requires 200 EXS)
Forward Walk Speed Backward Walk Speed Jump Startup Jump Duration
1000 -970 5 48
Dash Startup Initial Dash Speed Dash Acceleration Max Dash Speed
7
(1)
1650
(500)
135
(0)
3200
Backdash Startup Backdash Duration Backdash Distance Backdash Invul
6
(1)
33 -50900 1~9 Full
10~10 Throw
Throw Width (pixels) Throw Range (pixels)
Unique Trait
  • Most normals have disjointed hitboxes and even though they look like projectiles, they are treated as normal strike attacks.
Vorpal Trait
  • EX moves refund more than the universal value of 25, varying from 30-50 meter based on the move.
  • After using grounded 421B, you may use an additional teleport before hitting the ground.
Frame Data Help
Header Tooltip
Damage Damage done by this attack.
(x) denotes combined damage
[x] denotes minimum damage
Guard The way this move must be blocked.
High = Can block standing
Low = Can block crouching
Mid = Can block standing or crouching
Air = Can block in the air
Air Shield = Can block in the air while shielding
Unblockable = Cannot be blocked
Cancel Actions this move can be canceled into on hit or block, unless specially noted.
N = Normal Cancelable
SE = Self Cancelable
SP = Special Cancelable
EX = EX/IW Cancelable
CS = Chain Shift
UNQ = Unique (See description)
TH = Throw Cancelable
J = Jump Cancelable (Hit cancelable only by default)
(X) = Hit cancelable only
-X- = Can additionally be cancelled during whiff
Property Special properties this move has. Click on the property to navigate to an explanation.
Cost The resources this move costs to use.
GRD = GRD Blocks
EXS = EXS Meter
Vorpal = Vorpal
GRD Break = Causes GRD Break
Attribute Attributes of the attack. Mostly used in situations involving invul.
There are two sets of attributes: Strike/Throw and Head/Foot/Dive/Projectile
Every move has a Strike/Throw attribute, but doesn't always have Head/Foot/Dive/Projectile attribute.
---
Strike = Strike (Anything that isn't a Throw is a Strike)
Throw = Throw
---
Head = Head (Most jump normals)
Foot = Foot
Dive = Some air specials
Projectile = Projectile
Startup Frame when the first hitbox is present.
+ denotes the frames before and after super flash.
Active The amount of frames that this move will have a hitbox.
(x) denotes frame gaps where there are no hitboxes is present.
Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish.
Recovery Frames that this move has after the active frames if not canceled.
Overall Frames that this move takes from start to finish before the character returns to neutral.
Advantage The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked).
If the opponent uses a move with startup equal or less than this move's advantage, it will result in opponent hitting that move.
±x~±x denotes a possible range of advantage. The left value is when the active frames hit sooner (generally worse) and the right value is for when the active frames hit later (generally better).
Invul The frames where this move cannot be hit by an attribute.
Full = Fully invincible
Strike = Strike invincible
Throw = Throw invincible
Head = Head invincible
Foot = Foot invincible
Dive = Dive invincible
Projectile = Projectile invincible


Normal Moves

Standing Normals

5A
5A
5A
UNI Hilda 5A.png
UNI2 Hilda 5A Hitbox.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
200 Mid N, SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
8 2 12 21 -2 -

Short range summoned spike.

  • Longest 5a in the game, but slow (8 frames).
  • Good for interrupting approaching opponents.
  • Catches assaults.
  • At close range it can be used to TRM (throw reject miss) people, or frametrap them with 2A.
5B
5B
5B
UNI Hilda 5B.png
5B
UNI Hilda 5BB.png
5BB
UNI2 Hilda 5B Hitbox.png
5B
UNI2 Hilda 5BB Hitbox.png
5BB
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
490 Mid N, SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
11 3 29 40 -14 -

Mid range summoned spike.

  • Decent ranged poke.
  • Whiff cancelable into 5BB.
  • The hitbox is slightly misleading, since it does not fully match the sword.
  • Useful for punishes, and for calling out assaults.
Damage Guard Cancel Property Cost Attribute
920
(250+237+225+212)
Mid SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
12 8 32 55 -15 -

Follow-up where the spike spins forward.

  • Can be performed even if 5B whiffs.
  • Whiff cancelling from 5B catches aerial opponents
  • Can be used as a frametrap.
  • Can be cancelled into other normals on hit, on block it can only be special cancelled.
5C
5C
5C
UNI Hilda 5C.png
5C
UNI Hilda 5CC.png
5CC
UNI Hilda 5C IC.png
5[C]
UNI2 Hilda 5C Hitbox.png
5C
UNI2 Hilda 5CC Hitbox.png
5CC
UNI2 Hilda 5C IC Hitbox 1.png
5[C]
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
510 Mid N, SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
15 3 38 45 -13 -

A wheel of spikes summoned a short distance away covering a lot of space.

  • Will whiff opponents at close range.
Damage Guard Cancel Property Cost Attribute
460 Mid SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
24 1 24 48 0 -

Follow-up to 5C where the spikes spin.

  • Can be performed even if 5C whiffs.
  • Will whiff opponents at close range.
  • Vaccuums opponent on hit or block.
  • Useful for pressure due to being ±0 on block.
Damage Guard Cancel Property Cost Attribute
1200 High SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
36 15 38 75 -6 -

Charged version of 5C where it hits overhead and covers a larger area.

  • Will whiff opponents at close range.
  • Upon being blocked correctly, the rest of the hits can be blocked as Mid.
  • Cannot cancel until the 5th hit connects. You will likely lose the Vorpal cycle if this is blocked.

Crouching Normals

2A
2A
2A
UNI Hilda 2A.png
UNI2 Hilda 2A Hitbox.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
120 Low N, SP, EX, CS - - Strike, Foot
Startup Active Recovery Overall Advantage Invul
6 2 13 20 -3 -

A short ranged crouching kick.

  • Hilda's fastest normal making it one of her primary abare tools.
  • Useful for 214C high/low 50/50.
2B
2B
2B
UNI Hilda 2B.png
UNI2 Hilda 2B Hitbox.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
490 Mid N, SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
13 4 22 36 -8 -

A crouching, mid-range summoned spike.

  • Will whiff opponents at close range.
  • Extends Hilda's hurtbox a fair bit, so it's prone to trading or being whiff punished.
2C
2C
2C
UNI Hilda 2C.png
2 hits
UNI2 Hilda 2C Hitbox.png
Hit 1
UNI2 Hilda 2CC Hitbox.png
Hit 2
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
490 Mid N, SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
14 3 29 45 -14 -

A crouching far-range, downward summoned spike.

  • Huge poke that spans half the screen.
  • Has a substantial deadzone in front of Hilda.
  • Can be jumped and assaulted over.
Damage Guard Cancel Property Cost Attribute
420 Low SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
16 3 32 50 -12 -

The spike splits.

  • Hilda's longest extended poke.
  • Hits low and vacuums on hit, making it easy to convert.
  • Can be performed even if 2C whiffs.
  • Will will occasionally anti air at close range.


Air Normals

j.A
j.A
jA
UNI Hilda j.A.png
UNI2 Hilda j.A Hitbox.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
140 High, Air Shield N, SP, EX, CS - - Strike, Head
Startup Active Recovery Overall Advantage Invul
8 2 19
[2 on landing]
27 Varies -

A short aerial summoned spike.

  • Good air-to-air normal, but difficult to use against grounded opponents unless done close to the ground.
j.B
j.B
jB
UNI Hilda j.B.png
UNI2 Hilda j.B Hitbox.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
430 High, Air Shield N, SP, EX, CS - - Strike, Head
Startup Active Recovery Overall Advantage Invul
10 3 24
[3 on landing]
32 Varies -

Mid-range summoned spike

  • Good horizontal range; even better when combined with assault.
j.C
j.C
jC
UNI Hilda j.C.png
jc
UNI Hilda j.CC.png
jcc
UNI Hilda j.C IC.png
j[c]
UNI2 Hilda j.C Hitbox.png
jc
UNI2 Hilda j.CC Hitbox.png
jcc
UNI2 Hilda j.C IC Hitbox 1.png
j[c]
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
540 High, Air Shield N, SP, EX, CS - - Strike, Head
Startup Active Recovery Overall Advantage Invul
16 5 16
[4 on landing]
36 Varies -

Two pincer-like spikes.

  • Useful for 214C high/low 50/50.
Damage Guard Cancel Property Cost Attribute
420 Mid SP, EX, CS - - Strike, Head
Startup Active Recovery Overall Advantage Invul
15 4 22
[4 on landing]
40 Varies -

The spikes split.

  • Can be performed even if j.C whiffs.
  • Halts Hilda's air momentum.
Damage Guard Cancel Property Cost Attribute
833 (320 + 513) High, Air Shield N, SP, EX, CS - - Strike, Head
Startup Active Recovery Overall Advantage Invul
21 4(8)7 Until landing (on whiff/shield)
[4 on landing]
62 at apex whiff Varies -

Charged version of j.C where the spikes cover an even larger area.

  • Halts Hilda's air momentum.
  • Useful for 214C high/low 50/50.
  • Upon being blocked correctly, the rest of the hits can be blocked as Mid.

Unique Actions

3B
3B
UNI Hilda 3B.png
UNI2 Hilda 3B Hitbox.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
480 Mid N, SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
11 2 24 36 -8 8~12 Head

Upward hooking spike.

  • Good to use as an anti-air.
  • Whiffs on opponents that jump forward instead of using assault.
3C
3C
UNI Hilda 3C.png
3c
UNI Hilda 3CC.png
3cc
UNI2 Hilda 3C Hitbox.png
3c
UNI2 Hilda 3CC Hitbox.png
3cc
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
490 Mid N, SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
11 3 21 34 -6 -

An upward angled version of 2C.

  • Will whiff against all grounded characters (except Merkava), so it's primary use is for opponents in the air.
Damage Guard Cancel Property Cost Attribute
420 Mid SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
16 3 32 52 -11 -

Follow-up to 3C where the spikes split.

  • Will whiff against most grounded characters (except Merkava and Waldstein), so it's primary use is for opponents in the air.
  • Can be performed even if 3C whiffs.
j.2C
j.2C
j2C
UNI Hilda j.2C.png
UNI2 Hilda j.2C Hitbox.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
720 Mid, Air Shield SP, EX, CS - - Strike, Dive
Startup Active Recovery Overall Advantage Invul
15 until landing 11 (TK)
[9 on landing]
26 (TK) -13~+1 -

Hilda summons a spike and rides it to the ground.

  • Hilda's infamous divekick.
  • Halts Hilda's air momentum before diving.
  • Can be Special, EX, and CS cancelled on hit/block while in the air.

Dash Moves

66B
66B
66B
UNI Hilda 5BB.png
UNI2 Hilda 66B Hitbox 1.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
945
(260+244+228+213)
Mid SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
12 11 25 47 -7 -
A dashing version of 5BB.
66C
66C
66C
UNI Hilda 66C.png
UNI2 Hilda 66C Hitbox 1.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
981
(270+253+237+221)
Mid SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
13 11 32 52 -11 -
Similar to 66B, but it appears further and the hitbox is bigger.

Universal Mechanics

Force Function
Memory Slip
トライファーケット
B+C
UNI Hilda BC.png
Normal
UNI Hilda BC IC.png
Increase
B+C
Memory Slip
Damage Guard Cancel Property Cost Attribute
1368
(505+454+409)
Mid -EX-, -CS- - - Strike
Startup Active Recovery Overall Advantage Invul
15 9 28
[10 on whiff on landing]
51 -6 7~23 Foot
Damage Guard Cancel Property Cost Attribute
1368
(505+494+409)
Mid -EX-, -CS- - - Strike, Head
Startup Active Recovery Overall Advantage Invul
15 9 28
[10 on whiff on landing]
- -8 1~23 Foot
Damage Guard Cancel Property Cost Attribute
1449
(535+481+433)
Mid -EX-, -CS- - - Strike
Startup Active Recovery Overall Advantage Invul
23 12 35
[12 on whiff on landing]
70 -15 7~34 Foot
Damage Guard Cancel Property Cost Attribute
1449
(535+481+433)
Mid -EX-, -CS- - - Strike, Head
Startup Active Recovery Overall Advantage Invul
24 12 35
[12 on whiff on landing]
- -17 1~35 Foot

Hilda rises a short distance into the air and unleashes an array of spikes angled up.

  • Despite not having Head invuln, is a reliable anti-air option at max assault range.
  • Causes wall bounce at most distances.
  • Due to the Hilda leaving the ground, it can dodge and crush many lows within a single frame.
  • Has Foot invulnerability from frame 7 on the ground and frame 1 in the air
Force Function Variant
Memory Slip (Variant)
トライファーケット
B+C~A/2A
UNI Hilda BC A.png
5A Version
UNI Hilda BC 2A.png
2A Version
UNI2 Hilda BC A Hitbox.png
5A Version
UNI2 Hilda BC 2A Hitbox.png
2A Version
Hitboxes Off
Hitboxes On
No results

Hilda stops rising and immediately throws out at a spike.

  • Causes tumble state on grounded hit.
  • Landing recovery is reduced to 0 on hit or block.
  • Due to the Hilda leaving the ground, it can dodge and crush lows.

No results Similar to the 5A version, but is slower and hits overhead.

  • Knocks the opponent down on hit.
  • Due to the Hilda leaving the ground, it can dodge and crush lows.
  • This be executed with FF>AD, which allows you to beat assaults, backdashes, throws, and most lows at once.
Throw
Throw
投げ
A+D
UNI Hilda AD.png
UNI2 Hilda AD Hitbox.png
Hitboxes Off
Hitboxes On
A+D
Throw
Damage Guard Cancel Property Cost Attribute
1605 Unblockable - - - Throw
Startup Active Recovery Overall Advantage Invul
4 1 26 30 +41(hit) -

Hilda sends the opponent flying toward the wall.

  • Does not cause hard knock down, so opponent can air tech at most distances.
Guard Thrust
Guard Thrust
ガードスラスト
214D
UNI Hilda 214D.png
6A+B+C
Guard Thrust
Damage Guard Cancel Property Cost Attribute
0 Mid - Launch 100 EXS, All GRD Strike
Startup Active Recovery Overall Advantage Invul
15 5 26 45 -12 1~15 Full, 16~45 Full on hit

No results

Guard Thrust is a type of Guard Cancel that is only usable during blockstun. Blows the opponent away on hit.
Veil Off
Veil Off
ヴェールオフ
A+B+C
UNI Hilda ABC.png
A+B+C
Veil Off
Damage Guard Cancel Property Cost Attribute
0 All - Launch 100+ EXS Strike
Startup Active Recovery Overall Advantage Invul
15 2 7 (3 on hit) on landing 64 (54 on hit) -23 1~30 Full
    • Extremely powerful on hit as Hilda, as she can followup with 214C to guarantee a gloom 5050 on a GRD broken opponent.

Special Moves

236X
Interference
インタフェアランス
236X
UNI Hilda 236X.png
A/C Version
UNI Hilda 236AB hb.png
A/B Version
UNI Hilda 236C hb.png
C Version
UNI Hilda j.236AB hb.png
jA/jB Version
UNI Hilda j.236C hb.png
jC Version
Hitboxes Off
Hitboxes On
236A
Skewer
Damage Guard Cancel Property Cost Attribute
880 Mid, Air Shield -EX-, -CS- - - Projectile
Startup Active Recovery Overall Advantage Invul
16 8 24 47 -10 -
j236A
Skewer
Damage Guard Cancel Property Cost Attribute
880 All -EX-, -CS- - - Projectile
Startup Active Recovery Overall Advantage Invul
18 8 2 on landing 49 -x~-9 -
236B
Skewer
Damage Guard Cancel Property Cost Attribute
880 All -EX-, -CS- - - Projectile
Startup Active Recovery Overall Advantage Invul
31 8 8 46 6 -
j236A
Skewer
Damage Guard Cancel Property Cost Attribute
880 All -EX-, -CS- - - Projectile
Startup Active Recovery Overall Advantage Invul
18 8 2 on landing 49 -x~-9 -
236C
Skewer
Damage Guard Cancel Property Cost Attribute
1520 All (CS) - 100 EXS Projectile
Startup Active Recovery Overall Advantage Invul
1+11 8 25 44 -4 1~3 Throw
j236C
Skewer
Damage Guard Cancel Property Cost Attribute
1520 All (CS) - 100 EXS Projectile
Startup Active Recovery Overall Advantage Invul
1+10 8 2 on landing 32 7 1~3 Throw

Spikes that instantly strike across the screen.

  • For grounded versions, the opponent can crouch to avoid this attack.
  • The aerial verison is angled slightly downward, covering the entire ground if done low.
  • A version has fast startup with long recovery.
  • B version has slow startup with short recovery.
  • C version has fast startup with short recovery and wall bounces.
    • During vorpal, 30 meter is refunded.
623X
Dual Piercing Vengeance
双鈎のヴェンジェンス
623X
UNI Hilda 623X.png
UNI Hilda 623A hb.png
A Version
UNI Hilda 623B hb.png
B Version
UNI Hilda 623C hb.png
C Version
Hitboxes Off
Hitboxes On
623A
Interference
Damage Guard Cancel Property Cost Attribute
720 Mid -EX-, -CS- - - Strike
Startup Active Recovery Overall Advantage Invul
15 3 20 37 -4 -

A giant horizontal spike summoned in front of Hilda.

  • On hit, sends the opponent flying into a wall bounce.
  • Will whiff if the opponent is at point blank range.
  • Useful for frametrapping from C normals, but slightly negative on block.
623B
Interference
Damage Guard Cancel Property Cost Attribute
920 Mid -EX-, -CS- - - Strike
Startup Active Recovery Overall Advantage Invul
37 3 9 48 13 -

Similar to the A version, but is slower and appears directly behind the opponent.

  • On hit, sends the opponent flying passing through Hilda into a wall bounce.
  • Can be blocked in either direction.
  • Advantage on block makes it useful for resetting pressure, but has very lengthy startup that can be interrupted.
623C
Interference
Damage Guard Cancel Property Cost Attribute
1800 Mid (CS) - 100 EXS Strike
Startup Active Recovery Overall Advantage Invul
1+11 3 19 33 -3 1~3 Throw

Similar to the A version, but bigger, faster, and stronger.

  • On hit, sends the opponent flying passing through Hilda into a wall bounce.
  • Spike will come out indefinitely if given a 3 frame gap
  • Will whiff if the opponent is at point blank range.
  • During vorpal, 50 meter is refunded.
22X
Revenant Pillar
レバナンスピラー
22X
UNI Hilda 22X.png
UNI Hilda 22A hb.png
A Versoin
UNI Hilda 22B hb.png
B Version
UNI Hilda 22C hb.png
C Version
Hitboxes Off
Hitboxes On
22A
Revenant Pillar
Damage Guard Cancel Property Cost Attribute
880 Low -EX-, -CS- - - Strike
Startup Active Recovery Overall Advantage Invul
15 3 17 34 -8 -
22B
Revenant Pillar
Damage Guard Cancel Property Cost Attribute
880 Low -EX-, -CS- - - Strike
Startup Active Recovery Overall Advantage Invul
15 3 17 34 -8 -

A spike pops out from the ground a short distance from Hilda.

  • A version appears a short distance and launches the opponent very slightly away from Hilda.
  • B version appears a further distance and launches the opponent very slightly toward Hilda.
    • Both versions recover quickly on whiff, which can lead to Hilda baiting shields or retaking her turn on people who hesitate.
22C
Revenant Pillar
Damage Guard Cancel Property Cost Attribute
1880 Low (CS) - 100 EXS Strike
Startup Active Recovery Overall Advantage Invul
11 3 27 40 -2 1~3 Throw

A spike pops straight up directly underneath the opponent and then a more spikes strike them to the ground.

  • During vorpal, 50 meter is refunded.
Release X
Fallen Pain
フォールンペイン
UNI Input Release.png]X[
UNI HILDA PIN 1.png
Pin Ranges
UNI HILDA PIN GUIDE.png
Level 1
UNI HILDA PIN 2.png
Level 2
UNI HILDA PIN 3.png
Level 3
UNI HILDA PIN 4.png
Level 4
UNI HILDA PIN 5.png
Level 5
]X[
Fallen Pain
Damage Guard Cancel Property Cost Attribute
660 High EX, CS - - Projectile
Startup Active Recovery Overall Advantage Invul
Standing: 26~28
Crouching: 27~29
Air: 18
17 - 51 -3~-4 -
]X[
Fallen Pain
Damage Guard Cancel Property Cost Attribute
770 High EX, CS - - Projectile
Startup Active Recovery Overall Advantage Invul
Standing: 24~26
Crouching: 25~27
Air: 16
17 - 49 -3~-4 -
]X[
Fallen Pain
Damage Guard Cancel Property Cost Attribute
880 High EX, CS - - Projectile
Startup Active Recovery Overall Advantage Invul
Standing: 25
Crouch: 26
Air: 15
17 - 48 -3~-4 -
]X[
Fallen Pain
Damage Guard Cancel Property Cost Attribute
1210
(990+220)
High EX, CS - - Projectile
Startup Active Recovery Overall Advantage Invul
Stand: 24
Crouch: 25
Air: 14
17 - 47 -3~-4 -
]X[
Fallen Pain
Damage Guard Cancel Property Cost Attribute
880~1674 High EX, CS - - Projectile
Startup Active Recovery Overall Advantage Invul
Stand: 24
Crouch: 25
Air: 14
17 - 47 -3~-4 -

Hilda summons an orb a set distance and quickly drops it to the floor.

  • Often referred to as "pin." Hilda almost always wants this as a combo ender.
  • A version appears right in front of Hilda.
  • B version appears a little further from Hilda.
  • C version appears further from Hilda.
  • The timing of the hit depends on the opponents height, so it will hit standing opponents faster then crouching.
  • Minimum charge of 46 frames, but the longer the button is held down, the stronger and faster it becomes.
214X
Condensity Gloom
コンデンスグルーム
214X
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UNI HILDA 214X.png
A Distance
UNI HILDA 214B.png
B Distance
UNI HILDA 214C.png
C Distance
214A
Condensity Gloom
Damage Guard Cancel Property Cost Attribute
1904 (8 hits)
(266+258+250+242+
234+226+218+210)
Mid, Air Shield -EX-, -CS- - - Projectile
Startup Active Recovery Overall Advantage Invul
82 - - 57 ~+74 -
j214A
Condensity Gloom
Damage Guard Cancel Property Cost Attribute
1904 (8 hits)
(266+258+250+242+
234+226+218+210)
Mid, Air Shield -EX-, -CS- - - Projectile
Startup Active Recovery Overall Advantage Invul
82 - 12 on landing 53 ~+76 -
214B
Condensity Gloom
Damage Guard Cancel Property Cost Attribute
2486 (11 hits) Mid, Air Shield -EX-, -CS- - - Projectile
Startup Active Recovery Overall Advantage Invul
86 - - 69 ~+77 -
j214B
Condensity Gloom
Damage Guard Cancel Property Cost Attribute
2486 (11 hits) Mid, Air Shield -EX-, -CS- - - Projectile
Startup Active Recovery Overall Advantage Invul
86 - 12 on landing 64 ~+80 -
214C
Condensity Gloom
Damage Guard Cancel Property Cost Attribute
2976 (25 hits) Mid, Air Shield -EX-, -CS- - 100 EXS Projectile
Startup Active Recovery Overall Advantage Invul
77 - - 34 ~+144 1~2 Throw
j214C
Condensity Gloom
Damage Guard Cancel Property Cost Attribute
2976 (25 hits) Mid, Air Shield -EX-, -CS- - 100 EXS Projectile
Startup Active Recovery Overall Advantage Invul
77 - 10 on landing 32 ~+146 -
Hilda summons an orb which spikes proceed to rain down from it after a short time.
  • A version places the orb directly in front of Hilda.
  • B version places the orb far and high.
  • C version places the orb a mid distance.
  • While the orb is in Hilda's hands, you can set the angle at which the spikes rain down at by inputting either 4/2/6+X.
    • The angle will default to the 2 position if no there is no additional input.
    • The orb has a pulsing animation if angle is set using an input.
  • Disappears if Hilda is hit or grabbed before the spikes appear.
  • Most often used when ending with Fallen Pain ]X[.
  • In most situations, this can be safely be set up by EX cancelling a special, such as 236X.
  • EX version is often used to set up a j.[C]/2A high/low 50/50.
  • During vorpal with the EX versions, 30 meter is refunded.
421X
Dismal Sign
ディズマルサイン
421X
UNI HILDA 421A.png
Turn before teleportaiton
UNI Hilda 421X.png
A Distance
UNI HILDA 421B.png
B Distance
UNI HILDA 421C.png
C Distance
UNI HILDA 421X fade hb.png
Turn before teleportaiton
UNI HILDA 421A hb.png
A Versoin
UNI HILDA 421B hb.png
B Version
UNI HILDA 421C hb.jpg
C Version
Hitboxes Off
Hitboxes On
421A
Dismal Sign
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - 4 on landing 47 - 4~12 Head/Dive/Projectile
j421A
Dismal Sign
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - 4 on landing 47 - 7~12 Head/Dive/Projectile
421B
Dismal Sign
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - 0 on landing 40 - 7~12 Head/Dive/Projectile
j421B
Dismal Sign
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - 0 on landing 40 - 9~14 Head/Dive/Projectile
421C
Dismal Sign
Damage Guard Cancel Property Cost Attribute
1983(13 hits) All -EX-, -CS- - - -
Startup Active Recovery Overall Advantage Invul
43 - 20 on landing 72 4 7~12 Head/Dive/Projectile
j421C
Dismal Sign
Damage Guard Cancel Property Cost Attribute
1983(13 hits) Mid, Air Shield -EX-, -CS- - - -
Startup Active Recovery Overall Advantage Invul
41 - 20 on landing 71 4 7~12 Head/Dive/Projectile
Hilda fades out and teleports behind the opponent.
  • A version teleports near the ground the opponent.
  • B version teleports above the opponent, and can perform actions while falling.
    • Can perform air actions on frame 41
  • C version teleports slightly above head level, spraying a fan of spikes top to bottom. Whiffs on crouchers
    • (always whiffs Akatsuki, Linne, Mika, and Vatista standing)
  • During vorpal, the air versions and Domination (j.44) can be used after the grounded B version
j44
Domination
ドミネーション
j(44)
UNI HILDA Domination.png
Minimum possible distance from opponent
j44
Domination
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - 29 - 13~21 Full

Hilda fades and reappears floating above the ground.

  • If facing the opponent, she will move a dash distance toward the opponent.
  • If you jump over them, you will reappear in front over them (no matter how far).
  • Hilda will always be in High Counter state if hit out of this.
j44~7A+B
Backdash Teleport
j(44)~7A+B
UNI Hilda 44 7AB.png
Minimum possible distance from opponent
44~7A+B
Backdash Teleport
Damage Guard Cancel Property Cost Attribute
- - -CS- - - -
Startup Active Recovery Overall Advantage Invul
- - 5 on landing 96 - 1~69 Full

Hilda fades out and teleports close to the center of the stage.

  • Can only perform while in the corner.
  • It's possible to perform during the 10 frames of invincibility during backdash.
  • Frame 47 Hilda disappears > Frame 69 Hilda reappears > Frames 70~93 recovery counter hit state.
  • Can CS on frame 75 and will be airborne for 3 frames.
  • Has little utility, as it can be easily punishable if the opponent isn't committed to a long action.

41236C

Antidispersive
アンチディスパーシヴ
41236C
UNI Hilda 41236C.png
236B+C
Antidispersive
Damage Guard Cancel Property Cost Attribute
2564 (6 hits) Mid, Air Shield -CS- - 100 EXS Strike, Projectile
Startup Active Recovery Overall Advantage Invul
1+19 - - 31 16~32 1~3 Throw

A set of 6 spikes that rush straight across the stage.

  • Once the spikes are active (5 frame window), they do not disappear even if Hilda is hit.
  • During vorpal, 50 meter is refunded.

j41236C

Nail Torrent
ネールトーレント
j41236C
UNI Hilda j.41236C.png
j236B+C
Nail Torrent
Damage Guard Cancel Property Cost Attribute
2862 (15 hits) Mid, Air Shield -CS- - 100 EXS Strike
Startup Active Recovery Overall Advantage Invul
1+29 - 35 65 +51~60 Throw

Hilda summons a rain of swords from the sky.

  • During vorpal, 50 meter is refunded.
  • Extremely damaging metered combo ender that still allows time for a Gloom setup.
  • extremely plus, but leads to heavy GRD loss when blocked.

Super Moves

Infinite Worth

Impalement
インペイルメント
41236D
UNI Hilda 41236D.png
41236D
Impalement
Damage Guard Cancel Property Cost Attribute
3461 Mid, Air Shield - - 200 EXS Strike
Startup Active Recovery Overall Advantage Invul
1+11 5 54 70 -41 1~16 Full

Hilda levitates the opponent and pins them with many spikes.

  • Hits full screen.

Infinite Worth EXS

In the Darkness
イン・ザ・ダークネス
A+B+C+D
UNI Hilda ABCD.png
A+B+C+D
In the Darkness
Damage Guard Cancel Property Cost Attribute
3880 All - Knockdown 200 EXS, Vorpal or GRD Break (only when IWEXS does not hit) Strike
Startup Active Recovery Overall Advantage Invul
1+14 - - 67 -25 1~26 Full

Hilda becomes surrounded by a pillar of light which goes into a cinematic on hit.

  • Must have less than 30% health (orange health) to use.
  • After the cinematic, characters will be moved to the middle of the stage, regardless of where they were positioned before.
  • Due to the cost, it is usually not recommended to use this move unless it will kill the opponent.

Notable Rebeats and Gaps

Rebeat Table
Attack Chain Advantage
5C, 2C 5A -4
2A -3
5B, 2B 5A -6
2A -5
Gap Table
Attack Chain Frame Gap
2A 2B 2
2CC 623B 15
5C 5CC 7

Videos

UNICLR Hilda Combo Guide 2020 by LoftyWords

External Links

Notable Players

Disclaimer: This list is derived from community input and is in no way comprehensive or a form of ranking of any kind. Our community criteria can be found here.

Usual Color Handles/Links Region Status Notes
Hilda-2.png
Boogie (ブギー)
twitch
twitter
youtube
Japan
Japan
Active Very clean Hilda player who is Active on netplay and generally does well in tournaments. Solid play across the board. Unlike other Hilda players doesn't like to spend meter unless it is to kill. Uploads match footage to youtube here Post about tech on twitter but always in Japanese.
Hilda-28.png
Angel of Sol
twitch
twitter
United States
United States
Active East Coast Hilda player who is known for her optimal combos. Knows everything about Hilda combo theory, doesn't like to block. Not super Active right now, most retweets unrelated to UNI.
Hilda-1.png
BloomingLotus (fka RoyalHeart)
twitter
United States
United States
Active US Hilda player from Chicago with good tournament results. Relies more on good neutral than 50/50s or optimal combos.
Hilda-15.png
UntoldMelody
twitch
youtube
twitter
United States
United States
Active US Hilda player who occasionally streams. Done well at tournaments and is usually around in discord to ask questions. Uploads sets here. NSFW twitter, almost entirely art.
Hilda-4.png
Wauhti
twitch
twitter
Finland
Finland
Unknown Finnish Hilda player with an unconventional playstyle who has been around since early UNIEL. Difficult to pin down, knows a lot of odd tech. Very NSFW twitter.
Hilda-22.png
Mawaru (まわる)
twitter
Japan
Japan
Unknown JP Hilda player who posts tech on twitter, though account is sometimes private.
Hilda-21.png
Neetway/ Rootway
twitter
twitch
Japan
Japan
Active Posts combos on twitter.

Colors

Default Unlocks

001 Morion Black
002 Brightness Amethyst
003 Beauty of Elysion
004 Half of Indigolite
005 Fire Ruby
006 Sapphire
007 Eroded Peridot
008 Golden Beryl
009 Calm in Passion
010 Blood Andesine
011 Ice Age
012 Laurel Tiara
013 Black Crimson
014 Aquamarine
015 Forest of Witch
016 Zinnoberrot Gelb
017 Cor de Rosa
018 Cool Purple
019 Illuminate White
020 Mal Despiadado
021 Gold and Silver
022 Lava Flow
023 Astuto Signora
024 Schneefee
025 End of Fall
026 Elegant Dunkelgrum
027 Juvenile Colors
028 Spring Phantasma
029 Sapphire Splash
030 Rose Garden
031 Equatorial Wave
032 Inferno Blaze
033 Annular Eclipse
034 Seeds of Heaven
035 Clamorous Colors
036 Royal Calibur
037 Stella Nest
038 Little Briar Rose
039 Betrayal of Savior
040 Switching Contrast
Starter and Resources
Getting Started
FAQ
Controls
HUD & UI
Strategy
Frame Data
Glossary
Resources and Links
Mechanics
Movement
Offense
Defense
Gauges
Damage and Combo System
Attack Attributes
Characters