BBTag/Hilda

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Overview

Template:CharaOverview

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
5AA
5AAA
5AAAA

  • 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
5BB
5BBB

  • 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.

  • 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
2CC

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
j.BB

  • 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


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.

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.
Ground
Air

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

Condensity Gloom

214A (Air OK)

Aspersivity

214B (Air OK)

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

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.