Under Night In-Birth/UNI2/Hilda

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Hilda

Uni2 profile Hilda.png
Health
10100
Prejump
5f
Backdash
33f (1-9 Full, 10-10 Throw)
Unique Movement Options
-
Fastest Attack
2A (6f)
Reversals
41236D (12f)

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.


Playstyle
Hilda is a zoner sporting screen-covering normals and powerful high/low mixup options.
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.
Unique Mechanics

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.

Move List

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
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
200 Mid 8 2 12 -2 N, SP, EX, CS Strike
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.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
21 /Data#5A
5A :


5B
5B
5B
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
5B 490 Mid 11 3 29 -14 N, SP, EX, CS Strike
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.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
5BB 920
(250+237+225+212)
Mid 12 8 32 -15 SP, EX, CS Strike
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.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
5B 40 /Data#5B
5BB 55 /Data#5BB
5B :

5BB :


5C
5C
5C
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
5C 510 Mid 15 3 38 -13 N, SP, EX, CS Strike
A wheel of spikes summoned a short distance away covering a lot of space.
  • Will whiff opponents at close range.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
5CC 460 Mid 24 1 24 0 SP, EX, CS Strike
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.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
5[C] 1200 High 36 15 38 -6 SP, EX, CS Strike
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.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
5C 45 /Data#5C
5CC 48 /Data#5CC
5[C] 75 /Data#5[C]
5C :

5CC :

5[C] :

Crouching Normals

2A
2A
2A
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
120 Low 6 2 13 -3 N, SP, EX, CS Strike, Foot
A short ranged crouching kick.
  • Hilda's fastest normal making it one of her primary abare tools.
  • Useful for 214C high/low 50/50.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
20 /Data#2A
2A :


2B
2B
2B
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
490 Mid 13 4 22 -8 N, SP, EX, CS Strike
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.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
36 /Data#2B
2B :
2C
2C
2C
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
2C 490 Mid 14 3 29 -14 N, SP, EX, CS Strike
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.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
2CC 420 Low 16 3 32 -12 SP, EX, CS Strike
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.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
2C 45 /Data#2C
2CC 50 /Data#2CC
2C :

2CC :


Air Normals

j.A
jA
jA
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
140 High, Air Shield 8 2 19
[2 on landing
Varies N, SP, EX, CS Strike, Head
A short aerial summoned spike.
  • Good air-to-air normal, but difficult to use against grounded opponents unless done close to the ground.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
27 /Data#jA
jA :
j.B
jB
jB
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
430 High, Air Shield 10 3 24
[3 on landing
Varies N, SP, EX, CS Strike, Head
Mid-range summoned spike
  • Good horizontal range; even better when combined with assault.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
32 /Data#jB
jB :
j.C
jC
jC
jC
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
jC 540 High, Air Shield 16 5 16
[4 on landing
Varies N, SP, EX, CS Strike, Head
Two pincer-like spikes.
  • Useful for 214C high/low 50/50.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
jCC 420 Mid 15 4 22
[4 on landing
Varies SP, EX, CS Strike, Head
The spikes split.
  • Can be performed even if j.C whiffs.
  • Halts Hilda's air momentum.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
j[C] 833 (320 + 513) High, Air Shield 21 4(8)7 Until landing (on whiff/shield)
[4 on landing
Varies N, SP, EX, CS Strike, Head
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.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
jC 36 /Data#jC
jCC 40 /Data#jCC
j[C] 62 at apex whiff /Data#j[C]
jC :

jCC :

j[C] :


Unique Actions

3B
3B
3B
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
480 Mid 11 2 24 -8 N, SP, EX, CS Strike 8~12 Head
Upward hooking spike.
  • Good to use as an anti-air.
  • Whiffs on opponents that jump forward instead of using assault.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
36 /Data#3B
3B :
3C
3C
3C
3C
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
3C 490 Mid 11 3 21 -6 N, SP, EX, CS Strike
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.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
3CC 420 Mid 16 3 32 -11 SP, EX, CS Strike
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.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
3C 34 /Data#3C
3CC 52 /Data#3CC
3C :

3CC :

j.2C
j2C
j2C
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
720 Mid, Air Shield 15 until landing 11 (TK)
[9 on landing
-13~+1 SP, EX, CS Strike, Dive
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.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
26 (TK) /Data#j2C
j2C :

Dash Moves

66B
66B
66B
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
945
(260+244+228+213)
Mid 12 11 25 -7 SP, EX, CS Strike
A dashing version of 5BB.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
47 /Data#66B
66B :
66C
66C
66C
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
981
(270+253+237+221)
Mid 13 11 32 -11 SP, EX, CS Strike
Similar to 66B, but it appears further.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
52 /Data#66C
66C :

Universal Mechanics

Force Function
Memory Slip
トライファーケット
B+C
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
B+C 1368
(505+454+409)
Mid 15 9 28
[10 on whiff on landing
-6 -EX-, -CS- Strike 7~23 Foot
jB+C 1368
(505+494+409)
Mid 15 9 28
[10 on whiff on landing
-8 -EX-, -CS- Strike, Head 1~23 Foot
[B+C] 1449
(535+481+433)
Mid 23 12 35
[12 on whiff on landing
-15 -EX-, -CS- Strike 7~34 Foot
j[B]+[C] 1449
(535+481+433)
Mid 24 12 35
[12 on whiff on landing
-17 -EX-, -CS- Strike, Head 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
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
B+C 51 /Data#B+C
jB+C /Data#jB+C
[B+C] 70 /Data#[B+C]
j[B]+[C] /Data#j[B]+[C]
B+C :

jB+C :

[B+C] :

j[B]+[C] :

Force Function Variant
Memory Slip (Variant)
トライファーケット
B+C~A
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
B+C~A 700 Mid, 8+7(15) 2 18
[6 on landing
-x~-2 SP, -EX-, -CS- Strike
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.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
B+C~2A 700 High 8+17(25) 3 20
[8 on landing
-6~-5 SP, -EX-, -CS- Strike
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.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
B+C~A 34 /Data#B+C~A
B+C~2A 47 /Data#B+C~2A
B+C~A :

B+C~2A :

Throw
Throw
投げ
A+D
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
1605 Unblockable 4 1 26 +41(hit) Throw
Hilda sends the opponent flying toward the wall.
  • Does not cause hard knock down, so opponent can air tech at most distances.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
30 /Data#A+D
A+D :
Smart Steer
5A+B
5A+B
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
-
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
Guard Thrust
Guard Thrust
Requires 100 EXS, All GRD
ガードスラスト
6A+B+C
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
0 Mid 15 5 26 -12 Strike 1~15 Full, 16~45 Full on hit
Guard Thrust is a type of Guard Cancel that is only usable during blockstun. Blows the opponent away on hit.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
45 Launch /Data#6A+B+C
6A+B+C :
Veil Off
Veil Off
ヴェールオフ
A+B+C
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
A+B+C
100+ EXS
0 All 15 2 Total 64 (54 on hit) -23 Strike 1~30 Full
Universal reversal that blows the opponent back on hit.
  • Requires at least 100 meter and puts you in Veil Off state which grants 20% more damage, but drains your meter at a slow rate.
  • Meter drains much slower when health is below 30% (orange health).
  • If your opponent has Vorpal state and is hit with Veil Off outside of a combo, they will lose Vorpal.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
A+B+C (during a move)
100+ EXS
0 All 2 4 20 +3 Strike 1~19 Full
Cancels an action and launches the opponent high into the air on hit.
  • CVO cancel is treated the same as EX cancel; you can only CVO when you can EX and the opponent is in hit/blockstun.
    • Including in the air.
  • Requires at least 100 meter and consumes Vorpal state and drains meter at a fast rate.
  • Has a lot of hitstun, making it easy to combo from.
  • Allows for an additional bounce in the combo if two have been used so far, without hitting the combo bounce limit.
  • Pressing A+B+C can be used for a shortcut for Infinite Worth.
  • Used mostly as a way to tack on extra damage, or to reliably close out the round.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
A+B+C 64 (54 on hit) Launch /Data#A+B+C
A+B+C
(during a move)
25 Launch /Data#A+B+C
A+B+C :

A+B+C (during a move):

Special Moves

236X
Skewer
インタフェアランス
236X
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
236A 880 Mid, Air Shield 16 8 24 -10 -EX-, -CS- Projectile
j236A 880 All 18 8 Total 49 -x~-9 -EX-, -CS- Projectile
236B 880 All 31 8 8 6 -EX-, -CS- Projectile
j236B 880 All 35 8 Total 52 -x~+5 -EX-, -CS- Projectile
236C
100 EXS
1520 All 1+11 8 25 -4 (CS) Projectile 1~3 Throw
j236C
100 EXS
1520 All 1+10 8 Total 32 7 (CS) Projectile 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.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
236A 47 /Data#236A
j236A 49 /Data#j236A
236B 46 /Data#236B
j236B 52 /Data#j236B
236C 44 /Data#236C
j236C 32 /Data#j236C
236A :

j236A :

236B :

j236B :

236C :

j236C :

623X
Interference
インタフェアランス
623X
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
623A 720 Mid 15 3 20 -4 -EX-, -CS- Strike
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 frame trapping from C normals, but slightly negative on block.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
623B 920 Mid 37 3 9 13 -EX-, -CS- Strike
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.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
623C
100 EXS
1800 Mid 1+11 3 19 -3 (CS) Strike 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.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
623A 37 /Data#623A
623B 48 /Data#623B
623C 33 /Data#623C
623A :

623B :

623C :

22X
Revenant Pillar
レバナンスピラー
22X
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
22A 880 Low 15 3 17 -8 -EX-, -CS- Strike
22B 880 Low 15 3 17 -8 -EX-, -CS- Strike
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.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
22C
100 EXS
1880 Low 11 3 27 -2 (CS) Strike 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.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
22A 34 /Data#22A
22B 34 /Data#22B
22C 40 /Data#22C
22A :

22B :

22C :

Release X
Fallen Pain
フォールンペイン
UNI Input Release.png]X[
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
]X[ after 46 frames 660 High Standing: 26~28
Crouching: 27~29
Air: 18
17 Total 51 -3~-4 EX, CS Projectile
]X[ after 120 frames 770 High Standing: 24~26
Crouching: 25~27
Air: 16
17 Total 49 -3~-4 EX, CS Projectile
]X[ after 180 frames 880 High Standing: 25
Crouch: 26
Air: 15
17 Total 48 -3~-4 EX, CS Projectile
]X[ after 240 frames 1210
(990+220)
High Stand: 24
Crouch: 25
Air: 14
17 Total 47 -3~-4 EX, CS Projectile
]X[ after 480 frames 880~1674 High Stand: 24
Crouch: 25
Air: 14
17 Total 47 -3~-4 EX, CS Projectile
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.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
]X[
after 46 frames
51 /Data#]X[
]X[
after 120 frames
49 /Data#]X[
]X[
after 180 frames
48 /Data#]X[
]X[
after 240 frames
47 /Data#]X[
]X[
after 480 frames
47 /Data#]X[
]X[ after 46 frames:

]X[ after 120 frames:

]X[ after 180 frames:

]X[ after 240 frames:

]X[ after 480 frames:

214X
Condensity Gloom
コンデンスグルーム
214X
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
214A 1904 (8 hits)
(266+258+250+242+
234+226+218+210)
Mid, Air Shield 82 Total 57 ~+74 -EX-, -CS- Projectile
j214A 1904 (8 hits)
(266+258+250+242+
234+226+218+210)
Mid, Air Shield 82 Total 53 ~+76 -EX-, -CS- Projectile
214B 2486 (11 hits) Mid, Air Shield 86 Total 69 ~+77 -EX-, -CS- Projectile
j214B 2486 (11 hits) Mid, Air Shield 86 Total 64 ~+80 -EX-, -CS- Projectile
214C
100 EXS
2976 (25 hits) Mid, Air Shield 77 Total 34 ~+144 -EX-, -CS- Projectile 1~2 Throw
j214C
100 EXS
2976 (25 hits) Mid, Air Shield 77 Total 32 ~+146 -EX-, -CS- Projectile
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.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
214A 57 /Data#214A
j214A 53 /Data#j214A
214B 69 /Data#214B
j214B 64 /Data#j214B
214C 34 /Data#214C
j214C 32 /Data#j214C
214A :

j214A :

214B :

j214B :

214C :

j214C :

421X
Dismal Sign
ディズマルサイン
421X
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
421A Total 47 - 4~12 Head/Dive/Projectile
j421A Total 47 - 7~12 Head/Dive/Projectile
421B Total 40 - 7~12 Head/Dive/Projectile
j421B Total 40 - 9~14 Head/Dive/Projectile
421C 1983(13 hits) All 43 Total 72 4 -EX-, -CS- 7~12 Head/Dive/Projectile
j421C 1983(13 hits) Mid, Air Shield 41 Total 71 4 -EX-, -CS- 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
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
421A 47 /Data#421A
j421A 47 /Data#j421A
421B 40 /Data#421B
j421B 40 /Data#j421B
421C 72 /Data#421C
j421C 71 /Data#j421C
421A :

j421A :

421B :

j421B :

421C :

j421C :

j44
Domination
ドミネーション
j(44)
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
j44 Total 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.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
j44 29 /Data#j44
j44 :
j44~7A+B
Backdash Teleport
(44)~7A+B
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
Total 96 - -CS- 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.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
96 /Data#44~7A+B
44~7A+B while in the corner:
236B+C
Antidispersive
Requires 100 EXS
アンチディスパーシヴ
236B+C
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
2564 (6 hits) Mid, Air Shield 1+19 Total 31 16~32 -CS- Strike, Projectile 1~3 Throw
A set of 6 spikes that rush straight across the stage.
  • Contrary to UNICLR, hitting Hilda at any point will make the spikes disappear.
  • An anti-projectile move; The orb in front of Hilda will clash over 20 hits while active and the spikes will clash 6 more as they travel.
  • During vorpal, 50 meter is refunded.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
31 /Data#236B+C
236B+C :
j.236B+C
Nail Torrent
Requires 100 EXS
ネールトーレント
j236B+C
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
2862 (15 hits) Mid, Air Shield 1+29 35 +51~60 -CS- Strike 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.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
65 /Data#j236B+C
j236B+C :
214B+C
Shadow Awaits
Requires 100 EXS
影が待っている
214B+C
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
1764 (3 hits)
(666+586+512)
All 840 28 +82 -CS- Projectile Throw
"Roomba," Hilda's new EX move in Uni2. Places a puddle of shadow which slowly advances across the stage, erupting into a 3 hit spike attack when it detects the opponent.
  • Won't trigger on an airborne opponent unless they're very low to the ground.
  • Travels fullscreen, then backward about 1/3rd of the screen, then forward again, occasionally catching opponents who already navigated around it.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
28 Launch, Knockdown /Data#214B+C
214B+C :

Super Moves

Infinite Worth

Impalement
Requires 200 EXS
インペイルメント
41236D
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
3461 Mid, Air Shield 1+11 5 54 -41 Strike 1~16 Full
Hilda levitates the opponent and pins them with many spikes.
  • Hits full screen.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
70 /Data#41236D
41236D :

Infinite Worth EXS

In the Darkness
Requires 200 EXS, Vorpal or GRD Break (only when IWEXS does not hit)
イン・ザ・ダークネス
A+B+C+D
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
3880 All 1+14 Total 67 -25 Strike 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.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
67 Knockdown /Data#A+B+C+D
A+B+C+D (while at orange health):

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

Players to Watch

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