“
|
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 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 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 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
|
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
|
5B Stab
|
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.
|
5BB Spin
|
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]
|
5C Stab
|
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.
|
5CC Spin
|
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
|
2C Stab
|
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.
|
2CC Split
|
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.C Stab
|
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.CC Split
|
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
|
3C Stab
|
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.
|
3CC Split
|
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+C Ground
|
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+C Aerial
|
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~A Stab
|
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~2A Overhead
|
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
|
214D Normal
|
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
|
214D Vorpal
|
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+C Normal
|
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+C Full 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+C Cross 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
|
236A Fast
|
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.236A Aerial 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
|
-
|
236B Slow
|
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.236B Aerial 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
|
-
|
236C EX
|
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.236C EX 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
|
623A Front 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.
|
623B Back 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.
|
623C EX
|
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
|
22A Near
|
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
|
-
|
22B Far
|
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.
|
22C EX
|
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 frames Level 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 frames Level 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 frames Level 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 frames Level 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 frames Level 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
|
214A 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
|
-
|
-
|
57
|
~+74
|
-
|
j.214A Aerial 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
|
-
|
214B 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
|
-
|
-
|
69
|
~+77
|
-
|
j.214B Aerial 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
|
-
|
214C 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
|
-
|
-
|
34
|
~+144
|
1~2 Throw
|
j.214C Aerial 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
|
421A Low
|
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.421A Aerial 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
|
421B High
|
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.421B Aerial 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
|
421C 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
|
43
|
-
|
[20 on landing]
|
74
|
+4
|
7~12 Head/Dive/Projectile, 13~21 Strike/Projectile
|
j.421C Aerial 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
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
|