Under Night In-Birth/UNICLR/Hilda

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Profile-hilda.png

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.

Tier lists have placed Hilda on the lower end of the spectrum with respect to the cast. But don't be fooled, Hilda is by no means a weak character and has many borderline unfair aspects of her play that you can definitely exploit to simply steam roll even some of the strongest characters in the game.

Strengths Weaknesses
  • Almost uncontestable frame data for distances past 1/2 screen
  • True 50/50 setplay
  • A unique variety of defensive options
  • The most powerful followup to landing a Veil Off in the game
  • Most meter efficient damage in the game
  • A fullscreen tracking antiair that combos at closer ranges
  • Long range highs and lows to punish shielding/dashblocking
  • Susceptible to characters who have large invulnerable attacks that can interrupt her strings.
  • All defensive options outside of IW have ways to be punished or prevented
  • Actual plus frames cost meter or are very risky
  • No way to hard punish green shields at typical ranges
  • Bleeds grd

Character Stats

10100 5A 5B 2B 2CC 22A 22C 900 -900 5 48 1 500
(1650 on frame 7) 0
(135 on frame 7) 3200 7 36 -51500 1~9 Full
9~10 Throw 200 105

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
9~10 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.
N = Normal Cancelable
SP = Special Cancelable
EX = EX/IW Cancelable
CS = Chain Shift
UNQ = Unique (See description)
(X) = Hit canceleable only
-X- = Hit or Whiff cancelable
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
UNI Hilda 5A.png
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.

  • Decent range, but slow for an A normal.
  • Good for interrupting approaching opponents.
  • Catches assaults.
  • At close range it can be used to TRM (throw reject miss) people, or frametrap them with 2A.
5B
UNI Hilda 5B.png
5B
UNI Hilda 5BB.png
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.
5C
UNI Hilda 5C.png
5C
UNI Hilda 5CC.png
5CC
UNI Hilda 5C IC.png
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.

Crouching Normals

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

A short ranged crouching kick.

  • Hilda's fastest normal making it one of her primary abare tools.
  • Useful for 214C high/low 50/50.
2B
UNI Hilda 2B.png
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.
2C
UNI Hilda 2C.png
2C
UNI Hilda 2CC.png
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.

Air Normals

j.A
UNI Hilda j.A.png
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.
j.B
UNI Hilda j.B.png
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 -

A mid range summoned spike.

j.C
UNI Hilda j.C.png
j.C
UNI Hilda j.CC.png
j.CC
UNI Hilda j.C IC.png
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.

Command Normals

3B
UNI Hilda 3B.png
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.
3C
UNI Hilda 3C.png
3C
UNI Hilda 3CC.png
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.
j.2C
UNI Hilda j.2C.png
Damage Guard Cancel Property Cost Attribute
880 Mid, Air Shield SP, EX, CS - - Strike, Head
Startup Active Recovery Overall Advantage Invul
15 until landing [9 on landing] - -8~+2 -

Hilda summons a spike and rides it to the ground.

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

Dash Moves

66B
UNI Hilda 5BB.png
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.

66C
UNI Hilda 66C.png
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.

Universal Mechanics

Force Function

Memory Slip
トライファーケット
B+C
UNI Hilda BC.png
Normal
UNI Hilda BC IC.png
Increase
B+C
Ground
Damage Guard Cancel Property Cost Attribute
1292 Mid, Air Shield -EX-, -CS- - - 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-, -CS- - - 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-, -CS- - - 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-, -CS- - - Strike, Head
Startup Active Recovery Overall Advantage Invul
24 12 35
[12 on whiff on landing]
- -17 1~35 Foot

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

  • 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
Memory Slip (Variant)
トライファーケット
B+C~A/2A
UNI Hilda BC A.png
5A Version
UNI Hilda BC 2A.png
2A Version
B+C~A
Stab
Damage Guard Cancel Property Cost Attribute
700 Mid, Air Shield SP, -EX-, -CS- - - 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-, -CS- - - 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.

Throw

Throw
投げ
A+D
UNI Hilda AD.png
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.
Guard Thrust
Guard Thrust
ガードスラスト
214D
UNI Hilda 214D.png
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
Veil Off
ヴェールオフ
A+B+C
UNI Hilda ABC.png
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.
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.
    • 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.
  • 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
Skewer
スキューア
236X
UNI Hilda 236X.png
236A
Fast
Damage Guard Cancel Property Cost Attribute
880 Mid, Air Shield -EX-, -CS- - - 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-, -CS- - - 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-, -CS- - - 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-, -CS- - - 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) - 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) - 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.
  • A version has fast startup with long recovery.
  • B version has slow startup with short recovery.
  • C version has fast startup with short recovery and wall bounces.
    • During vorpal, 30 meter is refunded.
623X
Interference
インタフェアランス
623X
UNI Hilda 623X.png
623A
Front Spike
Damage Guard Cancel Property Cost Attribute
650 Mid -EX-, -CS- - - 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.
623B
Back Spike
Damage Guard Cancel Property Cost Attribute
850 Mid -EX-, -CS- - - Strike
Startup Active Recovery Overall Advantage Invul
37 3 9 48 +13 -

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

  • On hit, sends the opponent flying passing through Hilda into a wall bounce.
  • Can be blocked in either direction.
623C
EX
Damage Guard Cancel Property Cost Attribute
1390 Mid (CS) - 100 EXS Strike
Startup Active Recovery Overall Advantage Invul
1+11 3 19 33 -3 1~3 Throw

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

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

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

  • A version appears a short distance and launches the opponent very slightly away from Hilda.
  • B version appears a further distance and launches the opponent very slightly toward Hilda.
22C
EX
Damage Guard Cancel Property Cost Attribute
1880 Low (CS) - 100 EXS Strike
Startup Active Recovery Overall Advantage Invul
11 3 27 40 -2 1~3 Throw

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

  • During vorpal, 50 meter is refunded.
Release X
Fallen Pain
フォールンペイン
]X[
UNI Hilda X.png
]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.

  • A version appears right in front of Hilda
  • B version appears a little further from Hilda
  • C version appears further from Hilda.
  • The timing of the hit depends on the opponents height, so it will hit standing opponents faster then crouching.
  • Minimum charge of 46 frames, but the longer the button is held down, the stronger and faster it becomes.
214X
Condensity Gloom
コンデンスグルーム
214X
UNI Hilda 214X.png
214A
Near
Damage Guard Cancel Property Cost Attribute
1904 (8 hits) Mid, Air Shield -EX-, -CS- - - 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-, -CS- - - 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-, -CS- - - 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-, -CS- - - 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-, -CS- - 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-, -CS- - 100 EXS Projectile
Startup Active Recovery Overall Advantage Invul
77 - [10 on landing] 32 ~+146 -

Hilda summons an orb which spikes proceed to rain down from it after a short time.

  • A version places the orb directly in front of Hilda.
  • B version places the orb far and high.
  • C version places the orb a mid distance.
  • You can change the angle at which the spikes rain down at by inputting either 4/2/6+X to change the angle, otherwise it defaults to the 2 position.
  • Disappears if Hilda is hit or grabbed before the spikes appear.
  • Most often used when ending with Fallen Pain ]X[.
  • In most situations, this can be safely be set up by EX cancelling a special, such as 236X.
  • EX version is often used to set up a j.[C]/2A high/low 50/50.
  • During vorpal with the EX versions, 30 meter is refunded.
421X
Dismal Sign
ディズマルサイン
421X
UNI Hilda 421X.png
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-, -CS- - - -
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-, -CS- - - -
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 slighly above head level, spraying a fan of spikes top to bottom.
  • During vorpal, the air versions can be used after the grounded B version
j.44
Domination
ドミネーション
j.44
UNI Hilda j.44.png
Damage Guard Cancel Property Cost Attribute
!!!?!!! !!!?!!! - - - -
Startup Active Recovery Overall Advantage Invul
!!!?!!! !!!?!!! !!!?!!! !!!?!!! !!!?!!! -

Hilda goes into her fading animation and reappears floating above the ground at a set position. This move generally moves her towards the opponent, but if she uses this move while jumping over them, she will reappear about jumping distance away in front of them.

44~7A+B
Backdash Teleport
44~7A+B while in the corner
UNI Hilda 44 7AB.png
Damage Guard Cancel Property Cost Attribute
- - -CS- - - -
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
Aspersivity
アンチディスパーシヴ
41236C
UNI Hilda 41236C.png
Damage Guard Cancel Property Cost Attribute
2194 Mid, Air Shield -CS- - 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, they do not disappear even if Hilda is hit.
  • During vorpal, 50 meter is refunded.
j.41236C
Nail Torrent
ネールトーレント
j.41236C
UNI Hilda j.41236C.png
Damage Guard Cancel Property Cost Attribute
3112 (17 hits) Mid, Air Shield - - 100 EXS Strike, Projectile
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.

Super Moves

Infinite Worth

Impalement
インペイルメント
41236D
UNI Hilda 41236D.png
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.

  • Hits full screen.

Infinite Worth EXS

In the Darkness
イン・ザ・ダークネス
A+B+C+D
UNI Hilda ABCD.png
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.

Notable Rebeats and Gaps

Rebeat Table
Attack Chain Advantage
5C 5A -x
X X X
X X X
Gap Table
Attack Chain Frame Gap
5A 5C x
X X X
X X X

Videos

UNICLR Hilda Combo Guide 2020 by LoftyWords

External Links

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

Customization Unlocks (2000 IP Each)

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


Hilda Wiki Roadmap

Click here for the UNICLR roadmap.

Page last edited on: 2020-08-25 by SageVarq.

60% complete
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
  • Fill in Strategies
0/25
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


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