Under Night In-Birth/UNICLR/Hyde/Combos

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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 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.

Some of these combos 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.

Combo Damage Cost Meter Gain Location
  • Corner BNB off 2A.
  • 22A into 3B is a tricky link at first, but is essential in many of Hyde's corner combos.
  • Can replace 2A > 2A with any normal into 2C (e.g. 5A > 5C > 2C, or 5B > 5C > 2C) for slightly more damage.
  • Click here to see a video.
  • 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.
  • Click here to see a video.
  • 5B combo using delayed rekkas that works anywhere
  • If you can't get the second 2C to hit, swap for 5[C] > 214B~4B~4B instead.
  • Click here to see a video.
  • 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.
  • Click here to see a video.
  • 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.
  • Click here to see a video.
  • Standard combo off 22A.
  • Great for starting pressure since 236C allows you to approach safely on block.
  • 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 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.

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.

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. 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.

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. 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, 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.

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.
  • 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.
  • 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.
  • 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.

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.

5A Starters

Combo Damage Cost Meter Gain Location
  • Difficult high damage 5A combo.
  • 5A combo when autopiloting into 214A rekkas.
  • 5A corner combo utilizing FF for high damage.

2B Starters

Combo Damage Cost Meter Gain Location

5B Starters

Combo Damage Cost Meter Gain Location
  • 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. Slightly more difficult than the basic 3B link, but does more damage.
  • Click here to see a video.
  • Slightly stronger delayed rekka combo with better 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • Can sometimes drop after FF. Swap for 2C in case it's a frequent problem or if you want to conserve GRD.
  • Click here to see a video.
  • 6B corner BNB.
  • FF can replace 2C later in the combo if you forget to use it after 5[C] to avoid losing too much damage.
  • Click here to see a video.
  • Basic combo for both hits of 6B in the corner.
  • Can replace FF with 2C instead if you want to converse GRD.
  • 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

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.
  • Linking j.236A off 2C can be tricky.
  • Click here to see a video.
  • Best damage off 2C midscreen.
  • Extremely hard combo to land like most routes that use 22B mid-combo at midscreen.
  • Click here to see a video.

5C Starters

Combo Damage Cost Meter Gain Location
  • Standard combo off 5C.
  • 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 off 5C.
  • Can also use charged 5C starter for additional damage.
  • Click here to see a video.
  • Combo off max range charged 5C.
  • The window to chain into 236B~236A off 5[C] is small, so you have to have to be quick.
  • 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
  • Combo off 66C into FF 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 FF 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 Dark Lotus. Otherwise go straight to rekkas off 2C.
  • Click here to see a video
  • Corner combo off 66C.
  • The delay on 3B is slight; have to time it just right after the wallbounce from Force Function.
  • 66C > 22B is a good blockstring in the corner since it's gapless and safe. Use this combo if 66C hits.
  • 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.

Assault Starters

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

Combo Damage Cost Meter Gain Location
  • Counter hit corner combo off j.2C.
  • The timing on 2B > FF 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 opponents right in front of you.
  • 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 route even without spending meter, but is also slightly harder to do.
  • Click here to see a video.

Force Function 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 hit keeps 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.
  • 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.

236X 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.
  • 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 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.
  • 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.
  • 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. But it's better to save this route for when you're in the corner 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.236A/B Starters

Combo Damage Cost Meter Gain Location
  • 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
  • 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.

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.
  • Limited 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.
  • 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. Can also cancel into CVO to deal 6.4K damage at 30% health or lower.
  • Click here to see a video.
  • 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.
  • 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.
  • 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.
  • 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 FF.
  • 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.

Combo Damage Cost Meter Gain Location
  • 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.
  • 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: 2021-05-10 by Defiant.

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