 |
Outdated Version
- This page is for an outdated version of the game (UNIST). To see Hilda's character page for the latest version (UNICLR), click here.
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“
|
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.
|
”
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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
|
- Ridiculous range and spatial control.
- Fast, long-range low.
- Very dirty okizeme/setplay anywhere on the screen.
- All combos lead to knockdown if done correctly.
- Can punish many attacks from anywhere on the screen.
- 5[C] and Fallen Pain are very dirty overheads.
|
- Susceptible to characters who have large invulnerable attacks that can interrupt her strings.
- No unique reversals/defensive options, relying mostly on 2A, j.2C, Guard Thrust, Veil Off, and IW/IWEXS.
- Many attacks are disadvantageous on block, to the point of being punishable if not spaced properly.
|
Character Stats
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
|
1
|
36
|
-51500
|
1~9 Full 10 Throw
|
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
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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
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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
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Property
|
Special properties this move has. Click on the property to navigate to an explanation.
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Cost
|
The resources this move costs to use. GRD = GRD Blocks EXS = EXS Meter Vorpal = Vorpal GRD Break = Causes GRD Break
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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
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Startup
|
Frame when the first hitbox is present. + denotes the frames before and after super flash.
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Active
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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.
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Recovery
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Frames that this move has after the active frames if not canceled.
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Overall
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Frames that this move takes from start to finish before the character returns to neutral.
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Advantage
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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
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Normal Moves
Standing Normals
5A
5A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
170
|
H,L
|
N,SP,EX,CS
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
8
|
2
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13
|
22
|
-3
|
-
|
Short range summoned spike.
- Decent range, but slow for an A normal.
|
|
5B
5B 5B 5B 5BB 5BB
|
5B Stab
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Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
410
|
H,L
|
N,SP,EX,CS
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
11
|
3
|
29
|
42
|
-16
|
-
|
Mid range summoned spike.
|
5BB Spin
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
910
|
H,L
|
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.
|
|
5C
5C 5C 5C 5CC 5CC 5[C] 5[C]
|
5C Stab
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
510
|
H,L
|
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
|
H,L
|
SP,EX,CS
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
24
|
1
|
24
|
48
|
±0
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-
|
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.
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5[C] Overhead
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Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1200
|
H
|
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
2A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
120
|
L
|
N,SP,EX,CS
|
-
|
-
|
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
2B
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Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
420
|
H,L
|
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
2C 2C 2C 2CC 2CC
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2C Stab
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Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
490
|
H,L
|
N,SP,EX,CS
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
14
|
3
|
29
|
45
|
-14
|
-
|
A crouching far-range, downward summoned spike.
|
2CC Split
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Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
420
|
L
|
SP,EX,CS
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
16
|
3
|
32
|
50
|
-12
|
-
|
The spike splits.
- Can be performed even if 2C whiffs.
|
|
Air Normals
j.A
j.A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
140
|
H,AS
|
N,SP,EX,CS
|
-
|
-
|
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
j.B
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Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
380
|
H,AS
|
N,SP,EX,CS
|
-
|
-
|
Head
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
10
|
3
|
24 [3 on landing]
|
36
|
Varies
|
-
|
A mid range summoned spike.
|
|
j.C
j.C j.C j.C j.CC j.CC j.[C] j.[C]
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j.C Stab
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Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
440
|
H,AS
|
N,SP,EX,CS
|
-
|
-
|
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
|
H,L
|
SP,EX,CS
|
-
|
-
|
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
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Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
855
|
H,AS
|
N,SP,EX,CS
|
-
|
-
|
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
3B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
444
|
H,L
|
N,SP,EX,CS
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
11
|
2
|
23
|
35
|
-7
|
Head invincible frames 8~12
|
Upward hooking spike.
- Good to use as an anti-air.
|
|
3C
3C 3C 3C 3CC 3CC
|
3C Stab
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
490
|
H,L
|
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 Merava), so it's primary use is for opponents in the air.
|
3CC Split
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
420
|
H,L
|
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
j.2C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
880
|
H,L,AS
|
SP,EX,CS
|
-
|
-
|
Head
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
15
|
until land
|
[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
66B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
910
|
H,L
|
SP,EX,CS
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
12
|
11
|
32
|
51
|
-11
|
-
|
A dashing version of 5BB.
|
|
66C
66C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
981
|
H,L
|
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 Normal Normal Increase Increase
|
B+C Ground
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1156
|
H,L,A
|
{EX},{CS}
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
15
|
9
|
28
|
51
|
-6
|
-
|
j.B+C Aerial
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1156
|
H,L,A
|
{EX},{CS}
|
-
|
-
|
Strike, Head
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
15
|
9
|
28 [10 on landing]
|
-
|
-8
|
-
|
[B+C] Ground Increase
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1156
|
H,L,A
|
{EX},{CS}
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
24
|
12
|
42
|
77
|
-21
|
-
|
j.[B+C] Aerial Increase
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1156
|
H,L,A
|
{EX},{CS}
|
-
|
-
|
Strike, Head
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
24
|
12
|
[12 on landing]
|
-
|
-23
|
-
|
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.
|
|
Memory Slip (Variant)
Memory Slip (Variant) トライファーケット B+C~A/2A 5A Version 5A Version 2A Version 2A Version
|
B+C~A Stab
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
700
|
H,L,A
|
SP,{EX},{CS}
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
7
|
2
|
[6 on landing]
|
-
|
-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
|
H
|
SP,{EX},{CS}
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
17
|
3
|
[8 on landing]
|
-
|
-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 A+D
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1605
|
UNB
|
-
|
-
|
-
|
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
|
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.
|
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
Skewer
Skewer スキューア 236X
|
236A Fast
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
880
|
H,L,A
|
{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
|
H,L,A
|
{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
|
H,L,A
|
{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
|
H,L,A
|
{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
|
H,L,A
|
(CS)
|
-
|
-
|
Projectile
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
1+13
|
8
|
25
|
46
|
-4
|
-
|
j.236C EX Aerial
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1520
|
H,L,A
|
(CS)
|
-
|
-
|
Projectile
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
1+10
|
8
|
[2 on landing]
|
35
|
+4
|
EX Ground Version: Throw invincible frames 1~3
|
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.
|
|
Interference
Interference インタフェアランス 623X
|
623A Front Spike
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
720
|
H,L
|
{EX},{CS}
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
15
|
3
|
21
|
38
|
-5
|
-
|
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
|
910
|
H,L
|
{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
|
H,L
|
(CS)
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
1+11
|
3
|
19
|
33
|
-3
|
Throw invincible frames 1~3
|
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.
|
|
Pillar of Revenance
Pillar of Revenance レバナンスピラー 22X
|
22A Near
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
880
|
L
|
{EX},{CS}
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
15
|
3
|
17
|
34
|
-8
|
-
|
22B Far
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
880
|
L
|
{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 Tracking
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1880
|
L,A
|
(CS)
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
11
|
3
|
27
|
40
|
-2
|
Throw invincible frames 1~3
|
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.
|
|
Fallen Pain
Fallen Pain フォールンペイン ]X[
|
]X[ after 46 frames Level 1
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
660
|
H
|
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
|
H
|
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
|
H
|
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
|
H
|
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
|
H
|
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.
|
|
Condensity Gloom
Condensity Gloom コンデンスグルーム 214X
|
214A Near
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1904 8-hit
|
H,L,A
|
{EX},{CS}
|
-
|
-
|
Projectile
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
82
|
-
|
-
|
57
|
~+74
|
-
|
j.214A Aerial Near
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1904 8-hit
|
H,L,A
|
{EX},{CS}
|
-
|
-
|
Projectile
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
82
|
-
|
-
|
51
|
~+76
|
-
|
214B Far
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
2486 11-hit
|
H,L,A
|
{EX},{CS}
|
-
|
-
|
Projectile
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
86
|
-
|
-
|
69
|
~+77
|
-
|
j.214B Aerial Far
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
2486 11-hit
|
H,L,A
|
{EX},{CS}
|
-
|
-
|
Projectile
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
86
|
-
|
-
|
64
|
~+80
|
-
|
214C EX Midrange
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
2379 15-hit
|
H,L,A
|
{EX},{CS}
|
-
|
-
|
Projectile
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
77
|
-
|
-
|
34
|
~+144
|
1~3 Throw
|
j.214C EX Aerial Midrange
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
2379 15-hit
|
H,L,A
|
{EX},{CS}
|
-
|
-
|
Projectile
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
77
|
-
|
-
|
50
|
~+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.
|
|
Dismal Sign
Dismal Sign ディズマルサイン 421X
|
421A Low
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
[4 on landing]
|
49
|
-
|
Head/Dive/Projectile invincible frames 7~12, Strike/Projectile invincible frames 13~18, Completely invincible frames 19~20
|
j.421A Aerial Low
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
[4 on landing]
|
49
|
-
|
Head/Dive/Projectile invincible frames 7~12, Strike/Projectile invincible frames 13~20
|
421B High
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
[0 on landing]
|
40
|
-
|
Head/Dive/Projectile invincible frames 9~14, Strike/Projectile invincible frames 15~21, Completely invincible frames 22~23
|
j.421B Aerial High
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
[0 on landing]
|
40
|
-
|
Head/Dive/Projectile invincible frames 9~14, Throw invincible frames 15~23
|
421C Spikes
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1983 13-hit
|
H,L,A
|
{EX},{CS}
|
-
|
-
|
Projectile
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
43
|
-
|
[20 on landing]
|
74
|
+13
|
Head/Dive/Projectile invincible frames 9~14, Strike/Projectile invincible frames 15~21
|
j.421C Aerial Spikes
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1983 13-hit
|
H,L,A
|
{EX},{CS}
|
-
|
-
|
Projectile
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
41
|
-
|
[20 on landing]
|
71
|
+13
|
Head/Dive/Projectile invincible frames 7~12, Strike/Projectile invincible frames 13~18
|
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
|
|
Backdash Teleport
Backdash Teleport 44~7A+B while in the corner
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
{CS}
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
[5 on landing]
|
93
|
-
|
Completely invincible frames 1~69
|
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.
|
|
Aspersivity
Aspersivity アンチディスパーシヴ 41236C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
2564 6-hit
|
H,L,A
|
(CS)
|
-
|
-
|
Projectile
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
27
|
-
|
-
|
38
|
+16~+x
|
-
|
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.
|
|
Nail Torrent
Nail Torrent ネールトーレント j.41236C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
3112 17-hit
|
H,L,A
|
(CS)
|
-
|
-
|
Projectile
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
21
|
-
|
14
|
58
|
~+52
|
-
|
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
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
3087
|
H,L,A
|
-
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
1+11
|
5
|
54
|
70
|
-41
|
Completely invincible frames 1~16, Throw invincible frames 17~31
|
Hilda levitates the opponent and pins them with many spikes.
|
|
Infinite Worth EXS
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
3880
|
Mid, Air
|
-
|
Knockdown
|
200 EXS, Vorpal or GRD Break
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Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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1+15
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6
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46
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67
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-25
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1~26 Full
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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.
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Videos
Colors
Default Unlocks
Customization Unlocks (2000 IP Each)
External Links