Under Night In-Birth/UNICLR/Hyde/Combos: Difference between revisions

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==Getting Started==
==Getting Started==
===Starter Combos===
===Starter Combos===
The combos listed below are a mix of BNBs and generally easier combos to supplement Hyde's mission mode combos. It's highly recommended going through those since they all serve as good starter combos if you're looking for something simple to use so you can jump in and start playing. Plus, they teach you Hyde's general combo theory as well, so it's worth going through if only for that.
The combos listed below are a mix of BNBs and generally easier combos to supplement Hyde's mission mode combos. It's '''''highly recommended''''' that you go though mission mode since the routes there serve as good beginner combos and will work well if you're looking for simple routes to use so you can jump in and start playing (3-1 is especially good for this). Plus, they do a great job of teaching you Hyde's combo theory as well. Check [https://docs.google.com/document/d/1HYN9yyC_MfeVupNDHps7ms4gpdcQ2g6hsVRaBB2LGkY/edit?usp=sharing the mission mode document] by DYLanXLusoren if you want more info on the mission mode combos and which ones to focus on.  


Some of these combos require the use of delayed rekkas ([https://wiki.gbl.gg/w/Under_Night_In-Birth/UNICLR/Hyde#214X 214X]), as it's a key part of his combo structure. If you can't do that yet, just end those combos there until you can delay the rekkas properly.
Some of the combos listed below require the use of delayed rekkas ([https://wiki.gbl.gg/w/Under_Night_In-Birth/UNICLR/Hyde#214X 214X]), as it's a key part of his combo structure. If you can't do that yet, just end those combos there until you can delay the rekkas properly. If you want to learn them, combo 4-2 in the mission mode is a good place to start.


{{ComboTable-UNI
{{ComboTable-UNI
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   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *2A midscreen BNB. Good balance between damage and corner carry.
   | notes        = *2A midscreen BNB. Good balance between damage and corner carry.
*Useful at all levels of play.
*Make sure to buffer the dash before you land so that Hyde will already be running once he lands. You can do this by double tapping and then holding forward while Hyde is in the air after pressing j.6C. Once Hyde is dashing, you only need to press C to activate 66C.
*[https://www.youtube.com/watch?v=qha9VyXsBRc Click here to see a video].
*[https://www.youtube.com/watch?v=qha9VyXsBRc Click here to see a video].
**Also works off assault ([https://www.youtube.com/watch?v=mqWnBsxQxy0 video here]).
***Just about any air-normal works, with the exception j.2C. Assault j.C needs to swap the 214B ender with 236B~236B as the rekkas will drop.
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 2A > 2A > 2C > FF > 22A > 3B > 236B~236A > 66C > 236A~236B
   | combo        = 2A > 2A > 2C > B+C > 22A > 3B > 236B~236A > 66C > 236A~236B
   | basedamage    = 2994
   | basedamage    = 2994
   | bonusdamage  = 3287
   | bonusdamage  = 3287
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   | oppmetergain = 39.05
   | oppmetergain = 39.05
   | location      = {{Property-UNI|Corner}}
   | location      = {{Property-UNI|Corner}}
   | notes        = *Corner BNB off 2A.
   | notes        = *Corner BNB off 2A. Can also replace 2A with any normal into 2C (e.g. 5A > 5C > 2C, 5B > 5C > 2C, or 5C > 2C) for more damage.
*22A into 3B is a tricky link at first, but is essential in many of Hyde's corner combos.
*22A into 3B is a tricky link at first, but is essential in many of Hyde's corner combos. If you can do it, you'll be well on your way to learning other corner combos.
*Can replace 2A > 2A with any normal into 2C (e.g. 5A > 5C > 2C, or 5B > 5C > 2C) for slightly more damage.
*[https://www.youtube.com/watch?v=8gJRgjNhiK4 Click here to see a video].
*[https://www.youtube.com/watch?v=8gJRgjNhiK4 Click here to see a video].
}}
**Also works off assault ([https://www.youtube.com/watch?v=K31XV2ZHKWU video here]).
  {{ComboData-UNI
***J.B, j.[C], and j.6C (has to be delayed slightly against a crouching opponent) are your options there. Uncharged j.C makes the combo drop, and j.2C requires different routing.  
  | combo        = 6D > j.B > 2A > 2B > 2C > 5[C] > j.B > j.C > j.6C > dash > 66C > 214B~4B~4B
  | basedamage    = 2346
  | bonusdamage  = 2574
  | cost          =
  | metergain    = 48.31
  | oppmetergain = 27.93
  | location      = {{Property-UNI|Midscreen}}
  | notes        = *Assault starter into 2A BNB.
*J.B can be replaced with any air-normal except j.2C and will work.
*J.C starter will need to replace 214B ender with 236B~236B as the rekkas will drop.
*[https://www.youtube.com/watch?v=mqWnBsxQxy0 Click here to see a video].
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 6D > j.B > 2A > 2C > FF > 22A > 3B > 236B~236A > 66C > 236A~236B
   | combo        = 5A > 5C > 2C > 214B~dl.4B~dl.4B > 3B > dl.2C > 236B~236A > 66C > 236A~236B
   | basedamage    = 2827
   | basedamage    = 2917
   | bonusdamage  = 3104
   | bonusdamage  = 3202
   | cost          =  
   | cost          =  
   | metergain    = 49.59
   | metergain    = 52.43
  | oppmetergain = 38.20
   | oppmetergain = 41.70
  | location      = {{Property-UNI|Corner}}
  | notes        = *Assault starter into 2A corner BNB.
*Also works off j.[C] and j.6C.
*[https://www.youtube.com/watch?v=K31XV2ZHKWU Click here to see a video].
}}
{{ComboData-UNI
  | combo        = 5B > 5C > 2C > 214B~dl.4b~dl.4B > 3B > dl. 2C > 236B~236A > 66C > 236A~236B
  | basedamage    = 3037
  | bonusdamage  = 3334
  | cost          =
  | metergain    = 55.04
   | oppmetergain = 41.88
   | location      = {{Property-UNI|Anywhere}}
   | location      = {{Property-UNI|Anywhere}}
   | notes        = *5B combo using delayed rekkas that works anywhere
   | notes        = *5A BNB using delayed rekkas. Works anywhere.
*If you can't get the second 2C to hit, swap for 5[C] > 214B~4B~4B instead.
*Can replace 5A with 5B for more damage or start at 5C instead. The second 2C can also be removed if the delay there is too difficult.
*[https://www.youtube.com/watch?v=tgBIK1POWOE Click here to see a video].
*Mission mode combo 4-2 is generally ''the'' basic delayed rekka combo as 6B is consistently one of the best starters for it, but this route works off more normals (literally any of them except 2A). Once you can delay the rekkas consistently, make learning this route a priority.
*[https://www.youtube.com/watch?v=g6tBrs9EmTM Click here to see a video].
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
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   | oppmetergain = 14.98
   | oppmetergain = 14.98
   | location      = {{Property-UNI|Anywhere}}
   | location      = {{Property-UNI|Anywhere}}
   | notes        = *Easy anti-air combo.  
   | notes        = *Easy anti-air combo.
*Stronger anti-air combos follow a similar structure, with longer combos delaying the rekkas instead and picking up from there. Good place to start so you can get in the habit of 3C > whiff 2A > whatever normal you want to use early once you're ready for more advanced combos.
*The whiff 2A rebeat is key in combo routing off an anti-air 3C. Making 2A miss instead of waiting for the recovery on 3C to end means it's easier to land a hit before the opponent hits the ground and is able to tech. You can choose whatever normal you like afterward, but 2C is generally a good choice.
*Stronger anti-air combos all follow this basic structure, with longer routes delaying the rekkas instead and picking up from there. It's a great place to start so you can get in the habit of 3C > whiff 2A > whatever normal you want to use early on once you're ready for more advanced combos.
*A couple examples of extensions you can do by delaying the rekkas are: 3B > 5[C] > 214B~4B~4B or 3B > dl.2C > 236B~236A > 66C > 236A~236B.  
*[https://www.youtube.com/watch?v=4Rtiw0G8WZE Click here to see a video].
*[https://www.youtube.com/watch?v=4Rtiw0G8WZE Click here to see a video].
}}
{{ComboData-UNI
  | combo        = CH 3C > w.2A > 2C > 214B~dl.4B~dl.4B > 3B > 5[C] > 214B~4B~4B
  | basedamage    = 3034
  | bonusdamage  = 3334
  | cost          =
  | metergain    = 44.97
  | oppmetergain = 34.22
  | location      = {{Property-UNI|Anywhere}}
  | notes        = *Basic anti-air combo using delayed rekkas.
*Good route to use once you know how to delay the rekkas and want something simple and reliable.
*[https://www.youtube.com/watch?v=xbQ5SIPIoy4 Click here to see a video].
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
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   | metergain    = 43.72
   | metergain    = 43.72
   | oppmetergain = 37.24
   | oppmetergain = 37.24
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Anywhere}}
   | notes        = *Simple hit-confirm combo off 236X.
   | notes        = *Simple hit-confirm combo off 236X~236A.
*If you can't delay the rekkas, end the combo there.
*236X~236A is one of Hyde's best moves, so being able to convert a hit into a combo is extremely useful. If you're just starting out, don't worry about delaying the rekkas and end the combo there. It's more important to be able to convert off that move than to optimize.
*If you can delay the rekkas but you route into this off 66C, you have to end the combo there as the proration becomes too high for them to be delayed.
*[https://www.youtube.com/watch?v=MlpOJh52rfw Click here to see a video].  
*[https://www.youtube.com/watch?v=MlpOJh52rfw Click here to see a video].  
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 22A > 236C > dash > j.[C] > 3B > dl. 2C > 236B~236A > 66C > 214B~4B~4B
   | combo        = 22A > 236C > dash > j.[C] > 3B > dl.2C > 236B~236A > 66C > 214B~4B~4B
   | basedamage    = 2951
   | basedamage    = 2951
   | bonusdamage  = 3238
   | bonusdamage  = 3238
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   | metergain    = 14.58
   | metergain    = 14.58
   | oppmetergain = 38.28
   | oppmetergain = 38.28
   | location      = {{Property-UNI|Anywhere}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *Standard combo off 22A.
   | notes        = *Basic combo off 22A at midscreen.
*Great for starting pressure since 236C allows you to approach safely on block.
*Great for starting pressure since 236C allows you to approach safely on block.
*22A is one Hyde's best pokes, but can't be converted into a combo outside of the corner without meter or Chain Shift. Canceling into 236C is the easiest way to pick up off it.
*If you want make the combo easier, go for 66C > 214B~4B~4B or dash > 5B > 5[C] > 214B~4B~4B after 236C instead.
*[https://www.youtube.com/watch?v=34FBjKHFags Click here to see a video].
*[https://www.youtube.com/watch?v=34FBjKHFags Click here to see a video].
  }}
  }}
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The choice of delayed rekkas versus air-normals mid-combo depends on the starter (at least for midscreen combos; in the corner, always use the rekkas). Some combos use a bit of both -- delayed rekkas into another launcher (such as 3C) followed by an aerial string into an ender. Generally, however, it's simply a matter of whether the combo can support using delayed rekkas or not. Either way, learning how to delay the rekkas is necessary to make the most of Hyde's combo potential.
The choice of delayed rekkas versus air-normals mid-combo depends on the starter (at least for midscreen combos; in the corner, always use the rekkas). Some combos use a bit of both -- delayed rekkas into another launcher (such as 3C) followed by an aerial string into an ender. Generally, however, it's simply a matter of whether the combo can support using delayed rekkas or not. Either way, learning how to delay the rekkas is necessary to make the most of Hyde's combo potential.


Midscreen combos can also generally end with either 66C > 236X~236B or 66C > 214B~4B~4B depending on whether you want to maximize corner carry or get decent pressure on wake up. The fireball ender usually puts the opponent closer to Hyde, allowing him to close in and potentially continue pressure, while the rekka ender pushes the opponent farther away from Hyde and closer to the corner. Barring cases where proation causes the rekkas to drop, the choice pretty much comes down to what you value more at a given moment.
Midscreen combos can also generally end with either 66C > 236X~236B or 66C > 214B~4B~4B depending on whether you want to maximize corner carry or get decent oki on wake up. The fireball ender usually puts the opponent closer to Hyde, allowing him to close in and potentially continue pressure, while the rekka ender pushes the opponent farther away from Hyde and closer to the corner. Barring cases where proation causes the rekkas to drop, the choice pretty much comes down to what you value more at a given moment.


Hyde's mission mode combos are a good place to go for actually getting a feel for his combo theory as they cover basics very well. Most of the combos there aren't as good, but a lot of their components carry over to the majority of Hyde's combos.
Hyde's mission mode combos are a good place to go for actually getting a feel for his combo theory as they cover basics very well.


===FAQ===
===FAQ===
=====How do I delay 214A/B's follow-ups properly?=====
=====How do I delay 214A/B's follow-ups properly?=====
Watch the hitstun timer and press the button as close to the timer expiring as possible. The more you delay the second and third hits, the easier it is to land whatever link you're aiming for once you land. Start by practicing 3B since that's the easiest normal to link into. Hyde's mission mode combo 4-2 is a good place to practice it. Watching the demonstration can help with learning the exact timing on the delays. Once you have that down, it's just a matter of adjusting the delays to meet the requirement for each move to follow-up with.
Watch the hitstun timer and press the button as close to the timer expiring as possible. The more you delay the second and third hits, the easier it is to land whatever link you're aiming for once you land. Start by practicing 3B since that's the easiest normal to link into. Hyde's mission mode combo 4-2 is a good place to practice it. Watching the demonstration can help with learning the exact timing on the delays. Do it enough, and you should be able to delay the rekkas entirely by feel.
 
Don't rush to learn how to delay them right off the bat, though. This is by far one of the biggest hurdles to clear when learning Hyde. Just take it slow and keep trying until you can do it consistently. Once you can, then it's just a matter of learning to adjust the delays to meet the requirements of each link post-rekkas.


=====How much do I need to delay 214B's follow-ups for each link?=====
=====How much do I need to delay 214B's follow-ups for each link?=====
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22A is roughly the same as 2C, albeit slightly easier since the corner removes any potential for the opponent to fall out of range. Works best when you're right in the corner, but can sometimes connect if you're just slightly farther from your opponent when they land in the corner.
22A is roughly the same as 2C, albeit slightly easier since the corner removes any potential for the opponent to fall out of range. Works best when you're right in the corner, but can sometimes connect if you're just slightly farther from your opponent when they land in the corner.


2A and 5B both have the same leniency as 3B (2A being easier since it's a much faster move) and are reserved for specific use cases in the corner. 2A for combos where you think you messed up the delays or ones that are possibly too prorated for the usual corner enders and want a quick and safe way to end the combo. 5B is used generally in conjunction with Force Function (B+C) for more damage off certain starters.
2A and 5B both have the same leniency as 3B (2A being easier since it's a much faster move) and are reserved for specific use cases in the corner. 2A for combos where you think you messed up the delays or ones that are possibly too prorated for the usual corner enders and want a quick and safe way to end the combo, and 5B is used generally in conjunction with Force Function (B+C) for more damage off certain starters.


==Enders==
==Enders==
The combos listed on this page already have set enders to use for consistency since rekka enders can sometimes not work on some combos, and because most of the combo enders here use EX moves, which can be easily attached onto the end of a combo, or can be used in place of the ender prescribed in the combo instead depending on the route.
The combos listed on this page already have set enders to use for consistency since rekka enders can sometimes not work on some combos. Also because most of the combo enders listed here use EX moves for extra damage and can be easily attached onto the end of most combos or can be used in place of the standard ender of whatever route you're using.


{{ComboTable-UNI | width = 700px | showDamage = no | showMeter = no
{{ComboTable-UNI | width = 700px | showDamage = no | showMeter = no
|data=
|data=
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 236B~236A > 66C > 236X~236B
   | combo        = 236B~236A > 66C > 236A~236B
   | cost          =  
   | cost          =  
   | location      = {{Property-UNI|Anywhere}}
   | location      = {{Property-UNI|Anywhere}}
   | notes        = *Most common finisher for Hyde’s combos.
   | notes        = *Most common finisher for Hyde’s combos.
*Ends in knockdown that puts the opponent close to Hyde, providing decent oki.
*Ends in knockdown that puts the opponent close to Hyde, providing decent oki.
*Most combos use 236A > 236B to avoid same move proation, though sometimes 236B > 236B is used instead in cases where the A fireball would be too slow to connect.
*Most combos use 236A~236B to avoid same move proation, though sometimes 236B~236B is used instead in cases where the A fireball would be too slow to connect.
*Can add 214C for additional damage and corner carry.
*Can add 214C for additional damage and corner carry.
  }}
  }}
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*Can add 41236C for additional damage depending on the combo.
*Can add 41236C for additional damage depending on the combo.
  }}
  }}
  {{ComboData-UNI
{{ComboData-UNI
  | combo        = 236B~236A > 66C > 623A
  | cost          =
  | location      = {{Property-UNI|Anywhere}}
  | notes        = *623A is usually used to setup metered enders in combos but can provide good oki due to how the opponent often can't tech out of it before they touch the ground.
*Whether the opponent can tech early or not depends on the route and whether you get all three hits of 623A or just two. The latter is less likely to let that happen in most routes, though can still happen occasionally. If ever in doubt, just go for another ender or cancel into j.236C if you have meter available.
}}
{{ComboData-UNI
  | combo        = 3B > 2C > dl.5C > 3C > 623A/214B~4B~4B
  | cost          =
  | location      = {{Property-UNI|Anywhere}}
  | notes        = *Ender to use if for any reason you can't do the fireball routes.
*623A or 214B are valid options for most routes. 623A has the advantage of always hitting, however, while the rekkas can drop before the third hit depending on the route. Better to use 623A then if possible, but rekkas are fine as long as you know which routes they'll drop on.
*3B may have to be removed at midscreen depending on distance.
*Does less damage than most other enders, but may be easier than the 236X~236X enders if inputting double quarter-circles are hard for you.
}}
  {{ComboData-UNI
   | combo        = 66C > 623A > 214C
   | combo        = 66C > 623A > 214C
   | cost          = 100 {{Property-UNI|EXS}}
   | cost          = 100 {{Property-UNI|EXS}}
Line 184: Line 174:
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 3B > dl. 2C > 3C > 214B~4B~4B
   | combo        = 3B > dl.2C > 3C > 214B~4B~4B
   | cost          =  
   | cost          =  
   | location      = {{Property-UNI|Corner}}
   | location      = {{Property-UNI|Corner}}
Line 204: Line 194:
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 22X > 5B > dl. 5C > 214B~4B~4B > j.236C > j.A
   | combo        = 22A > 5B > dl.5C > 214B~4B~4B > j.236C > j.A
   | cost          = 100 {{Property-UNI|EXS}}
   | cost          = 100 {{Property-UNI|EXS}}
   | location      = {{Property-UNI|Corner}}
   | location      = {{Property-UNI|Corner}}
Line 222: Line 212:
   | notes        = *Go-to route for EX DP ender.
   | notes        = *Go-to route for EX DP ender.
*623C deals the most damage of any of Hyde's EX moves, making it the best option when you want to maximize damage but only have (or only want to spend) 100 meter and don't have Vorpal.
*623C deals the most damage of any of Hyde's EX moves, making it the best option when you want to maximize damage but only have (or only want to spend) 100 meter and don't have Vorpal.
*623C will allow the opponent to forward tech if it doesn't kill, so it's best reserved for when you're certain it'll end the round.
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 66C > 236X~236B > 22C > dash > VO
   | combo        = 66C > 236X~236B > 22C > dash > VO
   | cost          = 100 {{Property-UNI|EXS}}
   | cost          = 200 {{Property-UNI|EXS}}
   | location      = {{Property-UNI|Corner}}
   | location      = {{Property-UNI|Corner}}
   | notes        = *Common Veil Off route to use off most corner combos.
   | notes        = *Common Veil Off route to use off most corner combos.
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  }}
  }}
   {{ComboData-UNI
   {{ComboData-UNI
   | combo        = 66C > 623A > dl. j.236C > 236A~236B > CVO > 236C > IWEXS
   | combo        = 66C > 623A > dl. j.236C > 3C > CVO > 236C > IWEXS
   | cost          = 200 {{Property-UNI|EXS}}, {{Property-UNI|vorpal}}
   | cost          = 200 {{Property-UNI|EXS}}, {{Property-UNI|vorpal}}
   | location      = {{Property-UNI|Corner}}
   | location      = {{Property-UNI|Corner}}
   | notes        = *Optimal CVO route.
   | notes        = *Optimal CVO route.
*Between the delay on j.236C, the very precise timing on 236C to ensure it connects, and the extremely small window you have to follow-up with IWEXS, it's a very hard route to pull off.  
*Much harder than other CVO routes due to the precise timing on 236C to ensure it connects and the extremely small window you have to follow-up with IWEXS. But if you want to maximize damage off a CVO ender, this is your best bet.
  }}
  }}
}}
}}
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   | notes        = *2A combo that achieves full corner carry.
   | notes        = *2A combo that achieves full corner carry.
*[https://www.youtube.com/watch?v=ou8Yj0UYjgo Click here to see a video].
*[https://www.youtube.com/watch?v=ou8Yj0UYjgo Click here to see a video].
}}
{{ComboData-UNI
  | combo        = 2A > 2A > 2C > 5B > 5[C] > 6B(2nd) > j.[C] > 2C > dl.236A~236A > 66C > 236B~236B
  | basedamage    = 2714
  | bonusdamage  = 2979
  | cost          =
  | metergain    = 56.36
  | oppmetergain = 37.00
  | location      = {{Property-UNI|Midscreen}}
  | notes        = *High damage 2A combo.
*The timing on it's tricky -- 2C > dl.236A~236A is difficult to land -- but deals great damage for a 2A starter if you want more damage in exchange for lesser corner carry.
*[https://www.youtube.com/watch?v=jqyfkCK2qxU Click here to see a video].
}}
{{ComboData-UNI
  | combo        = 2A > 2A > 2C > 5[C] > dl. j.C > dl. j.2C > 66C > dl.236B~236A > 66C > 236A~236B
  | basedamage    = 2535
  | bonusdamage  = 2783
  | cost          =
  | metergain    = 51.47
  | oppmetergain = 33.22
  | location      = Back to {{Property-UNI|Corner}}
  | notes        = *Sideswap combo off 2A.
*Can work on up to 4 2A's.
*The timing on j.C and j.2C is very precise. Have to do it such that the opponent will be low enough for 66C to connect.
*[https://youtu.be/ztbBvQcBvjs Click here to see a video].
  }}
  }}
}}
}}
Line 299: Line 315:
{{ComboTable-UNI
{{ComboTable-UNI
|data=
|data=
{{ComboData-UNI
  | combo        = 5A > 5C > 2C > 214B~dl.4B~dl.4B > 3B > dl.2C > 236B~236A > 66C > 236A~236B
  | basedamage    = 2917
  | bonusdamage  = 3202
  | cost          =
  | metergain    = 52.43
  | oppmetergain = 41.70
  | location      = {{Property-UNI|Midscreen}}
  | notes        = *Basic 5A BNB using delayed rekkas.
*[https://www.youtube.com/watch?v=g6tBrs9EmTM Click here to see a video].
}}
{{ComboData-UNI
{{ComboData-UNI
   | combo        = 5A > 5C > 2C > 2B > j.C > dl. j.6C > dash > j.A > j.B > j.6C > dash > 66C > 214B~4B~4B
   | combo        = 5A > 5C > 2C > 2B > j.C > dl. j.6C > dash > j.A > j.B > j.6C > dash > 66C > 214B~4B~4B
Line 329: Line 334:
   | oppmetergain = 51.12
   | oppmetergain = 51.12
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *Difficult high damage 5A combo.  
   | notes        = *Difficult high damage 5A combo.
*Rising j.2C combos are some of the hardest combos Hyde has. You have to input j.2C immediately following the jump cancel and then time j.[C] just right for it to connect. The window to do so while getting both hits of j.2C in is very narrow. If you're even slightly off on the timing, the combo will drop.
*[https://www.youtube.com/watch?v=Tud1i2l0lXk Click here to see a video].
}}
}}
{{ComboData-UNI
{{ComboData-UNI
Line 339: Line 346:
   | oppmetergain = 43.10
   | oppmetergain = 43.10
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *5A combo when autopiloting into 214A rekkas.  
   | notes        = *5A combo when autopiloting into 214A rekkas.
*[https://www.youtube.com/watch?v=1IcJ_6YGEzk Click here to see a video].  
}}
}}
{{ComboData-UNI
{{ComboData-UNI
   | combo        = 5A > 5C > 2C > 214B~dl.4B~dl.4B > 5B > FF > 3B > dl.2C > 236B~236A > 66C > 236A~236B  
   | combo        = 5A > 5C > 2C > 214B~dl.4B~dl.4B > 5B > B+C > 3B > dl.2C > dl.236B~236A > 66C > 236A~236B  
   | basedamage    = 3146
   | basedamage    = 3146
   | bonusdamage  = 3486
   | bonusdamage  = 3486
Line 349: Line 357:
   | oppmetergain = 52.37
   | oppmetergain = 52.37
   | location      = {{Property-UNI|Corner}}
   | location      = {{Property-UNI|Corner}}
   | notes        = *5A corner combo utilizing FF for high damage.
   | notes        = *5A corner combo utilizing Force Function (B+C) for high damage.
*The delay on 236B is very small, but crucial. If you don't delay the fireball, the combo will drop because the opponent won't be low enough for the ender to connect.
*[https://youtu.be/2bMrJcETKfA Click here to see a video].
  }}
  }}
}}
}}
Line 356: Line 366:
{{ComboTable-UNI
{{ComboTable-UNI
|data=
|data=
{{ComboData-UNI
{{ComboData-UNI
   | combo        = 2B > 5C > 2C > 214B~dl.4B~dl.4B > 3C > j.A(1) > j.B > j.C > 3B > 236B~236A > 66C > 236A~236B
   | combo        = 2B > 5C > 2C > 214B~dl.4B~dl.4B > 3C > j.A(1) > j.B > j.C > 3B > 236B~236A > 66C > 236A~236B
   | basedamage    = 3147
   | basedamage    = 3147
Line 365: Line 375:
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *Basic combo off 2B at midscreen.
   | notes        = *Basic combo off 2B at midscreen.
*You can have both hits of j.A connect, but the single hit is recommended since its easier.
*[https://www.youtube.com/watch?v=n-lzrPAbzdw Click here to see a video].
*[https://www.youtube.com/watch?v=n-lzrPAbzdw Click here to see a video].
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 2B > 2C > 214B~dl.4B~dl.4B > 3C > 5[C] > 6B(2nd) > j.[C] > 3B > 236B~236A > 66C > 236A~236B
   | combo        = 2B > 2C > 214B~dl.4B~dl.4B > 3C > 5[C] > 6B(2nd) > j.[C] > 3B > (dl.2C) > 236B~236A > 66C > 236A~236B
   | basedamage    = 3365
   | basedamage    = 3397
   | bonusdamage  = 3693
   | bonusdamage  = 3729
   | cost          =  
   | cost          =  
   | metergain    = 66.43
   | metergain    = 70.20
   | oppmetergain = 51.99
   | oppmetergain = 54.93
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *Slightly harder combo off 2B that does more damage.
   | notes        = *Slightly harder combo off 2B that does more damage.
*Can sometimes drop if you choose to add the second 2C.
*[https://www.youtube.com/watch?v=kmCNGIP6YPM Click here to see a video].
*[https://www.youtube.com/watch?v=kmCNGIP6YPM Click here to see a video].
}}
{{ComboData-UNI
  | combo        = CH 2B > 2C > 6B > 214B~dl.4B~dl.4B > 2C > 5C > j.C > j.2C > rejump > j.B > j.C > j.6C > dash > 66C > 236B~236B
  | basedamage    = 3195
  | bonusdamage  = 3507
  | cost          =
  | metergain    = 70.26
  | oppmetergain = 48.10
  | location      = {{Property-UNI|Midscreen}}
  | notes        = *Counter hit 2B combo with great corner carry.
*Ender can be swapped for 214B~4B~4B for slightly more corner carry at the cost of a tiny drop in damage. Otherwise you can add 214C onto the end of the fireball ender to get full corner carry if you have meter to spare.
*If you end up in the corner after j.6C, swap route to 5B > 214B~4B~4B.
*[https://youtu.be/SdWsVSEzM7A Click here to see a video].
}}
{{ComboData-UNI
  | combo        = CH 2B > 2C > 6B > 214B~dl.4B~dl.4B > 2C > 22B > 66C > dl.236B~236A > 66C > 236B~236B
  | basedamage    = 3300
  | bonusdamage  = 3622
  | cost          =
  | metergain    = 65.47
  | oppmetergain = 55.23
  | location      = {{Property-UNI|Midscreen}}
  | notes        = *Harder but stronger combo off counter hit 2B.
*Landing 22B mid-combo at midscreen is difficult due to the spacing needing to be just right for all three hits to connect. Likewise, the rest of the combo requires extremely precise timing for it to work.
*[https://youtu.be/g_TKedKzeRM Click here to see a video].
  }}
  }}
}}
}}
Line 391: Line 428:
   | oppmetergain = 45.72
   | oppmetergain = 45.72
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *5B BNB at midscreen.
   | notes        = *Basic 5B combo focusing on corner carry.
*Similar to the mission mode route, but easier for only slightly less damage.
*Similar to the mission mode route, but easier for only slightly less damage.
*[https://www.youtube.com/watch?v=AT9QRL65kTc Click here to see a video].
*[https://www.youtube.com/watch?v=AT9QRL65kTc Click here to see a video].
Line 404: Line 441:
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *Alternate corner carry route off 5B.
   | notes        = *Alternate corner carry route off 5B.
*Can attach 214C on the end for full corner carry.
*Can attach 214C on the end for additional damage or to take your opponent all the way to the corner.
*[https://www.youtube.com/watch?v=NXDA0Qo9i_8 Click here to see a video].
*[https://www.youtube.com/watch?v=NXDA0Qo9i_8 Click here to see a video].
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 5B > 5C > 2C > 2B > j.C > j.2C > 214B~dl.4B~dl.4B > 3B > dl. 2C > 236B~236A > 66C > 236A~236B
   | combo        = 5B > 5C > 2C > 2B > j.C > j.2C > 214B~dl.4B~dl.4B > 3B > dl.2C > 236B~236A > 66C > 236A~236B
   | basedamage    = 3171
   | basedamage    = 3171
   | bonusdamage  = 3480
   | bonusdamage  = 3480
Line 419: Line 456:
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 5B > 5C > 2C > 2B > 214B~dl.4~dl.4B > 22A > 3B > FF > 236B~236A > 66C > 236A~236B
   | combo        = 5B > 5C > 2C > 2B > 214B~dl.4B~dl.4B > 22A > 3B > B+C > 236B~236A > 66C > 236A~236B
   | basedamage    = 3406
   | basedamage    = 3406
   | bonusdamage  = 3760
   | bonusdamage  = 3760
Line 426: Line 463:
   | oppmetergain = 59.04
   | oppmetergain = 59.04
   | location      = {{Property-UNI|Corner}}
   | location      = {{Property-UNI|Corner}}
   | notes        = *5B corner BNB.  
   | notes        = *5B corner combo.
*Stronger than the standard BNB and only slightly harder.
*[https://www.youtube.com/watch?v=mvhrFRftf4U Click here to see a video].
*[https://www.youtube.com/watch?v=mvhrFRftf4U Click here to see a video].
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 5B > 5C > 2C > FF > 22A > 3B > 236B~236A > 66C > 623A(2) > j.236C > 214B~4B~4B
   | combo        = 5B > 5C > 2C > B+C > 22A > 3B > 236B~236A > 66C > 623A(2) > j.236C > 214B~4B~4B
   | basedamage    = 3943
   | basedamage    = 3943
   | bonusdamage  = 4377
   | bonusdamage  = 4377
Line 454: Line 492:
   | metergain    = 47.59  
   | metergain    = 47.59  
   | oppmetergain = 38.93  
   | oppmetergain = 38.93  
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Anywhere}}
   | notes        = *Delayed rekka route using the 2C link. Slightly more difficult than the basic 3B link, but does more damage.
   | notes        = *Delayed rekka route using the 2C link.  
*Little more difficult than the basic 3B link, but does more damage.
*[https://www.youtube.com/watch?v=KOZEM9Pg7NE Click here to see a video].
*[https://www.youtube.com/watch?v=KOZEM9Pg7NE Click here to see a video].
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 6B(1) > 5[C] > dl. 214B~dl.4B~dl.4B > 3C > j.C > j.2C > rejump > j.B > j.C > j.6C > dash > 66C > 236B~236B
   | combo        = 6B(1) > 5[C] > dl.214B~dl.4B~dl.4B > 3C > j.C > j.2C > rejump > j.B > j.C > j.6C > dash > 66C > 236B~236B
   | basedamage    = 3145
   | basedamage    = 3145
   | bonusdamage  = 3452
   | bonusdamage  = 3452
Line 466: Line 505:
   | oppmetergain = 42.15  
   | oppmetergain = 42.15  
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *Slightly stronger delayed rekka combo with better corner carry.
   | notes        = *Slightly stronger delayed rekka combo with strong corner carry.
*Have to delay the first hit of the rekka slightly for 3C to connect. You can otherwise microdash into 3C instead if you prefer.
*Have to delay the first hit of the rekka slightly for 3C to connect. You can otherwise not delay the first hit and try microdashing into 3C instead if you prefer.
*[https://www.youtube.com/watch?v=io8kCKQBiL8 Click here to see a video].
*[https://www.youtube.com/watch?v=io8kCKQBiL8 Click here to see a video].
  }}
  }}
Line 477: Line 516:
   | metergain    = 59.58  
   | metergain    = 59.58  
   | oppmetergain = 46.10  
   | oppmetergain = 46.10  
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Anywhere}}
   | notes        = *Adding j.C > j.2C adds more damage to most delayed rekka combos at midscreen.
   | notes        = *Adding j.C > j.2C adds more damage to most delayed rekka combos at midscreen.
*2C may sometimes miss if the opponent ends up landing too far from Hyde after the rekkas. Delay each hit as much as you can to help avoid that happening.
*2C may sometimes miss if the opponent ends up landing too far from Hyde after the rekkas. Delay each hit as much as you can to help avoid that happening.
*[https://www.youtube.com/watch?v=TgHuP87ME-0 Click here to see a video].
*[https://www.youtube.com/watch?v=TgHuP87ME-0 Click here to see a video].
}}
{{ComboData-UNI
  | combo        = 6B(1) > 5[C] > dl. j.C > j.6C > dash > 214B~dl.4B~dl.4B > 3B > dl.2C > 236B~236A > 66C > 236A~236B
  | basedamage    = 3246
  | bonusdamage  = 3563
  | cost          =
  | metergain    = 58.92
  | oppmetergain = 48.95
  | location      = {{Property-UNI|Midscreen}}
  | notes        = *6B(1) combo that provides a good balance between damage and corner carry.
*More difficult than other corner carry combos due to dash > 214B, which can be tricky to do. Easy to be just a bit too late with the rekkas or mistime them such that the opponent lands too far for 3B to connect.
*[https://www.youtube.com/watch?v=wZak1Q1zmO0 Click here to see a video].
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
Line 491: Line 542:
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *Best mix of damage and corner carry off 6B. Can also add 214C on the end for full corner carry.
   | notes        = *Best mix of damage and corner carry off 6B. Can also add 214C on the end for full corner carry.
*Using both hits of 6B always leads to better damage.
*Using both hits of 6B always leads to better damage, but is riskier to confirm since you can't cancel the second hit with normals on block.
*If the combo ends in the corner by the time you press j.6C, swap the rest of the combo for 5B > 214B~4B~4B.
*If the combo ends in the corner by the time you press j.6C, swap the rest of the combo for 5B > 214B~4B~4B.
*[https://www.youtube.com/watch?v=NsqDqa6TtGM Click here to see a video].
*[https://www.youtube.com/watch?v=NsqDqa6TtGM Click here to see a video].
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 6B > 214B~dl.4B~dl.4B > 2C > 22B > 66C > dl. 236B~236A > 66C > 236B~236B
   | combo        = 6B > 214B~dl.4B~dl.4B > 2C > 22B > 66C > dl.236B~236A > 66C > 236B~236B
   | basedamage    = 3516
   | basedamage    = 3516
   | bonusdamage  = 3863
   | bonusdamage  = 3863
Line 504: Line 555:
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *Midscreen 22B route off delayed rekkas.
   | notes        = *Midscreen 22B route off delayed rekkas.
*Very difficult to land -- each part of the sequence following 22B is prone to dropping depending on spacing and timing -- but deals excellent damage.
*Very difficult to land. Each part of the sequence following 22B is prone to dropping depending on spacing and timing, but deals excellent damage if you can pull it off.
*[https://www.youtube.com/watch?v=cij8kKUgwRo Click here to see a video].
*[https://www.youtube.com/watch?v=cij8kKUgwRo Click here to see a video].
  }}
  }}
Line 520: Line 571:
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 6B(1) > 5[C] > 214B~dl.4B~dl.4B > 22A > 3B > FF > 236B~236A > 66C > 236A~236B
   | combo        = 6B(1) > 5[C] > 214B~dl.4B~dl.4B > 22A > 3B > B+C > 236B~236A > 66C > 236A~236B
   | basedamage    = 3560
   | basedamage    = 3560
   | bonusdamage  = 3911
   | bonusdamage  = 3911
Line 526: Line 577:
   | metergain    = 59.44  
   | metergain    = 59.44  
   | oppmetergain = 55.97  
   | oppmetergain = 55.97  
   | location      = {{Property-UNI|Midscreen}} into {{Property-UNI|Corner}}
   | location      = {{Property-UNI|Midscreen}} into {{Property-UNI|Corner}}/{{Property-UNI|Corner}}
   | notes        = *Combo to use when rekkas will put you in the corner.
   | notes        = *Combo to use when rekkas will put you in the corner. Also serves as a good basic BNB for the corner as well.
*Can sometimes drop after FF. Swap for 2C in case it's a frequent problem or if you want to conserve GRD.
*Works off both hits of 6B as well, whether close to or in the corner.
*Can sometimes drop after Force Function. Swap for 2C in case it's a frequent problem or if you want to conserve GRD.
*[https://www.youtube.com/watch?v=8pe60foxZm4 Click here to see a video].
*[https://www.youtube.com/watch?v=8pe60foxZm4 Click here to see a video].
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 6B(1) > 5[C] > FF > 214B~dl.4B~dl.4B > 22A > 3B > dl. 2C > 236B~236A > 66C > 236A~236B
   | combo        = 6B > 214B~dl.4B~dl.4B > 22A > 3B > 22B > dl.236B~236A > 66C > 236A~236B
   | basedamage    = 3657
   | basedamage    = 3678
   | bonusdamage  = 4077
   | bonusdamage  = 4039
   | cost          =  
   | cost          =  
   | metergain    = 63.99
   | metergain    = 58.79
   | oppmetergain = 58.98
   | oppmetergain = 57.94
   | location      = {{Property-UNI|Corner}}
   | location      = {{Property-UNI|Corner}}
   | notes        = *6B corner BNB.
   | notes        = *High damage corner routing off of 6B without utilizing Force Function.
*FF can replace 2C later in the combo if you forget to use it after 5[C] to avoid losing too much damage.
*The delay on 236B is slight. Can't wait too long or else the opponent will tech before the fireball can connect.
*[https://www.youtube.com/watch?v=FF7SJSD6iiM Click here to see a video].
*[https://www.youtube.com/watch?v=vAxCPclla7E Click here to see a video].
}}
}}
{{ComboData-UNI
  | combo        = 6B > 214B~dl.4B~dl.4B > 22A > 3B > FF > 236B~236A > 66C > 236A~236B
  | basedamage    = 3665
  | bonusdamage  = 4056
  | cost          =
  | metergain    = 58.66
  | oppmetergain = 55.72
  | location      = {{Property-UNI|Corner}}
  | notes        = *Basic combo for both hits of 6B in the corner.
*Can replace FF with 2C instead if you want to converse GRD.
*[https://www.youtube.com/watch?v=2CZ6elcHzOM Click here to see a video].
}}
{{ComboData-UNI
  | combo        = 6B > 214B~dl.4B~dl.4B > 22A > 3B > 22B > dl.236B~236A > 66C > 236A~236B
  | basedamage    = 3678
  | bonusdamage  = 4039
  | cost          =
  | metergain    = 58.79
  | oppmetergain = 57.94
  | location      = {{Property-UNI|Corner}}
  | notes        = *High damage corner routing off of 6B without utilizing FF.
}}
{{ComboData-UNI
{{ComboData-UNI
   | combo        = 6B > FF > 214B~dl.4B~dl.4B > 22A > 3B > dl.2C > 236B~236A > 66C > 236A~236B
   | combo        = 6B > B+C > 214B~dl.4B~dl.4B > 22A > 3B > dl.2C > 236B~236A > 66C > 236A~236B
   | basedamage    = 3788
   | basedamage    = 3788
   | bonusdamage  = 4222
   | bonusdamage  = 4222
Line 576: Line 606:
*Timing on Force Function is difficult as 6B launches the opponent just high enough for it to miss most of the time. Slightly easier if you step back from the corner a bit.
*Timing on Force Function is difficult as 6B launches the opponent just high enough for it to miss most of the time. Slightly easier if you step back from the corner a bit.
*[https://www.youtube.com/watch?v=1I1CLZoEGlE Click here to see a video].
*[https://www.youtube.com/watch?v=1I1CLZoEGlE Click here to see a video].
}}
}}


===3B Starters===
===3B Starters===
Line 600: Line 632:
   | location      = {{Property-UNI|Corner}}
   | location      = {{Property-UNI|Corner}}
   | notes        = *Corner combo for 3B.
   | notes        = *Corner combo for 3B.
*Can add j.236C on the end for additional damage.
*Can add j.236C > j.A on the end for additional damage. J.A is useful to keep the opponent from potentially escaping the corner.
*[https://www.youtube.com/watch?v=kgaRDQua2z0 Click here to see a video].
*[https://www.youtube.com/watch?v=kgaRDQua2z0 Click here to see a video].
  }}
  }}
Line 620: Line 652:
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 66B > 214A~dl.4A~dl.4A > 3C > 5[C] > 6B(2nd) > j.[C] > 3B > (dl. 2C) > 236B~236A > 66C > 236A~236B
   | combo        = 66B > 214A~dl.4A~dl.4A > 3C > 5[C] > 6B(2nd) > j.[C] > 3B > (dl.2C) > 236B~236A > 66C > 236A~236B
   | basedamage    = 3431
   | basedamage    = 3431
   | bonusdamage  = 3767
   | bonusdamage  = 3767
Line 659: Line 691:
   | notes        = *Harder midscreen combo off 2C that does better damage.
   | notes        = *Harder midscreen combo off 2C that does better damage.
*Only works when 2C hits at point-blank range. Any farther and j.236A's projectile is likely to miss.
*Only works when 2C hits at point-blank range. Any farther and j.236A's projectile is likely to miss.
*Linking j.236A off 2C can be tricky.
*Canceling into j.236A off 2C is very tricky.  
*[https://www.youtube.com/watch?v=Aki_WAam0S8 Click here to see a video].
*[https://www.youtube.com/watch?v=Aki_WAam0S8 Click here to see a video].
  }}
  }}
Line 671: Line 703:
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *Best damage off 2C midscreen.
   | notes        = *Best damage off 2C midscreen.
*Extremely hard combo to land like most routes that use 22B mid-combo at midscreen.
*Extremely hard combo to land like most routes that use 22B at midscreen.
*[https://www.youtube.com/watch?v=k3Eyl9RK0GI Click here to see a video].
*[https://www.youtube.com/watch?v=k3Eyl9RK0GI Click here to see a video].
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 2C > 5B > 5[C] > dl. 6B(2nd) > j.[C] > 22A > 3B > FF > 236B~236A > 66C > 236A~236B
   | combo        = 2C > 5B > 5[C] > dl.6B(2nd) > j.[C] > 22A > 3B > B+C > 236B~236A > 66C > 236A~236B
   | basedamage    = 3599
   | basedamage    = 3599
   | bonusdamage  = 3978
   | bonusdamage  = 3978
Line 682: Line 714:
   | oppmetergain = 52.50  
   | oppmetergain = 52.50  
   | location      = {{Property-UNI|Corner}}
   | location      = {{Property-UNI|Corner}}
   | notes        = *Corner combo for 2C.
   | notes        = *Basic corner combo for 2C.
*Similar to midscreen 2C route from mission mode combo 4-5.
*Similar to midscreen 2C route from mission mode combo 4-5.
*[https://www.youtube.com/watch?v=k8OHZimdYR8 Click here to see a video].
*[https://www.youtube.com/watch?v=k8OHZimdYR8 Click here to see a video].
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 2C > tk j.236A > 214B~dl.4B~dl.4B > 22A > 3B > FF > 236B~236A > 66C > 236A~236B
   | combo        = 2C > tk j.236A > 214B~dl.4B~dl.4B > 22A > 3B > B+C > 236B~236A > 66C > 236A~236B
   | basedamage    = 3752
   | basedamage    = 3752
   | bonusdamage  = 4144
   | bonusdamage  = 4144
Line 695: Line 727:
   | location      = {{Property-UNI|Corner}}
   | location      = {{Property-UNI|Corner}}
   | notes        = *Harder 2C corner combo with better damage.
   | notes        = *Harder 2C corner combo with better damage.
*Canceling into tk j.236A is very difficult to do off 2C because you're likely to get j.A instead.
*[https://www.youtube.com/watch?v=fX0MJp0e5q4 Click here to see a video].
*[https://www.youtube.com/watch?v=fX0MJp0e5q4 Click here to see a video].
  }}
  }}
Line 703: Line 736:
|data=
|data=
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 5C > 236B~236A > 66C > 214B~dl.4B~dl.4B > 3B > dl. 2C > 5[C] > 214B~4B~4B
   | combo        = 5C > 236B~236A > 66C > 214B~dl.4B~dl.4B > 3B > dl.2C > 5[C] > 214B~4B~4B
   | basedamage    = 3036
   | basedamage    = 3036
   | bonusdamage  = 3333
   | bonusdamage  = 3333
Line 710: Line 743:
   | oppmetergain = 41.58
   | oppmetergain = 41.58
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *Standard combo off 5C.
   | notes        = *Basic combo off 5C.
*Works at just about any range 5C can connect at. Charged 5C starter extends effective range you can confirm off of.
*If the combo keeps dropping around 2C > 5[C], change route to 3B > 5C > 214B~4B~4B instead. You lose a bit of damage, but it's less likely to drop.
*If the combo keeps dropping around 2C > 5[C], change route to 3B > 5C > 214B~4B~4B instead. You lose a bit of damage, but it's less likely to drop.
*[https://www.youtube.com/watch?v=hD-2g4hsjR8 Click here to see a video].
*[https://www.youtube.com/watch?v=hD-2g4hsjR8 Click here to see a video].
Line 723: Line 757:
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *Stronger combo off 5C.
   | notes        = *Stronger combo off 5C.
*Only works at ranges where 2C can connect off 5C.
*Only works at ranges where 2C can connect.
*Can also use charged 5C starter for additional damage.
*Can also use charged 5C starter for additional damage.
*[https://www.youtube.com/watch?v=CET68cz76M8 Click here to see a video].
*[https://www.youtube.com/watch?v=CET68cz76M8 Click here to see a video].
}}
{{ComboData-UNI
  | combo        = 5[C] > 22A > 236C > dash > 214B~dl.4B~dl.4B > 3B > dl.2C > 236B~236A > 66C > 236A~236B
  | basedamage    = 3342
  | bonusdamage  = 3667
  | cost          = 100 {{Property-UNI|EXS}}
  | metergain    = 22.67
  | oppmetergain = 48.27
  | location      = {{Property-UNI|Midscreen}}
  | notes        = *Combo off max range 5[C] using meter. Similar to the basic 22A combo in the "starter combos" section.
*Works as a good hit confirm off of 5C.
*[https://youtu.be/xBXA1TNx-BE Click here to see a video].
  }}
  }}
{{ComboData-UNI
{{ComboData-UNI
   | combo        = 5[C] > 236B~236A > 66C > 214B~dl.4B~dl.4B > 3B > 5C > 214B~4B~4B
   | combo        = 5[C] > 236B~236A > 66C > 214B~dl.4B~dl.4B > 22A > 236C > dash > j.[C] > 3B > dl.2C > 236A~236B
   | basedamage    = 3052
   | basedamage    = 3726
   | bonusdamage  = 3352
   | bonusdamage  = 4090
   | cost          =  
   | cost          = 100 {{Property-UNI|EXS}}
   | metergain    = 49.65
   | metergain    = 43.39
   | oppmetergain = 39.24
   | oppmetergain = 59.61
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *Combo off max range charged 5C.
   | notes        = *Alternate route off max range 5[C].
*The window to chain into 236B~236A off 5[C] is small, so you have to have to be quick.
*Does some of the best damage you can get off this starter, though is also much harder.
*[https://www.youtube.com/watch?v=bv3DUb-w9d0 Click here to see a video].
*[https://youtu.be/_Q6gG10ejjI Click here to see a video].
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = CH 5[C] > 236B~236A > 66C > 214B~dl.4B~dl.4B > 5C > 236C > dash > j.[C] > 3B > dl. 2C > dl. 6B > 214B~4B~4B
   | combo        = 5[C] > 22A > CS > dash > 66B > 214B~dl.4B~dl.4B > 2C > 22B > 66C > dl.236B~236A > 66C > 236A~236B
   | basedamage    = 3613
   | basedamage    = 3683-3750
   | bonusdamage  = 3965
   | bonusdamage  =  
   | cost          = 100 {{Property-UNI|EXS}}
   | cost          = {{Property-UNI|Vorpal}}
   | metergain    = 44.74
   | metergain    = 33.99-34.06
   | oppmetergain = 60.49
   | oppmetergain = 58.16-58.29
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *Counter hit variant on the above combo.
   | notes        = *Max range 5[C] route using Chain Shift.
*[https://www.youtube.com/watch?v=McH-5hpaJKk Click here to see a video].
*22B can be difficult to land as all three hits need to connect for the combo to work and the opponent can sometimes end up just slightly outside of the correct spacing you need to do so.
*Damage differs depending on whether you end up in the corner before the combo ends. If you do, you get slightly less damage.
*[https://youtu.be/VkCOh7P5EQ8 Click here to see a video].
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 5C > 2C > 6B > 214B~dl.4B~dl.4B > 22A > 3B > FF > 236B~236A 66C > 236A~236B
   | combo        = 5C > 2C > 6B > 214B~dl.4B~dl.4B > 22A > 3B > B+C > 236B~236A > 66C > 236A~236B
   | basedamage    = 3548
   | basedamage    = 3548
   | bonusdamage  = 3916
   | bonusdamage  = 3916
Line 758: Line 806:
   | oppmetergain = 59.59
   | oppmetergain = 59.59
   | location      = {{Property-UNI|Corner}}
   | location      = {{Property-UNI|Corner}}
   | notes        = *Basic corner combo off 5C.
   | notes        = *High damage corner combo off 5C.
*[https://www.youtube.com/watch?v=KKZT2KWTQaE Click here to see a video].
*[https://www.youtube.com/watch?v=KKZT2KWTQaE Click here to see a video].
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 5[C] > 6B > dl. FF > 214B~dl.4B~dl.4B > 22A > 3B > dl. 2C > 236B~236A > 66C > 236A~236B
   | combo        = 5[C] > 6B > dl.B+C > 214B~dl.4B~dl.4B > 22A > 3B > dl.2C > 236B~236A > 66C > 236A~236B
   | basedamage    = 3810
   | basedamage    = 3810
   | bonusdamage  = 4238
   | bonusdamage  = 4238
Line 779: Line 827:
|data=
|data=
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 3C > 5[C] > 6B(2nd) > j.[C] > 3B > dl. 2C > 236B~236A > 66C > 236A~236B
   | combo        = 3C > 5[C] > 6B(2nd) > j.[C] > 3B > dl.2C > 236B~236A > 66C > 236A~236B
   | basedamage    = 3150
   | basedamage    = 3150
   | bonusdamage  = 3460
   | bonusdamage  = 3460
Line 790: Line 838:
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 3C > 5[C] > j.C > j.2C > 214B~dl.4B~dl.4B > 3B > dl. 2C > 236B~236A > 66C > 236A~236B  
   | combo        = 3C > 5[C] > j.C > j.2C > 214B~dl.4B~dl.4B > 3B > dl.2C > 236B~236A > 66C > 236A~236B  
   | basedamage    = 3374
   | basedamage    = 3374
   | bonusdamage  = 3707
   | bonusdamage  = 3707
Line 815: Line 863:
   | notes        = *66C into rekka combo.
   | notes        = *66C into rekka combo.
*Solid balance of damage and corner carry.
*Solid balance of damage and corner carry.
*2C can be replaced with 3B to make the combo easier.
*[https://www.youtube.com/watch?v=P8hpFIoRlm4 Click here to see a video].
*[https://www.youtube.com/watch?v=P8hpFIoRlm4 Click here to see a video].
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 66C > FF > CS > dash > 66C > 214B~dl.4B~dl.4B > 3B > dl. 2C > 236B~236A > 66C > 236A~236B
   | combo        = 66C > 214A~dl.4A > 5B > j.C > j.2C > 214B~dl.4B~dl.4B > 3B > dl.2C > 236B~236A > 66C > 236A~236B
   | basedamage    = 3302
  | basedamage    = 3226
  | bonusdamage  = 3539
  | cost          =
  | metergain    = 62.59
  | oppmetergain = 54.51
  | location      = {{Property-UNI|Midscreen}}
  | notes        = *Stronger but slightly harder combo off 66C into rekkas.
*[https://www.youtube.com/watch?v=Iz9WbNhrKog Click here to see a video].
}}
{{ComboData-UNI
  | combo        = 66C > B+C > CS > dash > 66C > 214B~dl.4B~dl.4B > 3B > dl.2C > 236B~236A > 66C > 236A~236B
   | basedamage    = 3302
   | bonusdamage  =  
   | bonusdamage  =  
   | cost          = {{Property-UNI|vorpal}}
   | cost          = {{Property-UNI|vorpal}}
Line 825: Line 885:
   | oppmetergain = 46.48
   | oppmetergain = 46.48
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *Standard 66C into FF combo.
   | notes        = *Standard 66C into Force Function combo.
*Chain Shift or meter need to be used to convert off FF at midscreen because of the knockback.
*[https://www.youtube.com/watch?v=iCTI3CDr7jg Click here to see a video].
*[https://www.youtube.com/watch?v=iCTI3CDr7jg Click here to see a video].
  }}
  }}
Line 837: Line 898:
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *66C combo with strong balance of corner carry and damage.
   | notes        = *66C combo with strong balance of corner carry and damage.
*Bit tricky due to how you have to resist special canceling 66C immediately. 6B can be a difficult link at first, but as long as you input as soon as you possibly can, it should always connect.
*Can sometimes drop before 2C connects. Can replace with 3B instead for better stability at the cost of slightly less damage.
*[https://www.youtube.com/watch?v=emubhp4f3ZI Click here to see a video].
*[https://www.youtube.com/watch?v=emubhp4f3ZI Click here to see a video].
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 66C > FF > 236B~236C > dash > 5B > 5[C] > j.C > j.2C > 214B~4B~4B
   | combo        = 66C > B+C > 236B~236C > dash > 5B > 5[C] > j.C > j.2C > 214B~4B~4B
   | basedamage    = 3449
   | basedamage    = 3449
   | bonusdamage  = 3851
   | bonusdamage  = 3851
Line 847: Line 910:
   | oppmetergain = 37.95
   | oppmetergain = 37.95
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *Combo off 66C into FF that uses meter.
   | notes        = *Combo off 66C into Force Function that uses meter.
*Fireball has to hit before detonating it, and the detonation must happen as soon as the fireball connects for it to work.
*Fireball has to hit before detonating it, and the detonation must happen as soon as the fireball connects for it to work.
*[https://www.youtube.com/watch?v=b92SF4qNlmQ Click here to see a video].
*[https://www.youtube.com/watch?v=b92SF4qNlmQ Click here to see a video].
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 66C > FF > CS > dash > 66B > 214B~dl.4B~dl.4B > 22A > 3B > 236B~236A > 66C > 236A~236B
   | combo        = 66C > B+C > CS > dash > 66B > 214B~dl.4B~dl.4B > 22A > 3B > 236B~236A > 66C > 236A~236B
   | basedamage    = 3665
   | basedamage    = 3665
   | bonusdamage  =  
   | bonusdamage  =  
Line 859: Line 922:
   | oppmetergain = 55.11
   | oppmetergain = 55.11
   | location      = {{Property-UNI|Midscreen}} into {{Property-UNI|Corner}}
   | location      = {{Property-UNI|Midscreen}} into {{Property-UNI|Corner}}
   | notes        = *66C into FF combo to use if you're close to the corner.
   | notes        = *66C into Force Function combo to use if you're close to the corner.
*66B is harder to land after FF than 66C is, but leads to better damage.
*66B is harder to land after FF than 66C is, but leads to better damage.
*[https://www.youtube.com/watch?v=HubomcXuCqM Click here to see a video]
*[https://www.youtube.com/watch?v=HubomcXuCqM Click here to see a video]
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 66C > 214A~4A~4A > 22C > dash > j.[C] > 3B > dl. 2C > 236B~236A > 214B~4B~4B
   | combo        = 66C > 214A~4A~4A > 22C > dash > j.[C] > 3B > dl.2C > 236B~236A > 214B~4B~4B
   | basedamage    = 3443
   | basedamage    = 3443
   | bonusdamage  = 3771
   | bonusdamage  = 3771
Line 872: Line 935:
   | location      = {{Property-UNI|Midscreen}} into {{Property-UNI|Corner}}
   | location      = {{Property-UNI|Midscreen}} into {{Property-UNI|Corner}}
   | notes        = *Metered corner carry route off of 66C.
   | notes        = *Metered corner carry route off of 66C.
*Best used when you know you'll end up in the corner so the rekkas can connect off Dark Lotus. Otherwise go straight to rekkas off 2C.
*Best used when you know you'll end up in the corner so the rekkas can connect off 236X~236A. Otherwise, go straight to rekkas off 2C.
*[https://www.youtube.com/watch?v=vl9DKgNXotk Click here to see a video]
*[https://www.youtube.com/watch?v=vl9DKgNXotk Click here to see a video]
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 66C > 214A~dl.4A > 3C > 214B~dl.4B~dl.4B > 22A > 3B > FF > 236B~236A > 66C > 236A~236B
   | combo        = 66C > 214A~dl.4A > 3C > 214B~dl.4B~dl.4B > 22A > 3B > B+C > 236B~236A > 66C > 236A~236B
   | basedamage    = 3341
   | basedamage    = 3341
   | bonusdamage  = 3682
   | bonusdamage  = 3682
Line 883: Line 946:
   | oppmetergain = 62.70
   | oppmetergain = 62.70
   | location      = {{Property-UNI|Midscreen}} into {{Property-UNI|Corner}}
   | location      = {{Property-UNI|Midscreen}} into {{Property-UNI|Corner}}
   | notes        = *Corner variant on 66C rekka combo.
   | notes        = *66C into rekka combo to use when you'll end up in the corner.
*Also works in the corner if the dedicated corner combos are too difficult.  
*[https://www.youtube.com/watch?v=ti5VlWemGTA Click here to see a video].
*[https://www.youtube.com/watch?v=ti5VlWemGTA Click here to see a video].
}}
{{ComboData-UNI
  | combo        = 66C > B+C > 236B~236A > 66C > 22B > 5B > 214B~4B~4B
  | basedamage    = 3100
  | bonusdamage  = 3467
  | cost          =
  | metergain    = 50.00
  | oppmetergain = 38.82
  | location      = Close to {{Property-UNI|Corner}}
  | notes        = *66C combo to use if you're close to the corner but not close enough to route into a better corner combo.
*Can add j.236C > j.A on the end of the combo for additional damage.
*[https://youtu.be/P_UlXPGTN4w Click here to see a video].
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 66C > 22B > 214B~dl.4B~dl.4B > 5B > FF > dl. 3B > dl. 2C > 236B~236A > 66C > 236A~236B
   | combo        = 66C > 6B(2nd) > B+C > 214B~dl.4B~dl.4B > 22A > 3B > dl.2C > 236B~236A > 66C > 236A~236B
   | basedamage    = 3548
   | basedamage    = 3662
   | bonusdamage  = 3924
   | bonusdamage  = 4074
   | cost          =  
   | cost          =  
   | metergain    = 63.27
   | metergain    = 65.75
   | oppmetergain = 58.31
   | oppmetergain = 60.45
   | location      = {{Property-UNI|Corner}}
   | location      = {{Property-UNI|Corner}}
   | notes        = *Corner combo off 66C.
   | notes        = *Corner combo off 66C.
*The delay on 3B is slight; have to time it just right after the wallbounce from Force Function.
*Like the midscreen route that uses the 6B link, it's a bit tricky due to how easily it is to autopilot into special canceling 66C.
*66C > 22B is a good blockstring in the corner since it's gapless and safe. Use this combo if 66C hits.
*If you're having trouble not canceling 66C immediately, just use the midscreen into corner route (listed above) instead.  
*[https://www.youtube.com/watch?v=eSYFIWYpysQ Click here to see a video].
*[https://youtu.be/vjW_kUVb4mU Click here to see a video].
  }}
  }}
}}
}}
Line 929: Line 1,005:
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = j.A > j.2C > 214B~dl.4B~dl.4B > 22A > 3B > FF > 236B~236A > 66C > 236A~236B
   | combo        = j.A > j.2C > 2B > 214B~dl.4B~dl.4B > 22A > 3B > B+C > 236B~236A > 66C > 236A~236B
   | basedamage    = 3291
   | basedamage    = 3392
   | bonusdamage  = 3644
   | bonusdamage  = 3752
   | cost          =  
   | cost          =  
   | metergain    = 55.40
   | metergain    = 59.36
   | oppmetergain = 58.29
   | oppmetergain = 62.29
   | location      = {{Property-UNI|Corner}}
   | location      = {{Property-UNI|Corner}}
   | notes        = *Corner combo off j.A.
   | notes        = *Corner combo off j.A.
*[https://www.youtube.com/watch?v=PeIWrvfkeRg Click here to see a video].
*2B can sometimes miss, but using 2B before the rekkas helps with stability.
*Rekkas should be delayed as much as you can to ensure 22A will connect.
*[https://youtu.be/l6iwZyMmG1g Click here to see a video].
  }}
  }}
}}
}}
Line 953: Line 1,031:
   | oppmetergain = 55.15
   | oppmetergain = 55.15
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *CH route off assualt j.B starter.  
   | notes        = *Counter hit route off assualt j.B starter.  
*Also works with j.[C] and j.6C.
*Also works with j.[C] and j.6C.
*[https://www.youtube.com/watch?v=CO95Y3E6b_w Click here to see a video].
*[https://www.youtube.com/watch?v=CO95Y3E6b_w Click here to see a video].
  }}
  }}
{{ComboData-UNI
{{ComboData-UNI
   | combo        = 6D > CH j.C > 2A > 2B > 2C > 214B~dl.4B~dl.4B > 3B > dl. 2C > 236B~236A > 66C > 236A~236B
   | combo        = 6D > CH j.C > 2A > 2B > 2C > 214B~dl.4B~dl.4B > 3B > dl.2C > 236B~236A > 66C > 236A~236B
   | basedamage    = 3058
   | basedamage    = 3058
   | bonusdamage  = 3358
   | bonusdamage  = 3358
Line 965: Line 1,043:
   | oppmetergain = 41.21
   | oppmetergain = 41.21
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *CH route off assualt j.C starter.
   | notes        = *Counter hit route off assualt j.C starter.
*J.C starter combos have a lot less hitstun to work with. Trying to go for the usual routes you'd use off j.B or j.[C] won't work because the combo will drop early, so you need to keep different routes in mind when using j.C.
*[https://www.youtube.com/watch?v=BsXvvIXTQ3U Click here to see a video].
*[https://www.youtube.com/watch?v=BsXvvIXTQ3U Click here to see a video].
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 6D > j.2C > 214B~dl.4B~dl.4B > 3B > dl. 2C > 236B~236A > 66C > 236A~236B
   | combo        = 6D > j.2C > 214B~dl.4B~dl.4B > 3B > dl.2C > 236B~236A > 66C > 236A~236B
   | basedamage    = 2694
   | basedamage    = 2694
   | bonusdamage  = 2958
   | bonusdamage  = 2958
Line 980: Line 1,059:
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 6D > CH j.2C > 214B~dl.4B~dl.4B > 3C > 5[C] > 6B(2nd) > j.[C] > 3B > dl. 2C > 236B~236A > 66C > 236A~236B  
   | combo        = 6D > CH j.2C > 214B~dl.4B~dl.4B > 3C > 5[C] > 6B(2nd) > j.[C] > 3B > dl.2C > 236B~236A > 66C > 236A~236B  
   | basedamage    = 3527
   | basedamage    = 3527
   | bonusdamage  = 3873
   | bonusdamage  = 3873
Line 991: Line 1,070:
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 6D > j.2C > 214B~dl.4B~dl.4B > 22A > 3B > FF > 236B~236A > 66C > 236A~236B
   | combo        = 6D > j.2C > 214B~dl.4B~dl.4B > 22A > 3B > B+C > 236B~236A > 66C > 236A~236B
   | basedamage    = 3096
   | basedamage    = 3096
   | bonusdamage  = 3427
   | bonusdamage  = 3427
Line 999: Line 1,078:
   | location      = {{Property-UNI|Corner}}
   | location      = {{Property-UNI|Corner}}
   | notes        = *Corner combo off assault j.2C.
   | notes        = *Corner combo off assault j.2C.
*22A can be difficult to link sometimes. Try delaying the rekkas as much as possible.
*[https://www.youtube.com/watch?v=FUeI8CbUpGc Click here to see a video]
*[https://www.youtube.com/watch?v=FUeI8CbUpGc Click here to see a video]
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 6D > CH j.2C > 2B > FF > 214B~dl.4B~dl.4B > 22A > 3B > dl. 2C > 236B~236A > 66C > 236A~236B
   | combo        = 6D > CH j.2C > 2B > B+C > 214B~dl.4B~dl.4B > 22A > 3B > dl.2C > 236B~236A > 66C > 236A~236B
   | basedamage    = 3647
   | basedamage    = 3647
   | bonusdamage  = 4067
   | bonusdamage  = 4067
Line 1,010: Line 1,090:
   | location      = {{Property-UNI|Corner}}
   | location      = {{Property-UNI|Corner}}
   | notes        = *Counter hit corner combo off j.2C.
   | notes        = *Counter hit corner combo off j.2C.
*The timing on 2B > FF can be difficult. May need to slightly delay one or the other.
*The timing on 2B > B+C can be difficult. May need to slightly delay one or the other.
*[https://www.youtube.com/watch?v=Mht9l2b1K3s Click here to see a video].
*[https://www.youtube.com/watch?v=Mht9l2b1K3s Click here to see a video].
  }}
  }}
Line 1,027: Line 1,107:
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *Basic anti-air combo off 5B.
   | notes        = *Basic anti-air combo off 5B.
*Using 5B as an anti-air has extremely limited uses, but it can be useful for catching opponents right in front of you.
*Using 5B as an anti-air has extremely limited uses, but it can be useful for catching assaults at close range.
*[https://www.youtube.com/watch?v=aPWCyAKQgpw Click here to see a video].
*[https://www.youtube.com/watch?v=aPWCyAKQgpw Click here to see a video].
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = CH 5B > 5[C] > 214B~dl.4B~dl.4B > 2C > 22B > 66C > dl. 236B~236A > 66C > 236B~236B
   | combo        = CH 5B > 5[C] > 214B~dl.4B~dl.4B > 2C > 22B > 66C > dl.236B~236A > 66C > 236B~236B
   | basedamage    = 3438
   | basedamage    = 3438
   | bonusdamage  = 3774
   | bonusdamage  = 3774
Line 1,040: Line 1,120:
   | notes        = *Stronger but harder 5B anti-air combo.
   | notes        = *Stronger but harder 5B anti-air combo.
*[https://www.youtube.com/watch?v=JYWe3Y5cY2c Click here to see a video].
*[https://www.youtube.com/watch?v=JYWe3Y5cY2c Click here to see a video].
}}
{{ComboData-UNI
  | combo        = CH 3C > w.2A > 2C > 214B~dl.4B~dl.4B > 3C > 5[C] > 6B(2nd) > j.[C] > 3B > 236B~236A > 66C > 236A~236B
  | basedamage    = 3414
  | bonusdamage  = 3748
  | cost          =
  | metergain    = 68.04
  | oppmetergain = 54.87
  | location      = {{Property-UNI|Midscreen}}
  | notes        = *Primary anti-air combo off 3C. Good mix of damage and corner carry.
*Can use 214C at the end for further corner carry.
*[https://www.youtube.com/watch?v=sMV4bUDvX7A Click here to see a video].
  }}
  }}
{{ComboData-UNI
{{ComboData-UNI
Line 1,049: Line 1,141:
   | oppmetergain = 45.40
   | oppmetergain = 45.40
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *3C anti-air combo that focuses on corner carry.
   | notes        = *3C anti-air combo focusing on corner carry.
*[https://www.youtube.com/watch?v=i6zhN8drpTg Click here to see a video].
*[https://www.youtube.com/watch?v=i6zhN8drpTg Click here to see a video].
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = CH 3C > w.2A > 2C > 214B~dl.4B~dl.4B > 3C > 5[C] > 6B(2nd) > j.[C] > 3B > 236B~236A > 66C > 236A~236B
   | combo        = 3C > j.[C] > 66C > 214B~dl.4B~dl.4B > 3B > dl.2C > 236B~236A > 66C > 236A~236B
   | basedamage    = 3414
   | basedamage    = 3194
   | bonusdamage  = 3748
   | bonusdamage  = 3509
   | cost          =  
   | cost          =  
  | metergain    = 68.04
   | metergain    = 58.80  
  | oppmetergain = 54.87
  | location      = {{Property-UNI|Midscreen}}
  | notes        = *Primary anti-air combo off 3C.
*[https://www.youtube.com/watch?v=sMV4bUDvX7A Click here to see a video].
}}
{{ComboData-UNI
  | combo        = 3C > j.[C] > 66C > 214B~dl.4B~dl.4B > 3B > dl. 2C > 236B~236A > 66C > 236A~236B
  | basedamage    = 3194
  | bonusdamage  = 3509
  | cost          =
   | metergain    = 58.80  
   | oppmetergain = 44.22  
   | oppmetergain = 44.22  
   | location      = {{Property-UNI|Anywhere}}
   | location      = {{Property-UNI|Anywhere}}
   | notes        = *Anti-air combo to use against Vatista.
   | notes        = *Anti-air combo to use against Vatista due to her being unable to be counter hit.
*J.[C] might not connect if 3C hits too high.
*Must be neutral jump j.[C] for better consistency.
*J.[C] might not connect if Vatista is too high in the air when 3C connects.
*[https://www.youtube.com/watch?v=T3qTCcE616s Click here to see a video].
*[https://www.youtube.com/watch?v=T3qTCcE616s Click here to see a video].
  }}
  }}
Line 1,081: Line 1,163:
|data=
|data=
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = Throw > 6B > j.[C] > 3B > dl. 2C > 236B~236A > 66C > 236A~236B
   | combo        = Throw > 6B > j.[C] > 3B > dl.2C > 236B~236A > 66C > 236A~236B
   | basedamage    = 2046
   | basedamage    = 2046
   | bonusdamage  = 2247
   | bonusdamage  = 2247
Line 1,093: Line 1,175:
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = Throw > 6B > j.[C] > 22A > 5B > dl. 5C > 214B~4B~4B > j.236C > j.A
  | combo        = Throw > 3B > dl.2C > 236B~236A > 66C > 236A~236B
  | basedamage    = 1944
  | bonusdamage  = 2134
  | cost          =
  | metergain    = 33.42
  | oppmetergain = 24.93
  | location      = {{Property-UNI|Corner}}
  | notes        = *Easier throw combo.
*Wait until the opponent bounces off the wall to press 3B.
*[https://youtu.be/qWXR7-aJ5Mk Click here to see a video].
}}
{{ComboData-UNI
   | combo        = Throw > 6B > j.[C] > 22A > 5B > dl.5C > 214B~4B~4B > j.236C > j.A
   | basedamage    = 2577
   | basedamage    = 2577
   | bonusdamage  = 2826
   | bonusdamage  = 2826
Line 1,101: Line 1,195:
   | location      = {{Property-UNI|Corner}}
   | location      = {{Property-UNI|Corner}}
   | notes        = *Throw combo using meter.
   | notes        = *Throw combo using meter.
*This route does slightly more damage than the above route even without spending meter, but is also slightly harder to do.
*This route does slightly more damage than the above routes even without spending meter, but is also slightly harder to do.
*[https://www.youtube.com/watch?v=VsS4GPJAVzE Click here to see a video].
*[https://www.youtube.com/watch?v=VsS4GPJAVzE Click here to see a video].
}}
{{ComboData-UNI
  | combo        = Throw > dl.2B > B+C > 3B > dl.2C > 236B~236A > 5C > 214B~4B~4B
  | basedamage    = 2069
  | bonusdamage  = 2289
  | cost          =
  | metergain    = 42.70
  | oppmetergain = 34.93
  | location      = {{Property-UNI|Corner}}
  | notes        = *The timing on 2B can be tricky as the opponent needs to be just low enough to the ground so that 3B will be able to connect after Force Function.
*Can add j.236C > j.A on the end for additional damage.
*[https://youtu.be/eJKIbAnZEGA Click here to see a video].
  }}
  }}
}}
}}


===Force Function Starters===
===Force Function (B+C) Starters===
{{ComboTable-UNI
{{ComboTable-UNI
|data=
|data=
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = FF > CS > dash > 66C > 214B~dl.4B~dl.4B > 3B > dl. 2C > 236B~236A > 66C > 236A~236B
   | combo        = B+C > CS > dash > 66C > 214B~dl.4B~dl.4B > 3B > dl.2C > 236B~236A > 66C > 236A~236B
   | basedamage    = 3850
   | basedamage    = 3850
   | bonusdamage  =  
   | bonusdamage  =  
Line 1,121: Line 1,227:
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = CH FF > 236A > dash > 66C > 214B~dl.4B~dl.4B > 3B > dl. 2C > 236B~236A > 66C > 236A~236B
   | combo        = CH B+C > 236A > dash > 66C > 214B~dl.4B~dl.4B > 3B > dl.2C > 236B~236A > 66C > 236A~236B
   | basedamage    = 3684
   | basedamage    = 3684
   | bonusdamage  = 4158
   | bonusdamage  = 4158
Line 1,129: Line 1,235:
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *Counter hit confirm off of Force Function. Does not work off charged Force Function.
   | notes        = *Counter hit confirm off of Force Function. Does not work off charged Force Function.
*Usually you need to either spend meter or use Chain Shift to convert off FF, but counter hit keeps the opponent from recovering just long enough to toss a fireball out and go into a combo from there.
*Usually you need to either spend meter or use Chain Shift to convert off FF, but counter hits keep the opponent from recovering just long enough to toss a fireball out and go into a combo from there.
*Have to use the A version of the fireball because the B version travels too fast for Hyde to reach the opponent.
*Have to use the A version of the fireball because the B version travels too fast for Hyde to reach the opponent.
*[https://www.youtube.com/watch?v=zA1RL8p1w2s Click here to see a video].
*[https://www.youtube.com/watch?v=zA1RL8p1w2s Click here to see a video].
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = FF > 236B~236C > dash > 2B > 5[C] > j.C > j.2C > rejump > j.A > j.B > j.C > 3B > dl. 2C > 214B~4B~4B
   | combo        = B+C > 236B~236C > dash > 5B > 5[C] > j.C > j.2C > rejump > j.A > j.B > j.C > 3B > dl.2C > 214B~4B~4B
   | basedamage    = 3908
   | basedamage    = 3908
   | bonusdamage  = 4396
   | bonusdamage  = 4396
Line 1,142: Line 1,248:
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *Metered confirm off of Force Function.
   | notes        = *Metered confirm off of Force Function.
*Difficult to land due to the opponent being able to be slightly too high for 3B to connect after the aerial strings.
*Fireball has to be detonated right as it hits the enemy for maximum damage.
*Fireball has to be detonated right as it hits the enemy for maximum damage.
*Can swap out 2C with 3C for extra damage, but the opponent can occasionally fall out of the rekkas by doing so.
*Can swap out 2C with 3C for extra damage, but the opponent can occasionally fall out of the rekkas by doing so.
Line 1,147: Line 1,254:
  }}
  }}
{{ComboData-UNI
{{ComboData-UNI
   | combo        = FF > CS > dash > 66B > 214B~dl.4B~dl.4B > 22A > 3B > dl. 2C > 236B~236A > 66C > 236A~236B
   | combo        = B+C > CS > dash > 66B > 214B~dl.4B~dl.4B > 22A > 3B > dl.2C > 236B~236A > 66C > 236A~236B
   | basedamage    = 4090
   | basedamage    = 4090
   | bonusdamage  =  
   | bonusdamage  =  
Line 1,158: Line 1,265:
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = FF > 2A > 214B~dl.4B~dl.4B > 22A > 3B > dl. 2C > 236B~236A > 66C > 236A~236B
   | combo        = B+C > 2A > 214B~dl.4B~dl.4B > 22A > 3B > dl.2C > 236B~236A > 66C > 236A~236B
   | basedamage    = 3870
   | basedamage    = 3870
   | bonusdamage  = 4361
   | bonusdamage  = 4361
Line 1,165: Line 1,272:
   | oppmetergain = 55.66
   | oppmetergain = 55.66
   | location      = {{Property-UNI|Corner}}
   | location      = {{Property-UNI|Corner}}
   | notes        = *Corner combo off Force Function using 2A. Also worked off charged Force Function.
   | notes        = *Corner combo off Force Function using 2A. Also works off charged Force Function.
*[https://www.youtube.com/watch?v=MoVHF3QQmZw Click here to see a video].
*[https://www.youtube.com/watch?v=MoVHF3QQmZw Click here to see a video].
}}
{{ComboData-UNI
  | combo        = CH [B+C] > 5C > 214B~dl.4B~dl.4B > 22A > 3B > dl.2C > 236B~236A > 66C > 236A~236B
  | basedamage    = 3654
  | bonusdamage  = 4121
  | cost          =
  | metergain    = 59.70
  | oppmetergain = 56.40
  | location      = {{Property-UNI|Corner}}
  | notes        = *Combo off max range charged Force Function in the corner.
*Can work on non-counter hits as well with Vorpal, but is harder to do.
*[https://youtu.be/iuyrZrn3dEE Click here to see a video].
  }}
  }}
}}
}}
Line 1,197: Line 1,316:
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 236A~236B > 3B > dl. 2C > 236B~236A > 66C > 214B~4B~4B
   | combo        = 236C > dash > 5B > 5[C] > 214B~dl.4B~dl.4B > 2C > 236B~236A > 66C > 236A~236B
   | basedamage    = 3104
   | basedamage    = 3111
   | bonusdamage  = 3409
   | bonusdamage  = 3412
   | cost          =  
   | cost          = 100 {{Property-UNI|EXS}}
   | metergain    = 42.43
   | metergain    = 10.30
   | oppmetergain = 32.69
   | oppmetergain = 42.75
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Anywhere}}
   | notes        = *Solid hit-confirm route off of 236A~236B.
   | notes        = *Standard combo off of 236C that works anywhere.
*[https://www.youtube.com/watch?v=UlB7F-RG65k Click here to see a video].
*[https://www.youtube.com/watch?v=So33tKgwvbs Click here to see a video].
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 236X~236A > 66C > 214B~dl.4B~dl.4B > 3B > dl. 2C > 5[C] > 214B~4B~4B
   | combo        = 236A > dash > 66B > 214B~dl.4B~dl.4B > 22A > 3B > B+C > 236B~236A > 66C > 236A~236B
   | basedamage    = 3168
   | basedamage    = 3329
   | bonusdamage  = 3479
   | bonusdamage  = 3677
   | cost          =  
   | cost          =  
   | metergain    = 48.80
   | metergain    = 56.66
   | oppmetergain = 40.42
   | oppmetergain = 56.49
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Corner}}
   | notes        = *Standard confirm off of 236X~236A at midscreen.
   | notes        = *Corner combo off 236A.
*[https://www.youtube.com/watch?v=L8C0n_Flnf8 Click here to see a video].
*Only works if the fireball is thrown from a bit of distance. Have to use one of the fireball's follow-ups to combo close to/at point-blank range.
*Can swap 66B for 66C and B+C for 2C instead to make it a bit easier at the cost of slightly lower damage.
*[https://www.youtube.com/watch?v=s5B9awUCrus Click here to see a video].
  }}
  }}
{{ComboData-UNI
{{ComboData-UNI
   | combo        = 236X~236C > dash > 5B > 5[C] > 214B~dl.4B~dl.4B > 2C > 236B~236A > 66C > 236A~236B
   | combo        = 236C > dash > 5B > 5[C] > 6B(2nd) > j.[C] > 22A > 3B > B+C > 236B~236A > 66C > 236A~236B
   | basedamage    = 3723
   | basedamage    = 3187
   | bonusdamage  = 4090
   | bonusdamage  = 3508
   | cost          = 100 {{Property-UNI|EXS}}
   | cost          = 100 {{Property-UNI|EXS}}
   | metergain    = 11.06
   | metergain    = 13.53
   | oppmetergain = 45.63
   | oppmetergain = 51.73
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Corner}}
   | notes        = *Basic combo off laser starter.
   | notes        = *Corner combo for 236C.
*Detonate the fireball before it hits the opponent. The explosion has to be the first hit, otherwise the combo won't work.
*[https://www.youtube.com/watch?v=VTbr_hqqgM0 Click here to see a video].
*[https://www.youtube.com/watch?v=fVyWGwkc69A Click here to see a video].
  }}
  }}
}}
===236X~236A Starters===
{{ComboTable-UNI
|data=
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 236X~236C > dash > 2B > 5[C] > j.C > j.2C > 214B~dl.4B~dl.4B > 3B > dl. 2C > 236B~236A > 66C > 236A~236B
   | combo        = 236X~236A > 66C > 214B~dl.4B~dl.4B > 3B > dl.2C > 5[C] > 214B~4B~4B
   | basedamage    = 3822
   | basedamage    = 3168
   | bonusdamage  = 4197
   | bonusdamage  = 3479
   | cost          = 100 {{Property-UNI|EXS}}
   | cost          =  
   | metergain    = 13.76
   | metergain    = 48.80
   | oppmetergain = 53.92
   | oppmetergain = 40.42
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *Stronger combo off laser that's slightly harder.
   | notes        = *Standard confirm off of 236X~236A at midscreen.
*Landing 2C can be tricky on some characters. Try slightly delaying j.2C and delay the rekkas as much as possible to help avoid that from happening.
*[https://www.youtube.com/watch?v=L8C0n_Flnf8 Click here to see a video].
*On counter hit, replace 2B with 5B for additional damage.
*[https://www.youtube.com/watch?v=FXBYfGOjoec Click here to see a video].
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 236X~236C > md.5[C] > 214B~dl.4B~dl.4B > 3C > j.A > j.B > j.C > 3B > 2C > 236B~236A > 66C > 236A~236B
   | combo        = 236X~236A > 66C > 214B~dl.4B~dl.4B > 3C > j.B > j.C > j.6C > dash > 66C > 236B~236B
   | basedamage    = 3841
   | basedamage    = 3209
   | bonusdamage  = 4217
   | bonusdamage  = 3523
   | cost          = 100 {{Property-UNI|EXS}}
   | cost          =  
   | metergain    = 13.99
   | metergain    = 54.19
   | oppmetergain = 53.82
   | oppmetergain = 42.53
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *Optimal combo off laser at midscreen.
   | notes        = *Harder but stronger combo off 236X~236A with great corner carry.
*Much harder combo to perform. The microdash on 5[C] and delaying the rekkas just right for 3C to connect make it difficult to land consistently.
*The difficult part of this combo is getting 66C to connect after j.6C. The opponent can sometimes be just slightly too high for 66C to hit.
*Gets a large boost in damage on counter hit without having to alter the route.
*[https://youtu.be/EBVsgycUZzQ Click here to see a video].
*[https://www.youtube.com/watch?v=xCQwOfdN_rc Click here to see a video].
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
  | combo        = 236C > dash > 5B > 5[C] > 214B~dl.4B~dl.4B > 2C > 236B~236A > 66C > 236A~236B
   | combo        = 236X~236A > 214B~dl.4B~dl.4B > 22A > 3B > dl.2C > 3C > 214B~4B~4B
  | basedamage    = 3111
   | basedamage    = 3440
  | bonusdamage  = 3412
   | bonusdamage  = 3777
  | cost          = 100 {{Property-UNI|EXS}}
   | cost          =  
  | metergain    = 10.30
  | oppmetergain = 42.75
  | location      = {{Property-UNI|Anywhere}}
  | notes        = *Standard combo off of 236C that works anywhere.
*[https://www.youtube.com/watch?v=So33tKgwvbs Click here to see a video].
}}
{{ComboData-UNI
  | combo        = 236A > dash > 66B > 214B~dl.4B~dl.4B > 22A > 3B > FF > 236B~236A > 66C > 236A~236B
  | basedamage    = 3329
  | bonusdamage  = 3677
  | cost          =
  | metergain    = 56.66
  | oppmetergain = 56.49
  | location      = {{Property-UNI|Corner}}
  | notes        = *Corner combo off 236A.
*Only works if the fireball is thrown from a bit of distance. Have to use one of the fireball's follow-ups to combo close to/at point-blank range.
*Can swap 66B for 66C and FF for 2C instead to make it a bit easier at the cost of slightly lower damage.
*[https://www.youtube.com/watch?v=s5B9awUCrus Click here to see a video].
}}
{{ComboData-UNI
   | combo        = 236X~236A > 214B~dl.4B~dl.4B > 22A > 3B > dl. 2C > 3C > 214B~4B~4B
   | basedamage    = 3440
   | bonusdamage  = 3777
   | cost          =  
   | metergain    = 49.59
   | metergain    = 49.59
   | oppmetergain = 47.13
   | oppmetergain = 47.13
Line 1,292: Line 1,390:
*[https://www.youtube.com/watch?v=cIaZC0S7Yog Click here to see a video].
*[https://www.youtube.com/watch?v=cIaZC0S7Yog Click here to see a video].
  }}
  }}
}}
===236X~236B Starters===
{{ComboTable-UNI
|data=
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 236X~236C > 66C > 214B~dl.4B~dl.4B > 22A > 3B > dl. 2C > 236B~236A > 66C > 236A~236B
   | combo        = 236A~236B > 3B > dl.2C > 236B~236A > 66C > 214B~4B~4B
   | basedamage    = 3824
   | basedamage    = 3104
   | bonusdamage  = 4200
   | bonusdamage  = 3409
   | cost          = 100 {{Property-UNI|EXS}}
   | cost          =  
   | metergain    = 12.25
   | metergain    = 42.43
   | oppmetergain = 52.05
   | oppmetergain = 32.69
   | location      = Back to {{Property-UNI|Corner}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *Laser side-swap combo.
   | notes        = *Solid hit-confirm route off of 236A~236B.
*66C can cause a side-swap anywhere if timed correctly, so you can technically use this route (minus 22A, of course) to cause a side-swap at midscreen as well. But it's better to save this route for when you're in the corner since it's most effective there.
*[https://www.youtube.com/watch?v=UlB7F-RG65k Click here to see a video].
*[https://www.youtube.com/watch?v=DImCL89yq6s Click here to see a video].
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 236X~236C > 5[C] > 214B~dl.4B~dl.4B > 22A > 3B > dl. 2C > 236B~236A > 66C > 236A~236B
   | combo        = 236X (blocked)~236B > 5B > 5[C] > j.C > j.2C > 214B~dl.4B~dl.4B > 3B > dl.2C > 236B~236A > 66C > 236A~236B
   | basedamage    = 4002
   | basedamage    = 3553
   | bonusdamage  = 4396
   | bonusdamage  = 3900
   | cost          = 100 {{Property-UNI|EXS}}
   | cost          =  
   | metergain    = 12.58
   | metergain    = 66.28
   | oppmetergain = 53.65
   | oppmetergain = 57.42
   | location      = {{Property-UNI|Corner}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *Laser combo for the corner.
   | notes        = *High damage combo off 236X~236B.
*5[C] is much easier to use off of laser when the opponent is in the corner since you don't have to worry about moving forward first to make it connect.
*Easier to do on counter hit as the combo can be slightly more difficult to land otherwise.
*[https://www.youtube.com/watch?v=W0rImCriLTo Click here to see a video].
*Though very difficult to do, you can technically use the 236B fireball follow-up to create a frame trap. In such an event, use this combo to maximize damage.
*[https://youtu.be/ALJklC0Lpj0 Click here to see a video].
  }}
  }}
{{ComboData-UNI
}}
  | combo        = 236C > dash > 5B > 5[C] > 6B(2nd) > j.[C] > 22A > 3B > FF > 236B~236A > 66C > 236A~236B
 
  | basedamage    = 3187
===236X~236C Starters===
  | bonusdamage  = 3508
  | cost          = 100 {{Property-UNI|EXS}}
  | metergain    = 13.53
  | oppmetergain = 51.73
  | location      = {{Property-UNI|Corner}}
  | notes        = *Corner combo for 236C.
*[https://www.youtube.com/watch?v=VTbr_hqqgM0 Click here to see a video].
}}
}}
 
===j.236A/B Starters===
{{ComboTable-UNI
{{ComboTable-UNI
|data=
|data=
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = tk j.236A > j.C > j.2C > 214B~dl.4B~dl.4B > 3B > dl. 2C > 236B~236A > 66C > 236A~236B
   | combo        = 236X~236C > dash > 5B > 5[C] > 214B~dl.4B~dl.4B > 2C > 236B~236A > 66C > 236A~236B
   | basedamage    = 3604
   | basedamage    = 3723
   | bonusdamage  = 3956
   | bonusdamage  = 4090
   | cost          =  
   | cost          = 100 {{Property-UNI|EXS}}
   | metergain    = 56.00
   | metergain    = 11.06
   | oppmetergain = 50.44
   | oppmetergain = 45.63
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *Midscreen combo off tk j.236A.
   | notes        = *Basic combo off laser starter.
*Good for countering throw attempts.
*Detonate the fireball before it hits the opponent. The explosion has to be the first hit, otherwise the combo won't work.
*Works off assault.
*[https://www.youtube.com/watch?v=fVyWGwkc69A Click here to see a video].
*[https://www.youtube.com/watch?v=pmgpPxh9SVw Click here to see a video].
  }}
  }}
{{ComboData-UNI
{{ComboData-UNI
   | combo        = tk j.236A > 214B~dl.4B~dl.4B > 2C > 22B > 66C > dl. 236B~236A > 66C > 236B~236B
   | combo        = 236X~236C > dash > 2B > 5[C] > j.C > j.2C > 214B~dl.4B~dl.4B > 3B > dl.2C > 236B~236A > 66C > 236A~236B
   | basedamage    = 3763
   | basedamage    = 3822
   | bonusdamage  = 4133
   | bonusdamage  = 4197
   | cost          =  
   | cost          = 100 {{Property-UNI|EXS}}
   | metergain    = 55.62
   | metergain    = 13.76
   | oppmetergain = 57.36
   | oppmetergain = 53.92
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *Harder version of the above combo.
   | notes        = *Stronger combo off laser that's slightly harder.
*[https://www.youtube.com/watch?v=SNmNZMXTqsI Click here to see a video].
*Landing 2C can be tricky on some characters. Try slightly delaying j.2C and delay the rekkas as much as possible to help avoid that from happening.
*On counter hit, replace 2B with 5B for additional damage.
*[https://www.youtube.com/watch?v=FXBYfGOjoec Click here to see a video].
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = tk j.236A/B > 214B~dl.4B~dl.4B > 22A > 3B > FF > 236B~236A > 66C > 236A~236B
   | combo        = 236X~236C > md.5[C] > 214B~dl.4B~dl.4B > 3C > j.A > j.B > j.C > 3B > dl.2C > 236B~236A > 66C > 236A~236B
   | basedamage    = 3938
   | basedamage    = 3841
   | bonusdamage  = 4326
   | bonusdamage  = 4217
   | cost          =  
   | cost          = 100 {{Property-UNI|EXS}}
   | metergain    = 55.86
   | metergain    = 13.99
   | oppmetergain = 58.86
   | oppmetergain = 53.82
   | location      = {{Property-UNI|Corner}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *Corner combo for j.236X.  
   | notes        = *Close to optimal combo off laser at midscreen.
*Works off assault as well.
*Much harder combo to perform. The microdash on 5[C] and delaying the rekkas just right for 3C  to connect (can also try microdashing into it as well) make it difficult to land consistently.
*[https://www.youtube.com/watch?v=6-_rYkBSDfg Click here to see a video].
*Gets a large boost in damage on counter hit without having to alter the route.
*[https://www.youtube.com/watch?v=xCQwOfdN_rc Click here to see a video].
}}
{{ComboData-UNI
  | combo        = 236X~236C > md.6B(2nd) > 5[C] > j.B > j.2C > 214B~dl.4B~dl.4B > 3B > dl.2C > 236B~236A > 66C > 236A~236B
  | basedamage    = 3927
  | bonusdamage  = 4311
  | cost          = 100 {{Property-UNI|EXS}}
  | metergain    = 14.02
  | oppmetergain = 54.60
  | location      = {{Property-UNI|Midscreen}}
  | notes        = *Optimal combo off laser at midscreen.
*Extremely difficult to perform. Timing 6B to get only the second hit to land is very hard. Getting j.B > j.2C to connect while also leaving the opponent at the right height so the rekkas hit and put the opponent within range of 3B > delay 2C is also tricky, but easier than the initial 6B hit.
*[https://youtu.be/tcSujrsLrG0 Click here to see a video].
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = tk j.236A > FF > 22A > 6B > j.[C] > 3B > dl. 2C > 236B~236A > 66C > 236A~236B
   | combo        = 236X~236C > dash > 5B > 5[C] > 6B(2nd) > j.[C] > 3B > dl.2C > 236B~236A > 66C > 236A~236B
   | basedamage    = 3988
   | basedamage    = 3353-3661
   | bonusdamage  = 4439
   | bonusdamage  = 3679-3954
   | cost          =  
   | cost          = 100 {{Property-UNI|EXS}}
   | metergain    = 65.69
   | metergain    = 17.26-17.30
   | oppmetergain = 56.97
   | oppmetergain = 43.07-43.11
   | location      = {{Property-UNI|Corner}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *Corner route for j.236A that doesn't use rekkas. Very difficult combo, but it's also some of the highest damage you can get off j.236A without spending meter.
   | notes        = *Combo to use if the fireball hits before activating laser.
*The timing on 22A > 6B is extremely precise. You can't cancel into either immediately, but rather must time each one perfectly so that all three hits of 22A and both hits of 6B connect.
*This combo is generally reversed for when you get a hit when trying to use 236X~236C in pressure. Not something you specifically want to look for as a starter since the fireball being the first hit prorates the combo pretty hard.
*[https://www.youtube.com/watch?v=n7Oh7Y3U43Q Click here to see a video].
*Damage varies based on whether the fireball and detonation happen at point-blank range or not. If not, 3353 is the base damage. If so, it increases to 3661.
*[https://youtu.be/rbuvSXC0_0I Click here to see a video].
}}
{{ComboData-UNI
  | combo        = 236X~236C > 66C > 214B~dl.4B~dl.4B > 22A > 3B > dl.2C > 236B~236A > 66C > 236A~236B
  | basedamage    = 3824
  | bonusdamage  = 4200
  | cost          = 100 {{Property-UNI|EXS}}
  | metergain    = 12.25
  | oppmetergain = 52.05
  | location      = Back to {{Property-UNI|Corner}}
  | notes        = *Laser side-swap combo.
*66C can cause a side-swap anywhere if timed correctly, so you can technically use this route (minus 22A, of course) to cause a side-swap at midscreen as well. It's better to save this route for when you're in the corner, however, since it's most effective there.
*[https://www.youtube.com/watch?v=DImCL89yq6s Click here to see a video].
}}
{{ComboData-UNI
  | combo        = 236X~236C > 5[C] > 214B~dl.4B~dl.4B > 22A > 3B > dl.2C > 236B~236A > 66C > 236A~236B
  | basedamage    = 4002
  | bonusdamage  = 4396
  | cost          = 100 {{Property-UNI|EXS}}
  | metergain    = 12.58
  | oppmetergain = 53.65
  | location      = {{Property-UNI|Corner}}
  | notes        = *Laser combo for the corner.
*5[C] is much easier to use off of laser when the opponent is in the corner since you don't have to worry about moving forward first to make it connect.
*[https://www.youtube.com/watch?v=W0rImCriLTo Click here to see a video].
  }}
  }}
}}
}}


===214X Starters===
===j.236X Starters===
{{ComboTable-UNI
{{ComboTable-UNI
|data=
|data=
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 214A~dl.4A~dl.4A > 3C > 5[C] > 6B(2nd) > j.[C] > 3B > dl. 2C > 236B~236A > 66C > 236A~236B
   | combo        = tk j.236A > j.C > j.2C > 214B~dl.4B~dl.4B > 3B > dl.2C > 236B~236A > 66C > 236A~236B
   | basedamage    = 3413
   | basedamage    = 3604
   | bonusdamage  = 3748
   | bonusdamage  = 3956
   | cost          =  
   | cost          =  
   | metergain    = 63.15
   | metergain    = 56.00
   | oppmetergain = 48.81
   | oppmetergain = 50.44
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *Midscreen combo for 214A starter.
   | notes        = *Midscreen combo off tk j.236A.
*Doesn't work on counter hit with 214A as the opponent lands too far to link into 3C. In such an event, change route to 3B > 5C > 214B~4B~4B.  
*Good for countering throw attempts.
*This route does, however, work with a 214B starter on counter hit.
*Works off assault.
*[https://www.youtube.com/watch?v=EsnGIlArR8Y Click here to see a video].
*[https://www.youtube.com/watch?v=pmgpPxh9SVw Click here to see a video].
  }}
  }}
{{ComboData-UNI
{{ComboData-UNI
   | combo        = 214A~dl.4A > 214B~dl.4B~dl.4B > 3C > j.C > j.2C > rejump > j.B > j.C > j.6C > dash > 66C > 236B~236B
   | combo        = tk j.236A > 214B~dl.4B~dl.4B > 2C > 22B > 66C > dl.236B~236A > 66C > 236B~236B
   | basedamage    = 3141
   | basedamage    = 3763
   | bonusdamage  = 3449
   | bonusdamage  = 4133
   | cost          =  
   | cost          =  
   | metergain    = 55.08
   | metergain    = 55.62
   | oppmetergain = 44.75
   | oppmetergain = 57.36
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *214A combo with great corner carry.
   | notes        = *Harder version of the above combo.
*[https://www.youtube.com/watch?v=W_dYhSrajrs Click here to see a video].
*Very difficult to do, but also deals some of the best damage Hyde can do without spending resources at midscreen.
*[https://www.youtube.com/watch?v=SNmNZMXTqsI Click here to see a video].
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 214B~dl.4B~dl.4B > 5A > 5C > dl. 6B(2nd) > j.[C] > 2C > 236B~236A > 66C > 236A~236B
   | combo        = tk j.236A/B > 214B~dl.4B~dl.4B > 22A > 3B > B+C > 236B~236A > 66C > 236A~236B
   | basedamage    = 3241
   | basedamage    = 3938
   | bonusdamage  = 3560
   | bonusdamage  = 4326
   | cost          =  
   | cost          =  
   | metergain    = 54.61
   | metergain    = 55.86
   | oppmetergain = 43.99
   | oppmetergain = 58.86
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Corner}}
   | notes        = *Midscreen combo for 214B starter.
   | notes        = *Corner combo for j.236X.  
*6B can be difficult to land. The timing is both very specific and spacing dependent.
*Works off assault as well.
*[https://www.youtube.com/watch?v=WwmWhG57ux8 Click here to see a video].
*[https://www.youtube.com/watch?v=6-_rYkBSDfg Click here to see a video].
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 214B~dl.4B~dl.4B > 5A > 5C > j.C > j.2C > rejump > j.B > j.C > j.6C > dash > 66C > 236B~236B
   | combo        = tk j.236A > B+C > 22A > 6B > j.[C] > 3B > dl.2C > 236B~236A > 66C > 236A~236B
   | basedamage    = 3012
   | basedamage    = 3988
   | bonusdamage  = 3309
   | bonusdamage  = 4439
   | cost          =  
   | cost          =  
   | metergain    = 52.48
   | metergain    = 65.69
   | oppmetergain = 37.56
   | oppmetergain = 56.97
  | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Corner}}
  | notes        = *Greater corner carry off 214B starter.
   | notes        = *Corner route for j.236A that doesn't use rekkas. Very difficult combo, but it's also some of the highest damage you can get off j.236A without spending meter.
*[https://www.youtube.com/watch?v=oVlXx7jcnCA Click here to see a video].
*The timing on 22A > 6B is extremely precise. You can't cancel into either immediately, but rather must time each one perfectly so that all three hits of 22A and both hits of 6B connect.
}}
*[https://www.youtube.com/watch?v=n7Oh7Y3U43Q Click here to see a video].
{{ComboData-UNI
  | combo        = 214X~dl.4X~dl.4X > 5A > 5C > 6B(2nd) > j.[C] > 22A > 3B > dl. 2C > 3C > 214B~4B~4B
  | basedamage    = 3369
  | bonusdamage  = 3699
  | cost          =
  | metergain    = 60.61
  | oppmetergain = 50.41
   | location      = {{Property-UNI|Corner}}
   | notes        = *Corner combo for rekka starter. Works with A or B rekkas.
*Can swap the ender for 236B~236A > 66C > 236A~236B for additional damage (3469; 3808 with vorpal), but is a bit harder to land.
*[https://www.youtube.com/watch?v=FxkHlJHmyQU Click here to see a video].
}}
{{ComboData-UNI
  | combo        = 214A~dl.4A > 5C > FF > 214B~dl.4B~dl.4B > 22A > 3B > dl. 2C > 236B~236A > 66C > 236A~236B
  | basedamage    = 3654
  | bonusdamage  = 4067
  | cost          =
  | metergain    = 63.24
  | oppmetergain = 63.22
  | location      = {{Property-UNI|Corner}}
  | notes        = *Stronger and much harder corner combo off 214A.
*The window to link 5C after the second hit of 214A is very small and precise. If you can hit it, though, the rest of the combo isn't too hard.
*[https://www.youtube.com/watch?v=FTMUdKQd-2k Click here to see a video].
  }}
  }}
}}
}}


===623X Starters===
===214X Starters===
{{ComboTable-UNI
{{ComboTable-UNI
|data=
|data=
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 623A > j.236C > j.C > j.2C > 214B~dl.4B~dl.4B > 3B > dl. 2C > 236B~236A > 66C > 236A~236B
   | combo        = 214A~dl.4A~dl.4A > 3C > 5[C] > 6B(2nd) > j.[C] > 3B > dl.2C > 236B~236A > 66C > 236A~236B
   | basedamage    = 3325
   | basedamage    = 3413
   | bonusdamage  = 3645
   | bonusdamage  = 3748
   | cost          = 100 {{Property-UNI|EXS}}  
   | cost          =  
   | metergain    = 19.14
  | metergain    = 63.15
   | oppmetergain = 53.02
  | oppmetergain = 48.81
  | location      = {{Property-UNI|Midscreen}}
  | notes        = *Midscreen combo for 214A starter.
*Doesn't work on counter hit with 214A as the opponent lands too far to link into 3C. In such an event, change route to 3B > 5C > 214B~4B~4B.
*This route does, however, work with a 214B starter on counter hit.
*[https://www.youtube.com/watch?v=EsnGIlArR8Y Click here to see a video].
}}
{{ComboData-UNI
  | combo        = 214A~dl.4A > 214B~dl.4B~dl.4B > 3C > j.C > j.2C > rejump > j.B > j.C > j.6C > dash > 66C > 236B~236B
  | basedamage    = 3141
  | bonusdamage  = 3449
  | cost          =
   | metergain    = 55.08
   | oppmetergain = 44.75
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *Midscreen combo off 623A using meter.
   | notes        = *214A combo with great corner carry.
*[https://www.youtube.com/watch?v=cVtmouE7o7M Click here to see a video].
*[https://www.youtube.com/watch?v=W_dYhSrajrs Click here to see a video].
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 623B > CS > 6B > 214B~dl.4B~dl.4B > 2C > 5C > j.C > j.2C rejump > j.B > j.C > j.6C > dash > 66C > 236B~236B
   | combo        = 214B~dl.4B~dl.4B > 5A > 5C > dl.6B(2nd) > j.[C] > 2C > 236B~236A > 66C > 236A~236B
   | basedamage    = 3473
   | basedamage    = 3241
   | bonusdamage  =  
   | bonusdamage  = 3560
   | cost          = {{Property-UNI|vorpal}}
   | cost          =  
   | metergain    = 33.77
   | metergain    = 54.61
   | oppmetergain = 56.72
   | oppmetergain = 43.99
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *Combo off 623B using CS.
   | notes        = *Midscreen combo for 214B starter.
*[https://www.youtube.com/watch?v=gVpmZ8ezcl8 Click here to see a video].
*6B can be difficult to land. The timing is both very specific and spacing dependent.
*[https://www.youtube.com/watch?v=WwmWhG57ux8 Click here to see a video].
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = CH 623B > CS > 6B > 214B~dl.4B~dl.4B > 2C > 22B > 66C > dl. 236B~236A > 66C > 236B~236B > 214C
   | combo        = 214B~dl.4B~dl.4B > 5A > 5C > j.C > j.2C > rejump > j.B > j.C > j.6C > dash > 66C > 236B~236B
   | basedamage    = 4118
   | basedamage    = 3012
   | bonusdamage  =  
   | bonusdamage  = 3309
   | cost          = 100 {{Property-UNI|EXS}}, {{Property-UNI|vorpal}}
   | cost          =  
   | metergain    = 32.63
   | metergain    = 52.48
   | oppmetergain = 76.35
   | oppmetergain = 37.56
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *Counter hit combo off 623B using CS and meter.
   | notes        = *Greater corner carry off 214B starter.
*Harder combo that uses a lot of resources for great damage and almost full corner carry.
*[https://www.youtube.com/watch?v=oVlXx7jcnCA Click here to see a video].
*[https://www.youtube.com/watch?v=gh8WsVwVT3k Click here to see a video].
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 623A > dl. j.236C > 66C > 214B~dl.4B~dl.4B > 3B > dl. 2C > 236B~236A > 66C > 236A~236B
   | combo        = 214X~dl.4X~dl.4X > 5A > 5C > 6B(2nd) > j.[C] > 22A > 3B > dl. 2C > 3C > 214B~4B~4B
   | basedamage    = 3249
   | basedamage    = 3369
   | bonusdamage  = 3563
   | bonusdamage  = 3699
   | cost          = 100 {{Property-UNI|EXS}}
   | cost          =  
   | metergain    = 18.49
   | metergain    = 60.61
   | oppmetergain = 49.09
   | oppmetergain = 50.41
   | location      = Back to {{Property-UNI|Corner}}
   | location      = {{Property-UNI|Corner}}
   | notes        = *Side-swap combo off 623A.
   | notes        = *Corner combo for rekka starter. Works with A or B rekkas.
*Timing on j.236C is extremely precise, making this combo very difficult to do.
*Can swap the ender for 236B~236A > 66C > 236A~236B for additional damage (3469; 3808 with vorpal), but is a bit harder to land.
*[https://www.youtube.com/watch?v=vWSSaDrP96o Click here to see a video].
*[https://www.youtube.com/watch?v=FxkHlJHmyQU Click here to see a video].
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 623A > j.236C > j.[C] > 22A > 3B > FF > 236B~236A > 66C > 236A~236B
   | combo        = 214A~dl.4A > 5C > B+C > 214B~dl.4B~dl.4B > 22A > 3B > dl.2C > 236B~236A > 66C > 236A~236B
   | basedamage    = 3438
   | basedamage    = 3654
   | bonusdamage  = 3782
   | bonusdamage  = 4067
   | cost          = 100 {{Property-UNI|EXS}}
   | cost          =  
   | metergain    = 18.78
   | metergain    = 63.24
   | oppmetergain = 52.74
   | oppmetergain = 63.22
   | location      = {{Property-UNI|Corner}}
   | location      = {{Property-UNI|Corner}}
   | notes        = *Corner combo off 623A using meter.
   | notes        = *Stronger and much harder corner combo off 214A.
*[https://www.youtube.com/watch?v=O3WL0PveY60 Click here to see a video].
*The window to link 5C after the second hit of 214A is very small and precise. If you can hit it, though, the rest of the combo isn't too hard.
*[https://www.youtube.com/watch?v=FTMUdKQd-2k Click here to see a video].
  }}
  }}
}}
}}


===22X Starters===
===623X Starters===
{{ComboTable-UNI
{{ComboTable-UNI
|data=
|data=
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 22A > CS > 66C > 214B~dl.4B~dl.4B > 3C > 5[C] > 6B(2nd) > j.[C] > 2C > 236B~236A > 66C > 236A~236B
   | combo        = 623A > j.236C > j.C > j.2C > 214B~dl.4B~dl.4B > 3B > dl.2C > 236B~236A > 66C > 236A~236B
   | basedamage    = 3454
  | basedamage    = 3325
  | bonusdamage  = 3645
  | cost          = 100 {{Property-UNI|EXS}}
  | metergain    = 19.14
  | oppmetergain = 53.02
  | location      = {{Property-UNI|Midscreen}}
  | notes        = *Midscreen combo off 623A using meter.
*[https://www.youtube.com/watch?v=cVtmouE7o7M Click here to see a video].
}}
{{ComboData-UNI
  | combo        = 623A > dl.CS > j.A > 5B > 5[C] > 214B~dl.4B~dl.4B > 2C > 22B > 66C > 214B~4B~4B
   | basedamage    = 3519
   | bonusdamage  =  
   | bonusdamage  =  
   | cost          = {{Property-UNI|vorpal}}
   | cost          = {{Property-UNI|vorpal}}  
   | metergain    = 25.52
   | metergain    = 27.67
   | oppmetergain = 54.48
   | oppmetergain = 54.40
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *Midscreen combo off 22A using Chain Shift.
   | notes        = *Midscreen combo off 623A using Chain Shift.
*Limited use given how you're generally better off using 236C to combo off 22A at midscreen, but this route is useful all the same should you want to convert into a combo and don't have the meter to spare.
*If you find yourself getting a hit off 623A and don't have enough meter to use j.236C but do have Vorpal, you can use this combo.
*[https://www.youtube.com/watch?v=0oVZR-mC7W0 Click here to see a video].
*The delay on Chain Shift is slight. Need to time it right so that both hits of j.A will connect and leave the opponent in hitstun long enough for Hyde to land and chain into 5B.
*Delay the rekkas as much as possible to ensure 2C will connect. Combo becomes much easier on counter hit because you get a bit more leeway with that link.
*[https://www.youtube.com/watch?v=kSEax-DuWfM Click here to see a video].
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 22B > 66C > 214B~dl.4B~dl.4B > 2C > 236B~236A > 66C > 236A~236B
   | combo        = 623B > CS > 6B > 214B~dl.4B~dl.4B > 2C > 5C > j.C > j.2C > rejump > j.B > j.C > j.6C > dash > 66C > 236B~236B
   | basedamage    = 3650
   | basedamage    = 3473
   | bonusdamage  = 4009
   | bonusdamage  =  
   | cost          =  
   | cost          = {{Property-UNI|vorpal}}
   | metergain    = 50.68
   | metergain    = 33.77
   | oppmetergain = 45.41
   | oppmetergain = 56.72
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *Midscreen 22B combo.
   | notes        = *Combo off 623B using CS.
*Limited use given the specific spacing needed for all three hits of 22B to connect, but useful to learn should it happen.
*[https://www.youtube.com/watch?v=gVpmZ8ezcl8 Click here to see a video].
*[https://www.youtube.com/watch?v=JXvBKKo4rPM Click here to see a video].
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 22A > 5B > 5[C] > 6B(2nd) > j.[C] > 3B > dl. 2C > 236B~236A > 66C > 236A~236B
   | combo        = CH 623B > CS > 6B > 214B~dl.4B~dl.4B > 2C > 22B > 66C > dl.236B~236A > 66C > 236B~236B > 214C
   | basedamage    = 3701
  | basedamage    = 4118
   | bonusdamage  = 4065
  | bonusdamage  =
   | cost          =  
  | cost          = 100 {{Property-UNI|EXS}}, {{Property-UNI|vorpal}}
   | metergain    = 61.12
  | metergain    = 32.63
   | oppmetergain = 44.16
  | oppmetergain = 76.35
   | location      = {{Property-UNI|Corner}}
  | location      = {{Property-UNI|Midscreen}}
   | notes        = *22A combo that doesn't use rekkas.
  | notes        = *Counter hit combo off 623B using CS and meter.
*Useful if you want to conserve GRD (most 22X corner routes use Force Function somewhere) or are having trouble landing the rekkas.
*Harder combo that uses a lot of resources for great damage and almost full corner carry.
*[https://www.youtube.com/watch?v=G1bDpuITuUM Click here to see a video].
*[https://www.youtube.com/watch?v=gh8WsVwVT3k Click here to see a video].
}}
{{ComboData-UNI
  | combo        = 623A > dl. j.236C > 66C > 214B~dl.4B~dl.4B > 3B > dl.2C > 236B~236A > 66C > 236A~236B
   | basedamage    = 3249
   | bonusdamage  = 3563
   | cost          = 100 {{Property-UNI|EXS}}
   | metergain    = 18.49
   | oppmetergain = 49.09
   | location      = Back to {{Property-UNI|Corner}}
   | notes        = *Side-swap combo off 623A.
*Timing on j.236C is extremely precise, making this combo very difficult to do.
*[https://www.youtube.com/watch?v=vWSSaDrP96o Click here to see a video].
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 22A > 5B > FF > 214B~dl.4B~dl.4B > 3B > dl. 2C > 236B~236A > 66C > 236A~236B
   | combo        = 623A > j.236C > 214B~dl.4B~dl.4B > 22A > 3B > B+C > 236B~236A > 66C > 236A~236B
   | basedamage    = 3990
   | basedamage    = 3524
   | bonusdamage  = 4437
   | bonusdamage  = 3878
   | cost          =  
   | cost          = 100 {{Property-UNI|EXS}}
   | metergain    = 59.22
   | metergain    = 19.22
   | oppmetergain = 52.66
   | oppmetergain = 62.10
   | location      = {{Property-UNI|Corner}}
   | location      = {{Property-UNI|Corner}}
   | notes        = *Standard 22A combo in the corner.
   | notes        = *Corner combo off 623A using meter.
*[https://www.youtube.com/watch?v=4MS5La6QzAo Click here to see a video].
*[https://www.youtube.com/watch?v=Rubr-VAYjtQ Click here to see a video].
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 22B > 2B > FF > 214B~dl.4B~dl.4B > 3B > dl. 2C > 236B~236A > 66C > 236A~236B
   | combo        = 623A > dl.CS > j.A > 5B > 5[C] > 6B(2nd) > j.[C] > 22A > 3B > B+C > 236B~236A > 66C > 236A~236B
   | basedamage    = 4074
   | basedamage    = 3627
   | bonusdamage  = 4528
   | bonusdamage  =  
   | cost          =  
   | cost          = {{Property-UNI|vorpal}}
   | metergain    = 59.18
   | metergain    = 36.40
   | oppmetergain = 53.01
   | oppmetergain = 61.71
   | location      = {{Property-UNI|Corner}}
   | location      = {{Property-UNI|Corner}}
   | notes        = *22B corner combo.
   | notes        = *Corner combo off 623A using Chain Shift.
*2B is used in place of 5B here because the former has better damage scaling off 22B.
*Combo to use if you don't have the meter for j.236C but do have Vorpal.
*On counter hit, add 22A after the rekkas for additional damage. Can also cancel into CVO to deal 6.4K damage at 30% health or lower.
*Like the midscreen version, the delay on Chain shift is small. Both hits of j.A need to connect so you can chain into 5B.
*[https://www.youtube.com/watch?v=EVwwuV18b2M Click here to see a video].
*[https://www.youtube.com/watch?v=Hggfen0wQus Click here to see a video].
}}
{{ComboData-UNI
  | combo        = 22C > dash > 214B~dl.4B~dl.4B > 2C > 22B > 66C > dl. 236B~236A > 66C > 236A~236B
  | basedamage    = 3806
  | bonusdamage  = 4280
  | cost          = 100 {{Property-UNI|EXS}}
  | metergain    = 11.19
  | oppmetergain = 60.21
  | location      = {{Property-UNI|Corner}}
  | notes        = *Corner combo off 22C.
*22C's use is mainly as a pressure tool, but it's a solid combo starter as well. It's is most effective when the opponent is in or close to the corner, as the flames bounce off the wall and keep them in blockstun, so it's worth learning how to confirm off it just in case you get a hit off it.
*[https://www.youtube.com/watch?v=ReYv35XgMjc Click here to see a video].
  }}
  }}
}}
}}


===41236C Starters===
===22X Starters===
{{ComboTable-UNI
{{ComboTable-UNI
|data=
|data=
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 41236C(2) > CS > 5[C] > 214B~dl.4B~dl.4B > 2C > 236B~236A > 66C > 236A~236B
   | combo        = 22A > CS > 66C > 214B~dl.4B~dl.4B > 3C > 5[C] > 6B(2nd) > j.[C] > 2C > 236B~236A > 66C > 236A~236B
   | basedamage    = 4120
   | basedamage    = 3454
   | bonusdamage  =  
   | bonusdamage  =  
   | cost          = 100 {{Property-UNI|EXS}}, {{Property-UNI|vorpal}}
   | cost          = {{Property-UNI|vorpal}}
   | metergain    = 8.79
   | metergain    = 25.52
   | oppmetergain = 42.03
   | oppmetergain = 54.48
   | location      = {{Property-UNI|Anywhere}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *Standard combo off of Pale Bringer.
   | notes        = *Midscreen combo off 22A using Chain Shift.
*If you're ever unsure of what route to use, just use this one. It's strong, easy to do (assuming you can consistently land the 2C link off delayed rekkas, of course), and has decent corner carry to boot.
*Limited use given how you're generally better off using 236C to combo off 22A at midscreen, but this route is useful all the same should you want to convert into a combo and don't have the meter to spare.
*[https://www.youtube.com/watch?v=iMDINfn5qQE Click here to see a video].
*[https://www.youtube.com/watch?v=0oVZR-mC7W0 Click here to see a video].
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 41236C(2) > CS > 214B~dl.4B~dl.4B > 2C > 5C > j.C > j.2C > rejump > j.B > j.C > j.6C > dash > 66C > 214B~4B~4B
   | combo        = 22B > 66C > 214B~dl.4B~dl.4B > 2C > 236B~236A > 66C > 236A~236B
   | basedamage    = 4086
  | basedamage    = 3650
   | bonusdamage  =  
  | bonusdamage  = 4009
   | cost          = 100 {{Property-UNI|EXS}}, {{Property-UNI|vorpal}}
  | cost          =
   | metergain    = 9.55
  | metergain    = 50.68
   | oppmetergain = 45.83
  | oppmetergain = 45.41
   | location      = {{Property-UNI|Midscreen}}/back to {{Property-UNI|Corner}}
  | location      = {{Property-UNI|Midscreen}}
   | notes        = *Greater corner carry off Pale Bringer.
  | notes        = *Midscreen 22B combo.
*Work well at midscreen, but generally best saved for when you're backed in the corner (or close to it) to really reap the benefits of the increased corner carry.
*Hard to use given the specific spacing needed for all three hits of 22B to connect, but useful to learn should it happen.
*[https://www.youtube.com/watch?v=_TQLZz4qNBM Click here to see a video].
*[https://www.youtube.com/watch?v=JXvBKKo4rPM Click here to see a video].
}}
{{ComboData-UNI
  | combo        = 22C > dash > 214B~dl.4B~dl.4B > 2C > 5C > j.C > j.2C > rejump > j.B > j.C > j.6C > dash > 236B~236B
   | basedamage    = 3578
   | bonusdamage  = 3927
   | cost          = 100 {{Property-UNI|EXS}}
   | metergain    = 12.40
   | oppmetergain = 50.98
   | location      = {{Property-UNI|Anywhere}}
   | notes        = *Standard combo off 22C.
*The corner carry is most effective when either you or your opponent are in the corner since you can go all the way to the other side of the stage with this route, but works well pretty much anywhere.
**If you end up in the corner after j.6C, change the ender to 5B > 214B~4B~4B.
*22C's use is mainly as a pressure tool, but it's a solid combo starter as well. It's most effective when the opponent is in or close to the corner, as the flames bounce off the wall and keep them in blockstun, but it's worth learning how to confirm off it just in case you get a hit whenever you try to use it.
*[https://youtu.be/jCXxPsMg0Ek Click here to see a video].
  }}
  }}
{{ComboData-UNI
{{ComboData-UNI
   | combo        = 41236C(2) > CS > dash > 6B > 214B~dl.4B~dl.4B > 22A > 3B > dl. 2C > 236B~236A > 66C > 236A~236B
   | combo        = 22C > dash > 214B~dl.4B~dl.4B > 22A > 3B > B+C > 236B~236A > 66C > 236A~236B
   | basedamage    = 4383
   | basedamage    = 3784
   | bonusdamage  =  
   | bonusdamage  = 4176
   | cost          = 100 {{Property-UNI|EXS}}, {{Property-UNI|vorpal}}
   | cost          = 100 {{Property-UNI|EXS}}
   | metergain    = 9.58
   | metergain    = 11.15
   | oppmetergain = 60.37
   | oppmetergain = 61.81
   | location      = Back to {{Property-UNI|Corner}}
   | location      = {{Property-UNI|Midscreen}} into {{Property-UNI|Corner}}
   | notes        = *Side-swap combo off Pale Bringer.
   | notes        = *22C route to use if 22C will put the opponent in the corner.
*The dash in this combo is used to set up the side-swap. The first two hits launch the opponent long enough for you to dash under them and continue the combo. It's very difficult -- the window to dash and continue the combo before hitstun expires is extremely narrow -- but possible.  
*Force Function can be replaced with 2C instead if the combo is dropping there.
*You can also use 66C > 214B instead of dash > 6B for an easier combo. However, that route can sometimes cause another side-swap off 236A~236B, placing you right back in the corner.
*[https://youtu.be/T_tU7dK0_Is Click here to see a video].
*[https://www.youtube.com/watch?v=81ADbfa7x4A Click here to see a video].
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 41236C(2) > CS > 5[C] > FF > 214B~dl.4B~dl.4B > 22A > 3B > dl. 2C > 236B~236A > 66C > 236A~236B
   | combo        = 22A > 5B > 5[C] > 6B(2nd) > j.[C] > 3B > dl.2C > 236B~236A > 66C > 236A~236B
   | basedamage    = 4505
   | basedamage    = 3701
   | bonusdamage  =  
   | bonusdamage  = 4065
   | cost          = 100 {{Property-UNI|EXS}}, {{Property-UNI|vorpal}}
   | cost          =  
   | metergain    = 9.44
   | metergain    = 61.12
   | oppmetergain = 54.82
   | oppmetergain = 44.16
   | location      = {{Property-UNI|Corner}}
   | location      = {{Property-UNI|Corner}}
   | notes        = *Corner combo for Pale Bringer.
   | notes        = *22A combo that doesn't use rekkas.
*This route is difficult to use due to the the limited cases in which you can reasonably use Pale Bringer in the corner (reacting to a super flash to punish a reversal, for instance), but even so, worth knowing about should the opportunity ever rise.
*Useful if you want to conserve GRD (most 22X corner routes use Force Function somewhere) or are having trouble landing the rekkas.
*[https://www.youtube.com/watch?v=AftXGlmSkRU Click here to see a video].
*[https://www.youtube.com/watch?v=G1bDpuITuUM Click here to see a video].
}}
}}
 
===41236D Starters===
{{ComboTable-UNI
|data=
  {{ComboData-UNI
  | combo        = 41236D > 2C > 5[C] > dl.236B~236A > 66C > 214B~4B~4B
  | basedamage    = 4031
  | bonusdamage  = 4430
  | cost          = 200 {{Property-UNI|EXS}}
  | metergain    = 8.18
  | oppmetergain = 33.44
  | location      = {{Property-UNI|Anywhere}}
  | notes        = *Standard combo off Gyre Vortex.
*Literally just the mission mode route, but it's also the most reliable and stable combo off this move.  
*[https://www.youtube.com/watch?v=ywKVduBA-ek Click here to see a video].
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 41236D > 66C > FF > 236B~236A > dl.5C > 214B~4B~4B
   | combo        = 22A > 5B > B+C > 214B~dl.4B~dl.4B > 3B > dl.2C > 236B~236A > 66C > 236A~236B
  | basedamage    = 4091
   | basedamage    = 3990
  | bonusdamage  = 4535
   | bonusdamage  = 4437
  | cost          = 200 {{Property-UNI|EXS}} 
   | cost          =  
  | metergain    = 8.43
   | metergain    = 59.22
  | oppmetergain = 35.20
   | oppmetergain = 52.66
  | location      = Back to {{Property-UNI|Corner}}
  | notes        = *Side-swap combo off Gyre Vortex.
*66C has to connect before the opponent hits the ground. If they do, the combo will end after using Force Function due to all the ground/wall bounces being used up.
*[https://www.youtube.com/watch?v=MOAobVjxjZA Click here to see a video].
}}
  {{ComboData-UNI
  | combo        = 41236D > 3B > dl.2C > FF > 236B~236A > dl.5C > 214B~4B~4B
   | basedamage    = 4187
   | bonusdamage  = 4640
   | cost          = 200 {{Property-UNI|EXS}} 
   | metergain    = 9.10
   | oppmetergain = 39.32
   | location      = {{Property-UNI|Corner}}
   | location      = {{Property-UNI|Corner}}
   | notes        = *Corner combo off Gyre Vortex.
   | notes        = *Standard 22A combo in the corner.
*2C has to hit before the opponent hits the ground to avoid using up a ground bounce, otherwise the combo drops after FF.
*[https://www.youtube.com/watch?v=4MS5La6QzAo Click here to see a video].
*[https://www.youtube.com/watch?v=FB2SmVKfIgw Click here to see a video].
  }}
  }}
}}
===Vorpal Strip Combos===
Combos to use to knock your opponent out of Vorpal with Veil Off. Combos that end in the corner require you to backdash to keep the opponent flying overhead and side-swapping. Be sure to make a habit of backdashing to avoid that.
{{ComboTable-UNI
|data=
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 2A> 2A > 2C > 5C > j.A(1) > j.C > j.2C > VO
   | combo        = 22B > 2B > B+C > 214B~dl.4B~dl.4B > 3B > dl.2C > 236B~236A > 66C > 236A~236B
   | basedamage    = 1491
   | basedamage    = 4074
   | bonusdamage  =  
   | bonusdamage  = 4528
   | cost          = 100 {{Property-UNI|EXS}}
   | cost          =  
   | metergain    =  
   | metergain    = 59.18
   | oppmetergain = 9.21
   | oppmetergain = 53.01
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Corner}}
   | notes        = *Easy Veil Off combo to use midscreen.
   | notes        = *22B corner combo.
*Also works off assault starters.
*2B is used in place of 5B here because the former has better damage scaling off 22B.
*[https://www.youtube.com/watch?v=HDu0UAA5Cxo Click here to see a video].
*On counter hit, add 22A after the rekkas for additional damage.
   }}
*[https://www.youtube.com/watch?v=EVwwuV18b2M Click here to see a video].
}}
{{ComboData-UNI
  | combo        = 22B > 22A > 214B~dl.4B~dl.4B > 2B > B+C > dl.3B > (dl.2C) > 236B~236A > 66C > 236A~236B
  | basedamage    = 4265-4307
  | bonusdamage  = 4714-4760
  | cost          =
  | metergain    = 60.74-64.66
  | oppmetergain = 62.12-66.01
  | location      = {{Property-UNI|Corner}}
   | notes        = *Stronger corner combo off 22B.
*More difficult than the above 22B route due to how tight the timing is throughout the combo, especially if you decide to add 2C. The combo becomes less likely to drop without it.
*[https://youtu.be/Bq_poFhZbhw Click here to see a video].
}}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 2A > 2A > 2C > 5C > dl. j.C > j.6C > dash > j.A > j.B > j.6C > VO
   | combo        = 22C > dash > 214B~dl.4B~dl.4B > 2C > 22B > 66C > dl.236B~236A > 66C > 236A~236B
   | basedamage    = 1766
   | basedamage    = 3806
   | bonusdamage  = 1938
   | bonusdamage  = 4280
   | cost          = 100 {{Property-UNI|EXS}}
   | cost          = 100 {{Property-UNI|EXS}}
   | metergain    =  
  | metergain    = 11.19
   | oppmetergain = 13.17
  | oppmetergain = 60.21
   | location      = {{Property-UNI|Midscreen}} into {{Property-UNI|Corner}}
  | location      = {{Property-UNI|Corner}}
   | notes        = *Veil Off combo with good corner carry off 2A.
  | notes        = *Corner combo off 22C.
*Only works if the opponent will end up in the corner.
*2C > 22B is used here instead of the usual corner routing because 22C pushes the opponent away from the corner just enough to make the usual routing less viable.
*[https://www.youtube.com/watch?v=2wjBF80FCqM Click here to see a video].
*[https://www.youtube.com/watch?v=ReYv35XgMjc Click here to see a video].
  }}
}}
  {{ComboData-UNI
}}
   | combo        = 2A > 2A > 2C > 5C > j.C > j.6C > VO
 
   | basedamage    = 1448
===41236C Starters===
   | bonusdamage  = 1580
{{ComboTable-UNI
   | cost          = 100 {{Property-UNI|EXS}}
|data=
   | metergain    =  
{{ComboData-UNI
   | oppmetergain = 8.67
  | combo        = 41236C(2) > CS > 5[C] > 214B~dl.4B~dl.4B > 2C > 236B~236A > 66C > 236A~236B
   | location      = {{Property-UNI|Corner}}
  | basedamage    = 4120
   | notes        = *Easy Veil Off corner combo.
  | bonusdamage  =
*Might have to backdash to keep opponent from escaping the corner.
  | cost          = 100 {{Property-UNI|EXS}}, {{Property-UNI|vorpal}}
*[https://www.youtube.com/watch?v=h590vEaXtSg Click here to see a video].
  | metergain    = 8.79
  }}
  | oppmetergain = 42.03
  {{ComboData-UNI
  | location      = {{Property-UNI|Anywhere}}
   | combo        = 6B > 214B~dl.4B~dl.4B > 5B > FF dl.3B > dl.2C > 236B~236A > 66C > 236A~236B > 22C > dash > VO
  | notes        = *Standard combo off of Pale Bringer.
   | basedamage    = 4025
*If you're ever unsure of what route to use, just use this one. It's strong, easy to do (assuming you can consistently land the 2C link off delayed rekkas, of course), and has decent corner carry to boot.
   | bonusdamage  = 4456
*[https://www.youtube.com/watch?v=iMDINfn5qQE Click here to see a video].
   | cost          = 200 {{Property-UNI|EXS}}
}}
   | metergain    =  
{{ComboData-UNI
   | oppmetergain = 60.87
  | combo        = 41236C(2) > CS > 214B~dl.4B~dl.4B > 2C > 5C > j.C > j.2C > rejump > j.B > j.C > j.6C > dash > 66C > 214B~4B~4B
   | location      = {{Property-UNI|Corner}}
  | basedamage    = 4086
   | notes        = *High damage Veil Off combo in the corner.
  | bonusdamage  =
*Have to cancel into 22C immediately after inputting 236A~236B, otherwise the opponent might tech before it connects.
  | cost          = 100 {{Property-UNI|EXS}}, {{Property-UNI|vorpal}}
*[https://www.youtube.com/watch?v=3SmgdyP-keA Click here to see a video].
  | metergain    = 9.55
  }}
  | oppmetergain = 45.83
  | location      = {{Property-UNI|Midscreen}}/back to {{Property-UNI|Corner}}
  | notes        = *Greater corner carry off Pale Bringer.
*Works well at midscreen, but generally best saved for when you're backed in the corner (or close to it) to really reap the benefits of the increased corner carry.
*[https://www.youtube.com/watch?v=_TQLZz4qNBM Click here to see a video].
}}
{{ComboData-UNI
  | combo        = 41236C(2) > CS > dash > 6B > 214B~dl.4B~dl.4B > 22A > 3B > dl.2C > 236B~236A > 66C > 236A~236B
  | basedamage    = 4383
  | bonusdamage  =
  | cost          = 100 {{Property-UNI|EXS}}, {{Property-UNI|vorpal}}
  | metergain    = 9.58
  | oppmetergain = 60.37
  | location      = Back to {{Property-UNI|Corner}}
  | notes        = *Side-swap combo off Pale Bringer.
*The dash in this combo is used to set up the side-swap. The first two hits launch the opponent long enough for you to dash under them and continue the combo. It's very difficult -- the window to dash and continue the combo before hitstun expires is extremely narrow -- but possible.
*You can also use 66C > 214B instead of dash > 6B for an easier combo. However, that route can sometimes cause another side-swap off 236A~236B, placing you right back in the corner.
*[https://www.youtube.com/watch?v=81ADbfa7x4A Click here to see a video].
}}
{{ComboData-UNI
  | combo        = 41236C(2) > CS > 5[C] > B+C > 214B~dl.4B~dl.4B > 22A > 3B > dl.2C > 236B~236A > 66C > 236A~236B
  | basedamage    = 4691
  | bonusdamage  =
  | cost          = 100 {{Property-UNI|EXS}}, {{Property-UNI|vorpal}}
  | metergain    = 9.44
  | oppmetergain = 54.82
  | location      = {{Property-UNI|Corner}}
  | notes        = *Corner combo for Pale Bringer.
*This route is difficult to use due to the the limited cases in which you can reasonably use Pale Bringer in the corner (reacting to a super flash to punish a reversal, for instance), but even so, worth knowing about should the opportunity ever rise.
*[https://www.youtube.com/watch?v=AftXGlmSkRU Click here to see a video].
}}
}}
 
===41236D Starters===
{{ComboTable-UNI
|data=
  {{ComboData-UNI
  | combo        = 41236D > 2C > 5[C] > dl.236B~236A > 66C > 214B~4B~4B
  | basedamage    = 4031
  | bonusdamage  = 4430
  | cost          = 200 {{Property-UNI|EXS}}
  | metergain    = 8.18
  | oppmetergain = 33.44
  | location      = {{Property-UNI|Anywhere}}
  | notes        = *Standard combo off Gyre Vortex.
*Literally just the mission mode route, but it's also the most reliable and stable combo off this move.
*[https://www.youtube.com/watch?v=ywKVduBA-ek Click here to see a video].
}}
{{ComboData-UNI
  | combo        = 41236D > 66C > B+C > 236B~236A > dl.5C > 214B~4B~4B
  | basedamage    = 4091
  | bonusdamage  = 4535
  | cost          = 200 {{Property-UNI|EXS}} 
  | metergain    = 8.43
  | oppmetergain = 35.20
  | location      = Back to {{Property-UNI|Corner}}
  | notes        = *Side-swap combo off Gyre Vortex.
*66C has to connect before the opponent hits the ground. If they do, the combo will end after using Force Function due to all the ground/wall bounces being used up.
*[https://www.youtube.com/watch?v=MOAobVjxjZA Click here to see a video].
}}
  {{ComboData-UNI
  | combo        = 41236D > 3B > dl.2C > B+C > 236B~236A > dl.5C > 214B~4B~4B
  | basedamage    = 4187
  | bonusdamage  = 4640
  | cost          = 200 {{Property-UNI|EXS}} 
  | metergain    = 9.10
  | oppmetergain = 39.32
  | location      = {{Property-UNI|Corner}}
  | notes        = *Corner combo off Gyre Vortex.
*2C has to hit before the opponent hits the ground to avoid using up a ground bounce, otherwise the combo drops after Force Function.
*[https://www.youtube.com/watch?v=FB2SmVKfIgw Click here to see a video].
}}
}}
 
===Vorpal Strip Combos===
Combos to use to knock your opponent out of Vorpal with Veil Off. Combos that end in the corner require you to backdash to keep the opponent from flying overhead and side-swapping. Be sure to make a habit of backdashing to avoid that.
{{ComboTable-UNI
|data=
{{ComboData-UNI
  | combo        = 2A > 2A > 2C > 5C > j.A(1) > j.C > j.2C > VO
  | basedamage    = 1491
  | bonusdamage  =
  | cost          = 100 {{Property-UNI|EXS}}
  | metergain    =
  | oppmetergain = 9.21
  | location      = {{Property-UNI|Anywhere}}
  | notes        = *Easy Veil Off combo to use midscreen.
*Also works off assault starters.
*[https://www.youtube.com/watch?v=HDu0UAA5Cxo Click here to see a video].
  }}
  {{ComboData-UNI
  | combo        = 5A > 5C > 2C > 214B~dl.4B~dl.4B > 3C > j.A(1) > j.C > j.2C > VO
  | basedamage    = 2476
  | bonusdamage  =
  | cost          = 100 {{Property-UNI|EXS}}
  | metergain    =
  | oppmetergain = 23.65
  | location      = {{Property-UNI|Anywhere}}
  | notes        = *Veil Off combo off that works off 5A, 5B, and 5C using delayed rekkas.
*May occasionally drop off a 5A starter before j.C or Veil Off can connect.
*[https://youtu.be/Bbf9_S3Vhms Click here to see a video].
}}
{{ComboData-UNI
  | combo        = 5A > 5C > 2C > 2B > j.A(1) > j.C > j.2C > VO
  | basedamage    = 1712
  | bonusdamage  =
  | cost          = 100 {{Property-UNI|EXS}}
  | metergain    =
  | oppmetergain = 11.20
  | location      = {{Property-UNI|Anywhere}}
  | notes        = *Alternate route for 5A starter that's more consistent.
*Also works off assault.
*[https://youtu.be/w-JrgN2o6EQ Click here to see a video].
}}
  {{ComboData-UNI
  | combo        = 6B(1) > 5[C] > dl.214B~dl.4B~dl.4B > 3C > j.A(1) > j.C > j.2C > VO
  | basedamage    = 2550
  | bonusdamage  =
  | cost          = 100 {{Property-UNI|EXS}}
  | metergain    =
  | oppmetergain = 23.45
  | location      = {{Property-UNI|Anywhere}}
  | notes        = *Veil Off combo off 6B(1) starter.
*Delaying the first hit makes it possible to land 3C without microdashing. If you can microdash, just do that instead.
*[https://youtu.be/HhvsczMfDCs Click here to see a video].
}}
  {{ComboData-UNI
  | combo        = 6B > 214B~dl.4B~dl.4B > 2C > 5C > j.A(1) > j.C > j.2C > VO
  | basedamage    = 2821
  | bonusdamage  =
  | cost          = 100 {{Property-UNI|EXS}}
  | metergain    =
  | oppmetergain = 25.14
  | location      = {{Property-UNI|Anywhere}}
  | notes        = *Combo for both hits of 6B.
*[https://youtu.be/fSwHl3wjORw Click here to see a video].
}}
{{ComboData-UNI
  | combo        = 6B > 214B~dl.4B~dl.4B > 2C > 5C > dl. j.C > j.6C > dash > j.A(1) > j.C > j.2C > VO
  | basedamage    = 3019
  | bonusdamage  =
  | cost          = 100 {{Property-UNI|EXS}}
  | metergain    =
  | oppmetergain = 29.84
  | location      = {{Property-UNI|Midscreen}}
  | notes        = *Alternate 6B combo with great corner carry.
*Can be a bit tricky to land on Hyde and Chaos as the combo can sometimes drop at j.2C against them.
*[https://youtu.be/LV2eqWfj134 Click here to see a video].
}}
  {{ComboData-UNI
  | combo        = CH 3C > w.2A > 2C > 214B~dl.4B~dl.4B > 3C > j.A(1) > j.C > j.2C > VO
  | basedamage    = 2682
  | bonusdamage  =
  | cost          = 100 {{Property-UNI|EXS}}
  | metergain    =
  | oppmetergain = 23.78
  | location      = {{Property-UNI|Anywhere}}
  | notes        = *Veil Off combo off 3C anti-air.
*[https://youtu.be/3bw7-fBKFE0 Click here to see a video].
}}
  {{ComboData-UNI
  | combo        = 6B(1) > 5[C] > j.C > j.2C > 214B~dl.4B~dl.4B > 3B > dl.2C > 236B~236C > dash > VO
  | basedamage    = 3387
  | bonusdamage  =
  | cost          = 200 {{Property-UNI|EXS}}
  | metergain    =
  | oppmetergain = 40.00
  | location      = {{Property-UNI|Anywhere}}
  | notes        = *Veil Off combo using laser.
*Works off most starters as long as you haven't used two ground/wall bounces before using laser.
*The dash is slight, but necessary for Veil Off to work.
*[https://youtu.be/tD02KTGHXSE Click here to see a video].
}}
{{ComboData-UNI
  | combo        = 2A > 2A > 2C > 5C > dl. j.C > j.6C > dash > j.A > j.B > j.6C > VO
  | basedamage    = 1766
  | bonusdamage  =
  | cost          = 100 {{Property-UNI|EXS}}
   | metergain    =  
   | oppmetergain = 13.17
   | location      = {{Property-UNI|Midscreen}} into {{Property-UNI|Corner}}
   | notes        = *Veil Off combo with good corner carry off 2A.
*Only works if the opponent will end up in the corner.
*[https://www.youtube.com/watch?v=2wjBF80FCqM Click here to see a video].
  }}
  {{ComboData-UNI
   | combo        = 2A > 2A > 2C > 5C > j.C > j.6C > VO
   | basedamage    = 1448
   | bonusdamage  =  
   | cost          = 100 {{Property-UNI|EXS}}
   | metergain    =  
   | oppmetergain = 8.67
   | location      = {{Property-UNI|Corner}}
   | notes        = *Easy Veil Off corner combo.
*Might have to backdash to keep opponent from escaping the corner.
*[https://www.youtube.com/watch?v=h590vEaXtSg Click here to see a video].
}}
{{ComboData-UNI
  | combo        = 5B > 5C > 2C > 2B > 214B~dl.4B~dl.4B > 22A > 5B > j.C > j.6C > VO
  | basedamage    = 2944
  | bonusdamage  =
  | cost          = 100 {{Property-UNI|EXS}}
  | metergain    =
  | oppmetergain = 34.77
  | location      = {{Property-UNI|Corner}}
  | notes        = *Corner Veil Off combo off 5B.
*[https://youtu.be/_YoZZKbztYM Click here to see a video].
}}
  {{ComboData-UNI
  | combo        = 6B(1) > 5[C] > 214B~dl.4B~dl.4B > 22A > 5B > j.C > j.6C > VO
  | basedamage    = 2911
  | bonusdamage  =
  | cost          = 100 {{Property-UNI|EXS}}
  | metergain    = 31.35
  | oppmetergain =
  | location      = {{Property-UNI|Corner}}
  | notes        = *Veil Off combo of 6B(1).
*[https://youtu.be/DLD3O_dDgrk Click here to see a video].
}}
  {{ComboData-UNI
  | combo        = 6B > 214B~dl.4B~dl.4B > 22A > 5B > j.C > j.2C > rejump > j.A(1) > j.B > j.6C > VO
  | basedamage    = 3216
  | bonusdamage  =
  | cost          = 100 {{Property-UNI|EXS}}
  | metergain    =
  | oppmetergain = 35.72
  | location      = {{Property-UNI|Corner}}
  | notes        = *Corner Veil Off combo off 6B.
*Can be tricky due to how tight the timing on everything past 22A is.
*[https://youtu.be/4y1Em7S9o6c Click here to see a video].
  }}
  {{ComboData-UNI
   | combo        = 6B > 214B~dl.4B~dl.4B > 5B > B+C > dl.3B > dl.2C > 236B~236A > 66C > 236A~236B > 22C > dash > VO
   | basedamage    = 4025
   | bonusdamage  =  
   | cost          = 200 {{Property-UNI|EXS}}
   | metergain    =  
   | oppmetergain = 60.87
   | location      = {{Property-UNI|Corner}}
   | notes        = *High damage Veil Off combo in the corner.
*Have to cancel into 22C immediately after inputting 236A~236B, otherwise the opponent might tech before it connects.
*[https://www.youtube.com/watch?v=3SmgdyP-keA Click here to see a video].
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = Throw > 5B > 5[C] > j.C > j.6C > VO
   | combo        = Throw > 5B > 5[C] > j.C > j.6C > VO
   | basedamage    = 1763
   | basedamage    = 1763
   | bonusdamage  = 1937
   | bonusdamage  =  
   | cost          = 100 {{Property-UNI|EXS}}
   | cost          = 100 {{Property-UNI|EXS}}
   | metergain    =  
   | metergain    =  
Line 1,767: Line 2,134:
<!-- *[http://wiki.mizuumi.net DocumentTitle] by [https://www.twitter.com AuthorName] -->
<!-- *[http://wiki.mizuumi.net DocumentTitle] by [https://www.twitter.com AuthorName] -->
*[https://docs.google.com/spreadsheets/d/1dvApAy-njOv6BNMDBrZ1WJ9v1Mr6guR4rIPdN5g7vx0/edit#gid=0 Hyde Combo Doc] by [https://twitter.com/Gin_dneco MIYAGI Muteki]. Some combos listed here are from this document.
*[https://docs.google.com/spreadsheets/d/1dvApAy-njOv6BNMDBrZ1WJ9v1Mr6guR4rIPdN5g7vx0/edit#gid=0 Hyde Combo Doc] by [https://twitter.com/Gin_dneco MIYAGI Muteki]. Some combos listed here are from this document.
*[https://docs.google.com/document/d/1HYN9yyC%20MfeVupNDHps7ms4gpdcQ2g6hsVRaBB2LGkY/edit?usp=sharing UNICLR Mission Mode Explained] by DYLanXLusoren.


<!-- DON'T EDIT BELOW -->
<!-- DON'T EDIT BELOW -->

Latest revision as of 17:15, 6 November 2023

Profile-hyde.png
Notation Help
Disclaimer: Combos are written by various writers, so notation may differ slightly from this notation.

For more information, see Glossary and Controls

X+Y Buttons "X" and "Y" must be input simultaneously.
X/Y Input "X" or "Y" can be used.
dl.X There should be delay before inputting "X".
w.X Attack "X" should whiff and not hit the opponent.
j.X Button "X" is input while jumping or in the air.
dj.X Button "X" is input after a double jump.
jc Jump cancel the previous action. Usually will be omitted due to being obvious.
md.X Perform a micro-dash before performing "X".
TK.X Indicates the motion "X" is input immediately after leaving the ground. Stands for tiger knee.
(X) Input "X" is optional. Typically the combo will be easier if omitted.
[X] Input "X" is held down. Also can be known as "Increase" or "IC" for short. Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation.
]X[ Input "X" is released. Will only appear if a button is previously held down.
{X} Button "X" should only be held down briefly to partially charge the attack, instead of the full increased version.
X(#) Attack "X" should only hit # of times.
X > Y Cancel "X" into "Y".
X, Y Link "X" into "Y", allowing "X" to fully recover before "Y".
X~Y This notation has two meanings.
  1. Use attack "X" with "Y" follow-up input.
  2. Input "X" then within a few frames, input "Y". Usually used for option selects.
CH The first attack must be Counter Hit.
CS Perform a Chain Shift, which is performed by inputting D twice.
CVO Perform a Cross Cast Veil Off, which is performed by inputting A+B+C.
IW Perform an Infinite Worth, which is performed by inputting 41236D or A+B+C during CVO.
IWEX Perform an Infinite Worth EXS, which is performed by inputting A+B+C+D.

Getting Started

Starter Combos

The combos listed below are a mix of BNBs and generally easier combos to supplement Hyde's mission mode combos. It's highly recommended that you go though mission mode since the routes there serve as good beginner combos and will work well if you're looking for simple routes to use so you can jump in and start playing (3-1 is especially good for this). Plus, they do a great job of teaching you Hyde's combo theory as well. Check the mission mode document by DYLanXLusoren if you want more info on the mission mode combos and which ones to focus on.

Some of the combos listed below require the use of delayed rekkas (214X), as it's a key part of his combo structure. If you can't do that yet, just end those combos there until you can delay the rekkas properly. If you want to learn them, combo 4-2 in the mission mode is a good place to start.

Combo Damage Cost Meter Gain Location
  • 2A midscreen BNB. Good balance between damage and corner carry.
  • Make sure to buffer the dash before you land so that Hyde will already be running once he lands. You can do this by double tapping and then holding forward while Hyde is in the air after pressing j.6C. Once Hyde is dashing, you only need to press C to activate 66C.
  • Click here to see a video.
    • Also works off assault (video here).
      • Just about any air-normal works, with the exception j.2C. Assault j.C needs to swap the 214B ender with 236B~236B as the rekkas will drop.
  • Corner BNB off 2A. Can also replace 2A with any normal into 2C (e.g. 5A > 5C > 2C, 5B > 5C > 2C, or 5C > 2C) for more damage.
  • 22A into 3B is a tricky link at first, but is essential in many of Hyde's corner combos. If you can do it, you'll be well on your way to learning other corner combos.
  • Click here to see a video.
    • Also works off assault (video here).
      • J.B, j.[C], and j.6C (has to be delayed slightly against a crouching opponent) are your options there. Uncharged j.C makes the combo drop, and j.2C requires different routing.
  • 5A BNB using delayed rekkas. Works anywhere.
  • Can replace 5A with 5B for more damage or start at 5C instead. The second 2C can also be removed if the delay there is too difficult.
  • Mission mode combo 4-2 is generally the basic delayed rekka combo as 6B is consistently one of the best starters for it, but this route works off more normals (literally any of them except 2A). Once you can delay the rekkas consistently, make learning this route a priority.
  • Click here to see a video.
  • Easy anti-air combo.
  • The whiff 2A rebeat is key in combo routing off an anti-air 3C. Making 2A miss instead of waiting for the recovery on 3C to end means it's easier to land a hit before the opponent hits the ground and is able to tech. You can choose whatever normal you like afterward, but 2C is generally a good choice.
  • Stronger anti-air combos all follow this basic structure, with longer routes delaying the rekkas instead and picking up from there. It's a great place to start so you can get in the habit of 3C > whiff 2A > whatever normal you want to use early on once you're ready for more advanced combos.
  • A couple examples of extensions you can do by delaying the rekkas are: 3B > 5[C] > 214B~4B~4B or 3B > dl.2C > 236B~236A > 66C > 236A~236B.
  • Click here to see a video.
  • Simple hit-confirm combo off 236X~236A.
  • 236X~236A is one of Hyde's best moves, so being able to convert a hit into a combo is extremely useful. If you're just starting out, don't worry about delaying the rekkas and end the combo there. It's more important to be able to convert off that move than to optimize.
  • If you can delay the rekkas but you route into this off 66C, you have to end the combo there as the proration becomes too high for them to be delayed.
  • Click here to see a video.
  • Basic combo off 22A at midscreen.
  • Great for starting pressure since 236C allows you to approach safely on block.
  • 22A is one Hyde's best pokes, but can't be converted into a combo outside of the corner without meter or Chain Shift. Canceling into 236C is the easiest way to pick up off it.
  • If you want make the combo easier, go for 66C > 214B~4B~4B or dash > 5B > 5[C] > 214B~4B~4B after 236C instead.
  • Click here to see a video.

Theory

Hyde’s combos usually have one of two goals in mind depending on his position: corner carry at midscreen and damage in the corner. But regardless of position, the general combo theory remains the same:

Ground normals > launcher > air normals or delayed rekkas (214B) > ground normal > ender

The choice of delayed rekkas versus air-normals mid-combo depends on the starter (at least for midscreen combos; in the corner, always use the rekkas). Some combos use a bit of both -- delayed rekkas into another launcher (such as 3C) followed by an aerial string into an ender. Generally, however, it's simply a matter of whether the combo can support using delayed rekkas or not. Either way, learning how to delay the rekkas is necessary to make the most of Hyde's combo potential.

Midscreen combos can also generally end with either 66C > 236X~236B or 66C > 214B~4B~4B depending on whether you want to maximize corner carry or get decent oki on wake up. The fireball ender usually puts the opponent closer to Hyde, allowing him to close in and potentially continue pressure, while the rekka ender pushes the opponent farther away from Hyde and closer to the corner. Barring cases where proation causes the rekkas to drop, the choice pretty much comes down to what you value more at a given moment.

Hyde's mission mode combos are a good place to go for actually getting a feel for his combo theory as they cover basics very well.

FAQ

How do I delay 214A/B's follow-ups properly?

Watch the hitstun timer and press the button as close to the timer expiring as possible. The more you delay the second and third hits, the easier it is to land whatever link you're aiming for once you land. Start by practicing 3B since that's the easiest normal to link into. Hyde's mission mode combo 4-2 is a good place to practice it. Watching the demonstration can help with learning the exact timing on the delays. Do it enough, and you should be able to delay the rekkas entirely by feel.

Don't rush to learn how to delay them right off the bat, though. This is by far one of the biggest hurdles to clear when learning Hyde. Just take it slow and keep trying until you can do it consistently. Once you can, then it's just a matter of learning to adjust the delays to meet the requirements of each link post-rekkas.

How much do I need to delay 214B's follow-ups for each link?

3B is the most lenient. If you can delay the rekkas, you can almost always connect 3B without trouble as long as the opponent is within range of it.

2C is more stringent and requires close to maximum delay to connect. The more you delay, the easier it is to land. One of the harder links to learn.

5C is about the same as 2C as both moves have the same amount of startup frames and is only used when the opponent is outside of 3B's range at midscreen.

3C is a bit tricky since it's technically a faster move but has less horizontal reach. The window is slightly more generous than 2C, but you have to either microdash into 3C on landing or delay the first hit of the rekkas as well to ensure the opponent lands as close to Hyde as possible.

22A is roughly the same as 2C, albeit slightly easier since the corner removes any potential for the opponent to fall out of range. Works best when you're right in the corner, but can sometimes connect if you're just slightly farther from your opponent when they land in the corner.

2A and 5B both have the same leniency as 3B (2A being easier since it's a much faster move) and are reserved for specific use cases in the corner. 2A for combos where you think you messed up the delays or ones that are possibly too prorated for the usual corner enders and want a quick and safe way to end the combo, and 5B is used generally in conjunction with Force Function (B+C) for more damage off certain starters.

Enders

The combos listed on this page already have set enders to use for consistency since rekka enders can sometimes not work on some combos. Also because most of the combo enders listed here use EX moves for extra damage and can be easily attached onto the end of most combos or can be used in place of the standard ender of whatever route you're using.

Combo Cost Location
  • Most common finisher for Hyde’s combos.
  • Ends in knockdown that puts the opponent close to Hyde, providing decent oki.
  • Most combos use 236A~236B to avoid same move proation, though sometimes 236B~236B is used instead in cases where the A fireball would be too slow to connect.
  • Can add 214C for additional damage and corner carry.
  • Mostly used for better corner carry in midscreen combos, but works anywhere.
  • Sets up decent oki in the corner; at midscreen, the opponent often lands too far to do much.
  • Can add 41236C for additional damage depending on the combo.
  • 623A is usually used to setup metered enders in combos but can provide good oki due to how the opponent often can't tech out of it before they touch the ground.
  • Whether the opponent can tech early or not depends on the route and whether you get all three hits of 623A or just two. The latter is less likely to let that happen in most routes, though can still happen occasionally. If ever in doubt, just go for another ender or cancel into j.236C if you have meter available.
  • Ender to use if for any reason you can't do the fireball routes.
  • 623A or 214B are valid options for most routes. 623A has the advantage of always hitting, however, while the rekkas can drop before the third hit depending on the route. Better to use 623A then if possible, but rekkas are fine as long as you know which routes they'll drop on.
  • 3B may have to be removed at midscreen depending on distance.
  • Does less damage than most other enders, but may be easier than the 236X~236X enders if inputting double quarter-circles are hard for you.
  • Common EX ender for midscreen combos, though it works anywhere.
  • Adds a ton of corner carry and ends in a hard knockdown.
  • More consistent than canceling into 214C off of 236X~236B at midscreen.
  • Easier ender for corner combos.
  • Does less damage but is less likely to drop.
  • Corner combo ender for when you think you messed up the delay on the rekkas or for combos that might be too heavily prorated for more damaging enders.
  • Common route for j.236C ender in the corner.
  • Adding j.A makes it harder for the opponent to escape the corner if they forward tech. Also lets you cancel into CVO.
  • Alternate route for j.236C ender.
  • J.236C ender that ends in a knockdown.
  • Very tricky timing on j.236C to make the fireball and its follow-up hit. They have to be just close enough to the ground that the fireball can connect, but not too close that j.236C misses and the opponent recovers instead.
  • Go-to route for EX DP ender.
  • 623C deals the most damage of any of Hyde's EX moves, making it the best option when you want to maximize damage but only have (or only want to spend) 100 meter and don't have Vorpal.
  • 623C will allow the opponent to forward tech if it doesn't kill, so it's best reserved for when you're certain it'll end the round.
  • Common Veil Off route to use off most corner combos.
  • CVO route when above 30% health with 200 meter.
  • This specific route only works in the corner because 623A > j.236C > 623A doesn't work midscreen.
  • Basic CVO route when under 30% health with full meter.
  • Works off any combo ender in the corner.
  • Optimal CVO route.
  • Much harder than other CVO routes due to the precise timing on 236C to ensure it connects and the extremely small window you have to follow-up with IWEXS. But if you want to maximize damage off a CVO ender, this is your best bet.

Combos

2A Starters

Combo Damage Cost Meter Gain Location
  • Maximum corner carry combo off 2A without spending meter.
  • The delay on j.C can be tricky on some characters. Try to delay it as much as possible.
  • Click here to see a video.
  • High damage 2A combo.
  • The timing on it's tricky -- 2C > dl.236A~236A is difficult to land -- but deals great damage for a 2A starter if you want more damage in exchange for lesser corner carry.
  • Click here to see a video.
  • Sideswap combo off 2A.
  • Can work on up to 4 2A's.
  • The timing on j.C and j.2C is very precise. Have to do it such that the opponent will be low enough for 66C to connect.
  • Click here to see a video.

5A Starters

Combo Damage Cost Meter Gain Location
  • Difficult high damage 5A combo.
  • Rising j.2C combos are some of the hardest combos Hyde has. You have to input j.2C immediately following the jump cancel and then time j.[C] just right for it to connect. The window to do so while getting both hits of j.2C in is very narrow. If you're even slightly off on the timing, the combo will drop.
  • Click here to see a video.
  • 5A corner combo utilizing Force Function (B+C) for high damage.
  • The delay on 236B is very small, but crucial. If you don't delay the fireball, the combo will drop because the opponent won't be low enough for the ender to connect.
  • Click here to see a video.

2B Starters

Combo Damage Cost Meter Gain Location
  • Basic combo off 2B at midscreen.
  • You can have both hits of j.A connect, but the single hit is recommended since its easier.
  • Click here to see a video.
  • Slightly harder combo off 2B that does more damage.
  • Can sometimes drop if you choose to add the second 2C.
  • Click here to see a video.
  • Counter hit 2B combo with great corner carry.
  • Ender can be swapped for 214B~4B~4B for slightly more corner carry at the cost of a tiny drop in damage. Otherwise you can add 214C onto the end of the fireball ender to get full corner carry if you have meter to spare.
  • If you end up in the corner after j.6C, swap route to 5B > 214B~4B~4B.
  • Click here to see a video.
  • Harder but stronger combo off counter hit 2B.
  • Landing 22B mid-combo at midscreen is difficult due to the spacing needing to be just right for all three hits to connect. Likewise, the rest of the combo requires extremely precise timing for it to work.
  • Click here to see a video.

5B Starters

Combo Damage Cost Meter Gain Location
  • Basic 5B combo focusing on corner carry.
  • Similar to the mission mode route, but easier for only slightly less damage.
  • Click here to see a video.
  • Alternate corner carry route off 5B.
  • Can attach 214C on the end for additional damage or to take your opponent all the way to the corner.
  • Click here to see a video.
  • 5B combo using meter.
  • Using rekkas after j.236C makes the combo end in a knockdown and keeps them from being able to forward tech. Can only do this with certain combos as the opponent will often recover before you can land and perform a follow-up.
  • Have to time 623A such that only two hits connect. If you get all three hits of 623A, the rekkas will drop early.
  • Click here to see a video.

6B Starters

Combo Damage Cost Meter Gain Location
  • Delayed rekka route using the 2C link.
  • Little more difficult than the basic 3B link, but does more damage.
  • Click here to see a video.
  • Slightly stronger delayed rekka combo with strong corner carry.
  • Have to delay the first hit of the rekka slightly for 3C to connect. You can otherwise not delay the first hit and try microdashing into 3C instead if you prefer.
  • Click here to see a video.
  • Adding j.C > j.2C adds more damage to most delayed rekka combos at midscreen.
  • 2C may sometimes miss if the opponent ends up landing too far from Hyde after the rekkas. Delay each hit as much as you can to help avoid that happening.
  • Click here to see a video.
  • 6B(1) combo that provides a good balance between damage and corner carry.
  • More difficult than other corner carry combos due to dash > 214B, which can be tricky to do. Easy to be just a bit too late with the rekkas or mistime them such that the opponent lands too far for 3B to connect.
  • Click here to see a video.
  • Best mix of damage and corner carry off 6B. Can also add 214C on the end for full corner carry.
  • Using both hits of 6B always leads to better damage, but is riskier to confirm since you can't cancel the second hit with normals on block.
  • If the combo ends in the corner by the time you press j.6C, swap the rest of the combo for 5B > 214B~4B~4B.
  • Click here to see a video.
  • Midscreen 22B route off delayed rekkas.
  • Very difficult to land. Each part of the sequence following 22B is prone to dropping depending on spacing and timing, but deals excellent damage if you can pull it off.
  • Click here to see a video.
  • Easier 22B midscreen combo off 6B.
  • Pretty consistent combo overall, though 66C can fail connect sometimes if the opponent lands just slightly too far after the rekkas.
  • Click here to see a video.
  • Combo to use when rekkas will put you in the corner. Also serves as a good basic BNB for the corner as well.
  • Works off both hits of 6B as well, whether close to or in the corner.
  • Can sometimes drop after Force Function. Swap for 2C in case it's a frequent problem or if you want to conserve GRD.
  • Click here to see a video.
  • High damage corner routing off of 6B without utilizing Force Function.
  • The delay on 236B is slight. Can't wait too long or else the opponent will tech before the fireball can connect.
  • Click here to see a video.
  • Harder combo off 6B in the corner with better damage.
  • Timing on Force Function is difficult as 6B launches the opponent just high enough for it to miss most of the time. Slightly easier if you step back from the corner a bit.
  • Click here to see a video.

3B Starters

Combo Damage Cost Meter Gain Location
  • Corner combo for 3B.
  • Can add j.236C > j.A on the end for additional damage. J.A is useful to keep the opponent from potentially escaping the corner.
  • Click here to see a video.

66B Starters

Combo Damage Cost Meter Gain Location
  • Higher damage combo off of 66B.
  • A rekkas have to be delayed precisely for 3C to connect.
  • Can drop 2C from the combo and save it for counter hits to make the combo easier.
  • Click here to see a video.

2C Starters

Combo Damage Cost Meter Gain Location
  • Combo off max range 2C.
  • Usually the 4-5 mission mode combo is a good route to use off 2C at midscreen, but it's less consistent the farther away the opponent is when 2C hits. This route works at any range and does slightly more damage.
  • Click here to see a video.
  • Harder midscreen combo off 2C that does better damage.
  • Only works when 2C hits at point-blank range. Any farther and j.236A's projectile is likely to miss.
  • Canceling into j.236A off 2C is very tricky.
  • Click here to see a video.
  • Best damage off 2C midscreen.
  • Extremely hard combo to land like most routes that use 22B at midscreen.
  • Click here to see a video.
  • Harder 2C corner combo with better damage.
  • Canceling into tk j.236A is very difficult to do off 2C because you're likely to get j.A instead.
  • Click here to see a video.

5C Starters

Combo Damage Cost Meter Gain Location
  • Basic combo off 5C.
  • Works at just about any range 5C can connect at. Charged 5C starter extends effective range you can confirm off of.
  • If the combo keeps dropping around 2C > 5[C], change route to 3B > 5C > 214B~4B~4B instead. You lose a bit of damage, but it's less likely to drop.
  • Click here to see a video.
  • Stronger combo off 5C.
  • Only works at ranges where 2C can connect.
  • Can also use charged 5C starter for additional damage.
  • Click here to see a video.
  • Combo off max range 5[C] using meter. Similar to the basic 22A combo in the "starter combos" section.
  • Works as a good hit confirm off of 5C.
  • Click here to see a video.
  • Alternate route off max range 5[C].
  • Does some of the best damage you can get off this starter, though is also much harder.
  • Click here to see a video.
  • Max range 5[C] route using Chain Shift.
  • 22B can be difficult to land as all three hits need to connect for the combo to work and the opponent can sometimes end up just slightly outside of the correct spacing you need to do so.
  • Damage differs depending on whether you end up in the corner before the combo ends. If you do, you get slightly less damage.
  • Click here to see a video.
  • Stronger corner combo off charged 5C.
  • Force Function has to be delayed slightly for it to connect.
  • Click here to see a video.

3C Starters

Combo Damage Cost Meter Gain Location

66C Starters

Combo Damage Cost Meter Gain Location
  • 66C into rekka combo.
  • Solid balance of damage and corner carry.
  • 2C can be replaced with 3B to make the combo easier.
  • Click here to see a video.
  • Standard 66C into Force Function combo.
  • Chain Shift or meter need to be used to convert off FF at midscreen because of the knockback.
  • Click here to see a video.
  • 66C combo with strong balance of corner carry and damage.
  • Bit tricky due to how you have to resist special canceling 66C immediately. 6B can be a difficult link at first, but as long as you input as soon as you possibly can, it should always connect.
  • Can sometimes drop before 2C connects. Can replace with 3B instead for better stability at the cost of slightly less damage.
  • Click here to see a video.
  • Combo off 66C into Force Function that uses meter.
  • Fireball has to hit before detonating it, and the detonation must happen as soon as the fireball connects for it to work.
  • Click here to see a video.
  • 66C into Force Function combo to use if you're close to the corner.
  • 66B is harder to land after FF than 66C is, but leads to better damage.
  • Click here to see a video
  • Metered corner carry route off of 66C.
  • Best used when you know you'll end up in the corner so the rekkas can connect off 236X~236A. Otherwise, go straight to rekkas off 2C.
  • Click here to see a video
  • 66C into rekka combo to use when you'll end up in the corner.
  • Also works in the corner if the dedicated corner combos are too difficult.
  • Click here to see a video.
  • 66C combo to use if you're close to the corner but not close enough to route into a better corner combo.
  • Can add j.236C > j.A on the end of the combo for additional damage.
  • Click here to see a video.
  • Corner combo off 66C.
  • Like the midscreen route that uses the 6B link, it's a bit tricky due to how easily it is to autopilot into special canceling 66C.
  • If you're having trouble not canceling 66C immediately, just use the midscreen into corner route (listed above) instead.
  • Click here to see a video.

J.A Starters

Combo Damage Cost Meter Gain Location
  • Slightly harder combo off jump-in j.A at midscreen.
  • Linking 2C off j.[C] can be tricky. The timing is very specific.
  • Click here to see a video.
  • Corner combo off j.A.
  • 2B can sometimes miss, but using 2B before the rekkas helps with stability.
  • Rekkas should be delayed as much as you can to ensure 22A will connect.
  • Click here to see a video.

Assault Starters

All the counter hit combos listed here also work on GRD Break.

Combo Damage Cost Meter Gain Location
  • Counter hit route off assualt j.C starter.
  • J.C starter combos have a lot less hitstun to work with. Trying to go for the usual routes you'd use off j.B or j.[C] won't work because the combo will drop early, so you need to keep different routes in mind when using j.C.
  • Click here to see a video.
  • Corner combo off assault j.2C.
  • 22A can be difficult to link sometimes. Try delaying the rekkas as much as possible.
  • Click here to see a video
  • Counter hit corner combo off j.2C.
  • The timing on 2B > B+C can be difficult. May need to slightly delay one or the other.
  • Click here to see a video.

Anti-Air Starters

Combo Damage Cost Meter Gain Location
  • Basic anti-air combo off 5B.
  • Using 5B as an anti-air has extremely limited uses, but it can be useful for catching assaults at close range.
  • Click here to see a video.
  • Primary anti-air combo off 3C. Good mix of damage and corner carry.
  • Can use 214C at the end for further corner carry.
  • Click here to see a video.
  • Anti-air combo to use against Vatista due to her being unable to be counter hit.
  • Must be neutral jump j.[C] for better consistency.
  • J.[C] might not connect if Vatista is too high in the air when 3C connects.
  • Click here to see a video.

Throw Starters

Combo Damage Cost Meter Gain Location
  • Standard throw combo.
  • Wait for the opponent to bounce off the wall to use 6B so that both hits will connect. Do it too early and it'll miss entirely.
  • Click here to see a video.
  • Throw combo using meter.
  • This route does slightly more damage than the above routes even without spending meter, but is also slightly harder to do.
  • Click here to see a video.
  • The timing on 2B can be tricky as the opponent needs to be just low enough to the ground so that 3B will be able to connect after Force Function.
  • Can add j.236C > j.A on the end for additional damage.
  • Click here to see a video.

Force Function (B+C) Starters

Combo Damage Cost Meter Gain Location
  • Counter hit confirm off of Force Function. Does not work off charged Force Function.
  • Usually you need to either spend meter or use Chain Shift to convert off FF, but counter hits keep the opponent from recovering just long enough to toss a fireball out and go into a combo from there.
  • Have to use the A version of the fireball because the B version travels too fast for Hyde to reach the opponent.
  • Click here to see a video.
  • Metered confirm off of Force Function.
  • Difficult to land due to the opponent being able to be slightly too high for 3B to connect after the aerial strings.
  • Fireball has to be detonated right as it hits the enemy for maximum damage.
  • Can swap out 2C with 3C for extra damage, but the opponent can occasionally fall out of the rekkas by doing so.
  • Click here to see a video.
  • If you get a hit off Force Function and you're certain you'll end up in the corner, use this route.
  • Click here to see a video.
  • Combo off max range charged Force Function in the corner.
  • Can work on non-counter hits as well with Vorpal, but is harder to do.
  • Click here to see a video.

236X Starters

Combo Damage Cost Meter Gain Location
  • Corner combo off 236A.
  • Only works if the fireball is thrown from a bit of distance. Have to use one of the fireball's follow-ups to combo close to/at point-blank range.
  • Can swap 66B for 66C and B+C for 2C instead to make it a bit easier at the cost of slightly lower damage.
  • Click here to see a video.

236X~236A Starters

Combo Damage Cost Meter Gain Location
  • Harder but stronger combo off 236X~236A with great corner carry.
  • The difficult part of this combo is getting 66C to connect after j.6C. The opponent can sometimes be just slightly too high for 66C to hit.
  • Click here to see a video.

236X~236B Starters

Combo Damage Cost Meter Gain Location
  • High damage combo off 236X~236B.
  • Easier to do on counter hit as the combo can be slightly more difficult to land otherwise.
  • Though very difficult to do, you can technically use the 236B fireball follow-up to create a frame trap. In such an event, use this combo to maximize damage.
  • Click here to see a video.

236X~236C Starters

Combo Damage Cost Meter Gain Location
  • Basic combo off laser starter.
  • Detonate the fireball before it hits the opponent. The explosion has to be the first hit, otherwise the combo won't work.
  • Click here to see a video.
  • Stronger combo off laser that's slightly harder.
  • Landing 2C can be tricky on some characters. Try slightly delaying j.2C and delay the rekkas as much as possible to help avoid that from happening.
  • On counter hit, replace 2B with 5B for additional damage.
  • Click here to see a video.
  • Close to optimal combo off laser at midscreen.
  • Much harder combo to perform. The microdash on 5[C] and delaying the rekkas just right for 3C to connect (can also try microdashing into it as well) make it difficult to land consistently.
  • Gets a large boost in damage on counter hit without having to alter the route.
  • Click here to see a video.
  • Optimal combo off laser at midscreen.
  • Extremely difficult to perform. Timing 6B to get only the second hit to land is very hard. Getting j.B > j.2C to connect while also leaving the opponent at the right height so the rekkas hit and put the opponent within range of 3B > delay 2C is also tricky, but easier than the initial 6B hit.
  • Click here to see a video.
  • Combo to use if the fireball hits before activating laser.
  • This combo is generally reversed for when you get a hit when trying to use 236X~236C in pressure. Not something you specifically want to look for as a starter since the fireball being the first hit prorates the combo pretty hard.
  • Damage varies based on whether the fireball and detonation happen at point-blank range or not. If not, 3353 is the base damage. If so, it increases to 3661.
  • Click here to see a video.
  • Laser side-swap combo.
  • 66C can cause a side-swap anywhere if timed correctly, so you can technically use this route (minus 22A, of course) to cause a side-swap at midscreen as well. It's better to save this route for when you're in the corner, however, since it's most effective there.
  • Click here to see a video.
  • Laser combo for the corner.
  • 5[C] is much easier to use off of laser when the opponent is in the corner since you don't have to worry about moving forward first to make it connect.
  • Click here to see a video.

j.236X Starters

Combo Damage Cost Meter Gain Location
  • Harder version of the above combo.
  • Very difficult to do, but also deals some of the best damage Hyde can do without spending resources at midscreen.
  • Click here to see a video.
  • Corner route for j.236A that doesn't use rekkas. Very difficult combo, but it's also some of the highest damage you can get off j.236A without spending meter.
  • The timing on 22A > 6B is extremely precise. You can't cancel into either immediately, but rather must time each one perfectly so that all three hits of 22A and both hits of 6B connect.
  • Click here to see a video.

214X Starters

Combo Damage Cost Meter Gain Location
  • Midscreen combo for 214A starter.
  • Doesn't work on counter hit with 214A as the opponent lands too far to link into 3C. In such an event, change route to 3B > 5C > 214B~4B~4B.
  • This route does, however, work with a 214B starter on counter hit.
  • Click here to see a video.
  • Midscreen combo for 214B starter.
  • 6B can be difficult to land. The timing is both very specific and spacing dependent.
  • Click here to see a video.
  • Corner combo for rekka starter. Works with A or B rekkas.
  • Can swap the ender for 236B~236A > 66C > 236A~236B for additional damage (3469; 3808 with vorpal), but is a bit harder to land.
  • Click here to see a video.
  • Stronger and much harder corner combo off 214A.
  • The window to link 5C after the second hit of 214A is very small and precise. If you can hit it, though, the rest of the combo isn't too hard.
  • Click here to see a video.

623X Starters

Combo Damage Cost Meter Gain Location
  • Midscreen combo off 623A using Chain Shift.
  • If you find yourself getting a hit off 623A and don't have enough meter to use j.236C but do have Vorpal, you can use this combo.
  • The delay on Chain Shift is slight. Need to time it right so that both hits of j.A will connect and leave the opponent in hitstun long enough for Hyde to land and chain into 5B.
  • Delay the rekkas as much as possible to ensure 2C will connect. Combo becomes much easier on counter hit because you get a bit more leeway with that link.
  • Click here to see a video.
  • Counter hit combo off 623B using CS and meter.
  • Harder combo that uses a lot of resources for great damage and almost full corner carry.
  • Click here to see a video.
  • Side-swap combo off 623A.
  • Timing on j.236C is extremely precise, making this combo very difficult to do.
  • Click here to see a video.
  • Corner combo off 623A using Chain Shift.
  • Combo to use if you don't have the meter for j.236C but do have Vorpal.
  • Like the midscreen version, the delay on Chain shift is small. Both hits of j.A need to connect so you can chain into 5B.
  • Click here to see a video.

22X Starters

Combo Damage Cost Meter Gain Location
  • Midscreen combo off 22A using Chain Shift.
  • Limited use given how you're generally better off using 236C to combo off 22A at midscreen, but this route is useful all the same should you want to convert into a combo and don't have the meter to spare.
  • Click here to see a video.
  • Midscreen 22B combo.
  • Hard to use given the specific spacing needed for all three hits of 22B to connect, but useful to learn should it happen.
  • Click here to see a video.
  • Standard combo off 22C.
  • The corner carry is most effective when either you or your opponent are in the corner since you can go all the way to the other side of the stage with this route, but works well pretty much anywhere.
    • If you end up in the corner after j.6C, change the ender to 5B > 214B~4B~4B.
  • 22C's use is mainly as a pressure tool, but it's a solid combo starter as well. It's most effective when the opponent is in or close to the corner, as the flames bounce off the wall and keep them in blockstun, but it's worth learning how to confirm off it just in case you get a hit whenever you try to use it.
  • Click here to see a video.
  • 22C route to use if 22C will put the opponent in the corner.
  • Force Function can be replaced with 2C instead if the combo is dropping there.
  • Click here to see a video.
  • 22A combo that doesn't use rekkas.
  • Useful if you want to conserve GRD (most 22X corner routes use Force Function somewhere) or are having trouble landing the rekkas.
  • Click here to see a video.
  • 22B corner combo.
  • 2B is used in place of 5B here because the former has better damage scaling off 22B.
  • On counter hit, add 22A after the rekkas for additional damage.
  • Click here to see a video.
  • Stronger corner combo off 22B.
  • More difficult than the above 22B route due to how tight the timing is throughout the combo, especially if you decide to add 2C. The combo becomes less likely to drop without it.
  • Click here to see a video.
  • Corner combo off 22C.
  • 2C > 22B is used here instead of the usual corner routing because 22C pushes the opponent away from the corner just enough to make the usual routing less viable.
  • Click here to see a video.

41236C Starters

Combo Damage Cost Meter Gain Location
  • Standard combo off of Pale Bringer.
  • If you're ever unsure of what route to use, just use this one. It's strong, easy to do (assuming you can consistently land the 2C link off delayed rekkas, of course), and has decent corner carry to boot.
  • Click here to see a video.
  • Greater corner carry off Pale Bringer.
  • Works well at midscreen, but generally best saved for when you're backed in the corner (or close to it) to really reap the benefits of the increased corner carry.
  • Click here to see a video.
  • Side-swap combo off Pale Bringer.
  • The dash in this combo is used to set up the side-swap. The first two hits launch the opponent long enough for you to dash under them and continue the combo. It's very difficult -- the window to dash and continue the combo before hitstun expires is extremely narrow -- but possible.
  • You can also use 66C > 214B instead of dash > 6B for an easier combo. However, that route can sometimes cause another side-swap off 236A~236B, placing you right back in the corner.
  • Click here to see a video.
  • Corner combo for Pale Bringer.
  • This route is difficult to use due to the the limited cases in which you can reasonably use Pale Bringer in the corner (reacting to a super flash to punish a reversal, for instance), but even so, worth knowing about should the opportunity ever rise.
  • Click here to see a video.

41236D Starters

Combo Damage Cost Meter Gain Location
  • Standard combo off Gyre Vortex.
  • Literally just the mission mode route, but it's also the most reliable and stable combo off this move.
  • Click here to see a video.
  • Side-swap combo off Gyre Vortex.
  • 66C has to connect before the opponent hits the ground. If they do, the combo will end after using Force Function due to all the ground/wall bounces being used up.
  • Click here to see a video.
  • Corner combo off Gyre Vortex.
  • 2C has to hit before the opponent hits the ground to avoid using up a ground bounce, otherwise the combo drops after Force Function.
  • Click here to see a video.

Vorpal Strip Combos

Combos to use to knock your opponent out of Vorpal with Veil Off. Combos that end in the corner require you to backdash to keep the opponent from flying overhead and side-swapping. Be sure to make a habit of backdashing to avoid that.

Combo Damage Cost Meter Gain Location
  • Veil Off combo off that works off 5A, 5B, and 5C using delayed rekkas.
  • May occasionally drop off a 5A starter before j.C or Veil Off can connect.
  • Click here to see a video.
  • Veil Off combo off 6B(1) starter.
  • Delaying the first hit makes it possible to land 3C without microdashing. If you can microdash, just do that instead.
  • Click here to see a video.
  • Alternate 6B combo with great corner carry.
  • Can be a bit tricky to land on Hyde and Chaos as the combo can sometimes drop at j.2C against them.
  • Click here to see a video.
  • Veil Off combo using laser.
  • Works off most starters as long as you haven't used two ground/wall bounces before using laser.
  • The dash is slight, but necessary for Veil Off to work.
  • Click here to see a video.
  • Veil Off combo with good corner carry off 2A.
  • Only works if the opponent will end up in the corner.
  • Click here to see a video.
  • Corner Veil Off combo off 6B.
  • Can be tricky due to how tight the timing on everything past 22A is.
  • Click here to see a video.
  • High damage Veil Off combo in the corner.
  • Have to cancel into 22C immediately after inputting 236A~236B, otherwise the opponent might tech before it connects.
  • Click here to see a video.

Videos

UNIclr Hyde combo guide by MIYAGI Muteki
UNIst Hyde combos for punishing reversals by MIYAGI Muteki

External Links


Hyde Wiki Roadmap

Click here for the UNICLR roadmap.

Page last edited on: 2023-11-06 by Crakestraw.

100% complete
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Overview

  • Created base page with basic formatting.
  • Add gameplay summary, frame data, and new moves.
  • Updated frame data and checked it against official frame data document.
  • Added hitboxes.
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Strategy
  • Filled in general gameplan, neutral, offense, and defense sections.
  • Wrote detailed notes for every matchup.
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Combos
  • Starter combos, combo theory, FAQ, and combo enders sections filled out.
  • Added combos for every starter along with videos for each one.
  • External resource links added.
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