“
She savors. She wields her powers for a single purpose. Light and Dark, the contradiction
that exists inside of her. A helix of contradiction, and the chaos with no order. Darkness
that covers the eyes. A voice that comes from deep within the earth. The false eyes chase
after eternity, and she wishes for Re-birth.
”
Story
The evil boss responsible for the recent events. She leads a group of talented power-wielders, known as Amnesia, and she herself is infamous, Paradox. However, hearing of a being even stronger than In-Births, the Re-Births, she has sought out and yearned to become one. "Eternity", "Princess of the Night Blade", "Insulator" and the Hollow Night... Immortalize. Confirming all the pieces to the puzzle have gathered, she sets off to ensure her own agenda is seen through. The curtains on her stage rise.
“
I must transcend the In-Birth and become a Re-Birth...
That is all that I desire.
”
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 essential 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.
Frame Advantage: Actual plus frames cost meter or are very risky.
Shield: Hilda has no way to hard punish green Shields up close.
GRD Management: Must balance zoning and Concentration in order not to bleed GRD.
Character Stats
Health
Smart Steer Route
10100
5A 5B 2B 2CC 22A 22C
Forward Walk Speed
Backward Walk Speed
Jump Startup
Jump Duration
900
-900
5
48
Dash Startup
Initial Dash Speed
Dash Acceleration
Max Dash Speed
1
500 1650 on frame 7
0 135 on frame 7
3200
Backdash Startup
Backdash Duration
Backdash Distance
Backdash Invul
7
36
-51500
1~9 Full 10~10 Throw
Throw Width (pixels)
Throw Range (pixels)
200
105
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 will refund a set amount of meter.
Ground teleport into air teleport possible.
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 standingLow = Can block crouchingMid = Can block standing or crouchingAir = Can block in the airAir Shield = Can block in the air while shieldingUnblockable = Cannot be blocked
Cancel
Actions this move can be canceled into on hit or block, unless specially noted. N = Normal Cancelable SP = Special Cancelable EX = EX/IW Cancelable CS = Chain Shift UNQ = Unique (See description) TH = Throw Cancelable X [hit only] = Hit canceleable only X [whiff OK] = 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 BlocksEXS = EXS MeterVorpal = VorpalGRD 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
Damage
Guard
Cancel
Property
Cost
Attribute
170
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.
Toggle Hitboxes
Toggle Hitboxes
5B
5B
5B
5BB
5BB
5BStab
Damage
Guard
Cancel
Property
Cost
Attribute
410
Mid
N, SP, EX, CS
-
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
11
3
29
42
-16
-
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.
5BBSpin
Damage
Guard
Cancel
Property
Cost
Attribute
910
Mid
SP, EX, CS
-
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
12
8
32
51
-11
-
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.
Toggle Hitboxes
Toggle Hitboxes
5C
5C
5C
5CC
5CC
5[C]
5[C]
5CStab
Damage
Guard
Cancel
Property
Cost
Attribute
510
Mid
N, SP, EX, CS
-
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
15
3
38
55
-23
-
A wheel of spikes summoned a short distance away covering a lot of space.
Will whiff opponents at close range.
5CCSpin
Damage
Guard
Cancel
Property
Cost
Attribute
420
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.
5[C]Overhead
Damage
Guard
Cancel
Property
Cost
Attribute
1200
High
SP, EX, CS
-
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
36
15
38
-
-16
-
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.
Toggle Hitboxes
Toggle Hitboxes
Crouching Normals
2A
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.
Toggle Hitboxes
Toggle Hitboxes
2B
Damage
Guard
Cancel
Property
Cost
Attribute
420
Mid
N, SP, EX, CS
-
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
13
4
22
38
-10
-
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.
Toggle Hitboxes
Toggle Hitboxes
2C
2C
2C
2CC
2CC
2CStab
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.
2CCSplit
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.
Toggle Hitboxes
Toggle Hitboxes
Air Normals
j.A
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]
28
Varies
-
A short aerial summoned spike.
Good air-to-air normal, but difficult to use against grounded opponents unless done close to the ground.
Toggle Hitboxes
Toggle Hitboxes
j.B
Damage
Guard
Cancel
Property
Cost
Attribute
380
High , Air Shield
N, SP, EX, CS
-
-
Strike, Head
Startup
Active
Recovery
Overall
Advantage
Invul
10
3
24 [3 on landing]
36
Varies
-
Mid-range summoned spike
Good horizontal range; even better when combined with assault.
Toggle Hitboxes
Toggle Hitboxes
j.C
j.C
j.C
j.CC
j.CC
j.[C]
j.[C]
j.CStab
Damage
Guard
Cancel
Property
Cost
Attribute
440
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.
j.CCSplit
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.
j.[C]Extend
Damage
Guard
Cancel
Property
Cost
Attribute
855 (2 hits)
High , Air Shield
N, SP, EX, CS
-
-
Strike, Head
Startup
Active
Recovery
Overall
Advantage
Invul
21
4(8)7
19 [4 on landing]
58
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.
Toggle Hitboxes
Toggle Hitboxes
Command Normals
3B
Damage
Guard
Cancel
Property
Cost
Attribute
444
Mid
N, SP, EX, CS
-
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
11
2
23
35
-7
8~12 Head
Upward hooking spike.
Good to use as an anti-air.
whiffs opponents that jump forward instead of using assault.
Toggle Hitboxes
Toggle Hitboxes
3C
3C
3C
3CC
3CC
3CStab
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.
3CCSplit
Damage
Guard
Cancel
Property
Cost
Attribute
420
Mid
SP, EX, CS
-
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
16
3
32
50
-12
-
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.
Toggle Hitboxes
Toggle Hitboxes
j.2C
Damage
Guard
Cancel
Property
Cost
Attribute
880
Mid , Air Shield
SP, EX, CS
-
-
Strike, Dive
Startup
Active
Recovery
Overall
Advantage
Invul
15
until landing
[9 on landing]
-
-8~+2
-
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.
Toggle Hitboxes
Toggle Hitboxes
Dash Moves
66B
Damage
Guard
Cancel
Property
Cost
Attribute
910
Mid
SP, EX, CS
-
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
12
11
32
51
-11
-
A dashing version of 5BB.
Toggle Hitboxes
Toggle Hitboxes
66C
Damage
Guard
Cancel
Property
Cost
Attribute
981
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.
Toggle Hitboxes
Toggle Hitboxes
Universal Mechanics
Force Function
Normal
Normal
Increase
Increase
B+CGround
Damage
Guard
Cancel
Property
Cost
Attribute
1292
Mid , Air Shield
EX [whiff OK], CS [whiff OK]
-
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
15
9
28 [10 on whiff on landing]
51
-6
7~23 Foot
j.B+CAerial
Damage
Guard
Cancel
Property
Cost
Attribute
1292
Mid , Air Shield
EX [whiff OK], CS [whiff OK]
-
-
Strike, Head
Startup
Active
Recovery
Overall
Advantage
Invul
15
9
28 [10 on whiff on landing]
-
-8
1~23 Foot
[B+C]Ground Increase
Damage
Guard
Cancel
Property
Cost
Attribute
1373
Mid , Air Shield
EX [whiff OK], CS [whiff OK]
-
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
23
12
35 [12 on whiff on landing]
70
-15
7~34 Foot
j.[B+C]Aerial Increase
Damage
Guard
Cancel
Property
Cost
Attribute
1373
Mid , Air Shield
EX [whiff OK], CS [whiff OK]
-
-
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.
Has very little utility outside of some combos.
Causes wall bounce at most distances.
Due to the Hilda leaving the ground, it can dodge and crush lows.
Has Foot invulnerability from frame 7 on the ground and frame 1 in the air
Force Function Variant
5A Version
5A Version
2A Version
2A Version
B+C~AStab
Damage
Guard
Cancel
Property
Cost
Attribute
700
Mid , Air Shield
SP, EX [whiff OK], CS [whiff OK]
-
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
8+7(15)
2
[6 on landing]
38
-x~-2
-
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.
B+C~2AOverhead
Damage
Guard
Cancel
Property
Cost
Attribute
700
High
SP, EX [whiff OK], CS [whiff OK]
-
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
8+17(25)
3
[8 on landing]
47
-x~-5
-
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.
Toggle Hitboxes
Toggle Hitboxes
Throw
Damage
Guard
Cancel
Property
Cost
Attribute
1605
Unblockable
-
-
-
Throw
Startup
Active
Recovery
Overall
Advantage
Invul
4
1
22
26
+41(hit)
-
Hilda sends the opponent flying toward the wall.
Does not cause hard knock down, so opponent can air tech at most distances.
Toggle Hitboxes
Toggle Hitboxes
Guard Thrust
214DNormal
Damage
Guard
Cancel
Property
Cost
Attribute
0
Mid
-
Launch
100 EXS , GRD Break
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
15
5
26
45
-12
1~15 Full, 16~45 Full on hit
214DVorpal
Damage
Guard
Cancel
Property
Cost
Attribute
0
Mid
-
Launch
Vorpal
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
12
5
26
42
-12
1~15 Full, 16~45 Full on hit
Blows the opponent away on hit.
Usable only during blockstun.
Generally better to use while in Vorpal as it's faster and costs less resources.
Veil Off
A+B+CNormal
Damage
Guard
Cancel
Property
Cost
Attribute
0
Mid , Air
-
Launch , Wall Bounce , GRD Break
100+ EXS
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
20
2
[7 (3 on hit) on landing]
58 (54 on hit)
-13
1~30 Full
A+B+CFull Charge
Damage
Guard
Cancel
Property
Cost
Attribute
0
Mid , Air
-
Launch , Wall Bounce , GRD Break
100+ EXS
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
68
2
[7 (2 on hit) on landing]
108 (103 on hit)
-14
1~91 Full
Universal reversal that blows the opponent back on hit.
Airborne : 1~52, Standing : 53~59.
For Full Charge version: Airborne : 1~101, Standing : 102~108.
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).
You can hold down A+B+C to delay activation and gain a few extra benefits, but doing so is highly unrecommended unless trying to run the clock as this move already has a long start up as is.
Extremely powerful on hit as Hilda, as she can followup with 214C to guarantee a gloom 5050 on a GRD broken opponent.
A+B+CCross Cast
Damage
Guard
Cancel
Property
Cost
Attribute
0
Mid , Air
-
Launch
100+ EXS , Vorpal
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
2
4
20
25
+3
1~19 Full
Cancels an action and launches the opponent high into the air on hit.
Airborne : 1~25.
CVO cancel is treated the same as EX cancel, you can only CVO when you can EX and the opponent is in hit/blockstun.
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.
Grants an additional bounce if both have been used in the combo so far.
If the opponent does end up hitting the ground during the combo, damage is prorated.
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.
Special Moves
236X
236AFast
Damage
Guard
Cancel
Property
Cost
Attribute
880
Mid , Air Shield
EX [whiff OK], CS [whiff OK]
-
-
Projectile
Startup
Active
Recovery
Overall
Advantage
Invul
17
8
24
48
-10
-
j.236AAerial Fast
Damage
Guard
Cancel
Property
Cost
Attribute
880
Mid , Air Shield
EX [whiff OK], CS [whiff OK]
-
-
Projectile
Startup
Active
Recovery
Overall
Advantage
Invul
19
8
[2 on landing]
51
-x~-9
-
236BSlow
Damage
Guard
Cancel
Property
Cost
Attribute
880
Mid , Air Shield
EX [whiff OK], CS [whiff OK]
-
-
Projectile
Startup
Active
Recovery
Overall
Advantage
Invul
39
8
8
54
+6
-
j.236BAerial Slow
Damage
Guard
Cancel
Property
Cost
Attribute
880
Mid , Air Shield
EX [whiff OK], CS [whiff OK]
-
-
Projectile
Startup
Active
Recovery
Overall
Advantage
Invul
35
8
[2 on landing]
53
-x~+5
-
236CEX
Damage
Guard
Cancel
Property
Cost
Attribute
1520
Mid , Air Shield
CS [hit only]
-
100 EXS
Projectile
Startup
Active
Recovery
Overall
Advantage
Invul
1+13
8
25
46
-4
1~3 Throw
j.236CEX Aerial
Damage
Guard
Cancel
Property
Cost
Attribute
1520
Mid , Air Shield
CS [hit only]
-
100 EXS
Projectile
Startup
Active
Recovery
Overall
Advantage
Invul
1+10
8
[2 on landing]
35
+4
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.
Toggle Hitboxes
Toggle Hitboxes
623X
623AFront Spike
Damage
Guard
Cancel
Property
Cost
Attribute
650
Mid
EX [whiff OK], CS [whiff OK]
-
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
15
3
18
35
-2
-
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.
623BBack Spike
Damage
Guard
Cancel
Property
Cost
Attribute
850
Mid
EX [whiff OK], CS [whiff OK]
-
-
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.
623CEX
Damage
Guard
Cancel
Property
Cost
Attribute
1390
Mid
CS [hit only]
-
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.
Toggle Hitboxes
Toggle Hitboxes
22X
22ANear
Damage
Guard
Cancel
Property
Cost
Attribute
880
Low
EX [whiff OK], CS [whiff OK]
-
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
15
3
17
34
-8
-
22BFar
Damage
Guard
Cancel
Property
Cost
Attribute
880
Low
EX [whiff OK], CS [whiff OK]
-
-
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.
22CEX
Damage
Guard
Cancel
Property
Cost
Attribute
1880
Low
CS [hit only]
-
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.
Toggle Hitboxes
Toggle Hitboxes
Release X
Pin ranges
Pin ranges
Level 1
Level 1
Level 2
Level 2
Level 3
Level 3
Level 4
Level 4
Level 5 (3 level 4 pins)
Level 5 (3 level 4 pins)
]X[ after 46 framesLevel 1
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
-2
-
]X[ after 120 framesLevel 2
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
-2
-
]X[ after 180 framesLevel 3
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
-2
-
]X[ after 240 framesLevel 4
Damage
Guard
Cancel
Property
Cost
Attribute
1485
High
EX, CS
-
-
Projectile
Startup
Active
Recovery
Overall
Advantage
Invul
Stand: 24 Crouch: 25 Air: 14
17
-
47
-2
-
]X[ after 480 framesLevel 5
Damage
Guard
Cancel
Property
Cost
Attribute
1485*3
High
EX, CS
-
-
Projectile
Startup
Active
Recovery
Overall
Advantage
Invul
Stand: 24 Crouch: 25 Air: 14
17
-
47
-2
-
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
214a distance
214a distance
214b distance
214b distance
214c distance
214c distance
214ANear
Damage
Guard
Cancel
Property
Cost
Attribute
1904 (8 hits)
Mid , Air Shield
EX [whiff OK], CS [whiff OK]
-
-
Projectile
Startup
Active
Recovery
Overall
Advantage
Invul
82
-
-
57
~+74
-
j.214AAerial Near
Damage
Guard
Cancel
Property
Cost
Attribute
1904 (8 hits)
Mid , Air Shield
EX [whiff OK], CS [whiff OK]
-
-
Projectile
Startup
Active
Recovery
Overall
Advantage
Invul
82
-
[12 on landing]
53
~+76
-
214BFar
Damage
Guard
Cancel
Property
Cost
Attribute
2486 (11 hits)
Mid , Air Shield
EX [whiff OK], CS [whiff OK]
-
-
Projectile
Startup
Active
Recovery
Overall
Advantage
Invul
86
-
-
69
~+77
-
j.214BAerial Far
Damage
Guard
Cancel
Property
Cost
Attribute
2486 (11 hits)
Mid , Air Shield
EX [whiff OK], CS [whiff OK]
-
-
Projectile
Startup
Active
Recovery
Overall
Advantage
Invul
86
-
[12 on landing]
64
~+80
-
214CEX Midrange
Damage
Guard
Cancel
Property
Cost
Attribute
2379 (15 hits)
Mid , Air Shield
EX [whiff OK], CS [whiff OK]
-
100 EXS
Projectile
Startup
Active
Recovery
Overall
Advantage
Invul
77
-
-
34
~+144
1~2 Throw
j.214CAerial EX Midrange
Damage
Guard
Cancel
Property
Cost
Attribute
2379 (15 hits)
Mid , Air Shield
EX [whiff OK], CS [whiff OK]
-
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
Turn before teleportation
Turn before teleportation
421A
421A
421b
421b
421c
421c
421ALow
Damage
Guard
Cancel
Property
Cost
Attribute
-
-
-
-
-
-
Startup
Active
Recovery
Overall
Advantage
Invul
-
-
[4 on landing]
49
-
4~12 Head/Dive/Projectile, 13~18 Strike/Projectile, 19~20 Full
j.421AAerial Low
Damage
Guard
Cancel
Property
Cost
Attribute
-
-
-
-
-
-
Startup
Active
Recovery
Overall
Advantage
Invul
-
-
[4 on landing]
49
-
7~12 Head/Dive/Projectile, 13~20 Strike/Projectile
421BHigh
Damage
Guard
Cancel
Property
Cost
Attribute
-
-
-
-
-
-
Startup
Active
Recovery
Overall
Advantage
Invul
-
-
[0 on landing]
40
-
7~12 Head/Dive/Projectile, 15~21 Strike/Projectile, 22~23 Full
j.421BAerial High
Damage
Guard
Cancel
Property
Cost
Attribute
-
-
-
-
-
-
Startup
Active
Recovery
Overall
Advantage
Invul
-
-
[0 on landing]
40
-
9~14 Head/Dive/Projectile, 15~23 Strike/Projectile
421CSpikes
Damage
Guard
Cancel
Property
Cost
Attribute
1983(13 hits)
Mid , Air Shield
EX [whiff OK], CS [whiff OK]
-
-
-
Startup
Active
Recovery
Overall
Advantage
Invul
43
-
[20 on landing]
74
+4
7~12 Head/Dive/Projectile, 13~21 Strike/Projectile
j.421CAerial Spikes
Damage
Guard
Cancel
Property
Cost
Attribute
1983(13 hits)
Mid , Air Shield
EX [whiff OK], CS [whiff OK]
-
-
-
Startup
Active
Recovery
Overall
Advantage
Invul
41
-
[20 on landing]
71
+4
7~12 Head/Dive/Projectile, 13~21 Strike/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
Toggle Hitboxes
Toggle Hitboxes
j.44
Minimum possible distance from opponent
Minimum possible distance from opponent
Damage
Guard
Cancel
Property
Cost
Attribute
!!!?!!!
!!!?!!!
-
-
-
-
Startup
Active
Recovery
Overall
Advantage
Invul
!!!?!!!
!!!?!!!
!!!?!!!
!!!?!!!
!!!?!!!
-
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.
44~7A+B
Damage
Guard
Cancel
Property
Cost
Attribute
-
-
CS [whiff OK]
-
-
-
Startup
Active
Recovery
Overall
Advantage
Invul
-
-
[5 on landing]
93
-
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
Damage
Guard
Cancel
Property
Cost
Attribute
2194
Mid , Air Shield
CS [whiff OK]
-
100 EXS
Strike, Projectile
Startup
Active
Recovery
Overall
Advantage
Invul
1+19
-
-
31
+16
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.
j.41236C
Damage
Guard
Cancel
Property
Cost
Attribute
3112 (17 hits)
Mid , Air Shield
CS [whiff OK]
-
100 EXS
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
1+20
-
14
75
+41~+45
1~3 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
Damage
Guard
Cancel
Property
Cost
Attribute
3087
Mid , Air Shield
-
-
200 EXS
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
1+11
5
54
70
-41
1~16 Full, 17~31 Throw
Hilda levitates the opponent and pins them with many spikes.
Toggle Hitboxes
Toggle Hitboxes
Infinite Worth EXS
Damage
Guard
Cancel
Property
Cost
Attribute
3880
Mid , Air
-
Knockdown
200 EXS , Vorpal or GRD Break
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
1+15
6
46
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.
Toggle Hitboxes
Toggle Hitboxes
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
Boogie (ブギー) twitch twitter youtube
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.
Angel of Sol twitch twitter
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.
BloomingLotus (fka RoyalHeart) twitter
United States
Active
US Hilda player from Chicago with good tournament results. Relies more on good neutral than 50/50s or optimal combos.
UntoldMelody twitch youtube twitter
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.
Wauhti twitch twitter
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.
Mawaru (まわる) twitter
Japan
Unknown
JP Hilda player who posts tech on twitter, though account is sometimes private.
Neetway/ Rootway twitter twitch
Japan
Active
Posts combos on twitter.
Colors
Default Unlocks
Customization Unlocks (2000 IP Each)
DLC Colors
Hilda Wiki Roadmap
Click here for the UNICLR roadmap.
Page last edited on: 2022-05-31 by UntoldMelody.
Page
Completed
To-do
Score
Overview
Added clr-updated frame data + descriptions for all old moves
Copied general descriptions + stats from st page
Add new moves (variants and frame data needed).
35/50
Strategy
Created base pages
filled in general gameplan
filled in basic offense/okizeme
Add character gimmicks
Add defense section
Add counter strategies
Add matchup info
8/25
Combos
Created base pages
Filled in basic combo theory
Finished adding in combos & external resources
Add damage values for starter combos
Add FAQ section if necessary
25/25