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BBTag Hilda Portrait.png

Health: 17,000
Prejump: 4F
Backdash Time 28F / Invul: 1-7F All

Movement Options
  • Double Jump, 1 Airdash, Dash Type: Run

Long-range, Pressure

Team role



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.


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.


Strengths Weaknesses
  • Very strong keep-out game. 5A pushes opponents back quite a distance and 214A prevents button presses on wakeup.
  • 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.
  • 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[edit]

BBTag Hilda 5A.png
BBTag Hilda 5AA.png
BBTag Hilda 5AAA.png
UNI 5CC: Clock hands say it's time to die.
BBTag Hilda 5AAAA.png
Last part of her throw animation
Version Damage Guard Startup Active Recovery Frame Adv.
5A 550*4 All 12 2,2,2,2 24 -9
5AA 1500 All 11 3 24 -17
5AAA 1500 All 16 1 20 -19
5AAAA 0*2, 2500 All 16 9 33 -20

BBTag Hilda 5B.png
Skewers must be one of Hilda's fave dishes. (UNI 236A/B)
BBTag Hilda 5BB.png
B Revenance Pillar (UNI 22A/B)
BBTag Hilda 5BBB.png
Perfect to set up Gloom Oki (UNI ]Bpin[)
Version Damage Guard Startup Active Recovery Frame Adv.
5B 1700 All 21 2 Total 52 -7
5BB 1700 All 21 3 23 -7
5BBB 1500 High 21 Until L Total 58 -15

Fullscreen laser-like projectile, jump cancellable on hit, not on block. Vertical range is deceptively bad. Projectile attribute for the entirety of the autocombo, both 5B and 5BB are pretty safe on block and all parts are pretty delayable. 5BB>5BBB is not a true blockstring.

BBTag Hilda 5C.png
UNI Assault j.C
Damage Guard Startup Active Recovery Frame Adv.
1500 High 26 3 5+13L -4

BBTag Hilda 2A.png
Damage Guard Startup Active Recovery Frame Adv.
1000 Low 11 3 22 -11

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.

BBTag Hilda 2B.png
BBTag Hilda 2BB.png
Version Damage Guard Startup Active Recovery Frame Adv.
2B 1500 All 11 3 21 -17
2BB 1500 - 13 3 32 -18

BBTag Hilda 2C.png
BBTag Hilda 2CC.png
Version Damage Guard Startup Active Recovery Frame Adv.
2C 1500 Low 14 3 29 -15
2CC 1500 Low 13 3 32 -18

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

BBTag Hilda jA.png
UNI uncharged j.C
BBTag Hilda jAA.png
Version Damage Guard Startup Active Recovery Frame Adv.
j.A 1500 High 16 3 20 -
j.AA 1500 High 10 3 24 -

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

BBTag Hilda jB.png
Air A Skewer (UNI j.236A)
BBTag Hilda jBB.png
Air C Dismal Sign (UNI j.421C)
Version Damage Guard Startup Active Recovery Frame Adv.
j.B 1700 All 21 2 Total Until L+6L -
j.BB 450*4 All 20 X{(3)X}*3 Total Until L+20L -

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.

BBTag Hilda jC.png
UNI j.2C
Damage Guard Startup Active Recovery Frame Adv.
1700 All 15 Until L 22 -

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[edit]

Ground Throw[edit]
Ground Throw
BBTag Hilda GroundThrow.png
Damage Guard Startup Active Recovery Frame Adv.
0, 2000 Throw 7~30 3 23 -

5A+D (air OK)
BBTag Hilda Trifurcate.png
UNIST Fully charged Force Function.
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 1200 Air Unblockable 23 5,4*3 34+12L -35
Air 1200*4 All 23 5,4*3 Until L+12L -

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


BBTag Hilda Interference.png
UNI 623X
Version Damage Guard Startup Active Recovery Frame Adv.
A 2000 All 16 3 Total 55 -14
B 2000 All 37 3 Total 55 +3

Condensity Gloom[edit]
Condensity Gloom
214A(air OK)
BBTag Hilda CondensityGloom.png
UNI 214X
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 500*8 All 65 X{(3)X}*7 Total 42+12L -
Air 500*8 All 65 X{(3)X}*7 Total Until L+12L -

214B (air OK)
BBTag Hilda Aspersivity.png
Only French Bread would make up a move name like this. (UNI 41236C)
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 800*6 All 55 Until Hit Total 67 +9
Air 800*6 All 55 Until Hit Total Until L+6L -

Extra Skills[edit]

Pillar of Revenance[edit]
Pillar of Revenance
BBTag Hilda PillarOfRevenance.png
Damage Guard Startup Active Recovery Frame Adv.
1700, 2000 Low 21 3 Total 59 -10

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[edit]
Fallen Pain
214C (air OK)
BBTag Hilda 5BBB.png
UNI [X], charged version
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 1700, 0 High 23 Until L+2 Total 60 -12
Air 1700, 0 High 33 Until L+2, 3 Total 62 -

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[edit]

BBTag Hilda 5A.png
Damage Guard Startup Active Recovery Frame Adv.
650*4 All (18)+18 2*4 32 -17

BBTag Hilda Aspersivity.png
Damage Guard Startup Active Recovery Frame Adv.
800*6 All (18)+54 Until Hit Total (18)+66 +9

UNI 5[C]
BBTag Hilda 4P.png
This space is mine now
Damage Guard Startup Active Recovery Frame Adv.
800*4 All (18)+30 3*4 38 -22

Distortion Skills[edit]

BBTag Hilda Impalement.png
Could hit you on the far side of the Moon. "Gravity Squeeze" (UNI Infinite Worth 41236D)
Damage Guard Startup Active Recovery Frame Adv.
450, 262*11, 7685 [450, 185*33, 7139] All 11+9 5 Total 78 -40

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[edit]
Nail Torrent
214B+C (air OK)
BBTag Hilda NailTorrent.png
UNI j.41236C
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 460*28 [460*35] All 9+1 X{(2)X}*28 [X{(2)X}*35] Total 45 -
Air 460*28 [460*35] All 9+1 X{(2)X}*28 [X{(2)X}*35] Total 45 -

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[edit]

P during Main Character's Distortion Skill
BBTag Hilda Impalement.png
"Wanna see this trick I learned from Magneto?" (UNI Infinite Worth 41236D)
Damage Guard Startup Active Recovery Frame Adv.
250, 50*11, 1700 [250, 50*33, 1100] All 1+1 5 43 -28

Astral Heat[edit]

In The Darkness (UNI IWEXS)
BBTag Hilda InTheDarkness.png
BBTag Hilda InTheDarkness2.png
Damage Guard Startup Active Recovery Frame Adv.
- All 1+9 3*5 Total: 102 -55


78% complete
Page Status Score
Overview Backstory, playstyle, strengths and weaknesses accounted for. 15/15
Combos Combo notation and one video are present, as well as combo theory. Might want to add another video. Could use some assist combos. 8/10
Strategy Okizeme and Fighting Hilda are present, everything else isn't. 5/25
Frame Data Complete, up to date for v2.0 50/50

Click here for the scoring criteria to assess character page completion.


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