Under Night In-Birth/UNIST/Hyde: Difference between revisions
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|attribute=Foot | |attribute=Foot | ||
|invul= | |invul= | ||
|description=Low poke | |description= A low horizontal kick. | ||
*Low poke | |||
*Good for stagger pressure. | |||
*Hyde's fastest normal and very common combo starter. | |||
*Does not do any chip damage. | |||
}} | }} | ||
}} | }} | ||
Line 285: | Line 289: | ||
|attribute=Strike | |attribute=Strike | ||
|invul= | |invul= | ||
|description=Crouching horizontal slash | |description=Crouching horizontal slash. | ||
*Good poke. | |||
*One of Hyde's best footsie tools. | |||
*Has long reach. | |||
*Decent recovery. | |||
}} | }} | ||
}} | }} | ||
Line 314: | Line 322: | ||
|attribute=Foot | |attribute=Foot | ||
|invul= | |invul= | ||
|description=Standard sweep. Hits low and knocks down. Used in blockstrings and combos | |description=Standard sweep. | ||
*Hits low and knocks down. | |||
*Used in blockstrings and combos. | |||
*Strong combo ender in corner. | |||
*Does not do any chip damage. | |||
}} | }} | ||
}} | }} | ||
Line 345: | Line 357: | ||
|attribute=Head | |attribute=Head | ||
|invul= | |invul= | ||
|description=Good hitbox that covers down and in front of Hyde, hitting twice. Hyde's fastest air normal. Can hit overhead very quickly from a well spaced assault. After the first hit is blocked correctly, the second hit can be blocked crouching. | |description= Aerial Sword Poke. | ||
*Good hitbox that covers down and in front of Hyde, hitting twice. | |||
*Hyde's fastest air normal. | |||
*Can hit overhead very quickly from a well spaced assault. | |||
*After the first hit is blocked correctly, the second hit can be blocked crouching. | |||
}} | }} | ||
}} | }} | ||
Line 374: | Line 390: | ||
|attribute=Head | |attribute=Head | ||
|invul= | |invul= | ||
|description=Good jump in normal. Large vertical slash that covers below Hyde. Useful in assault pressure. | |description= A downward aerial sword slash. | ||
*Good jump in normal. | |||
*Large vertical slash that covers below Hyde. | |||
*Useful in assault pressure. | |||
}} | }} | ||
}} | }} | ||
Line 403: | Line 422: | ||
|attribute=Head | |attribute=Head | ||
|invul= | |invul= | ||
|description= | |description=Aerial sword slash. | ||
*Has more horizontal space than j.B. | |||
}} | }} | ||
{{AttackData-UNI | {{AttackData-UNI | ||
Line 421: | Line 441: | ||
|attribute=Head | |attribute=Head | ||
|invul= | |invul= | ||
|description=Charged version of j.C | |description=Charged version of j.C | ||
*causing ground slam on air hit. | |||
*Useful in combos and mixups. | |||
}} | }} | ||
}} | }} | ||
Line 454: | Line 476: | ||
|attribute=Strike | |attribute=Strike | ||
|invul= | |invul= | ||
|description=Two long range horizontal slashes. First hit launches the opponent slightly, second knocks them back. Fast for its range and leads to strong combos on hit. One of Hyde's best normals. Second hit cannot be cancelled into normals. | |description=Two long range horizontal slashes. | ||
*First hit launches the opponent slightly, second knocks them back. | |||
*Fast for its range and leads to strong combos on hit. | |||
*One of Hyde's best normals. Second hit cannot be cancelled into normals. | |||
}} | }} | ||
}} | }} | ||
Line 483: | Line 508: | ||
|attribute=Foot | |attribute=Foot | ||
|invul= | |invul= | ||
|description=Hyde sweeps the opponent with his sword. Good combo utility, hits low, and picks up downed opponents. Also useful as a blockstring ender to frame traps with Orbiter. Has a long delay window to trick opponents into trying to retaliate, so you can frame trap with something like 3B> delay 2C. | |description=Hyde sweeps the opponent with his sword. | ||
*Good combo utility, hits low, and picks up downed opponents. | |||
*Also useful as a blockstring ender to frame traps with Orbiter. | |||
*Has a long delay window to trick opponents into trying to retaliate, so you can frame trap with something like 3B> delay 2C. | |||
}} | }} | ||
}} | }} | ||
Line 512: | Line 540: | ||
|attribute=Strike | |attribute=Strike | ||
|invul=Head invincible frames 7~10 | |invul=Head invincible frames 7~10 | ||
|description=Primary anti-air. Hyde moves slightly forward and does a large vertical slash. Air Counter Hit is untechable. | |description=Primary anti-air. | ||
*Hyde moves slightly forward and does a large vertical slash. | |||
*Air Counter Hit is untechable. | |||
}} | }} | ||
}} | }} | ||
Line 541: | Line 571: | ||
|attribute=Head | |attribute=Head | ||
|invul= | |invul= | ||
|description=Aerial horizontal sword slash. Wallbounces on air hit. Useful in combos for extra corner carry | |description=Aerial horizontal sword slash. | ||
*Wallbounces on air hit. | |||
*Useful in combos for extra corner carry. | |||
*Good for long range assault approaches due to its far reach. | |||
}} | }} | ||
}} | }} | ||
Line 570: | Line 603: | ||
|attribute=Head | |attribute=Head | ||
|invul= | |invul= | ||
|description= | |description=Aerial sword swipe around Hyde's body. | ||
*New to UNIST | |||
*Causes float on hit. | |||
*Can be positive on block from a late Assault, even if Shielded. | |||
*After the first hit is blocked correctly, the second hit can be blocked crouching. | |||
}} | }} | ||
}} | }} | ||
Line 601: | Line 638: | ||
|attribute=Strike | |attribute=Strike | ||
|invul= | |invul= | ||
|description=Short ranged, fast knee. Causes short tumble state on hit. Deals no chip damage. | |description=Short ranged, fast knee attack. | ||
*Causes short tumble state on hit. | |||
*Deals no chip damage. | |||
}} | }} | ||
}} | }} | ||
Line 630: | Line 669: | ||
|attribute=Strike | |attribute=Strike | ||
|invul=Foot invincible frames 11~14 | |invul=Foot invincible frames 11~14 | ||
|description=Hyde stops his dash with a large horizontal slash. Causes crumple on hit. One of Hyde's best moves, reaches far and leads to strong combos on hit. Good for catching opponents at neutral from a distance. Useful for confirming off far Orbiter hits and side swap combos. For a short period of the move, Hyde can pass through the opponents. This can be used to dodge certain reversals by passing through an opponent on wake-up. | |description=Hyde stops his dash with a large horizontal slash. | ||
*Causes crumple on hit. | |||
*One of Hyde's best moves, reaches far and leads to strong combos on hit. | |||
*Good for catching opponents at neutral from a distance. | |||
*Useful for confirming off far Orbiter hits and side swap combos. | |||
*For a short period of the move, Hyde can pass through the opponents. | |||
*This can be used to dodge certain reversals by passing through an opponent on wake-up. | |||
}} | }} | ||
}} | }} | ||
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|attribute=Strike | |attribute=Strike | ||
|invul= | |invul= | ||
|description=A horizontal slash. Can be special canceled. Primarily used to increase combo damage in corner and as a cancel from 66C. Has better damage, recovery, and advantage in Vorpal. | |description=A horizontal slash. | ||
*Can be special canceled. | |||
*Primarily used to increase combo damage in corner and as a cancel from 66C. | |||
*Has better damage, recovery, and advantage in Vorpal. | |||
}} | }} | ||
{{AttackData-UNI | {{AttackData-UNI | ||
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|attribute=Strike | |attribute=Strike | ||
|invul= | |invul= | ||
|description=Charged version of his Force Function with longer startup, more damage and becomes overhead. Can only be cancelled via Chain Shift. Can link 2A on corner after wallbounce. Has better damage, recovery, and advantage in Vorpal. | |description=Charged version of his Force Function with longer startup, more damage and becomes overhead. | ||
*Can only be cancelled via Chain Shift. | |||
*Can link 2A on corner after wallbounce. | |||
*Has better damage, recovery, and advantage in Vorpal. | |||
}} | }} | ||
}} | }} | ||
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|attribute=Throw | |attribute=Throw | ||
|invul= | |invul= | ||
|description=Hyde grabs and kicks the opponent away. In the corner, it wall bounces and can be used as a combo starter. | |description=Hyde grabs and kicks the opponent away. | ||
*In the corner, it wall bounces and can be used as a combo starter. | |||
}} | }} | ||
}} | }} | ||
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|attribute=Projectile | |attribute=Projectile | ||
|invul= | |invul= | ||
|description=Hyde throws a slow moving orb that can be followed up. Slower startup and travel speed, but recovers faster than B version. | |description=Hyde throws a slow moving orb that can be followed up. | ||
*Slower startup and travel speed, but recovers faster than B version. | |||
}} | }} | ||
{{AttackData-UNI | {{AttackData-UNI | ||
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|attribute=Projectile | |attribute=Projectile | ||
|invul= | |invul= | ||
|description=Faster startup and travel speed than the A version, but recovers slower. | |description=Hyde throws a slow moving orb that can be followed up. | ||
*Faster startup and travel speed than the A version, but recovers slower. | |||
}} | }} | ||
{{AttackData-UNI | {{AttackData-UNI | ||
Line 826: | Line 880: | ||
|attribute=Projectile | |attribute=Projectile | ||
|invul= | |invul= | ||
|description=Increased size, damage, and amount of hits than other versions. Great as a pressure reset tool and can be combo from hit. | |description=Hyde throws a slow moving orb that can be followed up. | ||
*Increased size, damage, and amount of hits than other versions. Great as a pressure reset tool and can be combo from hit. | |||
}} | }} | ||
}} | }} | ||
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|attribute=Projectile | |attribute=Projectile | ||
|invul= | |invul= | ||
|description=Detonates Black Orbiter. Safe blockstring ender and adds chip damage to opponents blocking Black Orbiter. Launches opponent on hit. | |description=Detonates the Black Orbiter. | ||
*Safe blockstring ender and adds chip damage to opponents blocking Black Orbiter. | |||
*Launches opponent on hit. | |||
}} | }} | ||
}} | }} | ||
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|attribute=Strike | |attribute=Strike | ||
|invul=Foot invincible frames 7~21 | |invul=Foot invincible frames 7~21 | ||
|description=Strike follow up to Black Orbiter. Unsafe on block, but can be cancelled to Chain Shift or EX Black Orbiter to reset pressure. | |description=Strike follow up to Black Orbiter. | ||
*Unsafe on block, but can be cancelled to Chain Shift or EX Black Orbiter to reset pressure. | |||
}} | }} | ||
}} | }} | ||
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|invul=Head invincible frames 7~11 | |invul=Head invincible frames 7~11 | ||
|invul2=Dive invincible frames 5~11 | |invul2=Dive invincible frames 5~11 | ||
|description=Fast upward slash. Can be used as an anti-air, but 3C is usually the better option. Landing recovery can be cancelled with EX moves. In combination with EX moves, this is usually used only for combos. | |description=Fast upward slash. | ||
*Can be used as an anti-air, but 3C is usually the better option. | |||
*Landing recovery can be cancelled with EX moves. | |||
*In combination with EX moves, this is usually used only for combos. | |||
}} | }} | ||
{{AttackData-UNI | {{AttackData-UNI | ||
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|attribute=Strike | |attribute=Strike | ||
|invul=Completely invincible frames 1~16 | |invul=Completely invincible frames 1~16 | ||
|description= | |description=Fast upward slash. | ||
*Reversal. | |||
*Reaches higher, and does more damage than A version. | |||
*Highly punishable if blocked or whiffed. | |||
*Great anti air and combo ender. | |||
}} | }} | ||
{{AttackData-UNI | {{AttackData-UNI | ||
Line 950: | Line 1,015: | ||
|attribute=Strike | |attribute=Strike | ||
|invul=Completely invincible frames 1~13 | |invul=Completely invincible frames 1~13 | ||
|description= | |description=Fast upward slash. | ||
*Reversal. | |||
*Similar to B version, but does more damage and reaches slightly higher. | |||
}} | }} | ||
}} | }} | ||
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|attribute=Strike | |attribute=Strike | ||
|invul= | |invul= | ||
|description=Hyde rises forward slightly into the air. Becomes airborne quickly, making it useful as a throw punish. Has follow-ups | |description=Hyde rises forward slightly into the air. | ||
*Becomes airborne quickly, making it useful as a throw punish. | |||
*Has follow-ups. | |||
}} | }} | ||
{{AttackData-UNI | {{AttackData-UNI | ||
Line 1,001: | Line 1,070: | ||
|attribute=Strike | |attribute=Strike | ||
|invul= | |invul= | ||
|description=Hyde rises forward higher up into the air. Covers a lot of ground quickly, so it can be used occasionally as an option to close distance between you and the opponent. | |description=Hyde rises forward higher up into the air. | ||
*Covers a lot of ground quickly, so it can be used occasionally as an option to close distance between you and the opponent. | |||
}} | }} | ||
{{AttackData-UNI | {{AttackData-UNI | ||
Line 1,019: | Line 1,089: | ||
|attribute=Strike | |attribute=Strike | ||
|invul= | |invul= | ||
|description=The second hit in the | |description=The second hit in the follow-ups. | ||
*Can be +1 on block if delayed enough. | |||
}} | }} | ||
{{AttackData-UNI | {{AttackData-UNI | ||
Line 1,037: | Line 1,108: | ||
|attribute=Strike | |attribute=Strike | ||
|invul= | |invul= | ||
|description=The final hit | |description=The final hit of the follow-ups, that knocks the opponent with a diagonally downward. | ||
*Can combo afterwards if rekkas were delayed enough and hitstun proration permits. | |||
}} | }} | ||
{{AttackData-UNI | {{AttackData-UNI | ||
Line 1,055: | Line 1,127: | ||
|attribute=Strike | |attribute=Strike | ||
|invul=Throw invincible frames 1~3 | |invul=Throw invincible frames 1~3 | ||
|description=Requires no additional inputs. No invulnerability. Cannot be blocked in the air, unlike the A and B version. Useful as a combo ender for extra damage and corner carry. | |description=Requires no additional inputs. | ||
*No invulnerability. | |||
*Cannot be blocked in the air, unlike the A and B version. | |||
*Useful as a combo ender for extra damage and corner carry. | |||
}} | }} | ||
}} | }} | ||
Line 1,102: | Line 1,177: | ||
|attribute=Strike/Projectile | |attribute=Strike/Projectile | ||
|invul= | |invul= | ||
|description= | |description= Hyde stabs the ground, the eruption appears further ahead than the A version. | ||
*Slower startup. | |||
*Makes for a decent frame trap. | |||
}} | }} | ||
{{AttackData-UNI | {{AttackData-UNI | ||
Line 1,120: | Line 1,197: | ||
|attribute=Strike/Projectile | |attribute=Strike/Projectile | ||
|invul=Throw invincible frames 1~3 | |invul=Throw invincible frames 1~3 | ||
|description= | |description=Hyde stabs the ground and erupts the ground a short distance ahead but the eruption moves forward like a wave. | ||
*Useful for starting pressure. | |||
*Eruptions keep going even if Hyde is hit. | |||
*Can pull opponents out of the corner. | |||
}} | }} | ||
}} | }} | ||
Line 1,149: | Line 1,229: | ||
|attribute=Strike/Projectile | |attribute=Strike/Projectile | ||
|invul= | |invul= | ||
|description=Hyde swings his sword straight down and summons a dark sphere. Causes Hyde to float backwards before dropping back to the ground. Projectile vacuums the opponent if close. | |description=Hyde swings his sword straight down and summons a dark sphere. | ||
*Causes Hyde to float backwards before dropping back to the ground. | |||
*Projectile vacuums the opponent if close. | |||
}} | }} | ||
{{AttackData-UNI | {{AttackData-UNI | ||
Line 1,167: | Line 1,249: | ||
|attribute=Strike/Projectile | |attribute=Strike/Projectile | ||
|invul= | |invul= | ||
|description=Same as A version, except causes Hyde to float forwards to the ground after orb placement. | |description=Hyde swings his sword straight down and summons a dark sphere. | ||
*Same as A version, except causes Hyde to float forwards to the ground after orb placement. | |||
}} | }} | ||
{{AttackData-UNI | {{AttackData-UNI | ||
Line 1,185: | Line 1,268: | ||
|attribute=Projectile | |attribute=Projectile | ||
|invul=Throw invincible frames 1~3 | |invul=Throw invincible frames 1~3 | ||
|description=Orb is larger and causes more chip damage. Falling trajectory is similar to A version. Hyde can perform additional actions in the air if he is high enough. Projectile vacuums the opponent if close. The sword does not have a hit box, unlike the other versions. | |description=Hyde swings his sword straight down and summons a dark sphere. | ||
*Orb is larger and causes more chip damage. | |||
*Falling trajectory is similar to A version. | |||
*Hyde can perform additional actions in the air if he is high enough. | |||
*Projectile vacuums the opponent if close. | |||
*The sword does not have a hit box, unlike the other versions. | |||
}} | }} | ||
}} | }} | ||
Line 1,215: | Line 1,303: | ||
|invul=Completely invincible frames 1~23 | |invul=Completely invincible frames 1~23 | ||
|invul2=Strike invincible frames 24~28 | |invul2=Strike invincible frames 24~28 | ||
|description=Hyde stabs into the ground and dashes forward with his sword, then ends with a rising uppercut into a knockdown kick. Has utility as a combo ender and high damage reversal using Chain Shift to follow up on hit. Very useful to punish long range moves, especially in combination with chainshift. | |description=Hyde stabs into the ground and dashes forward with his sword, then ends with a rising uppercut into a knockdown kick. | ||
*Reversal. | |||
*Has utility as a combo ender and high damage reversal using Chain Shift to follow up on hit. | |||
*Very useful to punish long range moves, especially in combination with chainshift. | |||
}} | }} | ||
}} | }} | ||
Line 1,246: | Line 1,337: | ||
|attribute=Strike | |attribute=Strike | ||
|invul=Completely invincible frames 1~55 | |invul=Completely invincible frames 1~55 | ||
|description=Hyde stabs the ground and is surrounded by a red light. You can actually combo after this combo. Has uses as an anti-air and combo starter. | |description=Hyde stabs the ground and is surrounded by a red light. | ||
*Reversal. | |||
*You can actually combo after this combo. | |||
*Has uses as an anti-air and combo starter. | |||
}} | }} | ||
}} | }} |
Revision as of 08:25, 15 February 2020
“ |
He wakes up -- In order to free the girl from the chains of eternity that seal her fate. The |
” |
Story
An ordinary child from an ordinary high school, who is the protagonist of the story. He was saved by Linne, while under attack by a Void. As a result, he awakened to his power of EXS, and Linne has demanded his help. Since then, Linne has made Hyde's house hers, as well, having Hyde do her bidding. All the while, when the Hollow Night falls on the world, she acts on her own, not wanting to expose him to danger. In order to save her, however, Hyde takes matters into his own hands.
“ |
Her will... Everything she wanted, |
” |
Gameplay
Being the main character of the game, Hyde has the usual "shoto" tools associated with the, role, fireball, meterless dragonpunch reversal, etc. Where Hyde truly shines, however, is in the corner rushdown game. He has tools like Sinistry and Veil Effect to close the distance and get started, 6B, 5C and Shadow Shock to beat out attempts to poke out, and Vacant Shift to help rack up damage through combos. On top of all of those, his sword normals do chip damage, meaning that even if the opponent blocks all of your strings, damage will still rack up quickly.
On the flipside, he has limited ways of actually opening the opponent up. Delayed vacant shifts and charged Dead-Set Daze helps, but Hyde has undeniably subpar mixup, relying mostly on keeping the opponent locked down. In addition, the more knowledgeable the opponent, the more likely they'll use defensive options like shielding or veil-off to invalidate Hyde's pressure and get themselves out of the corner.
Strengths | Weaknesses |
---|---|
|
|
Character Stats
Health |
---|
10000 |
Forward Walk Speed | Backward Walk Speed | Jump Startup | Jump Duration |
---|---|---|---|
1300 | -800 | 4 | 42 |
Dash Startup | Initial Dash Speed | Dash Acceleration | Max Dash Speed |
---|---|---|---|
5 | 2200 | 300 | 3500 |
Backdash Startup | Backdash Duration | Backdash Distance | Backdash Invul |
---|---|---|---|
5 | 22 | -39620 | 1~8 Full 9~10 Throw |
Unique Trait
- Sword normals deal chip damage.
Vorpal Trait
- Force Function chip damage increased.
- Force Function recovery decreased.
- [Increased] Force Function startup decreased.
![]() |
Under Construction
|
Frame Data Help | |
---|---|
Header | Tooltip |
Damage | Damage done by this attack. (x) denotes combined damage [x] denotes minimum damage |
Guard | The way this move must be blocked. High = Can block standing Low = Can block crouching Mid = Can block standing or crouching Air = Can block in the air Air Shield = Can block in the air while shielding Unblockable = Cannot be blocked |
Cancel | Actions this move can be canceled into on hit or block, unless specially noted. N = Normal Cancelable SE = Self Cancelable SP = Special Cancelable EX = EX/IW Cancelable CS = Chain Shift UNQ = Unique (See description) TH = Throw Cancelable J = Jump Cancelable (Hit cancelable only by default) (X) = Hit cancelable only -X- = Can additionally be cancelled during whiff |
Property | Special properties this move has. Click on the property to navigate to an explanation. |
Cost | The resources this move costs to use. GRD = GRD Blocks EXS = EXS Meter Vorpal = Vorpal GRD Break = Causes GRD Break |
Attribute | Attributes of the attack. Mostly used in situations involving invul. There are two sets of attributes: Strike/Throw and Head/Foot/Dive/Projectile Every move has a Strike/Throw attribute, but doesn't always have Head/Foot/Dive/Projectile attribute. --- Strike = Strike (Anything that isn't a Throw is a Strike) Throw = Throw --- Head = Head (Most jump normals) Foot = Foot Dive = Some air specials Projectile = Projectile |
Startup | Frame when the first hitbox is present. + denotes the frames before and after super flash. |
Active | The amount of frames that this move will have a hitbox. (x) denotes frame gaps where there are no hitboxes is present. Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish. |
Recovery | Frames that this move has after the active frames if not canceled. |
Overall | Frames that this move takes from start to finish before the character returns to neutral. |
Advantage | The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked). If the opponent uses a move with startup equal or less than this move's advantage, it will result in opponent hitting that move. ±x~±x denotes a possible range of advantage. The left value is when the active frames hit sooner (generally worse) and the right value is for when the active frames hit later (generally better). |
Invul | The frames where this move cannot be hit by an attribute. Full = Fully invincible Strike = Strike invincible Throw = Throw invincible Head = Head invincible Foot = Foot invincible Dive = Dive invincible Projectile = Projectile invincible |
Normal Moves
Standing Normals
5A
5B
5C
Normal Normal Increase Increase
|
---|
Crouching Normals
2A
2B
2C
Air Normals
j.A
j.B
j.C
Command Normals
6B
First hit First hit Second hit Second hit
|
---|
3B
3C
j.6C
j.2C
Dash Moves
66B
66C
Universal Mechanics
Force Function
Normal Normal Increase Increase
|
---|
Throw
Throw
A+D |
---|
Guard Thrust
Veil Off
Special Moves
Black Orbiter
Dark Lotus
Bend Sinister
Red-Clad Craver
Vacant Shift
First! First! Second! Second! Third! Third!
|
---|
Shadow Scare
Dark Lotus (Air)
Pale Bringer
Super Moves
Infinite Worth
Infinite Worth EXS
Notable Rebeats and Gaps
Attack | Chain | Advantage |
---|---|---|
5B, 2B, 3B | 2A | -3 |
5C, 3C | -1 | |
2C | -3 | |
5[C] | +4 |
Attack | Chain | Frame Gap |
---|---|---|
2A | 2C | 1 |
6B(1) | 5[C] | 8 |
5C | FF | 3 |
5C, FF | 22B | 5 |
5[C] | Gapless |
Videos
Colors
Default Unlocks
Customization Unlocks (2000 IP Each)
External Links
- Hyde Primer by Mike Loafers
- Another Hyde Primer by Infinity