BBTag/Hilda: Difference between revisions

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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 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.
|pros=
|pros=
* Very strong keep-out game. 5A pushes opponents back quite a distance and 214A prevents button presses on wakeup.
* sucking my dick
* Large hitboxes that can be thrown out to disrupt momentum.
* DP is extremely large, punishing players who like to super jump-in and block.
* Assists are also very large.
|cons=
|cons=
* Tough to reach damaging combos past 5k without meter or assist.
* Tough to reach damaging combos past 5k without meter or assist.

Revision as of 14:15, 2 August 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data    
Hilda
BBTag Hilda Portrait.png
Movement Options
  • Double Jump, 1 Airdash, Dash Type: Run
Playstyle

Long-range, Pressure

Team role
Point

Overview

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.

Playstyle

 Hilda 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.

Pros
Cons
  • sucking my dick
  • Tough to reach damaging combos past 5k without meter or assist.
  • Most of her attacks are projectiles which makes for a disastrous weakness against characters with projectile invulnerable moves.
  • Can be punished easily by full screen supers if not careful.
  • Struggles against quick / rushdown characters.
  • DP is directional, and does not auto-correct against well-timed cross-ups.
  • Whiffed attacks are easily punishable due to very long recovery.
  • Even though her assist are all really well, they all have long startup and will lose to alot if not used properly.
  • Hard to overall play at a high level of play.


Normal Moves

5A
5A
BBTag Hilda 5A.png
UNI 66B/5BB
BBTag Hilda 5AA.png
UNI 5C
BBTag Hilda 5AAA.png
UNI 5CC: Clock hands say it's time to die.
BBTag Hilda 5AAAA.png
Last part of her throw animation
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5A
5AA
5AAA
5AAAA

5C
5C
BBTag Hilda 5C.png
UNI Assault j.C
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2A
2A
BBTag Hilda 2A.png
UNI 2B
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Mostly the same as in UNI, but no longer has a point blank blindspot. Hilda's fastest normal (aside from universal throw). Leg attribute, but is a mid.

2B
2B
BBTag Hilda 2B.png
UNI 3C
BBTag Hilda 2BB.png
UNI 3CC
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2B
2BB

2C
2C
BBTag Hilda 2C.png
UNI 2C
BBTag Hilda 2CC.png
UNI 2CC
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2C
2CC

Now the first 2C hit is actually a low unlike in UNI. 2CC still hits low and can't be reverse beat except into 5B series. Still special cancellable

j.A
j.A
BBTag Hilda jA.png
UNI uncharged j.C
BBTag Hilda jAA.png
UNI j.B
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j.A
j.AA

Old j.C, no longer chargeable. Can hit some characters as an ioh now though.

j.B
j.B
BBTag Hilda jB.png
Air A Skewer (UNI j.236A)
BBTag Hilda jBB.png
Air C Dismal Sign (UNI j.421C)
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j.B
j.BB

A more diagonal and less horizontal version of UNI j.236A/B, both j.B and j.BB are jump and special cancellable on block and lead into j.C. j.B leads into a faster version of UNI 421C teleport that teleports Hilda in front of the opponent instead of the back, you can't make her teleport in the back anymore.

j.C
j.C
BBTag Hilda jC.png
UNI j.2C
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One of Hilda's best movement tools because of its range and speed, and the fact she has a double jump now, unlike in the game this move came from. Will get you out of very sticky situations sometimes. This move is a mid and cannot be special cancelled even on hit. It being safe on block depends on height.


Universal Moves

Ground Throw
Ground Throw
5B+C
BBTag Hilda GroundThrow.png
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Trifurcate
Trifurcate
5A+D (air OK)
BBTag Hilda Trifurcate.png
UNIST Fully charged Force Function.
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Ground
Air

Very slow but incredibly ranged DP. Very potent air unblockable against characters like Hazama. Not a projectile.


Skills

Interference
Interference
236A/B
BBTag Hilda Interference.png
UNI 623X
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A
B

Condensity Gloom
Condensity Gloom
214A(air OK)
BBTag Hilda CondensityGloom.png
UNI 214X
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Ground
Air

Aspersivity
Aspersivity
214B (air OK)
BBTag Hilda Aspersivity.png
Only French Bread would make up a move name like this. (UNI 41236C)
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Ground
Air

Extra Skills

Pillar of Revenance
Pillar of Revenance
236C
BBTag Hilda PillarOfRevenance.png
UNI 22C
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Fullscreen tracking projectile that costs meter but hits low for fullscreen high/low mixup. You can't combo off of it solo and it's not + on block

Fallen Pain
Fallen Pain
214C (air OK)
BBTag Hilda 5BBB.png
UNI [X], charged version
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Ground
Air

Fullscreen tracking air-ok projectile that hits high. In conjunction with 236C you can use this to make the opponent guess between high and low. You can combo off it even with 5B from fullscreen, won't lead to much damage but will give you time.


Partner Skills

5P
5P
5A
BBTag Hilda 5A.png
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6P
6P
Aspersivity
BBTag Hilda Aspersivity.png
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4P
4P
UNI 5[C]
BBTag Hilda 4P.png
This space is mine now
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Distortion Skills

Impalement
Impalement
236B+C
BBTag Hilda Impalement.png
Could hit you on the far side of the Moon. "Gravity Squeeze" (UNI Infinite Worth 41236D)
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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. Projectile attribute.

Nail Torrent
Nail Torrent
214B+C (air OK)
BBTag Hilda NailTorrent.png
UNI j.41236C
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Ground
Air

One of the classic not-very-invulneable but very + on block supers in this game, covers a LOT of space and it can be hard to reach her if she does it high up in the air.


Distortion Skill Duo

Impalement
P during Main Character's Distortion Skill
BBTag Hilda Impalement.png
"Wanna see this trick I learned from Magneto?" (UNI Infinite Worth 41236D)
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Astral Heat

In The Darkness (UNI IWEXS)
222B+C
BBTag Hilda InTheDarkness.png
BBTag Hilda InTheDarkness2.png
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Roadmap

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Navigation

To edit frame data, edit values in BBTag/Hilda/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.