Under Night In-Birth/UNI2/Orie/Matchups: Difference between revisions
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;Knowledge Checks | |||
* 5[FF] is his sole overhead and is 33f startup (30 in Vorpal). | |||
** 5FF 22A/B can check high shield attempts. | |||
* Hyde's j.236X can be 3D'd through between the sword and the projectile hits. | |||
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;Neutral | |||
Playing neutral against Hyde is a matter of dealing with his 236A. Dark Orbiter on its own is very good at shutting down Orie's approach options, and Hyde can use the A follow-up as a cheeky anti-air. Once 236A is out, Orie is forced to deal with it. The best option is to purple shield it, which starts RPS. Either Hyde will run all the way in and 2A or throw which can be checked with 5A, or he will 66C to call out the check. Getting hit by 66C hurts, and he can cancel into his FFs and then another special move to keep pressure on block. | |||
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;Offense | |||
Hyde is blessed with both a meterless reversal and a strong, horizontal reversal super. | |||
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;Defense | |||
As stated previously, Hyde has only one overhead and it is quite slow. Defending against Hyde is mostly a matter of dealing with his throw attempts, as he gets a combo in the corner. He can layer frame traps for days, making Shield the best option to deal with his pressure. Blocking Hyde deals a small amount of chip, but it's far better to block and play for cycle than get hit and explode. His rekkas are plus if delayed and can frame trap between follow-ups, but he will need to spend CS or meter to keep the last one safe. His other plus frame options are 22B, spaced 236A, and 5[C] 2Aw. | |||
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Revision as of 11:42, 18 April 2024
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Disclaimer: This is a community written page and may contain opinions that not all players may agree with. Use at your own discretion.
Match Ups
Hyde
- Knowledge Checks
- 5[FF] is his sole overhead and is 33f startup (30 in Vorpal).
- 5FF 22A/B can check high shield attempts.
- Hyde's j.236X can be 3D'd through between the sword and the projectile hits.
- Neutral
Playing neutral against Hyde is a matter of dealing with his 236A. Dark Orbiter on its own is very good at shutting down Orie's approach options, and Hyde can use the A follow-up as a cheeky anti-air. Once 236A is out, Orie is forced to deal with it. The best option is to purple shield it, which starts RPS. Either Hyde will run all the way in and 2A or throw which can be checked with 5A, or he will 66C to call out the check. Getting hit by 66C hurts, and he can cancel into his FFs and then another special move to keep pressure on block.
- Offense
Hyde is blessed with both a meterless reversal and a strong, horizontal reversal super.
- Defense
As stated previously, Hyde has only one overhead and it is quite slow. Defending against Hyde is mostly a matter of dealing with his throw attempts, as he gets a combo in the corner. He can layer frame traps for days, making Shield the best option to deal with his pressure. Blocking Hyde deals a small amount of chip, but it's far better to block and play for cycle than get hit and explode. His rekkas are plus if delayed and can frame trap between follow-ups, but he will need to spend CS or meter to keep the last one safe. His other plus frame options are 22B, spaced 236A, and 5[C] 2Aw.
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