Under Night In-Birth/UNI2/Hyde: Difference between revisions
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{{AttackDataCargo-UNI2/Query|hy_ad}} | {{AttackDataCargo-UNI2/Query|hy_ad}} | ||
Hyde grabs and kicks the opponent away. Allows for a full combo when used in the corner. | Hyde grabs and kicks the opponent away. Allows for a full combo when used in the corner. | ||
*Being able to combo off his throw is a good part of what makes his strike/throw game scary, particularly in the corner. While throw combos don't do a whole lot of damage on their own, they add up fast and can really hurt if Hyde has meter to spare. | |||
*If Hyde has Vorpal and at least 100 meter, he can cancel the throw with CVO to get a combo at midscreen. Timing is a bit tight, though. | |||
}} | }} | ||
Revision as of 20:34, 25 January 2024
Under Construction
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Story
The power of EXS awakened within Hyde after an encounter with a mysterious young girl named Linne.
After a series of gruesome battles, Hyde defeated Paradox--considered to be the strongest wielder of all. Afterwards, however, Hyde was defeated by an immensely powerful Re-Birth called Kuon the Aeon. Kuon boasted of plans that involved destroying the world as a means to achieve his goal. Hearing this, Linne disappeared.
Hyde sets out on his own to confront Kuon and save the world...
“ |
At least this time I'm not being left behind. |
” |
Gameplay
Being the protagonist of the game, Hyde has the usual "shoto" tools associated with the role (fireball, meterless reversal, etc). He performs well at all ranges with tools like Black Orbiter to cover his approach and Shadow Scare to counter zoners or other long range attacks, while moves like Vacant Shift help rack up damage and provide great corner carry to quickly put his opponent in the corner where Hyde truly excels with his strong rushdown game. His fast normals and varied ways to make himself safe or plus on block through rebeats or spending meter make him difficult to contest. On top of all that, his sword normals do chip damage, meaning that even if the opponent blocks all of your strings, damage can still rack up quickly.
On the flipside, he has limited ways of actually opening the opponent up. A decent spread of natural frame traps and an overhead in charged Strict Daze helps, but Hyde has undeniably subpar mixups and his stagger pressure is a bit on the weaker side, forcing him to rely on keeping the opponent locked down.
Hyde is an all-rounder who excels most anywhere, but especially in close-quarters thanks to his strong pressure and lockdown capability. |
Strengths | Weaknesses |
---|---|
|
|
Character Stats
Health | Smart Steer Route | ||
---|---|---|---|
10300 | 5A > 5B > 5C > 22A > 5A+B > 41236D | ||
Forward Walk Speed | Backward Walk Speed | Jump Startup | Jump Duration |
- | |||
Dash Startup | Initial Dash Speed | Dash Acceleration | Max Dash Speed |
Backdash Startup | Backdash Duration | Backdash Distance | Backdash Invul |
Throw Width (pixels) | Throw Range (pixels) | ||
Unique Trait |
| ||
Vorpal Trait |
|
Frame Data Help | |
---|---|
Header | Tooltip |
Damage | Damage done by this attack. (x) denotes combined damage [x] denotes minimum damage |
Guard | The way this move must be blocked. High = Can block standing Low = Can block crouching Mid = Can block standing or crouching Air = Can block in the air Air Shield = Can block in the air while shielding Unblockable = Cannot be blocked |
Cancel | Actions this move can be canceled into on hit or block, unless specially noted. N = Normal Cancelable SE = Self Cancelable SP = Special Cancelable EX = EX/IW Cancelable CS = Chain Shift UNQ = Unique (See description) TH = Throw Cancelable J = Jump Cancelable (Hit cancelable only by default) (X) = Hit cancelable only -X- = Can additionally be cancelled during whiff |
Property | Special properties this move has. Click on the property to navigate to an explanation. |
Cost | The resources this move costs to use. GRD = GRD Blocks EXS = EXS Meter Vorpal = Vorpal GRD Break = Causes GRD Break |
Attribute | Attributes of the attack. Mostly used in situations involving invul. There are two sets of attributes: Strike/Throw and Head/Foot/Dive/Projectile Every move has a Strike/Throw attribute, but doesn't always have Head/Foot/Dive/Projectile attribute. --- Strike = Strike (Anything that isn't a Throw is a Strike) Throw = Throw --- Head = Head (Most jump normals) Foot = Foot Dive = Some air specials Projectile = Projectile |
Startup | Frame when the first hitbox is present. + denotes the frames before and after super flash. |
Active | The amount of frames that this move will have a hitbox. (x) denotes frame gaps where there are no hitboxes is present. Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish. |
Recovery | Frames that this move has after the active frames if not canceled. |
Overall | Frames that this move takes from start to finish before the character returns to neutral. |
Advantage | The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked). If the opponent uses a move with startup equal or less than this move's advantage, it will result in opponent hitting that move. ±x~±x denotes a possible range of advantage. The left value is when the active frames hit sooner (generally worse) and the right value is for when the active frames hit later (generally better). |
Invul | The frames where this move cannot be hit by an attribute. Full = Fully invincible Strike = Strike invincible Throw = Throw invincible Head = Head invincible Foot = Foot invincible Dive = Dive invincible Projectile = Projectile invincible |
Normal Moves
Standing Normals
5A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
200 | Mid | N, SP, EX, CS | Chip Damage | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
7 | 3 | - | 24 | -6 | - |
Hyde thrusts his sword forward at a downward angle. Has decent reach for a light attack and a strong stagger window, making it excellent to use for pressure.
- Not useful as a rebeat due to its high recovery.
5B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
570 | Mid | N, SP, EX, CS | Chip Damage | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
9 | 4 | - | 30 | -6 | - |
Vertical slash with Hyde's sword. A very good poke and a decent whiff punish tool. Very strong move with a lot of applications.
- Its lack of any stagger window limits its use in pressure, though there are some uses in no-canceling it at its maximum range since, even at -6 on block, a lot of fast normals can't punish it.
- Can be used as an anti-air sometimes.
5C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
690 | Mid | N, SP, EX, CS | Chip Damage | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
12 | 5 | - | 35 | -6 | - |
Hyde steps forward with a large swing of his sword. One of Hyde's best normals due to its reach and damage potential.
- Can be -1 on rebeating to 2A.
5[C]
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
780 | Mid | N, SP, EX, CS | Chip Damage | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
23 | 5 | - | 44 | +1 | - |
The charged version of 5C moves Hyde forward farther and has better damage and frame advantage, making an already strong normal even better.
- Can be partially charged to create variable frame traps (e.g. 5B > partial charge 5C).
- 5[C] is +1 by default and can be made +4 by rebeating to 2A.
- Can additionally be made as much as +5 without needing to rebeat if you space yourself correctly. The farther out Hyde is when it connects, the higher the plus frames. Difficult to do consistently, but useful to know all the same, especially if you've already used 2A in a blockstring.
Crouching Normals
2A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
150 | Low | N, SP, EX, CS | - | - | Foot |
Startup | Active | Recovery | Overall | Advantage | Invul |
5 | 2 | - | 18 | -2 | - |
A low horizontal kick. Hyde's fastest normal and a cornerstone of his gameplay.
- Great for stagger pressure. Can easily chain into a delayed B or C normal for frame traps. Staggering into itself is difficult, but also very powerful.
- Does not deal any chip damage.
2B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
490 | Mid | N, SP, EX, CS | Chip Damage | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
10 | 4 | - | 27 | -2 | - |
A crouching horizontal slash. Though not a low, Hyde's 2B is an excellent move due to its frame advantage and push back on block, making it a consistently safe move to end blockstrings on.
- Its stagger window is small and thus a bit tricky to use, but is very strong once you get the hang of it.
- At -2, it's an exceptionally good normal to use to setup pressure resets.
2C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
620 | Low | N, SP, EX, CS | Knockdown | - | Foot |
Startup | Active | Recovery | Overall | Advantage | Invul |
12 | 5 | - | 33 | -6 | - |
Hyde moves forward slightly as he spins his leg in a sweeping motion for a low hitting kick. Strong combo starter and a common part of combos.
- Like 2B, it's stagger window is on the smaller side. But because he moves forward slightly, it's useful as a means of gaining a bit of ground if you've been pushed out during a blockstring.
- Particularly useful after 2A due the natural frame gap that chaining A normals into C normals creates, doubly so if 2C is delayed slightly.
- Does not deal chip damage.
Air Normals
j.A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
176 | High/Air Shield, Mid/Air Shield | N, SP, EX, CS | Chip Damage | - | Head |
Startup | Active | Recovery | Overall | Advantage | Invul |
9 | 8 | - | - | Varies [+2 on assault] |
- |
Aerial sword poke. Hyde thrusts his sword forward at a downward angle and holds it there. Very fast and active move.
- Primarily used in combos, but can be used for jump-ins and as an air-to-air sometimes due to its speed.
- Rising j.A is not an overhead, though it becomes one off assault.
- After the first hit is blocked, the second hit can be blocked crouching.
j.B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
410 | High, Air Shield | N, SP, EX, CS | Chip Damage | - | Head |
Startup | Active | Recovery | Overall | Advantage | Invul |
11 | 2 | - | - | Varies [+3 on assault] |
- |
A downward aerial sword slash. Hyde jumps and swings directly below him. Hyde's go-to move off assaults at point-blank range due to its speed.
- Can only convert into a combo off assault if the opponent is crouching.
j.C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
580 | High, Air Shield | N, SP, EX, CS | Chip Damage | - | Head |
Startup | Active | Recovery | Overall | Advantage | Invul |
13 | 3 | - | - | Varies [+6 on assault] |
- |
Aerial sword slash. Hyde swings his sword at a diagonal angle.
- Has better reach than j.B, but is primarily used as combo filler as it prorates harder than other air normals.
j.[C]
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
750 | High, Air Shield | N, SP, EX, CS | Knockdown on air hit, Chip Damage | - | Head |
Startup | Active | Recovery | Overall | Advantage | Invul |
21 | 3 | - | - | Varies [+14 on assault] |
- |
The charged version of j.C. Stronger, has a bigger hitbox, and causes a knockdown on an aerial hit.
- Unlike most of his air normals, rising j.[C] can be an overhead, but it only works on roughly half the cast. It is useful for catching the opponent off-guard sometimes when it's possible, though.
- Primarily used in combos like the uncharged version.
Command Normals
6B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1030 | Mid | N, SP, EX, CS | Launch, Chip Damage | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
8 | 2 (10) 2 | - | 42 | -5 | - |
Hyde swings his sword twice with two far-reaching strikes that launch the opponent on hit. Very strong move due to its speed and reach.
- One of his most common combo starters. A lot of Hyde's best midscreen combos start with 6B, though it's equally strong in pressure.
- The first hit can be canceled into normals on block and hit, while the second can only do that on hit.
- The second hit also has a large stagger window for special moves and his Force Functions, which strengthens his pressure considerably.
- The second hit can also be whiff canceled into any special, but only if the first hit is blocked first.
3B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
540 | Low | N, SP, EX, CS | Chip Damage | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
9 | 3 | - | 35 | -11 | - |
Hyde stabs his sword forward at a low angle. Fast move and has the largest stagger window of any of his normals.
- Primarily used for on the ground pickups as its damage as a combo starter is underwhelming.
- Though it's stagger window is huge, it's also very minus on block at -11. Be careful not to accidentially no-cancel it.
3C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
780 | Mid | N, SP, EX, CS | Launch, Chip Damage | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
9 | 2 | - | 33 | -7 | - |
Hyde's anti-air. Hyde moves slightly forward and does a large vertical slash.
- Massive vertical hitbox. Can hit almost anything above him, with the exception of Merkava and Vatista at max flight heights.
- Very unsafe on block, so must be rebeat immediately to avoid being punished.
j.6C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
510 | High, Air Shield | N, SP, EX, CS | Wall Bounce on air hit, Chip Damage | - | Head |
Startup | Active | Recovery | Overall | Advantage | Invul |
12 | 4 | - | - | Varies [+5 on assault] |
- |
Aerial horizontal sword slash. Hyde swings his sword in front of him in a wide arc with good range.
- Causes a wallbounce on aerial hits, which can lead into a combo on counter hit. Useful for corner carry in combos, otherwise.
- Great for assualts or jump-ins from afar due to its reach. Has to be delayed slightly to hit crouching opponents, however.
j.2C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
573 | High, Air Shield | N, SP, EX, CS | Launch, Chip Damage | - | Head |
Startup | Active | Recovery | Overall | Advantage | Invul |
14 | 3 | - | - | Varies [+7 on assault] |
- |
Hyde swings his sword around him, catching anything below him. Launches the opponent on hit for an easy combo.
- One of Hyde's best air normals in terms of damage. Consistently deals the highest damage off assault, even more so on counter hit.
- After the first hit is blocked, the second can be blocked crouching.
Dash Moves
66B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
620 | Mid | SP, EX, CS | Tumble | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
10 | 4 | - | 23 | -2 | - |
Hyde charges forward with a fast attack with his knee. Very safe on block and a great combo starter.
- Causes the opponent to tumble on hit, making it easy to convert into a combo.
- At -2, 66B effectively forces an RPS situation that is in Hyde's favor. Can do delayed special cancels to frame trap (236A and 214A, for instance), mash 2A, or go for a throw.
66C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
810 | Mid | SP, EX, CS | Crumple, Chip Damage | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
15 | 3 | - | 42 | -5 | - |
Hyde stops his dash with a large horizontal slash. Useful both as part of your approach and for starting pressure.
- Causes the opponent to crumple on hit, leading to high damaging combos.
- Has a small stagger window for special cancels, which is useful in making this move more threatening on block.
- Can also be safe if the move is blocked around max-range as it leaves him at a range that's tough to punish.
Universal Mechanics
Force Function
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1250 | Mid | SP, EX, CS, UNQ | Wall Bounce, Chip Damage | 1 GRD | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
20 | 5 | - | 48 | -11 | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1485 | Mid | SP, EX, CS, UNQ | Wall Bounce, Chip Damage | 0.5 GRD | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
20 | 5 | - | 43 | -6 | - |
A large forward swing of Hyde's sword. Good range, a large stagger window, and an excellent combo starter make it a very useful move all around.
- The long startup makes this move an easy choice to create frame traps off most any normal. The stagger window on special cancels is also very useful to catch the opponent mashing, allowing for strings like 66C > delay B+C > delay 236A or 22A.
- Can be special canceled on hit and block. May require spending meter or Chain Shift to convert hits at midscreen.
- It's able to destroy projectiles as well and can be special canceled on doing so.
- GRD cost makes it easy to lose the GRD cycle if you use this move recklessly. It's cost is reduced while Vorpal is active, however, and it becomes less minus on block.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1450 | High | CS, UNQ | Wall Bounce, Chip Damage | 1 GRD | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
32 | 5 | - | 60 | -11 | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1705 | High | CS, UNQ | Wall Bounce, Chip Damage | 0.5 GRD | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
30 | 5 | - | 53 | -6 | - |
Charged version of his Force Function with longer startup. Does more damage and becomes an overhead. Cannot be normal nor special canceled.
- The range of the charged version increases significantly, making it especially powerful in the corner where you can link into normals for a full combo.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
921 | All | SP, EX, CS | Launch | 1 GRD (0.5 with Vorpal) | Projectile |
Startup | Active | Recovery | Overall | Advantage | Invul |
14 | Varies | - | 52 | -12 | - |
New move in UNI2. Hyde swings his sword twice to create a large projectile that destroys most anything it comes into contact with and travels half-way across the screen. Very strong zoning tool.
- Can be special canceled whenever the projectile makes contact, both on block and hit.
- Has a small stagger window for special cancels.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1298 | All | SP, EX, CS | Launch | 1 GRD (0.5 with Vorpal) | Projectile |
Startup | Active | Recovery | Overall | Advantage | Invul |
14 | Varies | - | 62 | -2 | - |
The charged version delays the launch of the projectile. It also gains an extra hit and travels fullscreen.
- Extremely safe on block at any range.
Throw
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1420 | Throw | EX, CS | Knockdown, Wall Bounce near corner | - | Throw |
Startup | Active | Recovery | Overall | Advantage | Invul |
4 | 3 | - | 30 (whiff), 49 (hit) | +42 | - |
Hyde grabs and kicks the opponent away. Allows for a full combo when used in the corner.
- Being able to combo off his throw is a good part of what makes his strike/throw game scary, particularly in the corner. While throw combos don't do a whole lot of damage on their own, they add up fast and can really hurt if Hyde has meter to spare.
- If Hyde has Vorpal and at least 100 meter, he can cancel the throw with CVO to get a combo at midscreen. Timing is a bit tight, though.
Smart Steer
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
810, 910 | All, All | (IW), CS | Knockdown | 1 GRD on longer combos | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
8 | 3(12)4 | 18 | 44 | -4 | - |
Hyde hits the opponent with a jumping slash then quickly follows up with a knockdown.
- This can be done off any normals on hit or block. It's treated as a special cancel.
- Gives you one block of GRD if used early in a combo and takes one away if used in a longer combo.
- Can only chain into IW or IWEXS as it ends in a hard knockdown.
Guard Thrust
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
0 | Mid | - | Launch | 100 EXS, All GRD | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
15 | 5 | 26 | 45 | -12 | 1~15 Full, 16~45 Full on hit |
No results
Guard Thrust is a type of Guard Cancel that is only usable during blockstun. Blows the opponent away on hit.Veil Off
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
0 | All | - | Launch | 100+ EXS | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
15 | 2 | 7 (3 on hit) on landing | 64 (54 on hit) | -23 | 1~30 Full |
Universal reversal that blows the opponent back on hit.
- Requires at least 100 meter and puts you in Veil Off state which grants 20% more damage, but drains your meter at a slow rate.
- Meter drains much slower when health is below 30% (orange health).
- If your opponent has Vorpal state and is hit with Veil Off outside of a combo, they will lose Vorpal.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
0 | All | - | Launch | 100+ EXS | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
2 | 4 | 20 | 25 | +3 | 1~19 Full |
Cancels an action and launches the opponent high into the air on hit.
- CVO cancel is treated the same as EX cancel; you can only CVO when you can EX and the opponent is in hit/blockstun.
- Including in the air.
- Requires at least 100 meter and consumes Vorpal state and drains meter at a fast rate.
- Has a lot of hitstun, making it easy to combo from.
- Allows for an additional bounce in the combo if two have been used so far, without hitting the combo bounce limit.
- Pressing A+B+C can be used for a shortcut for Infinite Worth.
- Used mostly as a way to tack on extra damage, or to reliably close out the round.
Special Moves
236X
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
810 | All | -UNQ-, -CS- | Launch | - | Projectile |
Startup | Active | Recovery | Overall | Advantage | Invul |
13 | Until Hit | - | 42 | -7 | - |
Hyde throws a spinning projectile that can be followed up. Can cancel into follow-ups while it remains active. Vanishes if Hyde is hit.
- The A version travels slowly, but has faster recovery. The lower recovery allows Hyde to both be plus at certain ranges (starting around max-range 6B) and convert in to a combo on hit if he's within range of 66C.
- Can also throw the fireball out and run behind it, allowing you to use it to cover your approach.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
810 | All | -UNQ-, -CS- | Launch | - | Projectile |
Startup | Active | Recovery | Overall | Advantage | Invul |
11 | Until Hit | - | 44 | -11 | - |
- The B version has a faster startup and travels quickly, but also has higher recovery. Hyde can't convert off it without canceling into one of the follow-ups or using Chain Shift.
- The go-to version to use if you want to zone, particularly when used in conjunction with 236X~6A.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
330×7 | All | -CS- | Launch | 100 EXS | Projectile |
Startup | Active | Recovery | Overall | Advantage | Invul |
8 | Until Hit | - | 32 | +28 | - |
- The EX version is the best of the both worlds. It's fast and recovers quickly, allowing you to run behind it, and it's also extremely plus on block.
- One of Hyde's best options for extending pressure.
236X~6A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
552 | All | -EX-, -CS- | Launch | - | Projectile |
Startup | Active | Recovery | Overall | Advantage | Invul |
14 | 15 | - | 50 | -3 | - |
Detonates Black Orbiter to create a small explosion. Extremely active and a guaranteed safe blockstring ender.
- Launches the opponent on hit, allowing for easy combo conversions as long as your within range of 66C.
- Can also delay the the detonation on block to create a frame trap.
- Can be used as an anti-air due to the size of the explosion and how active it is.
- Explosion remains even if Hyde is hit, making it always trade favorably for him.
236X~6B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
720 | Mid | -EX-, -CS- | Knockdown | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
22 | 2 | 31 | 54 | -8 | - |
Strike follow-up to Black Orbiter. Hyde lunges forward to swing his sword in a wide arc. Primarily used as a combo ender or as combo filler.
- Can be used to catch opponents out of the air when trying to jump over the fireball. Also possible to frame trap if timed correctly.
- Unsafe on block at -8, but you can spend meter or use Chain Shift to make it safe if you want to use Sinister Bend's forward momentum as an easy way to close the distance.
236X~236C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1654 | All | -CS- | Wall Bounce | 100 EXS | Projectile |
Startup | Active | Recovery | Overall | Advantage | Invul |
8 | 15 | - | 33 | +9~+11 | - |
Full screen detonation of Black Orbiter, commonly referred to as "laser." A powerful but situational tool due to the reads required to make the most of it.
- Wallbounces the opponent approximately half-screen toward Hyde after hitting the wall. Leads to powerful combos if used as a starter.
- At +9 on block, there is some use in using it in pressure. If used at ranges where 66C can hit, you can cancel into it as soon as possible and hit the opponent if they try to mash.
- The center of the explosion can be used to hit opponents in the air if timed correctly.
623X
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1433 | Mid | (EX), -CS- | Launch | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
5 | 9 | - | 51 | -24 | - |
The classic DP. Hyde leaps into the air delivering a fast upward slash of his sword.
- The A version has uses as an alternative anti-air due to it being a five-frame move, but 3C is usually the better option since its less risky.
- On hit, you can cancel into j.236C for a full combo if 623A is used as a starter. Can otherwise be used as a combo ender. Particularly useful for Cross Cast Veil Off combo enders.
- J.236C can also be used on block.
- The first hit can also be EX canceled on hit or block. You can also use Chain Shift to cancel on whiff now.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1763 | Mid | (CS) | Launch | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
6 | 11 | 55 | 71 | -27 | - |
- The B version is Hyde's main reversal. Has full invul, reaches higher, and does more damage than the A version, but is also extremely unsafe if blocked.
- Good anti-air as well and can also be used as decent combo starter using Chain Shift.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1981 | Mid | (CS) | Launch | 100 EXS | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
5 | 13 | - | 68 | -38 | - |
- The EX version is similar to the B version, only it sends the opponent flying. Useful for when you need a bit more breathing room.
- Useful as a combo ender as it deals some of the highest damage of Hyde's EX moves.
- Be aware that the opponent can forward tech if this is used as a combo ender, however. Ideally best saved to secure a round.
214X
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
450 | All | -EX-, -CS- | Launch | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
11 | 4 | - | 49 | -21 | - |
Hyde's rekka. Hyde rises forward into the air with a series of three sword strikes. The backbone of most of his combos.
- The A version has Hyde leap slightly into the air.
- Becomes airborne quickly, making it useful as a throw punish and a situational low-crush.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
450 | All | -EX-, -CS- | Launch | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
11 | 4 | - | 58 | -30 | - |
- The B version has Hyde leap higher into the air. Useful for chasing an opponent down if they're if they're up-backing a lot.
No results Second hit of Vacant Shift. Delaying this and the final hit are important to many of Hyde's combos.
- Can be +1 on block if delayed enough off 214A.
- Delaying hits can leave yourself open to reversals. Veil Off and Guard Thrust are easy counters, as are most proper reversals, but some characters can also mash 5A and hit Hyde. While delayed rekkas have use in pressure, you should be aware of the risks.
No results Final hit of Vacant Shift. Allows for pickups if delayed properly.
- The third hit always has a gap between it and the second hit even if you aren't delaying them.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
2190 | Mid | (CS) | Knockdown | 100 EXS | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
5 | 6 | - | 40 | -6~-11 | - |
The EX version of Hyde's rekkas require no additional inputs. Primarily used as a combo ender.
- If it connects, Hyde goes straight into a canned animation. If it's blocked, the opponent is instead knocked back, which can leave Hyde safe if spaced properly.
- Causes the opponent to be knockbacked on block, allowing it be very safe at certain distances.
22X
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1518 | Low, All | -EX-, -CS- | Launch | - | Strike (first hit), Projectile (eruption) |
Startup | Active | Recovery | Overall | Advantage | Invul |
11 | - | - | 45 | -6 | - |
Hyde stabs the ground and causes a flame-like burst of energy to erupt from the ground. An alternate zoning tool and ranged poke to compliment his fireball.
- The A version erupts a little ways past Hyde and has a fast startup. It's a great midscreen poke and a decent round start option.
- The sword always hits low on all versions, making the move useful at close-ranges to potentially catch the opponent off-guard. Particularly potent when delayed after using Strict Daze (B+C).
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1537 | Low, All | -EX-, -CS- | Launch | - | Strike (first hit), Projectile (eruption) |
Startup | Active | Recovery | Overall | Advantage | Invul |
22 | - | - | 49 | +1 (Eruption), -8 (Sword stab only) | - |
- The B version erupts much farther from Hyde, but also has much slower startup. The slow startup makes it perfect for frame traps, however, especially in the corner where it becomes one of Hyde's best starters.
- Can also be used midscreen if spaced correctly. If the sword connects, the flames erupt slightly past the tip of the sword instead, allowing you to convert into a combo with 66C.
- If the flames hit, the move is always +1. In the corner especially, this gives Hyde more ways to keep his opponent locked down.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1838-2023 | Low, All | - | Launch | 100 EXS | Strike (first hit), Projectile (eruption) |
Startup | Active | Recovery | Overall | Advantage | Invul |
14 | - | - | 49 | +13~+85 | - |
- The EX version spawns a wave of energy to erupt instead of a single burst, constantly pulling the opponent along with it. On hit, can be useful for easy corner carry.
- Like 236C, 22C is a good move for pressure extensions. It's at its strongest when the opponent is in or close to the corner as the flames will bounce off the wall and keep going, thus keeping the opponent locked down for longer. Also useful for building up chip damage while the opponent is GRD broken and therefore can't shield to negate it.
j.236X
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1292 | All | EX, CS | Launch | - | Strike (first hit), Projectile |
Startup | Active | Recovery | Overall | Advantage | Invul |
9 | - | 3 on landing | 53 | +14 [+9 on assault] |
- |
Hyde swings his sword straight down and summons a dark sphere. Primarily used to bait and punish throws.
- The A version moves Hyde back a short distance away. The plus frames give you ample time to dash back in or go straight into 5B or 5C without creating a gap.
- Both the A and B versions have a gap between the initial sword strike and the projectile spawning, which leaves Hyde open if the opponent is quick.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1292 | All | EX, CS | Launch | - | Strike (first hit), Projectile |
Startup | Active | Recovery | Overall | Advantage | Invul |
9 | - | 3 on landing | 54 | +14 [+9 on assault] |
- |
- The B version moves Hyde forward instead, allowing for side-swaps when tiger knee'd against a crouching opponent.
- A forward jump assault into j.236B can be used to evade some reversals in the corner.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1707 | All | - | Launch | 100 EXS | Projectile |
Startup | Active | Recovery | Overall | Advantage | Invul |
14 | - | - | 27 | +24 [+19 on assault] |
- |
- The EX version skips the sword strike and instead summons the sphere immediately. Useful for making rekkas safe or converting the second or third hits into a combo.
236B+C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
2045 | Mid | (CS) | Knockdown | 100 EXS | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
7 | - | - | 82 | -29 | - |
A horizontal reversal. Hyde dashes forward with his sword then leaps into the air with an uppercut and ends with a knockdown kick.
- Extremely useful for bypassing zoning or countering the opponent's pressure generally.
- At eight frames of startup, depending on your position and the move your attempting to counter, the travel time can sometimes allow the opponent to recover before Veil Bringer makes contact, so be careful.
- Has use as both as a combo ender and occasionally as a combo starter if you CS the second to last hit.
Super Moves
Infinite Worth
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
400, 320×10 [Min: 100, 134×10 (1440)] |
Mid | - | Knockdown | 200 EXS | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
1+7 | - | - | 92 | -18 | - |
Hyde stabs the ground and is surrounded by a geyser of red energy.
- Primarily a combo ender due to the high cost, but also has use as a reversal and anti-air due to being able to combo off it naturally for an easy 4k damage combo.
Infinite Worth EXS
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
3760 [Min: 1579 (42%)] |
All | - | Knockdown | 200 EXS, Vorpal or GRD Break (only when IWEXS does not hit) | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
3+14 | 2 | 51 | 69 | -25 | 1~? Full |
Hyde becomes surrounded by a pillar of light which goes into a cinematic on hit.
- Must have less than 30% health (orange health) to use.
- After the cinematic, characters will be moved to the middle of the stage, regardless of where they were positioned before.
- Due to the cost, it is usually not recommended to use this move unless it will kill the opponent.
Notable Rebeats and Gaps
Attack | Chain | Advantage |
---|---|---|
5B/2B/3B | 2A | -3 |
6B(1) | 2A | -3 |
5C | 2A | -1 |
5[C] | 2A | +4 |
2C | 2A | -3 |
3C | 2A | -1 |
Attack | Chain | Frame Gap |
---|---|---|
TODO: | Fill in | Data |
Videos
External Links
- Hyde Primer: Original primer by Loafer, updated version by DYLanXLusoren.
- Hyde Combo Doc by MIYAGI Muteki.
Players to Watch
Disclaimer: This list is derived from community input and is in no way comprehensive or a form of ranking of any kind. Our community criteria can be found here.
Usual Color | Handles/Links | Region | Status | Notes |
---|---|---|---|---|
Eve | Japan |
Active | Eve plays other characters as well (Phonon, Mika), but his Hyde is very good. Great pressure and neutral compliment all-around solid play. | |
Garmfield twitch |
Canada |
Active | Has very good understanding of the character and is an equally strong player. Often streams sets on Twitch and regularly hangs around the Discord to answer questions. | |
Isaac |
United States |
Active | Known for making some wild plays. His playstyle and decision-making may seem unorthodox to the untrained eye, but speaks to a deep understanding of the fundamentals of the character that allows him to do said plays. | |
JDR twitch youtube |
United States |
Active | Regularly competes and performs well at many tournaments. Hasn't streamed any UNICLR sets in awhile, but has a fair number of them archived on his Twitch channel. | |
jiyujin twitch youtube |
Japan |
Inactive | Very well-rounded player. Has strong gameplans in most matchups that are easy to understand and learn from. Hasn't streamed much UNI since UNICLR was released (the majority of matches are from UNIST, so be aware some of the matchup dynamics have changed since that version if you watch any of the UNIST footage). | |
MIYAGI Muteki youtube |
Japan |
Active | Extremely active Hyde player in Japan. Regularly competes in tournaments and uploads matches to YouTube. Best known for their combos. Often posts tech and combos on Twitter. | |
Selo | Germany |
Active | Very strong Hyde player in the EU. Has competed in multiple netplay tournaments and won the Evo 2021 side tournament for UNICLR. Frequently hangs around the Discord to answer questions. |