Under Night In-Birth/Hilda

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Hilda

Introduction

OHOHOHOHOHOHOHOHO

Story

lol anime story

Unique Trait/Health

unique trait stuff
Health: 9,100

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.

Hilda's Pros

-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 Pin are very dirty overheads

Hilda's Cons

-Susceptible to characters who have large invulnerable attacks that can interrupt her strings.

-No real reversals/defensive options. Must rely on mash 2A, Guard Cancel, Veil Off and her IWEXS.

-Many attacks are actually disadvantageous on block, to the point of being punishable if not spaced properly.

Move List

L = Low, H = High, UNB = Unblockable, CS = Chain Shift

Startup includes the first active frame.

Normal Moves

5A
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
170 8 2 13 -3 Sp,EX,CS HL -

Decent range for a 5A. Not much to say about it besides it being a quick poke for hilda. Can chain into itself if you hold an up direction and continue hitting 5A on block. Continuously hitting 5A will trigger Hilda's smart steer combo.

2A
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
120 6 2 13 -3 Se,Sp,EX,CS L -

Hilda's fastest normal, hits low and can be chained into itself. Common combo start up and one of her best mash tools. This is an integral part of your play and your low of choice for your setplay 50/50 after B lynchpin knockdowns.

5B
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
410 11 3 29 -16 Sp,EX,CS HL -

Decent ranged poke. Good combo starter. Has an angle that you would think would be good for AAs but is not as reliable as her other normals like 3B or 3C for anti airing purposes. Mainly just filler for blockstrings asides from its use in combos.

2B
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
420 13 4 22 -10 Sp,EX,CS HL -

Godly 2B. Hits really far and is relatively fast for its range. Its weaknesses are that its very easy to jump and its dangerous to whiff this. Very good move overall so don't be scared of using this as its a very versatile attack. Commonly used for pressure and long distance punishes.

5C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
510 15 3 38 -23 Sp,EX,CS HL -

Can be slightly charged to delay when this comes out. This move is good for controling the air space from far away and can make contact with crouching opponents despite how high it hits. For these reasons, its good vs Merkava at certain heights vs his flight. Has its uses in combos as well. Kinda hard to just confirm off this raw so you'll generally always want to go into 5CC to net a combo off this on air hits.

5[C]
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
240x5(1200) 36 15 38 -16 Sp,EX,CS H -

Slow overhead attack with very good range. This attack catches people sleeping at least and is really easy to combo off of using 22A/22B/623A. Useful for tacking on damage after a B lynchpin in combos as well.

2C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
490 14 3 29 -14 Sp,EX,CS HL -

Longer range poke than 2B, but shares the same weaknesses as 2B. Very good move to punish things from far away. Very useful for harassing the opponent and for hit confirms.

j.A
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
140 8 2 X+2 Varies Sp,EX,CS H/AS -

Very good air to air normal. Does not hit crouching opponents reliably unless done very low, so its best for air to air use only. Running away with rising j.A is really strong. This move has its use in certain combos and confirms off say, 3B. Its commonly used in setplay situations to set up the timing/height for a super low j.[C].

j.B
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
380 10 3 X+3 Varies Sp,EX,CS H/AS -

Really great normal to come down with after whiffing a rising j.A to control space. This will usually catch people trying to dash after you. Covers a lot of horizontal space so its also good for air to air situations. Can hit crouching opponents cleanly.

j.C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
440 16 4 X+4 Varies Sp,EX,CS H/AS -

Big air normal. Your most reliable jump in for stuff like assault. If you do something like rising j.C, the move seems to lose its overhead property at the later part of its active frames. Has a special use in setplay to fake the opponent out by thinking a j.[C] is coming but instead you land 2A.

j.[C]
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
320,535(855) 21+21 4*2 X+4 Varies Sp,EX,CS H/AS -

This move is the charged version of j.C.This move is active for quite a while and effectively cuts off a good portion of the screen. In combos, you'll generally use this to combo off of 3B. On block, you can chain into a falling j.B to keep yourself safe. This is what you’ll mainly be using for setplay as your high option. More about this later.

Command Normals

3B
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
444 11 2 23 -7 Sp,EX,CS HL -

Hilda's main reactionary anti air. This move apparently has some upper body invulnerability and has a good angle to stop incoming air attacks. It doesn't have the best horizontal range, so be careful about your timing and spacing when using this. Asides from AAing people, this move is particularly useful in higher damage combos.

5CC
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
420 24 1 24 0 Sp,EX,CS HL -

Follow up to 5C. Can still come out if 5C whiffs and can make contact with crouching opponents. This move is great during pressure since its neutral on block and happens to also be special cancelable. The other perk it has is that it pulls the opponent in so you can follow this up with something like 5B or 2B relatively easy. Can confirm off this on air hit with a delayed 623A or a 22A/B.

3C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
490 11 3 21 +34 (combo stun) Sp,EX,CS UNB -

Doesn’t hit grounded opponents. Good anti air/jump tool. On whiff this move is actually not too bad so you’ll see Japanese players sometimes just throw this out in anticipation of air approaches. Very good vs Merkava flight at the correct height. Generally you’ll always want to go into 3CC and confirm the hit from there using 22A/22B or 623A.

3CC
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
420 16 3 32 +30 (combo stun) Sp,EX,CS UNB -

Follow up to 3C that can come out even on whiff. Still only hits airborne foes You’ll always want to go into 3CC to confirm off 3C and go into either delay 623A, 22A/B, or a super or something. 3CC is very very common combo filler so get use to delaying it and delaying specials after it to adjust for height in combos.

2CC
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
16 16 3 32 -16 Sp,EX,CS HL -

Can still be done if 2C whiffs. Very useful for combos mainly, but has its use in pressure as well but you should almost always have CS to continue your offense or special cancel it. This follow up seems to have a lingering hitbox, so sometimes if you are lucky this will catch people who have assaulted over her initial 2C and hit them.

j.CC
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
420 16 4 X+4 +6 Sp,EX,CS HL -

I don’t think I’ve ever seen this used at all in matches. Not used in combos or in neutral. You kinda just float there helplessly so I’d avoid using this. Could potentially catch people trying to immediately attack you after blocking the initial j.C

j.2C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
880 15 14 (max) 9 -1 to -6 Sp,EX,CS HL/AS -

Dive kick. Pretty good priority in general. Space this well/low enough and its plus on block, otherwise you’ll be pretty negative on block (but likely safe from punish). It’s a good way to blow people up for mashing 2A/lows in general, but risky if not done properly. Good way to escape the corner as well if you can jump over the opponent somehow (this does have landing recovery so be careful!)

Dash Normals

66B
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
250,235,220,205 13 8 32 -11 Sp,EX,CS HL -

Dash B comes out a character length’s away from Hilda and twirls in front of her covering decent space. Not bad for pressure and controlling ground space while sticking a move out that is hard to jump/assault over. Its special cancelable on block so you’ll pretty much always special cancel out of it. Both dash B/C are good for ending combos with an awkward height or to keep it really simple for when you don’t want to risk drops.

66C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
270,253,243,225 13 8 32 -11 Sp,EX,CS HL -

Same as dash B except dash C appears at roughly 3/4ths of the screen distance away from Hilda and is much bigger than dash B is. Has all the same uses as dash B and same properties.

Universal Mechanics

Force Function
B+C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
1156 16 9 32
Landing: 10
-10 EX,CS HL -

Chargeable. Hilda’ force function is kinda useless outside of its use in like 1 or 2 combos, but its honestly not worth wasting GRD on this move. I can see it being useful in neutral vs maybe someone like Merkava since it covers a lot of the screen and the air, but there are definitely better options. Not really worth putting too much focus on this in your game play.

Force Function (charged)
[B+C]
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
1156 26 12*2 45
Landing: 12
-24 EX,CS HL -

Same as above.

Force Function (variant)
B+C~A
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
700 16 2 35
Landing: 10
-24 to -27 EX,CS HL -

Press A after holding B+C to cancel into this as early as normal BC. I have never used or have ever seen this move used in matches so I have no idea what to say about it.

Throw
A+D
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
1485 4 1 22 +31 (hit) - UNB -

Hilda grabs the opponent and sends them flying across the screen with her powers. Does good damage and sends the opponent fullscreen, but the opponent can recover in the air. Unfortunately, Hilda has no way to combo off this attack, so her best option after this attack is to space yourself comfortably or set up a Condense Gloom or something.

Guard Cancel
214D
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
0 16 5 27 Blocked: -14
Hit: +40
- HL -

Fluff

Veil Off
A+B+C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
0 21 (min)
69 (max)
2 37 Blocked: -13
Hit: +36
- HLA -

Universal reversal. Invincible from start-up until the first active frame. Not throw invincible. You can delay the start-up until the 69th frame, but there's no real incentive to do so outside of thwarting meaty attacks.

Special Moves

Skewer
「スキューア」

236X
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A 880 18 8 23 -10 EX,CS HLA -

Basic projectile. A version is very fast but has some recovery to it and is disadvantageous on block. The opponent can actually crouch under this attack to make it whiff completely. Super cancelable even on whiff and is air blockable.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B 880 40 8 7 +6 EX,CS HLA -

Same properties as the A version except this has much more start up and is frame advantageous on block.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
EX 1520 15 8 24 -4 (CS) HLA -

Good for confirming fullscreen whiff punishes (i.e 236A 236C into a combo) and leads to a good damage combo by following this up with dash C into stuff. Air blockable.

Interference
「インタフェアランス」

623X
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A 650 16 3 22 -7 EX,CS HL -

Giant horizontal spike. A version is mostly just combo filler as it wall bounces the opponent. Avoid using this when really near the corner/in corner as you’ll most likely bounce the opponent out of the corner on hit and drop the combo if you don't do something like 5B 3C to keep them there. A version is pretty big, so using it to catch an antsy opponent trying to move at the end of a string with the very end of this attack isn't a bad idea since its actually not too bad on block if spaced well. Air unblockable.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B 850 38 3 8 +13 EX,CS HL -

B version has a longer start up and appears behind the opponent, and is quite advantageous on block. B version is good for harassing the opponent from a distance to make them want to try to counter attack or move. Air unblockable.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
EX 1250 13 3 26 -11 (CS) HL -

Basically, this is just another combo filler tool. It’s a bigger, faster, and more damaging version of 623A really. Especially good if you activated Veil Off and land a random hit and just want to max your meter to damage output while its still active. Air unblockable.

Condense Gloom
「コンデンスグルーム」

214X
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A 266 (per hit) 83 37 62
Landing: 12
+ EX,CS HLA -

Hilda summons an orb into the air slightly in front of her and relatively low to the ground. After some time, spikes proceed to rain down from it. You can change the angle at which the spikes rain down at by hitting either 4/2/6+X to change the angle, otherwise it defaults to the 2 position. This is what you’ll summon ideally after every B lynchpin knockdown in combos to run your oki game. In the corner, you can get a perfect meaty situation regardless of how they tech. Will go into more detail about how to set this up later on. This attack only goes away if Hilda is hit. Will remain even if she is put in blockstun.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B 266 (per hit) 87 44 71
Landing: 12
+ EX,CS HLA -

Hilda summons an orb into the air and sends it very far in front of her and relatively high up. After some time, spikes proceed to rain down from it. You can change the angle at which the spikes rain down at by hitting either 4/2/6+X to change the angle, otherwise it defaults to the 2 position. This is what you’ll summon ideally after every B lynchpin knockdown in combos to run your oki game. In the corner, you can get a perfect meaty situation regardless of how they tech. Will go into more detail about how to set this up later on. This attack only goes away if Hilda is hit. Will remain even if she is put in blockstun

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
EX 188 (per hit) 77 90 36
Landing: 10
+ - HLA -

This move is amazing. Absolutely one of her best moves. Lots of characters cannot actually stop you from just doing this in neutral, especially if you super cancel something like 236A or 623B beforehand. Same rules as the regular Glooms apply where you input either 4,2, or 6X to change the angle of the spikes. You have enough time to run all the way from full screen and hit the opponent with the j.[C]/land 2A mix up easily and convert these into a full combo. This move also has its use in Hilda's Veil Off combo.

Dismal Sign
「ディズマルサイン」

421X
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A - 1 - 43 - - - -

The A version of Hilda's teleport takes her to the opposite side of the screen at a set distance away from and she appears relatively close to the ground, but she cannot do anything until she recovers from the teleport. Very good for escaping the corner if your opponent gives you some breathing room.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B - 1 - 27 - - - -

The B version of her teleport takes her right above and behind her opponent, and unlike the A version, Hilda can perform any airborne attack she wants while falling (Hilda can even assault after this). One thing to note about this is that unlike a regular jump, you can't chain your air normals while falling. So if you do something like j.[C] as you fall, you cannot make it advantageous if blocked with a falling j.B. Very good for escaping the corner if your opponent gives you some breathing room.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
C 266 (per hit) 44 52 33
Landing: 20
+13 - HLA -

The C version teleports you in a similar fashion to the A version except that Hilda releases a spray of spikes once she reappears. Cannot combo after this or perform any other actions until she completely recovers. Good for escaping the corner if your opponent gives you some breathing room.

Fallen Pain
「フォールンペイン」

[X]
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A Lv 1 620,0 19 17 16 -2 - H -

Takes a certain amount of frames to connect on a opponent depending on their height while standing or crouching. Overhead. Minimum of 46f of holding down X button is required to do this move. The A version of this move comes down right in front of Hilda. Good to catch people trying to jump at you preemptively and stop people from just running all the way in your face. Has its use in certain corner combos where B lynchpin will hit offscreen.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B Lv 1 620,0 19 17 16 -2 - H -

Takes a certain amount of frames to connect on a opponent depending on their height while standing or crouching. Overhead. Minimum of 46f of holding down X button is required to do this move. The B version of this move comes down farther in front of Hilda than the A version. This attack is used heavily as a combo ender and a general mix up tool midscreen. Serves the same purposes as the A version for anticipating jumps and dashes.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
C Lv 1 620,0 19 17 16 -2 - H -

Takes a certain amount of frames to connect on a opponent depending on their height while standing or crouching. Overhead. Minimum of 46f of holding down X button is required to do this move. The C version comes down from roughly 3/4ths of the screen away from Hilda. Pretty much used to harass the opponent from fullscreen and stop them from just downbacking and shielding your offense.

Revenans Pillar
「レバナンスピラー」

22X
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A 880 16 3 16 -8 EX,CS L -

Very fast low attack that pops up a set distance away from Hilda. A version appears a little closer to Hilda, but pops the opponent away from her on hit and pushes them away on block. Useful in pressure to catch people trying to move or mash when pushed away and is very useful for hit confirming stray hits into a full combo. This move also hits high enough to even stop assault approaches and jumps from certain spacing as well. Air unblockable.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B 880 16 3 16 -8 EX,CS L -

B version is identical to the A version but appears farther away, pops the opponent closer on hit, and pushes them in on block. Useful in pressure to catch people trying to move or mash when pushed away and is very useful for hit confirming stray hits into a full combo. This move also hits high enough to even stop assault approaches and jumps from certain spacing as well. Air unblockable.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
EX 666,1214 15 3 26 -2 (CS) LA -

Really fast and tracks wherever the opponent is. This is a low much like 22A/B and will reach very high up so it can tag people trying to jump very easily. Unfortunately, this is not air unblockable. This is generally your main use of 100% meter for damage at the end of combos.

Anti-Dispersive
「アンチディスパーシヴ」

41236C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
1804 36 60 12 +16 to +26 (CS) HLA -

This move is pretty good, has a bit of start up but controls a lot of space in front of you and is quite advantageous on block. It definitely has its uses but because 214C exists, this move doesn’t get as much love. Best thing about this move is that it will come out even if Hilda gets hit.

Nail Torrent
「ネールトーレント」

j.41236C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
250 (per hit) 22 71 40 +15 (CS) HLA -

Hilda summons swords from the sky and just makes them rain down all over the screen and it gives you enough time to run in and do a mix up on block if you are close enough and do this low enough to the ground. Great super for safely coming down from the air and good for certain hit confirms off awkward hits when you hit the opponent air to air.

Infinite Words

Impalement
「インペイルメント」

41236D
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
3087 12 16 59 -41 - HLA -

GRAVITY SQUEEZE(almost). This move is a really great super for punishing a ton of things on whiff or block from pretty much anywhere on the screen. Great as an anti air since its fast enough to punish airborne attacks and will pretty much interrupt whatever your opponent was doing midscreen. Best things you could do involving this super is take advantage of the projectile bonus proration glitch to do massive damage by doing 236A and then immediately canceling into 41236D to punish or anti air practically anything whiffed and get like 4.8k easily. Unfortunately, this move isn’t actually air unblockable, so if your opponent just jumps and blocks, you’ll lose that amazing 200%.

Infinite Words EXS

In the Darkness
「イン・ザ・ダークネス」

A+B+C+D
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
3710 16 3 49 -26 - HLA -

Hilda’s infinite worth exs. Its…ok. Its honestly not very good compared to her 41236D super for the 200% meter, especially when you can take advantage of the projectile glitch involved. The most useful thing about this is that its probably Hilda’s only true reversal that is not Veil Off. And honestly, this and VO really suck as reversals anyway. Hilda has some ways to combo into this pretty easily, but the damage from it isn't good when used mid combo so its nothing to write home about.

Combos

Combos and Theory

Ground combo flow chart:

Ground string > Launcher (22A/B OR 623A/C)> (earliest reasonable moment to start charging B lynchpin)> optional delayed 3CC, Unused Launcher (latest possible moment to charge lynchpin), 3CC OR dash B/C > B lynchpin

Anti air combos starting with 3CC, 5CC, and 5B follow this same idea.

Basic Combos

2A>5B>2B>2C>623A>22C

5B>2B>2CC>623A>(Hold down B button)>3C>3C>Release B>Charged 5C

3B>Charged j.C>5B>5CC>623A

2AA(A) 5B 2B 2C 623A 22A 3CC/dash C B lynchpin

  • Hilda's special "Fallen Pain" (Charge and release A/B/C) is referred as a "Lynchpin" in these notes.

2A Starter

2A>5B>2C>623A>3CC>22A>3CC>B Lynchpin

2A>5B>2B>2C>623A>Dash B>22A>5C>3CC>B Lynchpin

2A>5B>2B>623A>3B>Charged j.C>j.2C>22A>5C>3CC>B Lynchpin

2A>5B>2B>623A>5B>3B>Charged j.C>3CC>B Lynchpin

2A>5B>623A>5B>5C>22A>5C>3CC>B Lynchpin

2A>5B>2B>22A>5C>B+C>3B>5C>A Lynchpin

2A>5B>2CC>623A>j.2C>22A>5C>3CC>B Lynchpin

5B Starter

5B>2B>2C>623A>3B>Charged j.C>5C>22B>3CC>B Lynchpin

5B>2B>2C>623A>3B>Charged j.C>3CC>22A>3CC>B Lynchpin

5B>2B>2C>623A>3B>Charged j.C>j.2C>623A>3CC>22B>3CC>B Lynchpin

5B>2B>2CC>Charged B+C>j.A>236C>Dash C>22B>3CC>B Lynchpin

5B>2C>623A>Dash B>22A>3CC>623A>3CC>B Lynchpin>Charged 5C>236A>22C

5B>2C>236A>236C>Dash C>22B>3CC>B Lynchpin

5B>2C>236A>623C>3B>Charged j.C>j.2C>22A>5C>3CC>B Lynchpin

5B>2B>2C>22A>5C>B+C>3B>Charged j.C>3CC>B Lynchpin

5B>2B>2C>623A>3B>Charged j.C>3CC>22A>3CC>B Lynchpin>214C(6)>22B>VO>41236D

5B>2B>2C>623A>5B>3B>ICJC>3CC>B Lynchpin>214C(6)>22B>CS>VO>A+B+C+D (Corner only)

5C Starter

Charged 5C>22B>3CC>623A>3CC>B Lynchpin

Dash C Starter

Dash C>22B>Dash C>623A>3B>Charged j.C>3CC>B Lynchpin

Dash C>22B>3CC>623A>3B>Charged j.C>3CC>B Lynchpin

Dash C>623A>Dash C>22A>Dash C>B Lynchpin

j. C Starter

Charged j.C>3CC>623A>3CC>22B>3CC>B Lynchpin

Charged j.C>5B>5C>22B>3CC>623A>3CC>B Lynchpin

Charged j.C>3B>j.A>j.B>j.C>j.2C>2A>3B>5C>A Lynchpin

Charged j.C>5B>j.A>j.B>j.C>5B>22B>5C>3CC>B Lynchpin

Charged j.C>5B>5CC>22A>5C>3CC>B Lynchpin

Charged j.C>5B>5CC>22A>B+C>3B>5C>A Lynchpin

Charged j.C>3B>JA>JB>JC>J2C>2A>3CC>22A>3CC>B Lynchpin

3B AA Starter

3B j.[C] land delayed 3CC 22A 623A 3CC B lynchpin

3B j.[C] delayed j.2C land 22A 5C 3CC B lynchpin

3B j.A j.B j.C j.2C land 2A 3B 3CC B lynchpin

3B j.B j.A j.C j.2C land 2A 3B 3CC B lynchpin

3B ( j.A j.B j.C j.2C) or (j.B j.A j.C j.2C) land 2A 5B 22A 3CC B lynchpin

(corner) 3B j.A j.B j.C j.2C land 2A 3B 5C A lynchpin

Skewer Starter (236X)

236A>41236D

236C>Dash C>22B>Dash C>623A>3CC>B Lynchpin

Interference Starter (623X)

623A>3B>Charged j.C>j.2C>22A>3CC>623A>3CC>B Lynchpin

623B>236B>3B>Charged j.C>j.2C>22A>3CC>623A>3CC>B Lynchpin

623B>CS>236A>41236D

623B>CS>VO>3B>Charged j.C>3CC>22A>3CC>B Lynchpin>A+B+C+D

Condense Gloom Starter (214X)

(Veil Off Active) j.214B>623B>41236C>Charged 5C>C Lynchpin>5C>22B>22C>CS>236A>41236D

Fallen Pain Starter (charge and release X)

B Lynchpin>Charged 5C>22B>3CC>623A>3CC>B Lynchpin

C Lynchpin>Dash C>22B>3CC>623A>3CC>B Lynchpin

Revenance Pillar Starter (22X)

22C>CS>Dash C>22B>3CC>623A>3CC>B Lynchpin

22C>CS>623B>3B>Charged j.C>3CC>22A>3CC>B Lynchpin

22C>CS>623B>3B>ICJC>3CC>623A>3CC>B Lynchpin

Anti-Dispersive Starter

41236C>Dash C>22B>3CC>623A>3CC>B Lynchpin

Setplay/Okizeme

Setplay/Oki

General idea: Basically, you always want to hit the opponent with a lynchpin as your combo ender. Make sure you don’t hit the opponent with a lynchpin in the middle of a combo because if you try to end your combo with a lynchpin, they’ll be able to tech immediately and you won’t have any time to truly set up a Gloom. After that, you want to set up a gloom in such a way that hits the opponent meaty and then run in and do a mix up. Midscreen you have to set up a gloom according to your opponent’s teching habits. Unfortunately, you can only cover neutral and back tech with C gloom. You must commit to choosing either neutral/no tech or back tech with how you set up your gloom midscreen. In the corner, it does not matter which gloom you use as your opponent will be meatied regardless of gloom.

Midscreen Vs Neutral tech/No tech/Delay neutral tech, 214A(6) OR 214B(2) into…

- Dash jump (rising j.A whiff for timing) j.[C] (if blocked chain into j.B to be safe and +)

- Dash jump (rising j.A whiff for timing) j.C (will start up but will whiff) land 2A

- (hold B) dash up release B lynchpin

- Dash up 22A/22B

- Dash up 5[C] (hold down and release to get C lynchpin) OR (22B)

- B teleport (for side swap purposes) falling j.[C]

- B teleport (side swap) land 2A

- Run all the way up in their face throw/assault j.C

If you are shaky with this, you can go for the easier mix up of run up assault j.[C]/land 2A at the cost of being a worse set up in every way lol.

Midscreen vs Back tech/delayed back tech, 214B(6) into same options as above

Opponent in the Corner, 214A(6), 214B(2) or (4?) vs all techs into the same options as above

Notes: Off B lynchpin, you can also opt to go for an immediate assault j.C which should connect and leave you point blank vs the opponent with + frames vs them. You can then just assault j.C again, 2A, or throw in this situation. Good if you can't seem to oki them properly or you are playing online where its impossible to get the timing for the Gloom oki right 100%.


What to do if you mess up your oki/guess wrong about neutral or back tech midscreen

If your opponent REALLY does not want to respect it and you mistimed the Gloom OR if the opponent teched in such a way that the gloom does not hit meaty vs the midscreen set up you attempted, there are things you can do to salvage the situation.

If they upback any midscreen set up that doesn't hit meaty due to guessing wrong vs their tech, HIT THEM AND GET FREE DAMAGE. Basically, you can pretty much do any any air unblockable normal or special (like 623A, 22A/B) to just hit them. What you use is entirely up to you, but you should be aware of what are good options to use based on how high and how far the opponent is from you. You should also be aware that if you hit them too early, they might escape because of the Gloom might mess up your attempt at a combo, and if you are too late the opponent might land before you get a chance to hit them.

Here are some examples of moves I like to use to catch the opponent: 3C(C), 5C(C), 22A/22B, dash B/C, or 3B.

If they backdash after backteching 214A/214B(2), chase them and try to punish! You'll have cover from the Gloom to move forward anyway and try to tag them with 2C, 22A/B/C, dash B/C, 5C, or Lynchpin.

If they neutral tech and try to run at you for doing 214B(6) trying to catch back tech (or if they are Chaos and try to use his dodge on wake up vs any setup), use your range to your advantage to either punish their movement with 2B/C, 22A/B, etc.(guaranteed against Chaos, not might catch people who do a short dash and block immediately). The important thing here is that they can't wake up and jump at you without having to worry about the spikes directly overhead, so they are forced to either sit there or run at you. In that short interval where they can run at you, you can definitely hit them/force them to block. Not the most advantageous situation for Hilda if/when this occurs, but you should be able to respond to it.

What to do if your opponent can actually DP/flashkick you out of your oki

Some characters like Gordeau, Vatista, and Hyde (and others who have something with enough invul on start up that can hit you out of the air) can actually super/DP/flashkick you out of your jump when you try go for Hilda's 50/50 off her Gloom. As you know, gloom goes away if Hilda is hit, so any attack that has enough invulnerable frames to hit Hilda and go throw her spikes cleanly will work to stop her from jumping and running that particular mix up. But don't fear, you have plenty of options to stop this or mix up them safely, and here they are:

slightly delayed B teleport: Basically what you are looking for with this is to still attempt to run the 50/50 set up but gamble on the opponent trying to DP it anyway but have them DP in the wrong direction or just have them accidentally input the wrong move instead and just get hit. run up 5[C] into either 22A/B or C lynchpin: Basically you run up just close enough to make it so that these attacks can connect (but have the opponent's reversal whiff) and try to hit them this way should they block. If the opponent DPs, you should be able to react in time to block before you commit to doing 5[C] (or have them just whiff you completely if spaced well) and just hit them on the way down or something. raw 22A/B or raw lynchpin: Basically the same reasons as above, just without the initial 5[C]. run up (confirm them blocking) assault j.[C]/land 2A: Poor man's 50/50. Obviously a lot weaker than the real 50/50 but will probably still catch some people.

IF YOU WANT TO BE SCUM ON OKI (NON MEATY GLOOM NOT RECOMMENDED)

Basically, there are some characters who actually can't stop you from doing non meaty oki anyway without spending meter for oki, or with any form of resources period. So you can do something like dash up 214A(6) or 214B(2) so that the opponent will still be forced to block the Gloom, but they'll have enough time to upback or attempt a backdash (they just won't get away free). Dashing and doing a Gloom is good because it will make contact with the opponent regardless of how they tech. But be careful! Lets say you dash up too far, the opponent might wind up close enough to just hit you or run past your Gloom set up. Your best bet is just a small dash before you attempt this fake oki lol. If you are good at punishing upback attempts and people trying to backdash away, running non meaty oki to intentionally let people just hang themselves can be useful vs characters without answers, or vs players who absolutely don't want to deal with the standard mix up no matter what.

Defense

Close Range

-5A is good for defending your space up close. Good vs assault. Worst case scenario if you hit 5A a little too late you’ll probably just trade. 5B works in a similar fashion, just riskier since it has a lot more recovery.

-3B is your reactionary AA of choice. Has head invul and leads to a fat combo on hit. Beats a lot of air stuff pretty cleanly. During pressure, input 3A+B+D for your throw techs to also OS assault and jumps as well.

-2A mash out of stuff. Fastest normal you have.

- (instant) jump back j.2C. Good vs people who just always try to chase after a back tech and try to meaty you with 2A. Pretty good tool for whiff punishing certain attacks like slides and other long range low hitting moves. Really useful to escape the corner if your opponent pushes themselves out far enough to get space to jump.

- Veil Off. Desperation tool to get people off of you. Hilda can do a lot with the meter she can burn using veil off. Think Chie blue burst into meteors. Hilda gets to do VO, 236A/623B xx 214C 236A and then gets to go in and run a really stupid 50/50 mixup. You can’t escape this by upbacking since Hilda can simply just hit you out of the air with pretty much any of her moves and get a full combo off of it.

-2B. Your best mash option vs an opponent who has pushed his or herself out far and you expect them to try to 5A whiff to try to restart their offense from that distance.

-Throw is technically 4f start up??? So if you need to punish something point blank with the fastest possible attack available to you, this is what you'll use.

-jump back j.[C]. Incredibly annoying to deal with for people trying to run at you and try to meaty you or even try to go air to air with you. Hitconfirm this with divekick if it connects, if blocked you should probably come down with j.B to try to make this safe-ish.

Mid Range

-3C opens up as an AA option at this range. Good for stopping people from jumping back trying to assault forward afterwards among other things. Leads to a fat combo. Actually not too bad on whiff compared to a lot of her other normal.

-5C. Same idea as 3C but harder to use. What this has over 3C is that this move can make contact with grounded opponents so it is technically safer, but the spacing is still quite specific to make this hit.

-2C/2B. These moves becomes stronger from farther out as their range is really good and is quite fast at the same time. Off 2B/2C, you have tons of options to work with so they are good moves to poke with. Beware of people assaulting over this move though.

-22B/22A Long distance lows. Great for stopping movement, people trying to jump, or people just trying to walk back and block. On hit you can confirm into a full combo really easily.

-3B. Still a really strong reactionary AA at this spacing. Might whiff since it’s horizontal range isn’t the best so be aware.

-B/C lynchpins. These are great for people who expect to just get away with downbacking and shielding all day. Great vs any kind of movement if you anticipate well or react fast enough. These swat the opponent out of the air and let you get a full combo.

-dash B. All around safe move to throw out to occupy space. Special cancel after this.

Full Screen

-C lynchpin is a good deterrent for the opponent to stop them from just downbacking and shielding Hilda's projectiles from afar.

-Dash C is good for taking up a lot of space from far away, including the air space where assault could be an option.

-214A/B/C is amazing vs opponents who don't have some kind of fullscreen attack or projectile vs Hilda. This effectively lets her get in for free. If the opponent tries to upback this to avoid Hilda's mix up or pressure, you get to combo them for free.

-(j.)236A/B. Good projectiles to simply harass the opponent and punish the opponent for doing things fullscreen. Can lead to huge damage if you have the meter.

-623B. Great for hitting people in anticipation of them trying to throw a projectile or stick an attack out. On block its plus and pushes them forward, so take advantage of that.

-2CC. Very good move to whiff punish attacks. If you have access to your CS, you can net a really nice combo off this.

Colors

Morion Black Brightness Amethyst Beauty of Elysion Half of Indigolite Fire Ruby
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Sapphire Eroded Peridot Golden Beryl Calm in Passion Blood Andesine
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Ice Age Laurel Tiara Black Crimson Aquamarine Forest of Witch
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Zinnoberrot Gelb Cor de Rosa Cool Purple Illuminate White Mal Despiadado
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UNDER NIGHT IN-BIRTH Exe:Late
General

ControlsFAQGlossaryHUDSystem

Characters

HydeLinneWaldsteinCarmineOrieGordeauMerkavaVatistaSethYuzurihaHildaEltnumChaosAkatsukiNanaseByakuya