Under Night In-Birth/UNICLR/Hyde

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Profile-hyde.png

He wakes up -- In order to free the girl from the chains of eternity that seal her fate. The
power burned within him, the "Void". The blade he carries, the insulator. Each day became
lost in a sea of banality, living under the threat of the Night. The Hollow Night approaches,
and where reality and fantasy meet, this young boy takes a stand... to reclaim everything,
and return it to nothingness.

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,
I'm doing in her stead. That's all.

Gameplay

Being the protagonist of the game, Hyde has the usual "shoto" tools associated with the role (fireball, meterless reversal, etc). He performs well at all ranges with tools like Black Orbiter to cover his approach and Shadow Scare to counter zoners or other long range attacks, while moves like Vacant Shift help rack up damage and provide great corner carry to quickly put his opponent in the corner where Hyde truly excels with his strong rushdown game. His fast normals and varied ways to make himself safe or plus on block through rebeats or spending meter make him difficult to contest. On top of all that, 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. A decent spread of natural frame traps and an overhead in charged Strict Daze helps, but Hyde has undeniably subpar mixups, 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
  • Neutral: Hyde has a strong midrange game with 236X-236A and can fight characters with bigger buttons than him using tools like 22A and 22B. His fast backdash also allows him to whiff punish relatively easily.
  • Frame Advantage: Hyde's 5[C] > 2Aw rebeat is plus on block alongside metered pressure reset tools like 22C and 236C.
  • Defense: Hyde has a great meterless reversal with 623B and two strong anti-airs with 623A and 3C, the latter infamous for its massive vertical reach.
  • Corner Pressure: Hyde's throw gives him a meterless combo in the corner, making his offense that much scarier. Having great corner carry makes this even more threatening.
  • Limited Pressure: Hyde's late cancel windows are relatively small and his 2A is his only good rebeat whiff option.
  • Midscreen Reward: Hyde can’t meaty with 2A off of combos that end midscreen if the opponent techs backwards. His harder midscreen confirms are also awkward to perform consistently.
  • Linear: Hyde has a strong toolkit, but he must rotate his options to make up for his limited cancel windows.

Character Stats

Health Smart Steer Route
10300 5A 5B 6B(1) 214A~4A~4A 41236C
Forward Walk Speed Backward Walk Speed Jump Startup Jump Duration
1300 -800 4
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
Throw Width (pixels) Throw Range (pixels)
200 105
Unique Trait
  • Sword normals deal chip damage.
Vorpal Trait
  • Chip damage increased.
  • Force Function recovery decreased.
  • [Increased] Force Function startup decreased.
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
UNI Hyde 5A.png
Damage Guard Cancel Property Cost Attribute
180 Mid N, SP, EX, CS Chip Damage - Strike
Startup Active Recovery Overall Advantage Invul
7 3 15 24 -6 -

Downward sword stab.

  • 14 damage on chip (15 in Vorpal)
  • The attack has less horizontal range at the top than it does at the bottom, which can cause it to whiff a jumping opponent at certain spacings.
  • Has more horizontal range at the bottom than 2A does.
  • Has a decent stagger window for pressure.
5B
UNI Hyde 5B.png
Damage Guard Cancel Property Cost Attribute
550 Mid N, SP, EX, CS Chip Damage - Strike
Startup Active Recovery Overall Advantage Invul
9 4 18 30 -6 -

Vertical slash with Hyde's sword.

  • 44 damage on chip (48 in vorpal)
  • Primarily used in blockstrings, combos, and punishes.
  • Solid meaty option.
  • Can catch opponents out of the air if they're close enough.
5C
UNI Hyde 5C.png
Normal
Normal
UNI Hyde 5C IC.png
Charged
Charged
5C Damage Guard Cancel Property Cost Attribute
690 Mid N, SP, EX, CS Chip Damage - Strike
Startup Active Recovery Overall Advantage Invul
12 5 19 35 -6 -

Large horizontal slash. Moves Hyde forward slightly.

  • 55 damage on chip (60 in Vorpal)
  • Primarily used in blockstrings and combos due to its slow startup.
  • Has a large hitbox and reaches far.
5[C] Damage Guard Cancel Property Cost Attribute
780 Mid N, SP, EX, CS Chip Damage - Strike
Startup Active Recovery Overall Advantage Invul
23 5 17 44 +1 -

Charged version.

  • 63 damage on chip (69 in Vorpal)
  • Does more damage, so its primary use is in combos.
  • Can be partially charged to create varied frame traps.
  • Good blockstring ender, especially paired with 2A rebeat.

Crouching Normals

2A
UNI Hyde 2A.png
Damage Guard Cancel Property Cost Attribute
150 Low N, SP, EX, CS - - Strike, Foot
Startup Active Recovery Overall Advantage Invul
5 2 12 18 -2 -

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.
2B
UNI Hyde 2B.png
Damage Guard Cancel Property Cost Attribute
480 Mid N, SP, EX, CS Chip Damage - Strike
Startup Active Recovery Overall Advantage Invul
10 4 16 29 -4 -

Crouching horizontal slash.

  • 39 damage on chip (42 in Vorpal)
  • Has long reach and decent recovery making it a good tool for pressure.
  • Has a small stagger window on it. Limited use due to how narrow the window is, but can be used for decent frame traps if you can get the timing down.
2C
UNI Hyde 2C.png
Damage Guard Cancel Property Cost Attribute
620 Low N, SP, EX, CS Knockdown - Strike, Foot
Startup Active Recovery Overall Advantage Invul
12 5 17 33 -6 -

Standard sweep.

  • Hits low and causes knockdown.
  • Mainly used in blockstrings and combos.
  • Has a small stagger window similar to 2B, but has better utility as a frame trap due the natural gap when used after 2A.
  • Does not do any chip damage.

Air Normals

j.A
UNI Hyde j.A.png
Damage Guard Cancel Property Cost Attribute
155 High, Air Shield N, SP, EX, CS Chip Damage - Strike, Head
Startup Active Recovery Overall Advantage Invul
9 10 5
[2 on landing]
23 Varies

[+2 from Assault]

-

Aerial sword poke.

  • 12 damage [6*2] on chip (same in vorpal)
  • 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.
  • Good for non-assault jump-ins due to its reach.
  • After the first hit is blocked correctly, the second hit can be blocked crouching.
j.B
UNI Hyde j.B.png
Damage Guard Cancel Property Cost Attribute
410 High, Air Shield N, SP, EX, CS Chip Damage - Strike, Head
Startup Active Recovery Overall Advantage Invul
11 2 18 30 Varies

[+3 from Assault]

-

A downward aerial sword slash.

  • 33 damage on chip (36 in Vorpal)
  • Good jump in normal.
  • Large vertical slash that covers below Hyde.
  • Useful in assault pressure.
j.C
UNI Hyde j.C.png
j.C Damage Guard Cancel Property Cost Attribute
580 High, Air Shield N, SP, EX, CS Chip Damage - Strike, Head
Startup Active Recovery Overall Advantage Invul
13 3 19 34 Varies

[+7 from Assault]

-

Aerial sword slash.

  • 46 damage on chip (50 in Vorpal)
  • Has more horizontal space than j.B.
  • Mainly used in combos.
j.[C] Damage Guard Cancel Property Cost Attribute
750 High, Air Shield N, SP, EX, CS Knockdown on air hit - Strike, Head
Startup Active Recovery Overall Advantage Invul
21 3 [4 on landing] 42 Varies

[+16 from Assault]

-

Charged version of j.C

  • 60 damage on chip (66 in Vorpal)
  • Causing ground slam on air hit.
  • Useful in combos and mixups.

Command Normals

6B
UNI Hyde 6B 1.png
First hit
First hit
UNI Hyde 6B 2.png
Second hit
Second hit
Damage Guard Cancel Property Cost Attribute
1030 Mid N, SP, EX, CS Launch, Chip Damage - Strike
Startup Active Recovery Overall Advantage Invul
8 2(10)2 24 45 -8 -

Two long range horizontal slashes.

  • 88 damage [32+56] on chip (96 [35+61] in Vorpal)
  • 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 can only be cancelled into normals on hit.
  • The second hit can be whiff canceled into any special, but only if the first hit is blocked first.
3B
UNI Hyde 3B.png
Damage Guard Cancel Property Cost Attribute
540 Low N, SP, EX, CS Chip Damage - Foot, Strike
Startup Active Recovery Overall Advantage Invul
9 3 24 35 -11 -

Hyde sweeps the opponent with his sword.

  • 43 damge on chip (47 in Vorpal)
  • Good combo utility; hits low, and picks up downed opponents.
  • Has a long stagger window -- the best of any of his normals -- making it a great option to create frame traps with.
3C
UNI Hyde 3C.png
Damage Guard Cancel Property Cost Attribute
780 Mid N, SP, EX, CS Launch, Chip Damage - Strike
Startup Active Recovery Overall Advantage Invul
9 2 23 33 -7 7-10 Head

Hyde moves slightly forward and does a large vertical slash.

  • 67 damage on chip (69 in Vorpal)
  • Primary anti-air.
  • Has a massive vertical hitbox that can hit an opponent almost anywhere above him.
  • Air counter hit is untechable.
j.6C
UNI Hyde j.6C.png
Damage Guard Cancel Property Cost Attribute
480 High, Air Shield N, SP, EX, CS Wall Bounce on air hit - Strike, Head
Startup Active Recovery Overall Advantage Invul
12 3 19
[33 on landing]
33 Varies

[+6 from Assault]

-

Aerial horizontal sword slash.

  • 39 damage on chip (42 in Vorpal)
  • Wallbounces on air hit, which can lead into a combo on a counter hit.
  • Useful in combos for extra corner carry.
  • Good for long range assault approaches due to its far reach, though must be delayed slightly for it to hit crouching opponents.
j.2C
UNI Hyde j.2C.png
Damage Guard Cancel Property Cost Attribute
570 High, Air Shield N, SP, EX, CS Launch, Chip Damage - Strike, Head
Startup Active Recovery Overall Advantage Invul
14 3 24
[4 on landing]
39 Varies

[+8 from Assault]

-

Aerial sword swipe around Hyde's body.

  • 48 damage [24*2] on chip (52 [26*2] in Vorpal
  • 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.
  • Leads to some of Hyde's best damage off assault.

Dash Moves

66B
UNI Hyde 66B.png
Damage Guard Cancel Property Cost Attribute
550 Mid N, SP, EX, CS Tumble on Counter - Strike
Startup Active Recovery Overall Advantage Invul
10 4 10 23 -2 -

Short ranged, fast knee attack.

  • Good combo starter and great for setting up throws or frame traps.
  • Can link to 2A on hit.
  • Causes short tumble state on counter hit.
  • Deals no chip damage.
66C
UNI Hyde 66C.png
Damage Guard Cancel Property Cost Attribute
810 Mid N, SP, EX, CS Crumple, Chip Damage - Strike
Startup Active Recovery Overall Advantage Invul
15 3 25 42 -5 11-14 Foot

Hyde stops his dash with a large horizontal slash.

  • 165 damage on chip (271 in Vorpal)
  • 100 damage on shield (200 in Vorpal)
  • 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.

Universal Mechanics

Force Function

Strict Daze
峭刻ノ残滓
(ストリクトデイズ)

B+C
UNI Hyde BC.png
B+C
B+C
UNI Hyde BC IC.png
[B+C]
[B+C]
B+C
Normal
Damage Guard Cancel Property Cost Attribute
1250 Mid SP, EX, CS Wall Bounce 1 GRD Strike
Startup Active Recovery Overall Advantage Invul
20 2 27 48 -11 -
B+C
Vorpal
Damage Guard Cancel Property Cost Attribute
1350 Mid SP, EX, CS Wall Bounce 0.5 GRD Strike
Startup Active Recovery Overall Advantage Invul
20 2 22 43 -6 -

A horizontal slash.

  • 101 damage on chip (269 in Vorpal)
  • 150 damage on shield (Vorpal Only)
  • Can be special canceled.
  • Primarily used to increase combo damage in corner and as a cancel from 66C.
  • Can destroy projectiles and becomes special cancellable on doing so.
  • Has better damage, recovery, and advantage in Vorpal.
[B+C]
Normal
Damage Guard Cancel Property Cost Attribute
1450 High CS Wall Bounce 1 GRD Strike
Startup Active Recovery Overall Advantage Invul
32 2 27 60 -11 -
[B+C]
Vorpal
Damage Guard Cancel Property Cost Attribute
1550 High CS Wall Bounce 0.5 GRD Strike
Startup Active Recovery Overall Advantage Invul
30 2 22 53 -6 -

Charged version of his Force Function with longer startup. Does more damage and becomes an overhead.

  • 117 damage on chip (587 in Vorpal)
  • 550 damage on shield (Vorpal only)
  • Can only be cancelled via Chain Shift.
  • Can link into 2A and 6B in the corner after wallbounce.
  • Has better damage, recovery, and advantage in Vorpal.

Throw

Throw
投げ
A+D
UNI Hyde AD.png
Damage Guard Cancel Property Cost Attribute
1420 Unblockable - Knockdown, Wall Bounce near corner - Throw
Startup Active Recovery Overall Advantage Invul
4 1 22 26 - -

Hyde grabs and kicks the opponent away.

  • In the corner, it wall bounces and can be used as a combo starter.
Guard Thrust
Guard Thrust
ガードスラスト
214D
UNI Hyde 5B.png
214D
Normal
Damage Guard Cancel Property Cost Attribute
0 Mid - Launch 100 EXS, GRD Break Strike
Startup Active Recovery Overall Advantage Invul
15 5 26 45 -12 1~15 Full,
16~45 Full on hit
214D
Vorpal
Damage Guard Cancel Property Cost Attribute
0 Mid - Launch Vorpal Strike
Startup Active Recovery Overall Advantage Invul
12 5 26 42 -12 1~15 Full,
16~45 Full on hit

Blows the opponent away on hit.

  • Usable only during blockstun.
  • Generally better to use while in Vorpal as it's faster and costs less resources.
Veil Off
Veil Off
ヴェールオフ
A+B+C
UNI Hyde ABC.png
A+B+C
Normal
Damage Guard Cancel Property Cost Attribute
0 Mid, Air - Launch, Wall Bounce, GRD Break 100+ EXS Strike
Startup Active Recovery Overall Advantage Invul
20 2 [7 (3 on hit) on landing] 58 (54 on hit) -13 1~30 Full
A+B+C
Full Charge
Damage Guard Cancel Property Cost Attribute
0 Mid, Air - Launch, Wall Bounce, GRD Break 100+ EXS Strike
Startup Active Recovery Overall Advantage Invul
68 2 [7 (2 on hit) on landing] 108 (103 on hit) -14 1~91 Full

Universal reversal that blows the opponent back on hit.

  • Airborne: 1~52, Standing: 53~59.
    • For Full Charge version: Airborne: 1~101, Standing: 102~108.
  • Requires at least 100 meter and puts you in Veil Off state which grants 20% more damage, but drains your meter at a slow rate.
  • Meter drains much slower when health is below 30% (orange health).
  • You can hold down A+B+C to delay activation and gain a few extra benefits, but doing so is highly unrecommended unless trying to run the clock as this move already has a long start up as is.
A+B+C
Cross Cast
Damage Guard Cancel Property Cost Attribute
0 Mid, Air - Launch 100+ EXS, Vorpal Strike
Startup Active Recovery Overall Advantage Invul
2 4 20 25 +3 1~19 Full

Cancels an action and launches the opponent high into the air on hit.

  • Airborne: 1~25.
  • CVO cancel is treated the same as EX cancel, you can only CVO when you can EX and the opponent is in hit/blockstun.
    • Including in the air.
  • Requires at least 100 meter and consumes vorpal state and drains meter at a fast rate.
  • Has a lot of hitstun, making it easy to combo from.
  • Grants an additional bounce if both have been used in the combo so far.
    • If the opponent does end up hitting the ground during the combo, damage is prorated.
  • Pressing A+B+C can be used for a shortcut for Infinite Worth.
  • Used mostly as a way to tack on extra damage, or to reliably close out the round.

Special Moves

236X
Black Orbiter
円環ノ凶渦
(ブラックオービター)

236X
UNI Hyde 236X.png
236A Damage Guard Cancel Property Cost Attribute
810 Mid, Air -UNQ-, -CS- Launch - Projectile
Startup Active Recovery Overall Advantage Invul
13 Varies 29 42 -7 -

Hyde throws a slow moving orb that can be followed up.

  • 65 damage on chip (71 in Vorpal)
  • Slower startup and travel speed, but recovers faster than B version.
  • Can cancel into follow-ups while projectile remains on the screen.
236B Damage Guard Cancel Property Cost Attribute
810 Mid, Air -UNQ-, -CS- Launch - Projectile
Startup Active Recovery Overall Advantage Invul
11 Varies 33 44 -11 -

Hyde throws a fast moving orb that can be followed up.

  • 65 damage on chip (71 in Vorpal)
  • Faster startup and travel speed than the A version, but recovers slower.
  • Can cancel into follow-ups while projectile remains on the screen.
236C Damage Guard Cancel Property Cost Attribute
1518 Mid, Air -CS- Launch 100 EXS Projectile
Startup Active Recovery Overall Advantage Invul
1+9 Varies 24 34 +28 1-3 Throw

Hyde throws a slow moving orb.

  • 182 damage [26*7] on chip (196 [28*7] in Vorpal)
  • Increased size, damage, and amount of hits than other versions.
  • Great as a pressure reset tool and can combo on hit.
236X~236A
Dark Lotus
深淵ニ咲ク黒蓮
(ダークロータス)

236X~236A
UNI Hyde 236X 236A.png
Damage Guard Cancel Property Cost Attribute
552 Mid, Air -EX-, -CS- Launch - Projectile
Startup Active Recovery Overall Advantage Invul
14 15 21 50 -3 -

Detonates the Black Orbiter.

  • 48 damage [16*3] on chip (51 [17*3] in Vorpal)
  • Safe blockstring ender.
  • Launches opponent on hit.
236X~236B
Bend Sinister
歪曲サレシ空隙
(ベンドシニスター)

236X~236B
UNI Hyde 236X 236B.png
Damage Guard Cancel Property Cost Attribute
720 Mid -EX-, -CS- Knockdown - Strike
Startup Active Recovery Overall Advantage Invul
22 2 31 54 -8 7-21 Foot

Strike follow-up to Black Orbiter.

  • 58 damage on chip (63 in Vorpal)
  • Can be used to catch opponents trying to jump over the fireball with the right spacing and timing, leading to a full combo.
  • Unsafe on block, but can be cancelled with Chain Shift or EX Black Orbiter to reset pressure.
236X~236C
Dark Lotus Anthesis
深淵ニ狂咲ク黒蓮
(ダークロータス アンテシス)

236X~236C
UNI Hyde 236X 236C.png
Damage Guard Cancel Property Cost Attribute
1654 Mid, Air (CS) Wall Bounce 100 EXS Projectile
Startup Active Recovery Overall Advantage Invul
1+8 15 11 34 +9 1-3 Throw

Full screen detonation of Black Orbiter. Commonly referred to as "laser."

  • 165 damage [33*5] on chip (180 [36*5] in Vorpal)
  • Wall bounces the opponent approximately half-screen forward after hitting the wall.
  • The center of the explosion can be used to hit opponents in the air if timed correctly.
623X
Red-Clad Craver
紅纏イシ闇ノ翼
(レッドクラッドクレイヴァー)

623X
UNI Hyde 623X.png
623A Damage Guard Cancel Property Cost Attribute
1327 Mid EXS, -CS- Launch - Strike
Startup Active Recovery Overall Advantage Invul
5 9 40
[14 on landing]
53 -26 1-11 Head, Dive

Fast upward slash.

  • Can be used as an anti-air, but 3C is usually the better option since it's far less risky.
  • Can only whiff cancel upon landing.
  • On hit, can cancel into j.236C and can lead to a full combo if 623A is used as a starter.
  • First hit can also be EX canceled on hit or block. 236C and 22C are the best options there since they both make Hyde safe on block and can easily convert into a combo on hit.
  • Generally used for ending combos with EX moves.
623B Damage Guard Cancel Property Cost Attribute
1763 Mid (CS) Launch - Strike
Startup Active Recovery Overall Advantage Invul
5 12 55
[17 on landing]
71 -27 1-16 Full

Fast upward slash.

  • Hyde's main reversal.
  • Reaches higher, and does more damage than the A version.
  • Highly punishable if blocked or whiffed.
  • Great anti-air and combo ender. Can also be used as a decent combo starter using Chain Shift.
  • If used as a combo ender, the opponent can forward tech.
623C Damage Guard Cancel Property Cost Attribute
1981 Mid (CS) Launch 100 EXS Strike
Startup Active Recovery Overall Advantage Invul
1+4 13 51
[17 on landing]
68 -38 1-17 Full

Fast upward slash.

  • Reversal.
  • Similar to B version, but does more damage, reaches slightly higher, and sends the opponent flying instead of having them land right in front of Hyde.
  • Like the B version, the opponent can forward tech if this is used as a combo ender.
214X
Vacant Shift
虚空ヲ分ツ断層
(ベイカントシフト)

214X
UNI Hyde 214X.png
First!
First!
UNI Hyde j.2C.png
Second!
Second!
UNI Hyde j.C.png
Third!
Third!
214A
First
壱層(ファースト)
Damage Guard Cancel Property Cost Attribute
450 Mid, Air -EX-, -CS- Launch - Strike
Startup Active Recovery Overall Advantage Invul
11 4 35
[14 on landing]
49 -21 6-14 Foot

Hyde rises forward slightly into the air.

  • 36 damage on chip (39 in Vorpal)
  • Becomes airborne quickly, making it useful as a throw punish.
  • Has follow-ups.
214B
First
壱層(ファースト)
Damage Guard Cancel Property Cost Attribute
450 Mid, Air -EX-, -CS- Launch - Strike
Startup Active Recovery Overall Advantage Invul
11 4 44
[14 on landing]
58 -30 6-14 Foot

Hyde rises forward higher up into the air.

  • 36 damage on chip (39 in Vorpal)
  • Covers a lot of ground quickly, so it can be used occasionally as an option to close distance between you and the opponent.
  • As of UNICLR, landing recovery can be EX canceled on both block and whiff.
214X~X
Second
弐層(セカンド)
Damage Guard Cancel Property Cost Attribute
600 Mid, Air -EX-, -CS- Launch - Strike
Startup Active Recovery Overall Advantage Invul
15 3 [14 on landing] Varies Varies

[+1~-8]

-

The second hit in the follow-ups.

  • 48 damage on chip (52 in Vorpal)
  • Can be +1 on block if delayed enough.
214XX~X
Third
参層(サード)
Damage Guard Cancel Property Cost Attribute
950 Mid, Air -EX-, -CS- Tumble on ground hit only, Knockdown on air hit only - Strike
Startup Active Recovery Overall Advantage Invul
19 4 [14 on landing] Varies Varies

[-9~-13]

-

The final hit of the follow-ups, that knocks the opponent with a diagonally downward slash.

  • 76 damage on chip (83 in Vorpal)
  • Can combo afterwards if rekkas were delayed enough and hitstun proration permits.
214C
EX
Damage Guard Cancel Property Cost Attribute
2190 Mid CS Knockdown 100 EXS Strike
Startup Active Recovery Overall Advantage Invul
1+4 6 42
[17 on landing]
52 -30 1-3 Throw
5-21 Foot

Requires no additional inputs.

  • Cannot be blocked in the air, unlike the A and B versions.
  • Useful as a combo ender for extra damage and corner carry.
22X
Shadow Scare
地ヲ穿ツ影
(シャドウスケア)

22X
UNI Hyde 22X.png
22A Damage Guard Cancel Property Cost Attribute
1518 Low (First hit)

Mid, Air (Projectile)

-EX-, -CS- Launch - Strike (First Hit)

Projectile (Projectile)

Startup Active Recovery Overall Advantage Invul
11 2(2)5 26 45 -6 -

Hyde stabs the ground and causes flames to erupt from the ground a short distance ahead.

  • 164 damage [56 from stab + 118] on chip (205 [61 stab + 144] in Vorpal)
  • Flame does 30 damage on shield (60 in Vorpal)
  • Good midscreen poke and round-start option.
  • Useful for zoning and punishing certain ranged attacks.
22B Damage Guard Cancel Property Cost Attribute
1537 Low (First hit)

Mid, Air (Projectile)

-EX-, -CS- Launch - Strike (First hit)

Projectile (Projectile)

Startup Active Recovery Overall Advantage Invul
22 2(2)5 19 49 -8 (Stab only), +1 (Eruption) -

Hyde stabs the ground, the eruption of flames appearing further ahead than the A version.

  • 184 damage [56 from stab + 128] on chip (245 [61 stab + 184] in Vorpal)
  • Flame does 50 damage on shield (100 in Vorpal)
  • Slower startup.
  • Makes for a decent frame trap.
  • As of UNICLR, flames will spawn closer if the stab connects -- slightly past the tip of the sword -- allowing it to be used at closer ranges at midscreen.
  • Can be plus in the corner and at certain ranges midscreen if the sword and flames connect.
  • Flames cannot spawn off-screen.
22C Damage Guard Cancel Property Cost Attribute
1749 Low (First hit)

Mid, Air (Projectiles)

-CS- Launch 100 EXS Strike (First Hit)

Projectile (Projectiles)

Startup Active Recovery Overall Advantage Invul
1+13 - 30 49 Varies [+8~+80] 1-3 Throw

Hyde stabs the ground and flames erupt the ground a short distance ahead and keeps moving forward like a wave.

  • Up to around 398 damage [56 from stab + 38 per flame pulse] on chip (511 [61 for stab + 50 per flame] in Vorpal
  • Flame does 10 damage per pulse on shield (20 in Vorpal)
  • Useful for starting pressure, particularly in or close to the corner.
  • Eruptions keep going even if Hyde is hit.
  • Will reverse direction and angle upon reaching the wall.
  • Can pull opponents out of the corner.
j.236X
Dark Lotus (Air)
深淵ニ咲ク黒蓮
(ダークロータス)

j.236X
UNI Hyde j.236X.png
j.236A Damage Guard Cancel Property Cost Attribute
1277 Mid, Air EX, CS Launch - Projectile
Startup Active Recovery Overall Advantage Invul
9 3(25)10 [3 on landing] 59 +14 -

Hyde swings his sword straight down and summons a dark sphere.

  • 116 damage [20 from swing, 32*3 from projectile] on chip (127 [22 swing, 35*3 projectile] in Vorpal)
  • Causes Hyde to float backwards before dropping back to the ground.
  • Projectile vacuums the opponent if close.
j.236B Damage Guard Cancel Property Cost Attribute
1277 Mid, Air EX, CS Launch - Projectile
Startup Active Recovery Overall Advantage Invul
9 3(26)10 [3 on landing] 60 +14 -

Hyde swings his sword straight down and summons a dark sphere.

  • 116 damage [20 from swing, 32*3 from projectile] on chip (127 [22 swing, 35*3 projectile] in Vorpal)
  • Same as A version, except causes Hyde to float forwards to the ground after orb placement.
  • Can be used to side-swap.
j.236C Damage Guard Cancel Property Cost Attribute
1707 Mid, Air 100 EXS Launch 100 EXS Projectile
Startup Active Recovery Overall Advantage Invul
1+15 16 [3 on landing] 33 +24 1-3 Throw

Hyde swings his sword straight down and summons a dark sphere.

  • 204 damage [34*6] on chip (222 [37*6] in Vorpal)
  • 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 hitbox, unlike the other versions.
41236C
Pale Bringer
禍招セシ猩紅ノ楔
(ベイルブリンガー)

41236C
UNI Hyde 41236C.png
Damage Guard Cancel Property Cost Attribute
2045 Mid (CS) Knockdown 100 EXS Strike
Startup Active Recovery Overall Advantage Invul
1+7 6(5)5(2)8 50
[17 on landing]
83 -29 1-23 Full
24-28 Strike

Hyde stabs into the ground and dashes forward with his sword, then ends with a rising uppercut into a knockdown kick.

  • Reversal; usually the best choice if you're going to spend meter for a reversal.
  • Has utility as a combo ender and a high damage combo starter using Chain Shift.
  • Very useful to punish long range moves.

Super Moves

Infinite Worth

Gyre Vortex
終焉ヘ誘ウ螺旋ノ檻
(ジャイルボルテクス)

41236D
UNI Hyde 41236D.png
Damage Guard Cancel Property Cost Attribute
2433 Mid - Knockdown 200 EXS Strike
Startup Active Recovery Overall Advantage Invul
1+12 6(2)10(2)10 55 97 -18 1-55 Full

Hyde stabs the ground and is surrounded by a red light.

  • Reversal; limited use given the high cost, but gives very strong reward on hit.
  • Can combo off it to offset its underwhelming base damage, allowing most any combo to easily hit 4K damage anywhere.
  • Has uses as an anti-air as well.

Infinite Worth EXS

Raging Roar
天地斬リ裂ク荒神ノ咆哮
(レイジングロア)

A+B+C+D
UNI Hyde ABCD.png
Damage Guard Cancel Property Cost Attribute
3760
[Min: 1316]
Mid, Air - Knockdown 200 EXS, Vorpal or GRD Break Strike
Startup Active Recovery Overall Advantage Invul
1+15 6 46 67 -25 1~26 Full

Hyde becomes surrounded by a pillar of light which goes into a cinematic on hit.

  • Must have less than 30% health (orange health) to use.
  • After the cinematic, characters will be moved to the middle of the stage, regardless of where they were positioned before.
  • Due to the cost, it is usually not recommended to use this move unless it will kill the opponent.

Notable Rebeats and Gaps

Rebeat Table
Attack Chain Advantage
5B/2B/3B 2A -3
6B(1) 2A -3
5C 2A -1
5[C] 2A +4
2C 2A -3
3C 2A -1
Gap Table
Attack Chain Frame Gap
2A/5A 2C/5C 1F
5B/2B/6B(1)/3B/2C 5[C] 8F
3C 5[C] 6F
5B/2B/6B(1)/3B/2C B+C 5F
5C/3C/6B(2) B+C 3F
5B/2B/6B/3B/2C 22B 7F
5C/3C/6B(2) 22B 5F
5[C]/66C 22B 0F

Videos

UNIclr Hyde combo guide by MIYAGI Muteki

External Links

Players to Watch

Disclaimer: This list is derived from community input and is in no way comprehensive or a form of ranking of any kind. Our community criteria can be found here.

Usual Color Handles/Links Region Status Notes
Hyde-26.png
MIYAGI Muteki
twitter
youtube
Japan
Japan
Active Extremely active Hyde player in Japan. Regularly competes in tournaments and uploads matches to YouTube. Best known for their combos. Often posts tech and combos on Twitter.
Hyde-22.png
Eve Japan
Japan
Active Eve plays other characters as well (Phonon, Mika), but his Hyde is very good. Great pressure and neutral compliment all-around solid play.
Hyde-2.png
Isaac
twitter
United States
United States
Active Known for making some wild plays. His playstyle and decision-making may seem unorthodox to the untrained eye, but speaks to a deep understanding of the fundamentals of the character that allows him to do said plays.
Hyde-8.png
Garmfield
twitch
twitter
Canada
Canada
Active Has very good understanding of the character and is an equally strong player. Often streams sets on Twitch and regularly hangs around the Discord to answer questions.
Hyde-22.png
Selo Germany
Germany
Active Very strong Hyde player in the EU. Has competed in multiple netplay tournaments and won the Evo 2021 side tournmanet for UNICLR. Frequently hangs around the Discord to answer questions.
Hyde-28.png
JDR
twitch
youtube
twitter
United States
United States
Active Regularly competed and peformed well at many tournaments during the UNIST days. Hasn't streamed any UNICLR sets in awhile, but has a fair number of them archived on his Twitch channel.
Hyde-17.png
jiyujin
twitch
youtube
Japan
Japan
Inactive Very well-rounded player. Has strong gameplans in most matchups that are easy to understand and learn from. Hasn't streamed much UNI since UNICLR was released (the majority of matches are from UNIST, so be aware some of the matchup dynamics have changed since that version if you watch any of the UNIST vods).

Colors

Default Unlocks

001 Black Eclipse
002 Twinkle White
003 Darkness Tempest
004 Light Forest
005 Nightmare
006 Red Pearl
007 Desert Wolf
008 Sea Water
009 Moonlight
010 Justice Rose

Customization Unlocks (2000 IP Each)

011 Blau Blitz
012 Sunlight Red
013 Vortex Galaxy
014 Cremisi Grotta
015 Holiness Star
016 Rosa Descendiente
017 Juillet Averse
018 Soul Lover
019 Caldo Trrente
020 Viridis Regulus
021 Shinku
022 Blanche Diable
023 Ocean Arctique
024 Citrus Fresh
025 Guilty Thorn
026 Schon Gift
027 Nutty Pastel
028 Clear Gale
029 Santana
030 Dark Matter
031 Equatorial Wave
032 Inferno Blaze
033 Annular Eclipse
034 Seeds of Heaven
035 Clamorous Colors
036 Royal Calibur
037 Stella Nest
038 Little Briar Rose
039 Betrayal of Savior
040 Switching Contrast

Hyde Wiki Roadmap

Click here for the UNICLR roadmap.

Page last edited on: 2022-04-24 by Defiant.

100% complete
Page Completed To-do Score

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
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Frame Data
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