Under Night In-Birth/UNI2/Hilda/Strategy

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Disclaimer: This is a community written page and may contain opinions that not all players may agree with. Use at your own discretion.

General Gameplan

Hilda is a zoner. She hits hard and has a strong mix-up game. Pay close attention to your opponent's preferred approaches. Try to check/frustrate these approaches as much as possible.

When Hilda gets a hit in, she can convert it into high damage and a sticky mindgame on knockdown. Winning Vorpal is an important part of her gameplan for two reasons. 1.) It denies the opponents an easy way in. 2.) Hilda's Vorpal trait is one of the best in the game. Getting 30-50 EXS refunded for EX specials is immensely valuable.

Neutral

As a rule, Hilda prefers sitting back and letting others approach her. Her normals have huge range and give her a big advantage at mid and far ranges. Check grounded approaches by reacting with 5B/5A. Catch jump ins with 5C/3C/3B. Patient opponents can be baited out by concentrating in neutral or setting gloom (214A/B). Always pay mind to the GRD Cycle, since winning Vorpal makes it that much harder for opponents to approach.

Approach

Using microdash 5B, 2B, 2C is a great way to keep up pressure. 66C and 66B both have great range and catch jumping opponents. Assault j.B has awesome range and helps building up GRD. Against opponents who dashblock, it is useful to occasionally run up to them for a throw/ assault j.C/ 2AA/ B+C~2A. All of these approaches have their own risks attached. In particular be mindful of whiffing 66C against up close opponents, as this is extremely easy to punish.

Keep Away

Hilda has a great toolkit for stalling out matches and frustrating opponents. A very safe ways to stall is to jump backwards j.A > falling j.B. The j.A can air to air opponents while the j.B will check a grounded approach. If people are baited into approaching too quickly you can use divekick (j.2C) to punish their attempt.

Offense

Hilda has access to a few ways to gain frame advantage without having to spend resources, and her rebeats are very difficult to challenge. The combination of big stagger windows and potential +frames make it ambiguous for opponents to tell when they can take their turn. Take advantage of this to stay in control of the game as much as you can.

Pressure

Things to note: 623B is +13 on block, while 236B is +6. 623A is -2 but at a range that's impossible to contest for most opponents. B+C~A is -2, and can be cancelled into j.236A/B for either frame advantage or a frametrap. 5C/2C > 2A whiff leaves her at -3 at almost full screen range. Make sure to vary how you end your blockstrings between the options mentioned above so you cannot easily be punished. Some example blockstrings:

  • 2B 2C 5C 2A whiff
  • 2B 2A whiff
  • 2C 2B 5C 2A whiff
  • 5B 2B 2C 5C 22A whiff

Gloom Okizeme

Hilda’s combos generally end in Lynchpin ]X[. They leave her at enough frame advantage to set up gloom (214X), her main setplay tool. You will have to guess what your opponent will do on wakeup. Pay attention to your opponent’s teching habits and act accordingly. When faced with a possible 50/50 situation, people will often attempt to escape rather than risk having to guess. Catching their back dashes (using 66B/66C), reversals or running and flailing in your direction, can win you a lot of matches, even before you learn a proper 50/50.

  • 214A ~6X: covers forward and neutral tech. Microdash before setting it to cover back tech, but it will not catch backdashes. If the opponent backdashes, they can avoid the mix entirely, this is however still an advantageous position for Hilda, since she gains screen space and the opponent loses GRD.
  • 214A~4X: If you expect your opponent to dash forward to throw/ press buttons or simply if you want to steal the vorpal cycle.
  • 214B~6X: Covers back tech. B teleport can be used to chase them.
  • 214B~4X: covers forward/neutral tech if you dash a short distance before setting it.
  • 214C: Godlike oki tool. 100% guaranteed mix, both after VO Strip or regular combo ender. (video).

The 50/50

Hilda has an un-reactable high/low setup. If they guess wrong, you get to do it again. To start you probably want to learn one of these and add more as you go along.

  • j.A whiff j.[C] / partial charge j.[C] 2A: Main course. Can be done from neutral and forward jump. The whiff j.A is optional, but will help you time j.[C] at the last possible moment. Make sure to hit 2A immediately on landing. It’s practically un-reactable when executed correctly. Can be caught out by reversals and people coming at you mashing.
  • Assault dl. j.[C] / partial charge j.[C] 2A: Same basic idea. Can also be used to bait reversals since it’s faster than whiff j.A j.[C]
  • B teleport (421B) j.[C]/2A: Used to chase backdashes. 214X~6X will push your opponent backwards into your 2A range on landing.
  • Dash up throw: People will be expecting a high/low. Simply dash up in their face and throw after setting gloom. Throwing them into an active gloom will deal additional damage

Gimmicks

tools that have situational, limited, or questionable usage (to be added later)

Defense

how to defend against, break, or escape pressure

Reversal Tools

tools that are invincible, strong, or fast at getting out of pressure/okizeme

Option Selects

inputs that cover multiple situations

Counter Strategies

general ways to aid players having trouble fighting against this character

Videos

External Links

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