BBTag/Hilda

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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


BBTag Hilda Portrait.png
Health
17,000
Prejump
4F
Backdash
28F (1~7F Inv All)
Fastest Attack
2A (11F)
Reversals
A+D (23F)
236B+C (20F)

 Hilda

Pros
Cons
  • 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, easily punishing players who like to super jump-in and block.
  • Three very large multi-hit assists.
  • Has tracking high/low moves.
  • Great use of meter, especially in resonance.
  • Has great active switch tools.
  • Difficult to do exceed 5k damage in a combo without meter or assist.
  • Projectile invulnerable options allow characters to ignore many of her moves.
  • Struggles against quick / rushdown characters.
  • DP is directional, slow, and does not auto-correct against cross-ups.
  • Attacks and assists have higher than average startup and recovery.

Normal Moves

5A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
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.

Version Level P1 P2
5A 3 80 80
5AA 3 100 80
5AAA 3 100 70
5AAAA 4×2, 5 100 100, 85, 100

5A:
5AA:
5AAA:
5AAAA:


5B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
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.

Version Level P1 P2
5B 4 80 75
5BB 4 80 85
5BBB 3 80 90

5B:
5BB:
5BBB:

  • Startup to hit standing Ragna is 24, frame adv listed is based on this
  • Startup to hit crouching Ragna is 26


5C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500 High 26 3 5+13L -4 B

Body attribute, which means it can't be invul'd through with anti-airs, but attacks that have body invul or armor, such as Yang 5B, will work against it. Since Hilda has no shortage of overhead options with reasonable returns, generally this is just used as a combo ender after 5BBB to close distance and set up a safejump.

Level P1 P2
3 100 100


2A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
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.

Level P1 P2
2 100 75


2B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
2B 1500 All 11 3 21 -17 B 9~13 H
2BB 1500 13 3 32 -18 B

Somewhat unwieldy anti-air. Can cancel into 2BB even on whiff.


Wider extra hitbox that can be generated even if 2B whiffed. However, it's much less flexible, having only 5B as a gatling option afterward and not being jump cancelable even on hit. 2BB has a very long untech time, which enables routings such as delayed cancels into 236A.

Version Level P1 P2
2B 3 90 80
2BB 3 100 80

2B:
2BB:


2C

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
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.

Version Level P1 P2
2C 3 90 80
2CC 3 90 80

2C:
2CC:


j.A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.A 1500 High 16 3 20 H
j.AA 1500 High 10 3 24 H

This can be used as a rising overhead against a decent number of characters.


Mostly just an afterthought for continuing pressure or a combo. It's relatively quick, so it maintains tight blockstun from j.A.

Version Level P1 P2
j.A 3 80 80
j.AA 3 80 80

j.A:
j.AA:


j.B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
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.

Version Level P1 P2
j.B 4 80 75
j.BB 2 80 80

j.B:
j.BB:

  • Each P in active frames represents a projectile spawned


j.C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
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. 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.

Generally safe if they crouch block. If it hits higher up (due to the opponent stand blocking) typically -6 (vs yumi height), but up to -8 (vs tager height).

Level P1 P2
4 80 85


Universal Moves

Ground Throw

5B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
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.

Level P1 P2
0, 5 100 50
  • Minimum damage 2000

Trifurcate

5A+D (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
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.

Version Level P1 P2
AD 4 80 60
j.AD 4 80 60

AD:

  • Minimum Damage 60×3 (180)


j.AD:

  • Minimum Damage 60×3 (180)


Skills

Interference

236A/B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
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.

Version Level P1 P2
236A 5 80 90
236B 5 80 90

236A:

  • Minimum Damage 100


236B:

  • Minimum Damage 100


Condensity Gloom

214A (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214A 500×8 All 65 P{(3)P}×7 Total 42+12L P1
j.214A 500×8 All 65 P{(3)P}×7 Total Until L+12L P1

Hilda floats backward while summoning a dark orb that fires spears downward and slightly angled towards opponent. Decent for setting up corner oki while simultaneously repositioning Hilda.Is also a great active switch tools since the spears will still come out even if your partner is hit.

Version Level P1 P2
214A 2 80 80
j.214A 2 80 80

214A:

  • Each P in active frames represents a projectile spawned
  • Minimum Damage 25×8 (200)


j.214A:

  • Each PP in active frames represents a projectile spawned
  • Minimum Damage 25×8 (200)


Aspersivity

214B (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
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.

Version Level P1 P2
214B 3 80 90×6
j.214B 3 80 90×6

214B:

  • Each P in active frames represents a projectile spawned
  • Minimum Damage 40×6 (240)


j.214B:

  • Each P in active frames represents a projectile spawned
  • Minimum Damage 40×6 (240)


Extra Skills

Pillar of Revenance

236C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700, 2000 Low 21 3 Total 59 -10 P1

Fullscreen tracking projectile that costs meter but hits low for fullscreen high/low mixup. Doesn't allow for a solo combo on hit, and just barely doesn't have enough knockdown advantage to allow a safejump. On hit, however, the rest of the move is unburstable.

Level P1 P2
4 70, 63 90, 100
  • Minimum Damage 170, 200 (370)


Fallen Pain

214C (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214C 1700, 0 High 23 Until L+2 Total 60 -12 P1
j.214C 1700, 0 High 33 Until L+2, 3 Total 62 P1

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. Can be used for restand mixups with 2A since it does a crumple. You can combo off it even with 5B from fullscreen, won't lead to much damage but will give you time.

Version Level P1 P2
214C 4 80 75
j.214C 4 80 75

214C:

  • Startup to hit standing Ragna is 27, frame adv listed is based on this
  • Startup to hit crouching Ragna is 30
  • Minimum Damage 170
  • Crumple Duration 100F, Crumple Fall 41F


j.214C:

  • Minimum Damage 170
  • Crumple Duration 100F, Crumple Fall 41F


Partner Skills

5P

5A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
650×4 All (18)+18 2×4 32 -17 B

Roughly the same as Hilda performing a running 5A, though this one launches on hit. Standard-esque 5P with multiple hits to provide serviceable lockdown on block, though the slower startup makes it impossible for this to meaty with against wakeups. This is your only usable assist to punish bursts with.

Level P1 P2
3 70 80
  • Minimum Damage 32×4 (128)


6P

Aspersivity

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800×6 All (18)+54 P×6 Total (18)+66 +9 P1

Just like the point version, this move has a ton of startup but very low recovery, which can make it a little awkward to active switch with outside of Cross Combo. The projectiles themselves have the same overall strengths and utility as the point version, though.

Level P1 P2
3 70 90×6
  • Each P in active frames represents a projectile spawned
  • Minimum Damage 40×6 (240)


4P

UNI 5[C]

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800×4 All (18)+30 3×4 38 -22 B

A monstrous expanding assist that covers a wide area both on the ground and in the air, on top of dealing good damage. Being a very slow assist, this one is best used with something else from the point character to cover for its startup, though the insane coverage and lockdown offered afterward provide all sorts of possibilities. Despite appearances, this attack does not count as a projectile.

Level P1 P2
4 70 85
  • Minimum Damage 40×4 (160)



Distortion Skills

Impalement

236B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
450, 262×11, 7685 [450, 185×33, 7139] All 11+(63 Flash)+9 5 Total 78 -40 P2 1~24 All

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.

Level P1 P2
4 80 60
  • Values in [] are for Enhanced version
  • Minimum Damage 90, 20×11, 1383 (1693)
  • [Minimum Damage 90, 14×33, 1142 (1694)]


Nail Torrent

214B+C (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214BC 460×28 [460×35] All 9+(28 Flash)+1 P{(2)P}×28 [P{(2)P}×35] Total 45 P2 1~8 All
j.214BC 460×28 [460×35] All 9+(28 Flash)+1 P{(2)P}×28 [P{(2)P}×35] Total 45 P2 1~8 All

Lockdown utility super with relatively poor invulnerability but excellent for forcing pressure. If opponent air-blocks, this lasts more than long enough to punish with an air-unblockable DP. Fairly good for forced chip damage during Resonance as well. Can also be used for stalling

Version Level P1 P2
214BC 4 60 80
j.214BC 4 60 80

214BC:

  • Each P in active frames represents a projectile spawned
  • Values in [] are for Enhanced version
  • Minimum Damage 79×28 (2212) [79×35 (2765)]


j.214BC:

  • Each P in active frames represents a projectile spawned
  • Values in [] are for Enhanced version
  • Minimum Damage 79×28 (2212) [79×35 (2765)]


Distortion Skill Duo

Impalement

P during Partner's Distortion Skill

Damage Guard Startup Active Recovery On-Block Attribute Invuln
250, 50×11, 1700 [250, 50×33, 1100] All 1+(107 Flash)+1 5 43 -28 B

Works just like point Impalement, but follows the DSD rules of single-target supers, dealing very solid damage unlike the point version. If you plan on ending a combo in double supers, you almost always want Hilda to be the one going second, due to the severe damage difference between her point and Duo versions.

Level P1 P2
4 100 100
  • Values in [] are for Enhanced version
  • Minimum Damage 2500 [3000]


Astral Heat

In The Darkness

222B+C when Astral Conditions are met

Damage Guard Startup Active Recovery On-Block Attribute Invuln
All 1+(70 Flash)+9 3×5 Total: 102 -55 B 1~28 All

Hilda summons a bunch of swords from the ground under the opponent. You probably won't get the opportunity for this often, since Hilda has plenty of very good reasons to spend her meter on other things most of the time.

Level P1 P2
5


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