Under Night In-Birth/UNICLR/Hilda/Combos

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Notation Help
Disclaimer: Combos are written by various writers, so notation may differ slightly from this notation.

For more information, see Glossary and Controls

X+Y Buttons "X" and "Y" must be input simultaneously.
X/Y Input "X" or "Y" can be used.
dl.X There should be delay before inputting "X".
w.X Attack "X" should whiff and not hit the opponent.
j.X Button "X" is input while jumping or in the air.
dj.X Button "X" is input after a double jump.
jc Jump cancel the previous action. Usually will be omitted due to being obvious.
md.X Perform a micro-dash before performing "X".
TK.X Indicates the motion "X" is input immediately after leaving the ground. Stands for tiger knee.
(X) Input "X" is optional. Typically the combo will be easier if omitted.
[X] Input "X" is held down. Also can be known as "Increase" or "IC" for short. Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation.
]X[ Input "X" is released. Will only appear if a button is previously held down.
{X} Button "X" should only be held down briefly to partially charge the attack, instead of the full increased version.
X(#) Attack "X" should only hit # of times.
X > Y Cancel "X" into "Y".
X, Y Link "X" into "Y", allowing "X" to fully recover before "Y".
X~Y This notation has two meanings.
  1. Use attack "X" with "Y" follow-up input.
  2. Input "X" then within a few frames, input "Y". Usually used for option selects.
CH The first attack must be Counter Hit.
CS Perform a Chain Shift, which is performed by inputting D twice.
CVO Perform a Cross Cast Veil Off, which is performed by inputting A+B+C.
IW Perform an Infinite Worth, which is performed by inputting 41236D or A+B+C during CVO.
IWEX Perform an Infinite Worth EXS, which is performed by inputting A+B+C+D.

Getting Started

Starter Combos

Combos to start off with

Combo Damage Cost Meter Gain Location
  • Beginners BnB to practice charging ]B[ during the combo.
  • Start holding B during 22A, cancel 3CC into ]B[ release.
  • 623A extension is widely used and is vital to learn

Theory

  • Almost all Hilda combos end in a Lynch Pin/Fallen Pain ]X[ so you can setup 214X
  • It is usually better to end the combo in Pin early than it is to drop the combo later
  • You want to start holding [X] as soon as possible for max damage. You can start holding it during a B normal or any special
  • 214X or Condense Gloom will put her opponent in enough block stun to run a mixup
  • You can change the direction gloom faces by inputting 2X/4X/6X, which will point it in the direction you press

FAQ

How do I do x?

(Meter Dump) Enders

Combo Cost Location
  • Allows for gapless 50/50 mix (Video)
  • VO strip route for when the opponent has Vorpal
  • The most toxic VO strip route in the game, since Hilda does not have to trade in damage or oki to get it. If the opponent has Vorpal, there is no reason not to do this.
  • Immediately 214C 236A to go in for a mix
  • Meter dump ender. This is her highest damaging super, adding 900 damage at max proration.
  • Be careful of how many OTGs you have left. This only works if you have one to spare. If you used 623A twice, this will drop.
  • CVO ender. In vorpal Hilda gets 50 EXS refunded for every EX move, which allows for an additional super pre-CVO. Consult the video guide at the bottom of this page for a more detailed breakdown of her options.
  • Max resources ender (Video)
  • Requires a spare OTG for the B+C~2A j.41236C
  • Does less damage if the opponent touches the ground before 41236C connects

Combos

A Starters

Combo Damage Cost Meter Gain Location
  • 2A BnB
  • The tk j.2C is optional and will whiff if the opponent is too far.
  • Low proration starter in the corner.
  • Be careful to buffer the 22A in time. It takes some getting used to, but the window is bigger than you might expect
  • This works when Hilda is facing away from the corner.
  • Low damage but consistent

B Starters

Combo Damage Cost Meter Gain Location
  • BnB for B starters and better.
  • Make sure to jump forward (hold 9) after 3B
  • This combo alongside the first A starter contains almost all the constituent parts for her other combos, so learning it is highly recommended.
  • Works in the corner if you jump backwards (hold 7) rather than forward after 3B, though if you're too close it still might drop.
  • More optimal but slightly harder BnB
  • If the opponent hits the ground before 22A connects, the 623A extension will drop. In that case end in 22A 5C 3CC ]B[

Assault Starters

Combo Damage Cost Meter Gain Location
  • Midscreen ground assault confirm
  • For the coner just use the corner 2A route.
  • For cofirming the 50/50 off assault.
  • Start holding B during j.[C] or 22A

Anti-Air Starters

Combo Damage Cost Meter Gain Location
  • Works anywhere on the screen, except close to the corner, where you should end in 5C 3CC ]B[ (leave out the 623A)
  • Easiest to confirm when you’re certain 3B will hit, post cs for example
  • Be careful, on block this will buffer 3B 5[C], at the range 5[C] will whiff
  • For confirming 3B~AD throw OS
  • Easier on CH, but not it's not required
  • Consistent anti air confirm
  • Damage subject to distance proration
  • Start holding [B] at 5BB or 22A/B
  • Delay the second 3c as long as you can

Other Starters

Combo Damage Cost Meter Gain Location
  • 22A/B starter means you cannot use it a second time, be careful not to auto steer.
  • What's listed here is the optimal confrim, but for consistency's sake you might want to end in 3[B] j.[C] 3CC ]B[.
  • This is the overhead in Hilda's high-low mix. This confirm is meant for rising whiff j.A > j.[C].
  • Amazing damage output, unlike other unreactable overheads (hello there, b drill :3).
  • For range specific confirms, please check out the combo guide linked at the bottom of the page.
  • Lynchpin starters do very little damage, and have worse oki as they can't end in a hard knockdown.

Videos

UNICLR Hilda Combo Guide 2020 by LoftyWords
UNICLR Ver 3.40 ヒルダコンボ集 by boogie
Metered Enders by LoftyWords

External Links

*UNICLR Hilda Combo Guide by LoftyWords


Hilda Wiki Roadmap

Click here for the UNICLR roadmap.

Page last edited on: 2023-09-09 by LoftyWords.

68% 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
  • 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
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