BBTag/Hilda: Difference between revisions

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|overview= Hilda is a long range zoner similar to Nu-13. Her normals keep the opponent out and attack from a distance, with 5B covering the whole screen. She has many ways to mix up the opponent, with the low attack 2C, Fallen Pain, and her ridiculously long ranged Clash Assault. In addition to mixups and playing keepaway, Hilda can easily apply wakeup pressure thanks to Condensity Gloom. Despite her low damage output, Hilda can relentlessly pressure the opponent once a knockdown is secured, though she suffers when being pressured herself by rushdown characters due to not having much in the way of defensive options outside of Reject Guard and Reversal Action. To play Hilda effectively, keep the opponent away with her far reaching normals, apply okizeme, and do not let the opponent get in close.
|overview= Hilda is a long range zoner similar to Nu-13. Her normals keep the opponent out and attack from a distance, with 5B covering the whole screen. She has many ways to mix up the opponent, with the low attack 2C, Fallen Pain, and her ridiculously long ranged Clash Assault. In addition to mixups and playing keepaway, Hilda can easily apply wakeup pressure thanks to Condensity Gloom. Despite her low damage output, Hilda can relentlessly pressure the opponent once a knockdown is secured, though she suffers when being pressured herself by rushdown characters due to not having much in the way of defensive options outside of Reject Guard and Reversal Action. To play Hilda effectively, keep the opponent away with her far reaching normals, apply okizeme, and do not let the opponent get in close.
|lore= The final boss of Under Night In-Birth. The leader of Amnesia, a beautiful diva, and one of the most powerful In-Births, if not the most powerful. Despite her status as a very powerful combatant, she isn't very smart, and is only respected for her wealth and abilities, with Gordeau and Chaos having to do most of the heavy lifting and planning as well as keeping Hilda from getting killed. Her goal is to transcend the power of an In-Birth and become an even more powerful being known as a Re-Birth in order to free the Hollow Night from Amnesia's rivals, the Licht Kreis. However, gathering a large amount of EXS and becoming a Re-Birth carries a gigantic risk of becoming a Void from the inside out, something Hilda chooses to ignore. When the Hollow Night comes, she awaits at the Altar of Light and Darkness near the Abyss, a fountain of infinite EXS at the center of the Hollow Night. She hopes to take Hyde's Insulator and use it to force the Abyss open and obtain eternity.
|lore= The final boss of Under Night In-Birth. The leader of Amnesia, a beautiful diva, and one of the most powerful In-Births, if not the most powerful. Despite her status as a very powerful combatant, she isn't very smart, and is only respected for her wealth and abilities, with Gordeau and Chaos having to do most of the heavy lifting and planning as well as keeping Hilda from getting killed. Her goal is to transcend the power of an In-Birth and become an even more powerful being known as a Re-Birth in order to free the Hollow Night from Amnesia's rivals, the Licht Kreis. However, gathering a large amount of EXS and becoming a Re-Birth carries a gigantic risk of becoming a Void from the inside out, something Hilda chooses to ignore. When the Hollow Night comes, she awaits at the Altar of Light and Darkness near the Abyss, a fountain of infinite EXS at the center of the Hollow Night. She hopes to take Hyde's Insulator and use it to force the Abyss open and obtain eternity.
|voice_actor=  
|voice_actor= Takada Hatsumi
|quote=  
|quote=  
|summary=  
|summary=  
|pros=
|pros=
* Very strong keep-out game. 5A pushes opponents back quite a distance and 214A prevents button presses on wakeup.
* '''Strong Zoning Power:''' Fullscreen 5B autocombo, fullscreen mixups and massive melee attacks let her be a threat at any attack range.
* Large hitboxes that can be thrown out to disrupt momentum.
* '''Great Pressure Game:''' Has several ways to inflict + frames and can easily keep stacking offense after pushblock.
* DP is extremely large, punishing players who like to super jump-in and block.
* '''Terrifying Mixups:''' One of the only fighters with a fullscreen high/low, as well as a safe IOH up close.
* Assists are also very large.
* '''Amazing Offensive DP:''' Extremely large, punishing players who like to super jump-in and block.
* '''Massive Assists:''' Great zone coverage to control her opponent's movements.
* '''S Tier Resonance User:''' Can activate Resonance mid combo without dropping it and easily loop chip damage setups with Nail Torrent.
|cons=
|cons=
* Tough to reach damaging combos past 5k without meter or assist.
* '''Low Average Damage:''' Tough to reach even 5k without meter or assist, so she must open up opponents multiple times before securing a victory.
* Most of her attacks are projectiles which makes for a disastrous weakness against characters with projectile invulnerable moves.
* '''Slow Frame Data:''' Especially recovery-wise. 5B for example has 52 total recovery and allows a lot of characters to rush in and start pressure easily.
* Can be punished easily by full screen supers if not careful.
* '''Horrible Defense:''' Her fastest normal is frame 11, and her reversals all lose to basic stagger pressure. Hilda will be forced to play patiently or take massive risks after taking any hit.
* Struggles against quick / rushdown characters.
* '''Zoning Locked:''' Most of her neutral tools are projectiles, and her average mobility and slow attacks make her struggle to close the distance. This means she can't branch off from zoning very easily.
* DP is directional, and does not auto-correct against well-timed cross-ups.
* '''Reliant on Slow Pacing:''' She doesn't want to commit to attacks unless they're certain to work and therefore struggles against rushdown quite a bit.
* Whiffed attacks are easily punishable due to very long recovery.
* '''Meter Hungry:''' All her fullscreen mixup options cost meter, and they're generally her best means of overcoming her damage weakness. She also has to use Nail Torrent a lot if she wants to rush in on opponents.
*Even though her assist are all really well, they all have long startup and will lose to alot if not used properly.
* '''Predictable Assists:''' Even for assists, 4P and 6P have horrendous startup and can easily be accounted for or countered if used raw.
*Hard to overall play at a high level of play.
}}
}}



Revision as of 09:50, 20 September 2021

Overview
Overview

Hilda is a long range zoner similar to Nu-13. Her normals keep the opponent out and attack from a distance, with 5B covering the whole screen. She has many ways to mix up the opponent, with the low attack 2C, Fallen Pain, and her ridiculously long ranged Clash Assault. In addition to mixups and playing keepaway, Hilda can easily apply wakeup pressure thanks to Condensity Gloom. Despite her low damage output, Hilda can relentlessly pressure the opponent once a knockdown is secured, though she suffers when being pressured herself by rushdown characters due to not having much in the way of defensive options outside of Reject Guard and Reversal Action. To play Hilda effectively, keep the opponent away with her far reaching normals, apply okizeme, and do not let the opponent get in close.

 Hilda  Hilda

Pros
Cons
  • Strong Zoning Power: Fullscreen 5B autocombo, fullscreen mixups and massive melee attacks let her be a threat at any attack range.
  • Great Pressure Game: Has several ways to inflict + frames and can easily keep stacking offense after pushblock.
  • Terrifying Mixups: One of the only fighters with a fullscreen high/low, as well as a safe IOH up close.
  • Amazing Offensive DP: Extremely large, punishing players who like to super jump-in and block.
  • Massive Assists: Great zone coverage to control her opponent's movements.
  • S Tier Resonance User: Can activate Resonance mid combo without dropping it and easily loop chip damage setups with Nail Torrent.
  • Low Average Damage: Tough to reach even 5k without meter or assist, so she must open up opponents multiple times before securing a victory.
  • Slow Frame Data: Especially recovery-wise. 5B for example has 52 total recovery and allows a lot of characters to rush in and start pressure easily.
  • Horrible Defense: Her fastest normal is frame 11, and her reversals all lose to basic stagger pressure. Hilda will be forced to play patiently or take massive risks after taking any hit.
  • Zoning Locked: Most of her neutral tools are projectiles, and her average mobility and slow attacks make her struggle to close the distance. This means she can't branch off from zoning very easily.
  • Reliant on Slow Pacing: She doesn't want to commit to attacks unless they're certain to work and therefore struggles against rushdown quite a bit.
  • Meter Hungry: All her fullscreen mixup options cost meter, and they're generally her best means of overcoming her damage weakness. She also has to use Nail Torrent a lot if she wants to rush in on opponents.
  • Predictable Assists: Even for assists, 4P and 6P have horrendous startup and can easily be accounted for or countered if used raw.


Hilda
BBTag Hilda Portrait.png
Health
17,000
Prejump
4F
Backdash
28F (1~7F Inv All)
Fastest Attack
Reversals

Normal Moves

5A

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5A 550×4 All 12 2,2,2,2 24 -9 B -
5AA 1500 All 11 3 24 -17 B -
5AAA 1500 All 16 1 20 -19 B -
5AAAA 0×2, 2500 All 16 9 33 -20 B -

  • Jump cancelable.
  • Throw cancelable.

Hilda projects a spinning blade in front of her that cuts four times. Each hit has significant pushback on both hit and block, in order to ensure that chaining into normals such as 2C or 2B won't whiff. Due to being on a common "default" button, this normal is seen a decent amount despite not being great to start pressure or even start a combo. With a P1 of 80, 5A is actually a relatively weak combo starter and if not for being a UNI 5A that allows jump cancel on block, it would be a fairly mediocre pressure button as well. The hitbox has good horizontal reach, but is lower than the actual sprite effect, so 5A is not as useful for catching aerial opponents as it might look.


  • Throw cancelable

Hilda creates a blade above her that spins away, pushing the opponent back. Mostly just combo filler. Can be bad to whiff with in pressure if the opponent happened to pushblock against 5A.


  • Throw cancelable
  • Launches on hit

Hilda uses the blade from 5AA and causes it to spin towards her, bringing the opponent in and launching on hit. Decent launcher for combo routes, and the vacuum pushback on block guarantees Hilda to be in range to connect with 2A afterward.


  • Opponent cannot Cross Burst during this attack
  • Wall bounces on hit

The same animation as Hilda's throw. Hilda materializes a field of darkness around the opponent from the ground that catches them on hit and sends them flying backward. Though it looks like a hit-grab, it's mysteriously able to still hit two characters at once, allowing for a happy birthday Cross Raid afterward.

5B

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5B 1700 All 21 2 Total 52 -7 P1 -
5BB 1700 All 21 3 Total 46 -7 P1 -
5BBB 1500 High 21 Until L Total 58 -15 P1 -

  • Launches on hit
  • Jump cancelable on hit

Fullscreen laser type projectile. Hitbox is a fair bit lower than the visual appearance, making it worse for catching people out of the air than it looks. The jump cancel property makes this a staple of Hilda's corner carry bnb.


Tracking ground spike, hits mid. As long as you're at a distance, this is decently safe to end with on block.


  • Ground bounce on hit

Tracking overhead pin, low ground bounce on hit. There will always be a gap on block between 5BB and 5BBB, so be careful about using this against characters with invincible options at fullscreen distance. While very minus on block, Hilda is able to special cancel the pin to either be safer afterward or sneak in advantage/setup against an opponent who continues waiting.

5C

2A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1000 All 11 3 22 -11 F

  • Jump cancelable
  • Throw cancelable

Mostly the same as in UNI, but no longer has a point blank blindspot. Hilda's fastest normal (aside from universal throw). While Hilda has no good whiff cancel options compared to other UNI characters, this generally isn't an issue since 5A and 2A have enough reach to almost always connect on block anyway. Despite appearances, 2A is a mid, though it's still foot attribute for the purposes of getting past body armor or invul.

When used in sandwich mixups, 2A > 2C is useful for setting up a low with a very small gap.

2B

2C

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
2C 1500 Low 14 3 29 -15 F -
2CC 1500 Low 13 3 32 -18 F -

A far-reaching, low-hitting normal. Unlike most 2C normals, this one doesn't launch on hit. Can be canceled into 2CC even on whiff.


Wider extra hitbox that can be generated even if 2C whiffed. However, it's much less flexible, having only 5B as a gatling option afterward and not being jump cancelable even on hit. Like 2C, 2CC also hits low, which can be used to check for opponents trying to either jump after blocked 2C or guess-block against a potential overhead. 2CC also launches on hit, giving Hilda some of her better combo routings.

j.A

j.B

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
j.B 1700 All 21 2 Total Until L+6L - H -
j.BB 450×4 All 20 P{(3)P}×3 Total Until L+20L - P1 9~15 All

  • Jump cancelable
  • Special cancelable
  • Has recovery until landing

A more diagonal and less horizontal version of UNI j.236A/B. Fairly decent for setting up an air-to-ground snipe, the combination of Hilda's j.A and this move emphasize her relative lack of air-to-air options.


  • Jump cancelable
  • Special cancelable
  • Has recovery until landing

Hilda teleports to above and in front of the opponent with this move. Due to the teleport, you're pretty much guaranteed to connect with it even if the j.B hits from fairly low in an air-hit situation. On block, the teleport lets Hilda quickly shift from far zoning into close-mid-range pressure. On occasion after a blocked j.B, all of the spears of this attack can whiff depending on the opponent's current momentum, leaving Hilda fully vulnerable to a punish.

j.C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1700 All 15 Until L 22 0~-8 H

One of Hilda's best movement tools because of its range and speed. Will get you out of very sticky situations sometimes. This move is a mid and cannot be special canceled even on hit, and is very rarely safe on block. You'll often want assist support when throwing this out in neutral, unless the objective is purely to escape out of a bad spot. In basic air combos, j.C is fine as a standard knockdown hit after j.BB. Depending on height, it might end up side-swapping afterward.


Universal Moves

Ground Throw

5B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
0, 2000 Throw 7~30 3 23 T

Wall-sticks in corner, wall-bounces otherwise. Since this throw always combos into 236B, which results in her highest-damage throw routes, you generally actually want to throw in the direction opposite where you intend to end the combo in. Due to Hilda's moveset being very slow across the board, ground throw ends up actually being her fastest button as the only one with a single-digit startup - this makes it her only option for punishing -10 attacks, as well as her only real contesting option against -4 attacks.

Trifurcate

5A+D (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
AD 1200×3 Air Unblockable 23 5,4×3 34+12L -35 B 1~26 All
j.AD 1200×3 All 23 5,4×3 Until L+12L - H 1~26 All

Very slow but incredibly ranged DP. Hilda moves upward and slightly forward for this attack, and doesn't have any hitboxes directly above or behind her, which potentially leaves her open to the opponent jumping or airdashing past it. However, with the absurd reach both vertically and horizontally, there's not really any other means to avoid it, making this a fairly strong option to deny opponents trying to stay comfortable in the air against Hilda's otherwise relatively unwieldy anti-air options.


Skills

Interference

236A/B

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
236A 2000 All 16 3 Total 55 -14 P1 -
236B 2000 All 37 3 Total 55 +3 P1 -

Wallbounce spike hit. Decent combo ender to put the opponent full-screen, and in the corner from certain heights will even provide a safejump. At the upper tip of the hitbox when midscreen, this can be used to extend combos against launched opponents from the ground.


Wallbounce spike hit that sends toward Hilda. Very slow, but decently plus on block. Horizontally tracks to just behind the opponent, guaranteeing that the attack will be in range as long as they don't jump.

Condensity Gloom

214A (Air OK)

Aspersivity

214B (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
214B 800×6 All 55 P×6 Total 67 +9 P1 -
j.214B 800×6 All 55 P×6 Total Until L+6L - P1 -

Six projectiles with incredibly long startup that slowly converge inward as they travel. Hilda has very low recovery after creating the projectiles, which can keep her safe when used as oki, and allow her to move in from behind the projectile cover to follow up with pressure or a mixup. The projectiles themselves have incredible durability, which can be useful for directly asserting horizontal space against another projectile user.

Extra Skills

Pillar of Revenance

236C

Fallen Pain

214C (Air OK)


Partner Skills

5P

5A

6P

Aspersivity

4P

UNI 5[C]


Distortion Skills

Impalement

236B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
450, 262×11, 7685 [450, 185×33, 7139] All 11+(63 Flash)+9 5 Total 78 -40 P2 1~24 All

  • Minimum Damage 90, 20*11, 1383 (1693) [90, 14*33, 1142 (1694)]

One of the true fullscreen supers in this game, you cannot dodge it without invulnerability as it hits literally everywhere. Single target super but doesn't deal as much damage as that kind of super usually does. The enhanced version deals a whopping 1 more minimum damage than the regular one - this is a very lackluster super to end a combo with. Projectile attribute. Has enough advantage on knockdown to allow a safejump afterward.

Nail Torrent

214B+C (Air OK)


Distortion Skill Duo

Impalement

P during Partner's Distortion Skill


Astral Heat

In The Darkness

222B+C


External References

Navigation

To edit frame data, edit values in BBTag/Hilda/Data.