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Introduction[]

Health: 9100 (Originally 13000)
Play-style: Zoning, Setplay, Okizeme (Wakeup Offense)
Dash Type: Run

Hilda is a shooting character who fights so that the opponent won't get close to her. She has long ranged disjointed-normals with good priority and she can attack with various tools: shooting her Skewer from either ground or air, using charged 5C and Fallen Pain as overhead moves, or aim low with Revenance Pillar. Restrain the opponent with Fallen Pain, or raise the opponent airborne with Revenance Pillar and combo from it using moves like Interference. She has various tools for okizeme, like Condense Gloom.

However, Hilda's tools, if used carelessly, can easily render her to be quite easy to beat out, as she is very space dependent. Not being mindful of how Hilda's tools work outside of their intended range can easily leave foes to expose her gaps and punish her effectively, especially for some of her traps if set too close and past her opponent. Hilda despite her powerful zoning control requires much precision to maintain her neutral game with, and cannot afford to be too willy-nilly with her options.

Move List[]

Normal Moves[]

Input Damage Guard Cancel
Crouch/Stand
Hilda's 5A has better reach than the other character's 5A moves.
Input Damage Guard Cancel
Crouch
Kick which can be repeated. Has a decent reach.
Input Damage Guard Cancel
Crouch/Stand
Starting move of many combos. Has a decent reach.
Input Damage Guard Cancel
Crouch/Stand
Useful move with a lot of reach. Has no hitbox right before Hilda, so be careful.
Input Damage Guard Cancel
Dash Crouch/Stand
Multihitting move about one character space away from Hilda.
Input Damage Guard Cancel
(Hold to charge) (Crouch)/Stand
Weird bunch of blades appear in the air. Move gets a bigger hitbox, forces the opponent down and becomes an overhead when charged. Used as an anti-aerial and combo filler.
Input Damage Guard Cancel
Crouch/Stand
Has a reach which covers 2/3 of the screen. Has no hitbox before Hilda for about the space of a two characters.
Input Damage Guard Cancel
Dash Crouch/Stand
Same move as Dash B, but with a hitbox of about the space of a four characters.
Input Damage Guard Cancel
j. Stand
Hits slightly downwards with a sword. Has a fast start-up but bad hitbox.
Input Damage Guard Cancel
j. Stand
Horizontal attack with a long reach. Has hitbox both up and down, so it's pretty useful.
Input Damage Guard Cancel
j. (Hold to charge) Stand
Slashes obliquely downwards, Charging increases the hitbox and makes the move blow the opponent towards the edge of screen.

Throw[]

Input Damage Guard Cancel
+
Unleashes a burst of dark energy. Impossible to continue the combo.


Force Function[]

Input English Name Japanese Name Damage Guard Cancel
+ (Hold to charge) Tri-Furket トライファーケット Crouch/Stand SP/EX
Jumps to the air and slashes upwards with three swords with huge hitbox. Slams the opponent and causes wall bounce.


Command Normals/Unique Arts[]

Input Damage Guard Cancel
Crouch/Stand
Small reach and fast start-up. Used to raise the opponent airborne. Has some head invincibility, so works for anti-aerial.
Input Damage Guard Cancel
> Crouch/Stand
Additional move. Appears at the same place as the first 5C. Pulls the opponent towards Hilda.
Input Damage Guard Cancel
>
Additional move. Keeps the opponent airborne longer, making it easier to continue with the combo.
Input Damage Guard Cancel
Crouch/Stand
Appears in the air. Only used as a combo filler.
Input Damage Guard Cancel
j. > Stand
Additional move. Slashes upwards. Use this after 3B.
Input Damage Guard Cancel
j. Crouch/Stand
Hilda surfs towards the ground on one of her swords. Pretty safe move even if guarded.


Special Moves/Sure-Killing Arts[]

Input English Name Japanese Name Damage Guard Cancel
//
Air OK
Skewer スキューア Crouch/Stand
Thrusts 3 swords horizontally over the screen. Fast start-up.
Input English Name Japanese Name Damage Guard Cancel
// Interference インタフェアランス Crouch/Stand
A huge spiral-shaped sword appears. A version appears before Hilda, B version behind the opponent. Causes wall bounce on hit, making it easy to continue the combo.
Input English Name Japanese Name Damage Guard Cancel
//
Air OK
Condense Gloom コンデンスグルーム Crouch/Stand
Sets a black sphere from above and after a certain amount of time has passed, little swords rain down from the sphere. Place where the sphere is set can be adjusted by holding wither back or forward after inputting the command for move. Sphere disappears if Hilda takes a hit.
Input English Name Japanese Name Damage Guard Cancel
// Dismal Sign ディズマルサイン
Teleports behind the opponent. A version appears in the air behind the opponent, B version appears a bit higher in the air behind the opponent and the C version appears right above the opponent.
Input English Name Japanese Name Damage Guard Cancel
Hold down and release // Fallen Pain フォールンペイン
Hilda drops a large lynchpin right from the sky. Lynchpin's size depend on how long the button was hold down. A version falls about 2 characters away from Hilda, B version 4 characters away and C version 6 characters away.
Input English Name Japanese Name Damage Guard Cancel
// Revenance Pillar レバナンスピラー
A sword stabs up from the ground. Rises the opponent airborne on hit. A version comes close to Hilda, B version comes from the other side of the screen, and EX version searches and appears where the opponent is.
Input English Name Japanese Name Damage Guard Cancel
Anti-Dispersive アンチディスパーシヴ
Shoots 6 swords which do not disappear even if Hilda sustains damage.
Input English Name Japanese Name Damage Guard Cancel
j. Nail Torrent ネールトーレント
Countless swords rain down to the ground, but the move doesn't cover the whole screen.

Infinite Worth[]

Input English Name Japanese Name Damage Guard Cancel
Impalement インペイルメント
If the attack connects, the opponent will rise into the air and assaulted by countless swords as Hilda laughs heartlessly.


Infinite Worth EXS[]

Input English Name Japanese Name Damage Guard Cancel
+++ In the Darkness イン・ザ・ダークネス 3710
Usable only when your own health is under 30 %

Starts with a purple pillar of light. If it hits, a special animation will be shown and around 3500 damage is dealt. Use of the move will cause GRD Break, except if the user is in a Vorpal state before using it. If used within a combo, damage of the move is greatly reduced.

Animaton - The opponent is assaulted with swords. During this time, Hilda absorbs a ton of dark energy, shrouding the area in darkness and attacks the opponent with giant swords while she yells out the attack's name.

Combos[]

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

* 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

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

Skewer Starter

  • 236A>41236D
  • 236C>Dash C>22B>Dash C>623A>3CC>B Lynchpin

Interference Starter

  • 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

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

Fallen Pain Starter

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

Revenance Pillar Starter

  • 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-Dispercive Starter

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

Notable Players[]

Colors[]

1. Morion Black 2. Brightness Amethyst 3. Beauty of Elysion 4. Half of Indigolite 5. Fire Ruby
6. Sapphire 7. Eroded Peridot 8. Golden Beryl 9. Calm in Passion 10. Blood Andesine
11. Ice Age 12. Laurel Tiara 13. Black Crimson 14. Aquamarine 15. Forest of Witch
16. Zinnoberrot Gelb 17. Cor de Rosa 18. Cool Purple 19. Illuminate White 20. Mal Despiadado
21. Gold and Silver 22. Lava Flow 23. Astuto Signora 24. Schneefee 25. End of Fall
26. Elegant Dunkelgrun 27. Juvenile Colors 28. Spring Phantasma 29. Sapphire Splash 30. Rose Garden


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