Under Night In-Birth/UNI2/Hyde: Difference between revisions
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{{AttackDataCargo-UNI/IWEX_Description}} | {{AttackDataCargo-UNI/IWEX_Description}} |
Revision as of 21:38, 3 February 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 flip side, because Hyde's mix relies solely on playing strike/throw, he can have difficulty dealing with patient opponents. If they don't bite on his pressure and can tech throws consistently, Hyde can struggle to open them up, particularly if the opponent has a strong life lead and the clock is ticking. Chip damage helps Hyde maintain a lead, but it doesn't allow him to make comebacks as constant gapless strings, where chip damage is at its strongest, only feed the opponent more GRD. And his only overhead is slow and highly telegraphed, so it's not something you can reliably use to break through your opponent's defenses. He has to get creative to excel at higher levels. Not a weakness, but a definite hurdle to overcome in the long term.
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 > IW (requires 200 EXS) | ||
Forward Walk Speed | Backward Walk Speed | Jump Startup | Jump Duration |
1340 | -910 | 4 | 41 |
Dash Startup | Initial Dash Speed | Dash Acceleration | Max Dash Speed |
5 | 2200 | 300 | 3500 |
Backdash Startup | Backdash Duration | Backdash Distance | Backdash Invul |
5 | 22 | -39620 | 1~8 Full 9~10 Throw |
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 | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
200 | Mid | 7 | 3 | Total 24 | -6 | N, SP, EX, CS | Strike |
- Can cancel into itself multiple times by pressing 4A, making it easy to stagger into itself.
- Not useful as a rebeat due to its high recovery.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
24 | Chip Damage | /Data#5A |
5B
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
570 | Mid | 9 | 4 | Total 30 | -6 | N, SP, EX, CS | Strike |
- 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.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
30 | Chip Damage | /Data#5B |
5C
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
690 | Mid | 12 | 5 | Total 35 | -6 | N, SP, EX, CS | Strike |
- Can be -1 on rebeating to 2A.
- Has a small stagger window. Can create a gap between 5C and 2C with it, though the timing is tight. Easier to use with moves like his Force Functions (B+C and 2B+C) or specials like 236A.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
35 | Chip Damage | /Data#5C |
5[C]
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
780 | Mid | 23 | 5 | Total 44 | +1 | N, SP, EX, CS | Strike |
- Can be partially charged to create variable frame traps (e.g. 5B > partial charge 5C).
- Very small stagger window that can be used for select specials (delayed 22B, for example).
- 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.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
44 | Chip Damage | /Data#5[C] |
Crouching Normals
2A
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
150 | Low | 5 | 2 | Total 18 | -2 | N, SP, EX, CS | Foot |
- 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.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
18 | /Data#2A |
2B
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
490 | Mid | 10 | 4 | Total 27 | -2 | N, SP, EX, CS | Strike |
- 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.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
27 | Chip Damage | /Data#2B |
2C
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
620 | Low | 12 | 5 | Total 33 | -6 | N, SP, EX, CS | Foot |
- 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 | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
176 | High/Air Shield, Mid/Air Shield | 9 | 8 | - | Varies | N, SP, EX, CS | Head |
- 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.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
Chip Damage | /Data#jA |
j.B
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
410 | High, Air Shield | 11 | 2 | - | Varies | N, SP, EX, CS | Head |
- Can only convert into a combo off assault if the opponent is crouching (doesn't apply to counter hits, though).
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
Chip Damage | /Data#jB |
j.C
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
580 | High, Air Shield | 13 | 3 | - | Varies | N, SP, EX, CS | Head |
- Has better reach than j.B, but is primarily used as combo filler as it prorates harder than other air normals.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
Chip Damage | /Data#jC |
j.[C]
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
750 | High, Air Shield | 21 | 3 | - | Varies | N, SP, EX, CS | Head |
- 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.
- If delayed off an assault, it'll whiff just as the charge flash occurs, which can be used to set up lows or throws if the opponent isn't ready for it.
- Primarily used in combos like the uncharged version.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
Knockdown on air hit, Chip Damage | /Data#j[C] |
Command Normals
6B
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
1030 | Mid | 8 | 2 (10) 2 | Total 42 | -5 | N, SP, EX, CS | Strike |
- 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.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
42 | Launch, Chip Damage | /Data#6B |
3B
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
540 | Low | 9 | 3 | Total 35 | -11 | N, SP, EX, CS | Strike |
- Primarily used for on the ground pickups in combos, though is useful as a poke to catch opponent's retreating due to its reach as a low.
- Though it's stagger window is huge, it's also very minus on block at -11. Be careful not to accidentally no-cancel it.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
35 | Chip Damage | /Data#3B |
3C
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
780 | Mid | 9 | 2 | Total 33 | -7 | N, SP, EX, CS | Strike |
- 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.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
33 | Launch, Chip Damage | /Data#3C |
j.6C
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
510 | High, Air Shield | 12 | 4 | - | Varies | N, SP, EX, CS | Head |
- 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.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
Wall Bounce on air hit, Chip Damage | /Data#j6C |
j.2C
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
573 | High, Air Shield | 14 | 3 | - | Varies | N, SP, EX, CS | Head |
- 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.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
Launch, Chip Damage | /Data#j2C |
Dash Moves
66B
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
620 | Mid | 10 | 4 | Total 23 | -2 | SP, EX, CS | Strike |
- 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 | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
810 | Mid | 15 | 3 | Total 42 | -5 | SP, EX, CS | Strike |
- 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.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
42 | Crumple, Chip Damage | /Data#66C |
Universal Mechanics
Force Function
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
B+C 1 GRD |
1250 | Mid | 20 | 5 | Total 48 | -11 | SP, EX, CS, UNQ | Strike | |
B+C (Vorpal) 0.5 GRD |
1485 | Mid | 20 | 5 | Total 43 | -6 | SP, EX, CS, UNQ | Strike | |
[B]+[C] 1 GRD |
1450 | High | 32 | 5 | Total 60 | -11 | CS, UNQ | Strike | |
[B]+[C] (Vorpal) 0.5 GRD |
1705 | High | 30 | 5 | Total 53 | -6 | CS, UNQ | Strike |
- 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.
- Counter hits, however, allow for meterless conversions with 236A > dash > 66C.
- It's able to destroy projectiles as well and can be special and EX canceled on doing so. Risky and highly situational, but strong all the same.
- 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.
The charged version of his Force Function has 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.
- Can be partially charged to create varied frame traps. Slightly harder use that way than 5C is.
- If you have 100 meter and Vorpal, you can CVO cancel it to convert into a combo almost anywhere. Have to be fast, though; any delay and the opponent will recover from the wall bounce before Hyde can land another hit.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
B+C | 48 | Wall Bounce, Chip Damage | /Data#B+C | |||
B+C (Vorpal) |
43 | Wall Bounce, Chip Damage | /Data#B+C | |||
[B]+[C] | 60 | Wall Bounce, Chip Damage | /Data#[B]+[C] | |||
[B]+[C] (Vorpal) |
53 | Wall Bounce, Chip Damage | /Data#[B]+[C] |
B+C (Vorpal):
[B]+[C] :
[B]+[C] (Vorpal):
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
2B+C 1 GRD (0.5 with Vorpal) |
921 | All | 14 | Varies | Total 52 | -12 | SP, EX, CS | Projectile | |
2[B]+[C] 1 GRD (0.5 with Vorpal) |
1298 | All | 14 | Varies | Total 62 | -2 | SP, EX, CS | Projectile |
- Can be special canceled whenever the projectile makes contact, both on block and hit.
- Has a small stagger window for special cancels.
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.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
2B+C | 52 | Launch | /Data#2B+C | |||
2[B]+[C] | 62 | Launch | /Data#2[B]+[C] |
2[B]+[C] :
Throw
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
1420 | Throw | 4 | 3 | Total 30 (whiff), 49 (hit) | +42 | EX, CS | Throw |
- 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.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
30 (whiff), 49 (hit) | Knockdown, Wall Bounce near corner | /Data#A+D |
Smart Steer
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|
- 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, though the window to cancel into either is very big.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|
Guard Thrust
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
0 | Mid | 15 | 5 | 26 | -12 | Strike | 1~15 Full, 16~45 Full on hit |
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
45 | Launch | /Data#6A+B+C |
Veil Off
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
A+B+C 100+ EXS |
0 | All | 15 | 2 | Total 64 (54 on hit) | -23 | Strike | 1~30 Full | |
A+B+C (during a move) 100+ EXS |
0 | All | 2 | 4 | 20 | +3 | Strike | 1~19 Full |
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
A+B+C | 0 | All | 15 | 2 | Total 64 (54 on hit) | -23 | - | - | 1~30 Full |
- 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.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
A+B+C (during a move) | 0 | All | 2 | 4 | 20 | +3 | - | - | 1~19 Full |
- 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.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
A+B+C | 64 (54 on hit) | Launch | /Data#A+B+C | |||
A+B+C (during a move) |
25 | Launch | /Data#A+B+C |
A+B+C (during a move):
Special Moves
236X
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
236A | 810 | All | 13 | Until Hit | Total 42 | -7 | -UNQ-, -CS- | Projectile | |
236B | 810 | All | 11 | Until Hit | Total 44 | -11 | -UNQ-, -CS- | Projectile | |
236C 100 EXS |
330×7 | All | 8 | Until Hit | Total 32 | +28 | -CS- | Projectile |
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
236A | 810 | All | 13 | Until Hit | Total 42 | -7 | - | - |
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
236B | 810 | All | 11 | Until Hit | Total 44 | -11 | - | - |
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
236C | 330×7 | All | 8 | Until Hit | Total 32 | +28 | - | - |
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
236A | 42 | Launch | /Data#236A | |||
236B | 44 | Launch | /Data#236B | |||
236C | 32 | Launch | /Data#236C |
- Cancel Window: 14-29 or successful hit UNQ, 14-29 CS
- 1-29 Counterhit state
236B :
- Cancel Window: 12-29 or successful hit UNQ, 12-29 CS
- 1-29 Counterhit state
236C :
- Cancel Window: 8-21 CS
- 1-22 Counterhit state
236X~6A
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
552 | All | 14 | 15 | Total 50 | -3 | -EX-, -CS- | Projectile |
- 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.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
50 | Launch | /Data#236X~6A/236A |
- Cancel Window: 14-46 EX, CS
- 1-43 Counterhit state
236X~6B
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
720 | Mid | 22 | 2 | 31 | -8 | -EX-, -CS- | Strike |
- 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.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
54 | Knockdown | /Data#236X~6B/236B |
- Cancel Window: 22-40 EX, CS
- 1-40 Counterhit state
236X~236C
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
1654 | All | 8 | 15 | Total 33 | +9~+11 | -CS- | Projectile |
- 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.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
33 | Wall Bounce | /Data#236X~236C/646C |
- 1-27 Counterhit state
623X
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
623A | 1433 | Mid | 5 | 9 | Total 51 | -24 | (EX), -CS- | Strike | |
623B | 1763 | Mid | 6 | 11 | 55 | -27 | (CS) | Strike | |
623C 100 EXS |
1981 | Mid | 5 | 13 | Total 68 | -38 | (CS) | Strike |
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
623A | 1433 | Mid | 5 | 9 | Total 51 | -24 | - | - |
- 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. Can be delayed slightly to create a frame trap.
- The first hit can also be EX canceled on hit or block. You can also use Chain Shift to cancel on whiff now.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
623B | 1763 | Mid | 6 | 11 | 55 | -27 | - | - |
- Good anti-air as well and can also be used as decent combo starter using Chain Shift.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
623C | 1981 | Mid | 5 | 13 | Total 68 | -38 | - | - |
- 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.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
623A | 51 | Launch | /Data#623A | |||
623B | 71 | Launch | /Data#623B | |||
623C | 68 | Launch | /Data#623C |
623B :
- Cancel Window: 13-27 on successful hit CS
- Counterhit state for the entire move
623C :
214X
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
214A | 450 | All | 11 | 4 | Total 49 | -21 | -EX-, -CS- | Strike | |
214B | 450 | All | 11 | 4 | Total 58 | -30 | -EX-, -CS- | Strike | |
214X~4X | 600 | All | 3 | - | +1~-12 | -EX-, -CS- | Strike | ||
214X~4X~4X | 950 | All | 4 | - | -9~-14 | -EX-, -CS- | Strike | ||
214C 100 EXS |
2190 | Mid | 5 | 6 | Total 40 | -6~-11 | (CS) | Strike |
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
214A | 450 | All | 11 | 4 | Total 49 | -21 | - | - |
- Becomes airborne quickly, making it useful as a throw punish and a situational low-crush.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
214B | 450 | All | 11 | 4 | Total 58 | -30 | - | - |
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
214X~4X | 600 | All | 3 | - | +1~-12 | - | - |
- 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.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
214X~4X~4X | 950 | All | 4 | - | -9~-14 | - | - |
- The third hit always has a gap between it and the second hit even if you aren't delaying them.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
214C | 2190 | Mid | 5 | 6 | Total 40 | -6~-11 | - | - |
- 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.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
214A | 49 | Launch | /Data#214A | |||
214B | 58 | Launch | /Data#214B | |||
214X~4X | Launch | /Data#214X~4X | ||||
214X~4X~4X | Tumble, Knockdown | /Data#214X~4X~4X | ||||
214C | 40 | Knockdown | /Data#214C |
214B :
214X~4X :
214X~4X~4X :
214C :
22X
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
22A | 1518 | Low, All | 11 | Total 45 | -6 | -EX-, -CS- | Strike (first hit), Projectile (eruption) | ||
22B | 1537 | Low, All | 22 | Total 49 | +1 (Eruption), -8 (Sword stab only) | -EX-, -CS- | Strike (first hit), Projectile (eruption) | ||
22C 100 EXS |
1838-2023 | Low, All | 14 | Total 49 | +13~+85 | Strike (first hit), Projectile (eruption) |
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
22A | 1518 | Low, All | 11 | Total 45 | -6 | - | - |
- 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).
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
22B | 1537 | Low, All | 22 | Total 49 | +1 (Eruption), -8 (Sword stab only) | - | - |
- 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.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
22C | 1838-2023 | Low, All | 14 | Total 49 | +13~+85 | - | - |
- 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
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
j236A | 1292 | All | 9 | Total 53 | +14 | EX, CS | Strike (first hit), Projectile | ||
j236B | 1292 | All | 9 | Total 54 | +14 | EX, CS | Strike (first hit), Projectile | ||
j236C 100 EXS |
1707 | All | 14 | Total 27 | +24 | Projectile |
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
j236A | 1292 | All | 9 | Total 53 | +14 | - | - |
- 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.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
j236B | 1292 | All | 9 | Total 54 | +14 | - | - |
- A forward jump assault into j.236B can be used to evade some reversals in the corner.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
j236C | 1707 | All | 14 | Total 27 | +24 | - | - |
- Has a large vacuum effect on hit now, making it easier to use off 623A and in combos.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
j236A | 53 | Launch | /Data#j236A | |||
j236B | 54 | Launch | /Data#j236B | |||
j236C | 27 | Launch | /Data#j236C |
j236B :
j236C :
236B+C
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
2045 | Mid | 7 | Total 82 | -29 | (CS) | Strike |
- 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.
- Invulnerability runs out after the initial dash, so Hyde can be clipped by very active moves now.
- Has use as both as a combo ender and occasionally as a combo starter if you CS the second to last hit.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
82 | Knockdown | /Data#236B+C |
Super Moves
Infinite Worth
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
41236D 200 EXS |
400, 320×10 [Min: 100, 134×10 (1440)] |
Mid | 1+7 | Total 92 | -18 | Strike |
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
41236D | 400, 320×10 [Min: 100, 134×10 (1440)] |
Mid | 1+7 | Total 92 | -18 | - | - |
- 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.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
41236D | 92 | Knockdown | 70, 90 (once) | /Data#41236D |
Infinite Worth EXS
(レイジングロア)
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
3760 [Min: 1579 (42%)] |
All | 3+14 | 2 | 51 | -25 | Strike | 1~? Full |
- 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.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
69 | Knockdown | /Data#A+B+C+D |
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. |