Under Night In-Birth/UNICLR/Hyde/Strategy

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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.

General Gameplan

Hyde is a well-rounded character with tools for just about every situation. As such, he performs well most anywhere, whether it be defense or offense, rushdown or zoning. That said, he excels most at close range where his offense is at its strongest.

Hyde's general goal is to get in and keep the pressure on to bait his opponent into making a mistake and suffer big damage for doing so. He achieves this via frame traps and strike/throw mixes. The idea is to establish your pressure and, once the opponent starts to respect it, start using throws to break through their guard and force them to start guessing. Once the strike/throw game is established (and ideally once you've put the opponent in the corner), Hyde can keep his opponent locked down and force them to take risks if they want to attempt to retaliate.

Neutral

Hyde's most comfortable at close range, so you should be making sure not to give your opponent too much room to breathe. His ability to control the horizontal space of the screen using 236X and 22X help a lot with achieving that from a distance, while 3C and 214X can halt aerial approaches and maintain some control over the vertical space of the screen should the opponent favor jump-ins or assaults. Against characters who similarly prefer fighting in close-quarters, all he needs is a solid hit to start taking control of the match, as one good combo can easily take the opponent most of the way across the stage.

The further away Hyde is from his opponent, however, the harder he has to work to get in and run his gameplan. Against zoners or anyone who has better ranged tools, Hyde has to play more carefully since he has a harder time contesting opponents from afar, having to rely heavily instead on dashblocking and winning the GRD cycle.

Approach

Generally speaking, dashblocking is Hyde's main means of approach. In just about every match up, especially those where he can be zoned out, dashblocking is the best way to get in.

Otherwise, 236X is your go-to option. 236A in particular is best suited to this due to its slow travel speed, allowing Hyde to run behind the fireball and react to whatever the opponent tries to avoid or counter it. 236B is faster and can help keep your opponent in check if they're trying to throw out a projectile of their own. 236C is especially strong since it combines the best parts of the A and B versions, moving quickly and keeping the opponent in check while also allowing Hyde to move in freely should they block the fireball. Canceling 22A into 236C is particularly good for forcefully taking your turn, because if 22A connects, the fireball then either confirms into a full combo or keeps the opponent in blockstun long enough for Hyde to get in without worry.

If the opponent is within range of it, 66C is similarly reliable. Very good range and leads to strong damage on hit. Great option to start pressure with.

Keep Away

236X and 22X are your best options. Both provide great coverage of the stage and are safe if used at the right distances. Of the two, 22X is generally the better zoning option since it's faster and harder to react to. Fireballs can be easily avoided and punished if used recklessly, especially in match-ups against characters who can bypass them entirely (Merkava with 214X, for instance).

That said, ideally you don't want to be relying on playing keep away much since Hyde's strongest at close range.

Offense

Rushdown and strike/throw mixes are the name of the game here. He doesn't have any sort high/low mix due to his only standing overhead being his charged Force Function, which has a long startup (32 frames by default, 30 with Vorpal). However, with good use of rebeats, frame traps, and EX moves, Hyde has a great number of ways to keep the pressure on. The idea is to make the opponent respect his pressure. Once they do, you can start going for strike/throw mixes and start making them guess whether you're going for a throw or another blockstring.

Pressure

Hyde's pressure is built mainly around frame traps. Though he has limited stagger windows on most of his normals, there's plenty of natural gaps between many of his moves that you can use to catch the opponent's attempts to mash.

5A, 2A, 2B, 3B, and 2C are the only normals with stagger windows. Of them, 3B has the longest window to use with 2B and 2C being the smallest. 2A/5A > 2C/5C, however, are natural frame traps. Check the rebeat and gap tables on the Overview page for the exact number of frames in each gap.

Notable moves to use in pressure

2A: A standard approach is to use 2A > 2A > whatever. It's a fast move that's only -2 on block. It's a good as:

  • A tick-throw setup (2A > 2A > throw)
  • Greenshield bait (2A > 2A > assault j.B or dash up throw)
  • To setup frame traps (2A > 2A > 2C or 2A > delay 2A > delay 2C)
  • To check what your opponents' mashing habits are (2A > 2A > block if they're mashing, or dash > repeat if they aren't).

Mixing up what you do after the second 2A is a good way to keep your opponent guessing without taking much risk.

6B: 6B is one of Hyde's best normals due to its reach and damage potential. Many of Hyde's best combos at midscreen use 6B, but it also has its uses in pressure.

  • 6B(1) > 5[C] > 2A is a common and very strong blockstring. It's +4 on block and the gap between 6B and 5[C] can be made smaller by partially charging 5C. Can also be used to bait greenshields by using 2A after 6B instead if you're close enough to dash up for a throw. It's important to mix up your follow-ups off 6B since relying on just the default route can be punished if your opponent knows to look for it.
  • 6B > 236A is another good route since, particularly at max range of 6B, it's plus and still creates a small frame trap. Can transition into a full combo with 66C on hit or by following up with 236X~236A.
  • 6B > FF > 22A is a slightly riskier option due to 22A being -6 on block, but can be a great tool for catching an opponent off guard. Since Hyde's Force Function is his only standing overhead when charged, your opponent is likely to block high in anticipation of that, especially if you've conditioned them to be on the lookout for it. In such an event, 22A can land a hit if they aren't quick enough to swap to blocking low again as long as they're within reach of the sword as that's the only part of the move that hits low.

Alternating between letting one or both hits of 6B connect before chaining into another attack is a good habit to get into as well. Harder for your opponent to get a read on where they can mash or use Chain Shift if you keep switching between different blockstrings off 6B.

5[C]: 5[C] is a great move to use in Hyde's pressure. It's +1 on block making it a good blockstring ender, and, as noted above, can be partially charged to make the gap between it and whatever normal you used before it variable. Combined with a normal with a good stagger window, it can be very powerful. It can, however, be easily punished due to the long startup, so don't become over reliant on it.

236X~236A: A very basic blockstring ender is 236X~236A. It's only -3 on block and pushes Hyde back. You lose your turn by using this, but it's always a good option since it's always safe. Can also delay the 236A follow-up if you time it right to turn it into a frame trap.

214X: The second hit of Hyde's rekkas can be made safe or slightly plus on block if delayed correctly. The timing on it is very precise and is extremely difficult to reliably pull off given the potential for the opponent to shield each hit and make it unsafe or outright attack between hits in some cases. It's a useful tool for keeping your pressure varied, but ideally one you want to limit your use of unless if you have either Chain Shift or meter to spare so you can cancel into j.236C to prevent leaving yourself wide open.

Force Function: While generally used sparingly in pressure due to the GRD cost (one block without Vorpal, half of one with Vorpal), Hyde's Force Function is useful in spots for the stagger window it has. If FF is blocked, you have a decent time frame in which to delay a special such as:

  • 236X: A version is often your best bet due to its slightly slower startup to create a bigger gap.
  • 22X: 22A is quicker to catch an opponent, but is unsafe if blocked, while 22B has much longer startup but is safe on block if all three hits of the move connect.
  • Pale Bringer (41236C): Reserved for when you know your opponent is going to try something and you want to spend meter for big damage. Works best when you can cancel it with Chain Shift for a full combo.

It's especially strong when Hyde has Vorpal as the recovery on FF is decreased (from being -11 to merely -6), making Hyde a little less vulnerable on block.

236C/22C: Of Hyde's EX moves, these two are the best to use in pressure. Both give Hyde a strong advantage when blocked due to how long they put the opponent in blockstun and act as easy ways to reset pressure or generally make something safe. 236C is useful anywhere on the screen, whereas 22C is at its best when the opponent is close to the corner since the flames bounce off the corner to keep the opponent locked down for longer. Should be noted that both also let the opponent gain a ton of free GRD by shielding them, so keep that in mind if you're close to winning the cycle and are thinking of using them to extend your pressure.

Okizeme

  • 2A is your go-to meaty option. It's fast, safe on block, and can confirm into itself.
  • 5B is a good alternative. It's got a good number of active frames and has decent reach.
  • 236X can be used for oki if the opponent is far following a knockdown (e.g after using rekkas or a throw). If you get a hit, you can combo off it with 66C at the right spacing and if you're fast enough. Should be used carefully, though, since the opponent can easily use it to gain free GRD.
  • Both of Hyde's dash attacks technically can be used for oki, although they're very risky and have limited use. 66C is definitely stronger for its long reach and its ability to side-swap and completely avoid certain reversals if used correctly (Byakuya's 236C, for instance), though 66B has its uses as well due to how it's only -2 on block and is pretty active. It's reach is significantly more limited, however.
  • J.236A/B in the corner can be used as a relatively safe oki option, though the timing on it can be tricky. Ideally you want to time it so that the projectile is active right as they recover to force them to block in order to safely dash in and start your pressure or for them to get hit and confirm into a combo. If you can time it such that you have to block the first hit without trading with the opponent's attack, even better, but doing so leaves you more open to being punished. Either way, it's good because the projectile is active for a while and leaves you at a huge advantage (+14). Should be noted that this does lose to Veil Off and any fully invincible reversals, however.
  • 22B can work as well, since it's long startup can tempt the opponent into pressing a button, but if it's not timed correctly, you'll get a counter hit and likely take major damage. It's by far the highest risk and the highest reward. Best used sparingly. 22A can otherwise be used if you have Chain Shift ready to immediately cancel it and leave you safe.

Gimmicks

Assault j.236B can cause a side-swap in the corner. Follow-up with 66C and you can get back out of the corner and potentially catch your opponent off-guard. It's a completely fake left/right mixup due to Under Night's inherent cross-up protection, but it can work on occasion if your opponent isn't paying attention. Best not something to actually rely on, though.

J.236X can otherwise be used to cancel into Cross Cast Veil Off if the opponent blocks the first hit on recovery and they try to punish (such as with Veil Off), as shown here by yawn.

If the opponent forward techs off a combo in the corner, you can use 236X~214C to catch them with the laser, as demonstrated here by JDR. Only works if your opponent chooses to forward tech off a 236X~236B ender and you have the meter to spare.

Defense

With a good spread of reversal options, Hyde has plenty of tools to break out of his opponent's offense. If you know when and where your opponent's going to have gaps in their blockstrings or attempt a reset, you can use Hyde's DP -- or any of his metered reversal options even -- to quickly punish and take your turn. Otherwise mashing 2A is a good fallback if you need something quick and safe to throw out.

Generally, though, playing defense as Hyde requires patience. Blocking and waiting for an opportunity to strike is almost always his best option, as it's safer and much easier to do. Tossing out reversals recklessly can and will be punished by your opponent. Shielding to win the GRD cycle is good -- important, even, in some matchups -- as getting access to Chain Shift makes it much easier for Hyde to contest or break out of his opponent's offense.

Reversal Tools

  • If you want to mash, 2A is your best option.
  • 6B and 2C can be used to catch backdashes. 6B has better odds given it hits twice and has better range, allowing it to work against more characters, but 2C is just as good against most of the cast. Both lead to strong combos on hit.
  • 3C is great if the opponent is going for a jump or assault. 623A can technically work as well, but is a riskier option since you can only EX cancel it on either the very first hit or during the landing recovery (assuming your opponent doesn't punish before you can do that).
  • Hyde's DP (623B) is easily his best reversal, overall. It's fast, has great reach, is fully invulnerable, and can be canceled into a full combo with Chain Shift on hit. Can be easily baited, however, and is very unsafe on block, so don't be over reliant on it. EX version is the same, only it deals more damage and sends the opponent flying instead of dropping them right in front of you.
  • Pale Bringer (41236C) is extremely strong as well. It's got good forward momentum and has full invulnerability for most of its duration. Can also lead into a full combo with Chain Shift. Generally something to use either off moves that are EX cancelable only, when you want to punish a ranged attack, or in reaction to the opponent's own reversal during superflash.
  • Gyre Vortex (41236D) can be used as a reversal as well, one with very good reward on hit, but it's high cost means you should use it sparingly. Spending 200 meter on a move that can baited just as easily as any other reversal is very risky, doubly so since Hyde's left wide open on block. Even so, if you make the right read and it works, it's extremely effective.

Option Selects

Hyde sticks to the universal option selects. He doesn't have much in the way character specific ones like some of the other cast does, but that's to his advantage here.

  • 1AD: Most basic of OSes. Lets you tech throws without stopping you from blocking. Always a good option to fall back on, especially if the opponent is being predictable with their throw timings.
  • 2AD: Basic OS if you want to mash out of pressure while still covering throw attempts. 2A is Hyde's fastest normal, making it ideal to catch opponents delaying their throw timing/button presses after closing in.
  • 3C~AD: Anti-air/throw OS. Hyde's 3C is huge and leads to big damage on counter hit. Easily his strongest OS.
  • 4AB~D: Backdash OS. Can work at midscreen occasionally on account of how good Hyde's backdash is. Use if you'd rather attempt making your opponent's attack whiff instead of blocking.

Counter Strategies

Respect his pressure, but don't be afraid to take risks

Hyde's pressure can seem really difficult to contest, but it only really works when the opponent respects it. Without meter, he can only make himself plus through the use of 5[C], 5[C] > whiff 2A, 22B, and max range 6B > 236A. He has plenty of ways to make himself safe, of course, but they still leave him at enough of a disadvantage that he can't freely reset his pressure, thus giving you an opening if you know to look for it. As much as Hyde's frame traps can discourage you from mashing, a good number of the gaps in Hyde's blockstrings can be punished, which, if you can do so consistently, forces Hyde to work harder to keep the pressure on. And the harder he has to work, the easier it becomes to figure out how to counter him.

Pay attention to your opponent's habits:

  • What moves are they using to end their pressure on and how safe are they? Most of Hyde's normals are minus to varying degrees. Most of them are safe, technically, but they also tend to push Hyde back or keep him from being able to press anything if he ends his blockstring on one of them. If he has to dash back in, and does so frequently, that's your chance to punish.
  • What are they doing after rebeating to 2A? If they're using the usual 6B(1) > 5[C] route, you can punish the gap between 6B and 5[C] or even try something in the space between 2A and 6B if they have to keep dashing in to use it again. Be mindful of 5C, though: Hyde can partially charge it to vary the length of the gap and score a counter hit if you're mashing.
  • How frequently are they putting gaps into their pressure; are they punishable? If so, can you mash or do you need to use a proper reversal? All else fails, win Vorpal and use Chain Shift to set up a punish.

The more Hyde has to work to stay in and lockdown his opponent, the easier it becomes for you to create an opening.

Zone him out

Hyde struggles a lot at long range. Even with tools like 22X that provide him some good zoning abilities, he can't beat anyone using them alone. If you have good zoning tools, you should be able to easily beat his options and keep him out and force him to dashblock to get in. Dashblocking is a reliable tool for Hyde to approach, but all it takes is one screw up to lose whatever ground he gained.

Ideally you want to keep him out of 22A's range at minimum and outside of 41236C if he has meter, since those are his best options to try and punish you from afar. 22B may have better range on it, but it's hard for Hyde to use if you have faster moves. If you can keep Hyde locked down, you can try concentrating to build GRD and see what he does. If he's too afraid to act, you get free GRD and can continue keeping him out. If he tries to dash in or attack with 236X or 22X, depending on your character and the space between you two, you can either beat either one and force him to block again or, better yet, get a hit in and punish his attempt to approach.

Bait his reversals

Hyde has a lot of good reversals that he can use to break free of pressure. On the flipside, they're reversals, so they're extremely punishable. If Hyde is relying on them frequently, use that to your advantage. Make him think twice about tossing one out.

Punish j.236A/B on block

J.236A/B is punishable as long as you block the first hit. The gap between it and the projectile spawning is long enough to use a reversal or a fast normal. If Hyde uses j.236X off an assault, you may have to jump and use an air-normal instead. You'll want to learn how to punish it because it's really strong once Hyde's established his strike/throw game (it's mainly used to call out throw attempts), and failing to punish it leaves him very plus.

Match Ups

Hyde
Uni hyde icon.png
Hyde
(Mirror)
[character page][match videos]
For as much as Hyde's gameplan is pretty simple, the specific ways each person plays him can be unpredictable. As such, while knowing Hyde's gameplan through and through helps greatly, the mirror is mainly a matter of learning your opponent's particular quirks and how to counter them.
  • 22A is Hyde's best round-start option, so there's a very good chance you'll be trading those a lot. You can beat it with any assault air-normal for an easy combo or use 214B if you think they're going for an assault but instead used 22A.
  • It's imperative that you learn all the ways to counter Hyde's shenanigans since you and your opponent are extremely likely to rely on them. If they use rekkas in pressure, shield and punish. If they're constantly relying on rebeats, call them out. You need to be able to know how to counteract everything on reaction to gain any ground.
Linne
Uni linne icon.png
Linne[No Data]
(Slight Disadvantage)
[character page][match videos]
Waldstein
Uni waldstein icon.png
Waldstein
(Slight Advantage)
[character page][match videos]
Though Waldstein's reach can be a problem, Hyde has the advantage once he's able to get in and run his gameplan. Between moves like 22X and faster normals, Hyde can easily take control of the match and keep Waldstein locked down. If Waldstein is able to keep you locked down, however, turning things around can be a challenge.
  • Common round start options:
    • 66B: 6B beats it if used as soon as possible. May or may not be able to combo off of it. Backdash lets you avoid it, but can't punish afterward.
    • Forward jump j.B or charged j.C: Any sort of anti-air option will work (3C, 5B, 623X). Shielding is also useful to prevent him from doing anything else in the air or once he lands.
    • Assault whiff j.6C/66C > 360A: There are two ways to counter this depending on whether you can react immediately and want to punish the jump or if you want to punish the command grab. For the former, 3C, 5B, 2B, 236X~236A, and 214B all work. They all beat j.6C and 66C, 2B being especially notable because it allows you to duck under the hitbox of both moves and be able to easily attack safely by holding down-back and pressing 1B, thereby allowing you to block most other round start options. For the latter, you have time a vertical jump just right and counter with j.2C. Just dashing forward also works.
    • Dash 2B: 6B can catch him if you're quick. Assault j.B or forward jump j.2C also work
    • 5B or 5C: Walk back 5C > 22A works as a good counter to 5B. Only works against standing 5B, however, as any sort of slight movements forward or back may not allow Hyde's 5C to connect. Against Waldstein's 5C, just block. You can possibly punish with 5C or 22A if he microwalks forward before using his own 5C, but you're better off just blocking to be safe.
    • 236X: Shield the first hit and use 623B. Shielding the first hit creates a gap you can use to punish with your reversal of choice. Good to remember for when he uses it in pressure as well. Otherwise you can use 5C for an easy punish if you can make a hard read on what he's doing. Remember to always block high so as to avoid getting hit by the overhead.
  • Despite the range of Waldstein's attacks, the best way to counter him is by getting in and not letting up. Wald's frame data isn't great, with most of his attacks having long startup. He can't easily mash out of Hyde's pressure (his fastest normals are 5A and 2A at 8 frames each), meaning that as long as you're careful with spacing and considerate of what gaps you're leaving in your pressure, he can't do much without resources. Ideally, you want to end pressure at just the right spacing to keep him from just tossing out 360A so as to make it harder for him to challenge your offense.
  • On the flipside, contesting Waldstein's own offense can be tricky. Despite the long startup and recovery on many of his moves, he does have a few that naturally leave him plus (1A, 4B, 6C, and 214X). Between those and the threat of his command grabs, he can easily turn the tide in his favor if he's able to freely run his pressure. Ideally you want to be looking for moments where he wants to use 360A so you can stop him before he can use it. If he's dashing in first, start mashing or go for 623B.
  • Given Waldstein can delete projectiles with certain moves, playing neutral is a bit trickier since you can't just chuck fireballs and poke with 22X relentlessly to keep him out. They're both still very useful since they can often catch him trying something, but you need to be wary of mindlessly using them since he can easily punish you depending on his position. Assault into j.2C, for instance, can easily avoid your fireballs and their subsequent denotation since his j.2C gives him additional air time. Be aware of distances he tries stuff like that so you can be ready to anti-air. If you can consistently anti-air him and scare him into not jumping anymore, then you can start trying to rely on your projectiles more to control neutral and even concentrate if needed.
  • Be extremely careful about backdashing. Waldstein has plenty of ways to stop Hyde from doing that. Only really useful to avoid throws if you can make the right read. Any other situation is much more fraught. Use wisely.
  • Don't let him win Vorpal if you can. If Wald has access to Chain Shift and 100 meter or more, his offense becomes a lot scarier. His reversal options become absurd and he can make whatever he wants safe, allowing him to do whatever he pleases.
  • If Waldstein has Vorpal, he can attempt a hard call out on your fireballs with his Force Function. The rocks he throws delete projectiles and can cause a wallbounce while in Vorpal, allowing it to convert into a full combo. At best, your fireball will connect just before the rock hits you and you'll both trade hits and he doesn't get a combo, but in general, the risk/reward there is in Waldstein's favor -- unless you make a hard read and preemptively throw out a fireball and cancel it into laser before the rock is airborne. If you're sitting on opposite sides of the screen, you can safely assume he'll try throwing rocks at some point, so it's not too difficult to make that kind of read. Just be vigilant.
  • 3C is your friend. Waldstein's movement speed on the ground is extremely slow, so he has to jump and assault a lot if he wants to cover ground quickly. Be ready for it and react accordingly. 236X~236A and 623X are also good anti-air options against Waldstein, 236X~236A especially because it always trades in Hyde's favor. It's a good way to keep his jump-ins in check if you don't want to risk getting too close while trying to use 3C.
  • Waldstein's command grabs are his biggest threat. 360A is fast and untechable, making it his primary mix-up tool in pressure. It has very limited range, however, so you can work around it as long as you remain cognizant of its effective range. 360B has greater reach, but can be teched, making it a bit less threatening as long as you're looking for it. [4]6X is fast once active and can often catch people off guard, but it is avoidable by jumping and can be interrupted by projectiles if you have enough time to throw one out. It's not too common to see Waldstein using that move in neutral, particularly at long ranges since it becomes much easier to react to, but worth noting all the same.
  • J.236X is a decent counter to Waldstein's throw game, but he also has some very good anti-air options available to counter with. Still worth using here and there to keep his throws in check, but not something to become too reliant on.
Carmine
Uni carmine icon.png
Carmine
(Even)
[character page][match videos]
Broadly speaking, Carmine's mix-up potential can make him a tricky opponent for anyone. But between Hyde's constant chip damage and the health cost on most of Carmine's moves, Hyde has a definite advantage here. If you can get around his pressure and recognize his mix-ups, you can effectively win by being patient and letting Carmine slowly kill himself and strike whenever the moment presents itself and making good use of whatever chip damage you can deal. That said, while that gives Hyde an advantage, it doesn't make the match up an easy win.
  • Common round start options:
    • 6B/j.6B: Just blocking is the safest option. If you want to try countering it, though, forward jump j.2C is a decent choice as long as Carmine uses 6B immediately at round start. If he's jumping into the air before using it, 3C is great if you're quick enough to recognize the situation and use it. Dashing under him and hitting him when he lands is always a good option as well. Otherwise, just block and take the free GRD.
    • 2C: Slightly walking back and then pressing either 5C or 22A make for good whiff punishes, though neither can convert into anything without meter. Forward jump j.[C] also works and can possibly convert into a combo, though it is a bit inconsistent.
    • j.C: Anything you can catch your opponent out of the air with works against this (3C, 5B, 214B, etc.). May have to change which move you use depending on whether Carmine assaults or charges 5C or not.
  • Neutral is a matter of patience. Your main goal should be to force Carmine to come to you if he wants to deal any damage. For as strong as his traps can be, they don't amount to much if Hyde's just hanging on the other side of the stage just blocking everything thrown at him, essentially making Carmine throw his health away. The idea is to shield everything Carmine throws at you so as to swing the GRD cycle in your favor and ideally keep it there, forcing him to approach if he wants to actually do anything. Should be noted, however, that he can decide to just stop launching attacks to keep you from easily winning the cycle. In such an event, take stock of the current situation and decide whether you need to move in or just start concentrating.
  • 6B is one of Carmine's favorite moves to throw out in neutral. It's a fast projectile that travels the entire length of the screen and sets a puddle beneath you if blocked. While you can try countering it with your fireballs (or even laser if you can anticipate it coming and are able to throw a fireball out preemptively), it's better to either dash block or just sit back and take the free GRD depending on the situation.
  • Shield Carmine's puddle traps/bombs or avoid them entirely if possible. Merely blocking them gives Carmine the advantage during pressure, which only lets him keep his turn longer. Shielding them reduces his advantage while also costing him GRD.
  • The hardest part of fighting Carmine is escaping his pressure once he's got you locked down. In the corner especially, his mix-up game is strong. He can cycle through a ton of different set ups to try opening you up. Learning to identify them and what, if any, counter play there is for each of them is key to keeping him from steamrolling you once he gets going. Check the "How to Prank" document by Paddu and Spinach for specifics on his mix-ups.
  • 623B is a fantastic option to challenge his pressure with as a good number of his strings have gaps if you shield them effectively. If you can identify where the gaps in his blockstrings are (or have Chain Shift available), you can easily stop him in his tracks. Pale Bringer works as well.
  • 236X (the large spinning wheel he throws out) has a long start up and can be mashed on. It's most often used as part of his oki, but does sometimes appear in blockstrings. Unless he has Vorpal or has spaced himself correctly, you should be able to strike before it becomes active.
  • When you get in, make the most of it. Hyde's chip damage is extremely useful here since Carmine's already losing health regularly, and the chip damage -- especially in Vorpal -- adds up very fast. Additionally, unless he has meter or Vorpal, he doesn't have access to any reversal options, meaning he has to take risks to escape pressure as long as you're not overextending. Use that to your advantage.
  • Speaking of reversals, his command grab (63214C) is his only true reversal option outside of universal mechanics like CS and Veil Off. It's easily avoided simply by jumping if you're on the lookout for it. He can try using 623C, but it only has partial invulnerability and is extremely minus on block (-12). 214C is also an option, which is plus if it hits (+6), but it has no invulnerability, so a well-timed attack will beat it.
  • Though Carmine's constantly losing health, he can regain a fair amount with his command grab. It's not enough to make a massive difference, but it can be a problem if you're not looking out for it.
  • Know when to hang back and let time run out. If you have a strong life lead and can put up a strong defense, there's not much Carmine can do without putting himself at considerable risk. Under the right circumstances, he'll only be one hit away from losing, which heavily shifts things in your favor.
Orie
Uni orie icon.png
Orie
(Even)
[character page][match videos]
The hardest part of fighting Orie is playing around the range on her normals. She can effectively poke you just out of reach of most of Hyde's pokes and has a fair number of tools to lock you down while still keeping herself relatively safe -- as long as she's within range to do so. Hyde has the tools to counter her approaches, however, which, when used correctly, can force her to play much more cautiously, allowing Hyde to take control and make Orie think twice about her approach.
  • Common round start options:
    • Assault j.C: 3C is the obvious answer. 5B works as well (particularly off a dash so you can avoid j.C entirely), and 214B can catch her as well.
    • Jump > Force Function > j.214X: Just use 3C. It's possible she ends up being able to dodge it entirely, but it's your best option against this setup at round start since chances are good she'll be able to hit with j.214X. If you can dodge that, though, you can get a hit in during her landing recovery.
    • 66C: Jumpback or vertical jump j.2C works well and should score a counter hit.
    • 214A/B: Assault j.B, j.6C, or j.2C is an easy counter. All of them get a guaranteed counter hit if she tries using any of 214X's follow-ups, though the C follow-up can sometimes trade in Orie's favor. Forward jump j.[C] and walk back 22A work as well. On the off chance she goes for 214B, no aerial options work since it acts as a decent anti-air and has slightly slower startup. 66C and 22A are your best bets against it -- but only if you're using them immediately.
    • 236X: Walkback 5C or 22A works against 236A. The walkback is ideal because it'll avoid her attack even if she does a microwalk before using it. 236B can be beaten by shielding and using 6B.
  • Play it safe in neutral. Orie may lack any proper ranged tools, but her neutral is strong all the same. Try to keep her out as much as possible to force her to take risks if she wants to get in. Fireballs are very useful to that end since they can easily catch her attempts to approach using 236X and anti-air with it if you detonate the fireball with the A follow-up. 236X~236A is definitely one of your strongest tools here because Orie can't really do much about it. A strong zoning game effectively locks Orie down anywhere since all of her means of advancing quickly require her to take risks. Done correctly, you don't have to move in much yourself and instead wait for her to try something and punish accordingly.
  • Once you can get in, keep the pressure on. In the corner especially, you should be giving as little room to breathe as possible. The range on her normals means you can't really try to whiff punish, so rushdown is the play. Also, remember that Orie doesn't have any meterless reversals. As long as she doesn't have meter or Vorpal, she doesn't have any easy ways to counter your pressure. That doesn't mean you can just do whatever you please, of course, but it does mean you can run pressure a bit more freely.
  • Orie's pressure can feel difficult to counter due to the reach of her attacks. Her normals have great range and similarly good frame data, often leaving her safe and at distances you can't easily contest from. Be very aware of how she's spacing herself out and what attacks she's using to try enforcing her advantage. If she pushes you to the corner, she becomes a much scarier opponent due to how easily she can lock you down. Your best bet there is to identify when she goes for a reset (5A > 5A > 5A > dash > repeat, for example) so you can attempt an escape.
  • 6B is an overhead and a very strong part of Orie's offense. On its own, it's not too threatening as long as you can react to it, but Orie is able to cancel it into 214A to create a pretty fast high-low situation that can be tricky to deal with.
  • Orie's Force Function makes her hard to pin down. Hyde's anti-air options are strong and often work to stop her, but the speed and arc at which Orie flips through the air can make it tough to land a hit, doubly so since she can use FF to set up j.214X to punish any whiffed anti-air attempts or counter them entirely if you're not fast enough to stop her before she attempts that. If she positions herself such that 3C can't reach at all, she can technically score a hit with 214C but can't reliably convert it into a combo, so she doesn't gain much from it. She can also use FF to cancel attacks and effectively make herself safe. FF doesn't have invulnerability, however, so it is possible to try punishing her for using it recklessly depending on the situation.
  • Be wary of backdashing, especially in neutral. 236[B] is fast, covers a large part of the screen, and is difficult to punish once blocked. Orie will almost assuredly use this a lot to close the distance in neutral. 236A is similarly strong, but it does have significantly shorter reach. Both can be stopped with a preemptive fireball. Otherwise your safest option is to just block. Trying to counter it on reaction is not worth the risk.
  • Orie will sometimes end blockstrings with 214X~4B as it's plus on block (+4) and pushes her out far enough to make it difficult to try anything. The gap between the two attacks is large enough to mash on if you're spaced correctly and shielding the first hit makes it bigger. If successful, fast buttons like 5A or 6B, or a reversal like 623B or Pale Bringer should catch her. Which option to use is dependent on how close she is. 5A, 6B, and 623B can all tag her at close distances, whereas 5C (only works if you shield the first hit) or Pale Bringer work at farther distances.
  • Depending on where you are, Orie's 22X can either be something you have to block or something you can avoid entirely. If she happens to use it raw, you can just dash forward on reaction and avoid it entirely, especially if it's 22C since the superflash gives you ample time to buffer your dash. If she's using it post-knockdown, you have to just block. If she has to run in after using it, that's the perfect time to get a couple shields in to gain some free GRD. Just don't attempt that when she's within range to continue pressure to avoid any potential GRD Breaks.
  • 623A is a good option to use for post-Chain Shift mindgames since it trades in Hyde's favor and because the first hit is EX cancelable on hit and block. Best saved for when the opponent has established they're aware of and willing to play the post-CS mindgames, but still worth knowing.
Gordeau
Uni gordeau icon.png
Gordeau[No Data]
(Slight Advantage)
[character page][match videos]
Merkava
Uni merkava icon.png
Merkava
(Slight Disadvantage)
[character page][match videos]
Between Merkava's strong zoning and rushdown game, he can be a tough match up. Generally, though, it's not too hard as long as you don't let Merkava control neutral too much as Hyde has tools to counter Merkava at the right distances. If he does, Merkava can easily keep Hyde at bay, forcing Hyde to play much more carefully. Once Hyde closes in, however, he can press the advantage with relative ease, particularly if he has resources to spare.
  • Merkava has the advantage at round-start. With long reaching normals like 5B, he can easily beat Hyde's go-to options at round-start. At best, you might be able to trade with moves like 236B or 214X, but you're better off just blocking unless the opponent isn't immediately taking their turn. In such an event, use that to start dashblocking in and react accordingly.
  • Don't use fireballs outside of pressure. Tossing them out from afar will only lead to Merkava getting a free hit with 214A.
  • Merkava's 66C look exactly like his 3C. If you can learn to identify which is which (the animation on 66C is faster than 3C), you can shield the dash attack to prevent him from being able to cancel into anything to make them safe. Likewise, 66B looks exactly like 2B, though shielding it doesn't prevent him from canceling into anything on block.
  • Merkava generally wants to keep his distance in neutral until he needs to move in to win the GRD cycle. Try to stay within range of 22X and be ready to counter his attempts to use flight with either 3C or 214B if he's using it to keep himself safe, or a reversal like 623B if he tries to charge in off flight instead.
  • In the corner, Hyde's got the advantage. Merkava doesn't have any meterless reversals, meaning he can't easily break free of Hyde's pressure. Try to keep meter saved for pressure extensions. The more tools you have available, the harder it will be for Merkava to try anything to escape.
  • 236C can be easily beaten by either using EX moves like Pale Bringer on superflash, Chain Shift to either use a reversal or block and shield the second to last hit to make Merkava more minus, or just trade with certain moves since Merkava doesn't have full invulnerability on 236C.
  • If you end up in the corner against Merkava and he has worms active, be very careful. Merkava's worm oki gives him an incredible advantage, allowing him to set up strong high/low and strike/throw mix ups that are very hard to react to. Best thing you can do is focus on defense and wait for the worms to disappear (or destroy them yourself if you can do so safely) so you can start looking for opportunities to take your turn.
  • If Merkava has Vorpal, be careful with putting too many gaps into your blockstrings, as Merkava can use CS to attempt a punish. At close range his crouching normals (2A and 2B especially) are pretty fast.
Vatista
Uni vatista icon.png
Vatista
(Disadvantage)
[character page][match videos]
Vatista can be a hard match up for anyone, but for Hyde especially, she's difficult due to how good her zoning abilities are, her flashkick that can beat almost any attempt to meaty easily, and her excellent gem pressure. Vatista is a very difficult opponent, but she's not impossible to beat. She just requires a lot of patience on when to approach and careful thought on how to gain and maintain the advantage.
  • Given all of Vatista's projectiles cover a lot of space, your best bet is to just block on round-start in case she's already charging one to use.
  • As with any zoner, dashblocking is key. Her lasers hit fullscreen and are used often in an irregular rhythm in concert with her other projectiles. Move slowly and don't take unnecessary risks as Vatista can easily catch you off guard if you time your dashblock wrong.
  • Don't concentrate. It's very difficult to switch to block on reaction if she decides to punish you for trying that. Just shield her attacks and build GRD that way. She doesn't have any kind of mix ups available at long range, so it's the safest means of winning the GRD cycle.
  • If you have a good life advantage and are getting zoned out, keep your distance and force her to approach. Shielding attacks negates any chip damage, so if your shields are on point, she literally can't do anything to you at full screen as long as you're patient.
  • Pale Bringer is a strong move in this match up, doubly so with Chain Shift available.

For additional info, check the Vatista Counterplay Doc by Foxof42 and the "How do I beat Vatista?" section of the Vatista FAQ by airco.

Seth
Uni seth icon.png
Seth[No Data]
(Slight Advantage)
[character page][match videos]
Yuzuriha
Uni yuzuriha icon.png
Yuzuriha[No Data]
(Disadvantage)
[character page][match videos]
Hilda
Uni hilda icon.png
Hilda
(Slight Disadvantage)
[character page][match videos]
Hilda is a difficult match up for Hyde due to her very strong zoning abilities and mix ups. She wants to keep Hyde out and make it a nightmare to try and approach. But if Hyde can get close and keep the pressure on, he can easily turn the match in his favor. The hard part is getting there.
  • Due to the reach of Hilda's attacks, Hyde can't do much at round-start. At best, you might be able to use 66C to get in if you're lucky, but again: given Hilda has the advantage, trying anything at round-start is very risky. Your best bet is to just block.
  • Hyde's 22X is a useful poke, and 66C can help you close the distance, but your best bet for approaching is to dashblock. Just about all of Hilda's attacks outclass Hyde's in terms of reach, so you need to approach neutral carefully. Don't be reckless.
  • Be patient. Hilda prefers to keep her distance, which makes it hard to close in. Conversely, it also makes it hard for her to win Vorpal. Shield her attacks and try to win the GRD cycle as much as you can. It's easier to start contesting her pressure when you have Chain Shift available. Should focus on winning the cycle anyway as Hilda's Vorpal trait gives her a pretty strong buff.
  • Pale Bringer is extremely strong against Hilda. It's risky since it's very unsafe on block if you make a wrong read, but it's by far one of your best tools in this match up. The full invulnerability and travel on it makes it your best reversal against her.
  • Once you get in and are able to push her to the corner, her lack of reversals makes it hard for her to contest as long as she doesn't have resources available. If she has meter, you can try to bait Veil Off, but she could rely on options like Guard Thrust that are trickier to counter. Be aware of what resources she has available at any given moment and act accordingly.
Chaos
Uni chaos icon.png
Chaos[No Data]
(Disadvantage)
[character page][match videos]
Nanase
Uni nanase icon.png
Nanase
(Even)
[character page][match videos]
Fighting Nanase is a matter of playing around or outright preventing her from setting fireballs. Both her and Hyde generally play around similar ranges, making the match up a matter of figuring out how best to counter her approach and keep her from setting the pace of the match.
  • Common round start options:
    • J.236X: Depending on whether she's using it immediately or after an assault or jumpback, your go-to options vary. Immediate j.236X can be beaten with 22A, walk forward 5[C], or forward jump j.6C, whereas jumpback j236X can be beaten by dash forward jump j.6C (if you're able to recognize the situation quickly) or dash 3C (the generally safer option). Assault j.236X can be beaten with 5B, dash 3C, or 236X~236A.
    • Jumpback j.8C > j.236B: 3C is the best option since you have time to run up and tag her after seeing j.8C. Could try 623B or 214B as well.
    • 236A: Vertical jump j.2C and 214X are the easiest ways to counter it. 236X~236A or 5C can potentially get it if you're quick, but have a good chance of trading.
    • 214X: Unless she ends up being just barely too short on the range, just block and try to punish afterward if she uses one of her follow-ups. If she delays the follow-up, you can try using 623B.
  • The key to this match up is stopping Nanase from freely setting down fireballs. It's her only ranged option she has and they're an important part of her gameplan in neutral, as the rest of her kit mainly helps her get in or run pressure. She'll often use fireballs to cover her approach or stop assaults or jump-ins. If she can set them without fear, she effectively wins neutral every time unless you take measures to show you know how to counter them.
  • As with any projectile, shielding Nanase's fireballs for free GRD is a good idea, but be aware that she'll often try to go for a throw once her fireballs are active to go for a GRD break. You can either tech the throw or try avoiding the situation entirely by jumping around once she starts getting close. Dashing forward to change the timing on your block and her throws can help keep her from controlling the situation. She's likely to try going for anti-airs or TRMs once you start showing you can avoid the fireballs, however, so vary your actions accordingly.
  • Be mindful of when to try jumping over her fireballs. If you do it too quickly, she'll almost certainly redirect them immediately with 6B to knock you out of the air.
  • 22X, 236X, and even laser can counter her fireballs. 22X and 236X are generally easier to use since you don't have to potentially waste resources and can sometimes catch her dashing if timed correctly. Laser works best if you can catch her during the startup or recovery of her fireballs. Harder to do, but leads to huge damage if successful.
  • Remember that Hyde's Force Function can delete projectiles if timed correctly and becomes special and EX cancelable on doing so. Risky since the startup and recovery are long, but since Nanase's own fireballs are rather slow, it's a potential option to consider.
  • Nanase can also use her fireballs for pretty good oki, particularly in the corner. She can end her combos in such a way that allows the fireball to meaty while also setting up a quick overhead with j.2[C] or time it such that it whiffs just as the charge flash appears and then go straight for a low, or opt for routing that simply makes the fireball a threat on wakeup rather than have it meaty. Reversals can counter setups like this, but they are, of course, risky. Chain Shift helps reduce that risk considerably, though shielding also works in most cases.
  • Once you get in, Hyde can run his pressure pretty easily. 6B and 236X are especially good moves to use against her generally. Her 236A can be a problem since it's fast (seven frame startup) and trades favorably for her, but as long as you're careful and she doesn't have meter or Chain Shift ready, you can easily get by. Her DP doesn't have much horizontal range, so she can only really use it reliably to counter moves with extended hurtboxes or when you're right next to her. That said, it's still a meterless reversal, so keep it in mind.
  • One of Nanase's bigger weaknesses is how reliant on spacing she has to be to access plus frames. Many of her attacks (dash attacks and specials, specifically) can be made pretty plus, but that only happens if she's able to make only the last hits of her moves connect. Dashblocking can be a good way to mess with her spacing as long as you have the opportunity to do so.
  • Nanase's Force Function is something she'll mainly use to cancel her pressure with. It's technically something you can react to if you're quick enough to recognize it, but difficult to do so. Better option is to just focus on maintaining a lead in the GRD cycle to make her think twice about using it recklessly.
  • If she tries to go for a low after FF or other aerial moves, her fastest low is 2B at nine frames, so you can easily swap between blocking high and low without much worry.
  • 66B and 66C hit low and high, respectively. The startup animation on both is very similar, making it difficult to properly block them. 66C is nine frames slower than 66B at a 27 frame startup, but it's still hard to recognize. Best bet is to set a training dummy to swap between using those two moves at random and try to train yourself to be able to react to them.
  • Block high whenever you see Nanase use 236X or 214X. Those two moves are mids, but one follow-up for 236X is an overhead, and all of the follow-ups for 214X need to be blocked high. Preemptively blocking the overheads is a good way to ensure you don't get opened up or GRD broken for shielding low too late.
  • The follow-ups on 236X and 214X can both be punished.
    • 236X~A: You can mash 5A to catch it at most ranges as it's -7 by default. Can also shield it to make it even more minus and punish with 6B.
    • 236X~B: 623B works if you can mash it quickly enough in the gap between 236X and its follow-up. Easier if she delays it slightly. Can also shield it and use 2A, 5A, 5B, or 6B to punish.
    • 236X~C: 5C is the easiest option. May have to slightly walk forward to make it connect, but as long as it does, you can easily convert into a combo. Otherwise, if you're quick, FF > 236A can catch her and lead to a full combo as well. Much harder to do, but provides a huge reward if it works.
    • 214X follow-ups can all be countered with 623B unless Nanse's not delaying them to stop you from doing that. Otherwise you can mash 2A if she lands close enough for you to do so. Be sure to shield them as well if you end up blocking to reduce the frame advantage.
  • 236C has projectile invulnerability and is a common tool Nanase uses to get in. If she has 100 meter, be on the lookout for it. You can try baiting it by throwing out 2A randomly to check if they're reacting to literally any kind of action. If so, you can easily block and punish it as long as you both aren't on the exact opposite sides of the screen, as it becomes safe when used at the maximum possible distance.
  • Shield the last hit of 214C to make Nanase 0 on block. Doing so creates an RPS situation where she either has to throw or use a 5-frame move (2A, 623A) but it also keeps her from being plus and thereby able to do whatever she wants. If nothing else, locking her out of being plus is useful.
  • Nanase's 623A is fully cancelable on hit, block, and whiff. It's not fully invulnerable, but that she can actually cancel it makes it difficult to punish unless she screws up and uses it without resources available to back her up. Learn to recognize which version is being used so you can know when you're able to punish and when you should just block and let her waste resources.
Byakuya
Uni byakuya icon.png
Byakuya
(Disadvantage)
[character page][match videos]
Between his huge stagger windows and oppressive web oki in the corner, Byakuya can be a frustrating opponent if he's able to get in and stay on top of you. Hyde has a small advantage in his superior neutral thanks to his fireball and pokes like 22X, however, which are key to keeping Byakuya in check until you can close in. You have to dictate the pace of the match to win as Byakuya only needs one good hit to take control.
  • Common round start options:
    • Assault j.C: 3C is the obvious choice. 5B also works, particularly if you dash forward or backdash at round start and want to knock him out of the air. 236X~236A trades favorably, allowing you to combo even if you get clipped by j.C.
    • Jump back j.214X/backdash 214X: 3C is the go-to if he uses j.214X at round start. Can otherwise try 214B or 5B depending on your position. Same works for grounded 214X, with the added option of 66C if you can predict what he's doing and can react fast enough to tag him before he tries any follow-ups and bypasses you entirely.
    • 66B: Assaults avoid it entirely, but can't score a hit unless you immediately cancel into j.236X (both A and B versions work). 214B can catch him and lead to a full combo. Backdash > 22A/236B~236A can punish; fireball is a better choice since it can lead to a full combo on hit, whereas 22A needs meter or CS to do so. Vertical jump j.2C can catch him as well.
  • Neutral is in Hyde's favor since he has actual ranged attacks available to him, but with moves like 66B and 66C, Byakuya can still be a threat from afar. Of the two, 66C is largely the more troublesome one given it's range. Be wary of throwing out fireballs or other ranged pokes when you're within range of 66C as there's a good chance you'll get hit.
  • Playing outside of 66C's range early on is key as he can't do anything outside its range. He has to dashblock his way in so long as you keep using your ranged tools effectively, so use plenty of fireballs to keep him out. Additionally, try jumping around. Byakuya's anti-airs are awkward, meaning he has to be preemptive with their usage. By playing with different jump arcs and adding the occasional air-assault, he has to be much more on guard to be able to knock you out of the air. And if he's looking to anti-air, he can't toss out 66C as much.
  • Playing the zoner game is helpful, but make sure you don't commit to it too hard and start feeding Byakuya free GRD. Most Byakuya players will adapt and just start concentrating or shielding to gain the advantage in the GRD cycle. Don't let them do that.
  • The large stagger windows on his normals make contesting his pressure difficult. Be careful and watch closely for points where you can try taking your turn.
  • Try to abuse his weak frame data during pressure when you can. Be mindful of going for pressure resets, however. Carelessly doing them may lead to you getting clipped by his low attacks. Don't get greedy.
  • If Byakuya has meter and you're expecting him to use 236C (his main reversal), 6B(1) > 2A can be used to bait it. Works best if you've already conditioned them to expect 6B(1) > 5[C]. You can dodge it by delaying your special cancels (214X to jump over him, for instance, though that's best reserved for when you have resources ready to back you up) or using CS. In the corner, you can also try 6B > 22A to try catching him standing while inputting 236, or use 22B and whiff cancel with Pale Bringer during the superflash.
  • Byakuya's web oki in the corner is where Byakuya's at his strongest. If he's playing the situation right, he can effectively keep you locked down and turn most any hit into another triple-web setup. Safest way to get out of it is to block low on wakeup then quickly block high if you have the opportunity to do so. The timing can be tricky to figure out depending on what Byakuya is doing after the webs are set. If he hangs back, you can easily get rid of both webs without worry. If he starts pressure immediately, things get much trickier, especially if he uses 3C/3[C] as it sets up a high/low mix that's tough to react to due to how similar the two moves look.
  • That said, the webs can be bypassed with a perfectly timed 66C or 214B on wakeup (3C can also clear them instantly, but also leaves you wide open while still keeping you in the corner), but it's not a guaranteed escape option. Used successfully, it can get you out of the corner, maybe even lead into a combo. Otherwise, if Byakuya's expecting you to try bypassing his webs, he can intercept you and put you right back in the corner. Use sparingly.
  • Whenever Byakuya sets down webs during pressure, he can hold any of the four buttons to use a different follow-up. He has four options available, one of which is an overhead, and two of which are teleports (one of which leads to a low attack). As such, the best way to deal with them is to block high until you see him vanish, in which case, immediately switch to blocking low.
  • Shield his rekkas (236X) to get easy GRD. The EX version is one of his main reversal options and is extremely easy to punish if blocked with it being -21. You can also bypass it entirely by timing 66C correctly during 236C's startup. Very useful to keep him from trying to reversal on wakeup. Otherwise, you can try jumping and using j.236X to bypass it and potentially hit him since he doesn't have full invulnerability on it.
  • If Byakuya tries setting a ground web (623X) in neutral or in a blockstring, there are a couple ways to counter him. Jump back j.2C can catch him and lead to big damage, unless he holds down the button to stop himself from moving forward, at which point jumping back will avoid the web and put some space between you two. If he's using the charged versions often, 66C will catch him. Timed correctly, you can score a counter hit off either option, leading to huge damage with the right combos.
Phonon
Uni phonon icon.png
Phonon[No Data]
(Even)
[character page][match videos]
Mika
Uni mika icon.png
Mika[No Data]
(Slight Advantage)
[character page][match videos]
Wagner
Uni wagner icon.png
Wagner[No Data]
(Even)
[character page][match videos]
Enkidu
Uni enkidu icon.png
Enkidu[No Data]
(Slight Advantage)
[character page][match videos]
Londrekia
Uni londrekia icon.png
Londrekia
(Slight Disadvantage)
[character page][match videos]
Londrekia and Hyde play at similar spaces, generally, with Londrekia having some slight advantages at further ranges due to normals like 5B and 2B having good range while still being pretty quick, as well as his rekkas providing strong mix-ups and also being pretty safe in a lot of cases. Learning how to work around them is key to winning this match up.
  • All of Hyde's round-start options work. If Londrekia's uses his own rekkas (214X) at round-start, you can counter with your own or by immediately pressing 5B. If he goes for 4C, 22A can trade with it, or you can punish it by very slightly walking back and then using 22A. Or if he goes for a dash attack, you can beat those with pretty much anything.
  • Londrekia's unique freeze mechanic will always set a status affliction even if you block any of his moves that can apply it (6B, 236X, 22X, 623C). You can prevent it from being applied by shielding moves like 236X and 22X, as the status only becomes active on regular block. 6B and 623C are exempt from that, however.
  • 6B and 623C are moves to be watchful of. Both allow Londrekia to freely take his turn and steal GRD even on block. 6B can be avoided by forward jumping on reaction. It's slow enough that you should be able to recognize the start up and still have time to get out of the way. 623C, on the other hand, tracks your position, making it really tough to counter -- doubly so since Londrekia isn't likely to use it outside of combos or pressure. You'll likely have to just hold it and take the GRD loss. If he slips up and decides to use it raw or after creating a gap in pressure, you can try Pale Bringer if it's within range of that, at which point you should be able to react to the superflash. Otherwise, if you time it just right, you can use 66C to bypass it, even punish it if you're at the right spacing, though this is obviously an extremely risky option. Forward jumps work as well, but you can still be caught if you aren't jumping as soon as possible. Again, though, this all assumes Londrekia is using 623C carelessly.
  • Use fireballs carefully against Londrekia. Some of his own projectiles can beat Hyde's and he can avoid Hyde's fireballs entirely with his rekkas. Laser (236X~236C) can catch Londrekia if you both throw fireballs out at the right range, but that's best saved for long distances (e.g. on, or close to opposite sides of the screen) since there's a good chance Londrekia's projectile will hit first at closer distances. Alternatively, you can assault over his projectiles and punish with j.6C.
  • Regarding Londrekia's projectiles, 236B and 236C can't be destroyed by throwing your own fireball in response. Laser can just barely beat 236B, while Hyde's own 236C can beat Londrekia's.
  • Be careful with your attempts meaty him -- likewise for putting too many gaps in your blockstrings -- as he can, and will, throw out his Force Function a lot. Try to bait FF on wake-up as it's his only reversal option outside of universal mechanics like Veil Off or Chain Shift. If blocked, you can easily punish it.
  • Learn the difference between each rekka and block accordingly. While the high/low mix threat they pose can be a problem, they ultimately can't do much if you can recognize which one is which. His mix there isn't as threatening once you know how to recognize which button he's pressing. If he's delaying his rekkas, you can use Chain Shift and go for a reversal. Foxof42's video on countering his rekkas is a good place to look for a broader overview on how to deal with them.
  • 22X oki can be bypassed by either destroying the snow blossom or jumping forward if Londrekia just uses it without following up with anything. If he does take advantage of the oki, however, things become way more difficult. Generally Londrekia will use his oki to set up throws or meaties in conjunction with 22X's attacks -- 22A to create a gap, 22B to make it a meaty. If he's going for a throw, using an option select is likely your best bet. If he uses it to meaty, then you might be able to mash out depending on how Londrekia decides to follow up the meaty.
Eltnum
Uni eltnum icon.png
Eltnum[No Data]
(Slight Advantage)
[character page][match videos]
Akatsuki
Uni akatsuki icon.png
Akatsuki[No Data]
(Slight Advantage)
[character page][match videos]

Videos

External Links


Hyde Wiki Roadmap

Click here for the UNICLR roadmap.

Page last edited on: 2021-11-02 by Defiant.

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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.
50/50
Strategy
  • Filled in general gameplan, neutral, offense, and defense sections.
  • Wrote detailed notes for every matchup.
25/25
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.
25/25
General
FAQ
Controls
HUD
System
Strategy
Glossary
Patch Notes
Characters
Hyde
Linne
Waldstein
Carmine
Orie
Gordeau
Merkava
Vatista
Seth
Yuzuriha
Hilda
Chaos
Nanase
Byakuya
Phonon
Mika
Wagner
Enkidu
Londrekia
Eltnum
Akatsuki
Frame Data
Hyde
Linne
Orie
Seth
Hilda
Chaos
Mika