Under Night In-Birth/UNI2/Hyde
Under Construction
|
“ |
He wakes up -- In order to free the girl from the chains of eternity that seal her fate. The |
” |
Story
The power of EXS awakened within Hyde after an encounter with a mysterious young girl named Linne.
After a series of gruesome battles, Hyde defeated Paradox--considered to be the strongest wielder of all. Afterwards, however, Hyde was defeated by an immensely powerful Re-Birth called Kuon the Aeon. Kuon boasted of plans that involved destroying the world as a means to achieve his goal. Hearing this, Linne disappeared.
Hyde sets out on his own to confront Kuon and save the world...
“ |
Her will... Everything she wanted, |
” |
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 can 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 and his stagger pressure is a bit on the weaker side, forcing him to rely on keeping the opponent locked down.
Hyde is an all-rounder who excels most anywhere, but especially in close-quarters thanks to his strong pressure and lockdown capability. |
Strengths | Weaknesses |
---|---|
|
|
Character Stats
Health | Smart Steer Route | ||
---|---|---|---|
10300 | |||
Forward Walk Speed | Backward Walk Speed | Jump Startup | Jump Duration |
- | |||
Dash Startup | Initial Dash Speed | Dash Acceleration | Max Dash Speed |
Backdash Startup | Backdash Duration | Backdash Distance | Backdash Invul |
Throw Width (pixels) | Throw Range (pixels) | ||
Unique Trait |
| ||
Vorpal Trait |
|
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
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
200 | Mid | N, SP, EX, CS | Chip Damage | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
7 | 3 | - | 24 | -6 | - |
Hyde thrusts his sword forward at a downward angle. Has decent reach for a light attack and a strong stagger window, making it excellent to use for pressure.
- Not useful as a rebeat due to its high recovery.
5B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
570 | Mid | N, SP, EX, CS | Chip Damage | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
9 | 4 | - | 30 | -6 | - |
Vertical slash with Hyde's sword. A very good poke and a decent whiff punish tool. Very strong move with a lot of applications.
- Its lack of any stagger window limits its use in pressure, though there are some uses in no-canceling it at its maximum range since, even at -6 on block, a lot of fast normals can't punish it.
- Can be used as an anti-air sometimes.
5C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
690 | Mid | N, SP, EX, CS | Chip Damage | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
12 | 5 | - | 35 | -6 | - |
Hyde steps forward with a large swing of his sword. One of Hyde's best normals due to its reach and damage potential.
- Can be -1 on rebeating to 2A.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
780 | Mid | N, SP, EX, CS | Chip Damage | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
23 | 5 | - | 44 | +1 | - |
The charged version of 5C moves Hyde forward farther and has better damage and frame advantage, making an already strong normal even better.
- Can be partially charged to create variable frame traps (e.g. 5B > partial charge 5C).
- 5[C] is +1 by default and can be made +4 by rebeating to 2A.
- Can additionally be made as much as +5 without needing to rebeat if you space yourself correctly. The farther out Hyde is when it connects, the higher the plus frames. Difficult to do consistently, but useful to know all the same, especially if you've already used 2A in a blockstring.
Crouching Normals
2A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
150 | Low | N, SP, EX, CS | - | - | Foot |
Startup | Active | Recovery | Overall | Advantage | Invul |
5 | 2 | - | 18 | -2 | - |
2B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
490 | Mid | N, SP, EX, CS | Chip Damage | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
10 | 4 | - | 27 | -2 | - |
2C
Air Normals
j.A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
176 | High/Air Shield, Mid/Air Shield | N, SP, EX, CS | Chip Damage | - | Head |
Startup | Active | Recovery | Overall | Advantage | Invul |
9 | 8 | - | - | Varies [+2 on assault] |
- |
j.B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
410 | High, Air Shield | N, SP, EX, CS | Chip Damage | - | Head |
Startup | Active | Recovery | Overall | Advantage | Invul |
11 | 2 | - | - | Varies [+3 on assault] |
- |
j.C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
580 | High, Air Shield | N, SP, EX, CS | Chip Damage | - | Head |
Startup | Active | Recovery | Overall | Advantage | Invul |
13 | 3 | - | - | Varies [+6 on assault] |
- |
Aerial sword slash.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
750 | High, Air Shield | N, SP, EX, CS | Knockdown on air hit, Chip Damage | - | Head |
Startup | Active | Recovery | Overall | Advantage | Invul |
21 | 3 | - | - | Varies [+14 on assault] |
- |
Command Normals
6B
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 | - | 42 | -5 | - |
3B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
540 | Low | N, SP, EX, CS | Chip Damage | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
9 | 3 | - | 35 | -11 | - |
3C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
780 | Mid | N, SP, EX, CS | Launch, Chip Damage | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
9 | 2 | - | 33 | -7 | - |
j.6C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
510 | High, Air Shield | N, SP, EX, CS | Wall Bounce on air hit, Chip Damage | - | Head |
Startup | Active | Recovery | Overall | Advantage | Invul |
12 | 4 | - | - | Varies [+5 on assault] |
- |
j.2C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
573 | High, Air Shield | N, SP, EX, CS | Launch, Chip Damage | - | Head |
Startup | Active | Recovery | Overall | Advantage | Invul |
14 | 3 | - | - | Varies [+7 on assault] |
- |
Dash Moves
66B
66C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
810 | Mid | SP, EX, CS | Crumple, Chip Damage | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
15 | 3 | - | 42 | -5 | - |
Universal Mechanics
Force Function
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1250 | Mid | SP, EX, CS, UNQ | Wall Bounce, Chip Damage | 1 GRD | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
20 | 5 | - | 48 | -11 | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1485 | Mid | SP, EX, CS, UNQ | Wall Bounce, Chip Damage | 0.5 GRD | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
20 | 5 | - | 43 | -6 | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1450 | High | CS, UNQ | Wall Bounce, Chip Damage | 1 GRD | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
32 | 5 | - | 60 | -11 | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1705 | High | CS, UNQ | Wall Bounce, Chip Damage | 0.5 GRD | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
30 | 5 | - | 53 | -6 | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
921 | All | SP, EX, CS | Launch | 1 GRD (0.5 with Vorpal) | Projectile |
Startup | Active | Recovery | Overall | Advantage | Invul |
14 | Varies | - | 52 | -12 | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1298 | All | SP, EX, CS | Launch | 1 GRD (0.5 with Vorpal) | Projectile |
Startup | Active | Recovery | Overall | Advantage | Invul |
14 | Varies | - | 62 | -2 | - |
Throw
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1420 | Throw | EX, CS | Knockdown, Wall Bounce near corner | - | Throw |
Startup | Active | Recovery | Overall | Advantage | Invul |
4 | 3 | - | 30 (whiff), 49 (hit) | +42 | - |
Guard Thrust
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
0 | Mid | - | Launch | 100 EXS, All GRD | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
15 | 5 | 26 | 45 | -12 | 1~15 Full, 16~45 Full on hit |
No results 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
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
0 | All | - | Launch | 100+ EXS | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
15 | 2 | 7 (3 on hit) on landing | 64 (54 on hit) | -23 | 1~30 Full |
No results 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.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
0 | All | - | Launch | 100+ EXS | 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
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
810 | All | -UNQ-, -CS- | Launch | - | Projectile |
Startup | Active | Recovery | Overall | Advantage | Invul |
13 | Until Hit | - | 42 | -7 | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
810 | All | -UNQ-, -CS- | Launch | - | Projectile |
Startup | Active | Recovery | Overall | Advantage | Invul |
11 | Until Hit | - | 44 | -11 | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
330×7 | All | -CS- | Launch | 100 EXS | Projectile |
Startup | Active | Recovery | Overall | Advantage | Invul |
8 | Until Hit | - | 32 | +28 | - |
236X~6A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
552 | All | -EX-, -CS- | Launch | - | Projectile |
Startup | Active | Recovery | Overall | Advantage | Invul |
14 | 15 | - | 50 | -3 | - |
236X~6B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
720 | Mid | -EX-, -CS- | Knockdown | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
22 | 2 | 31 | 54 | -8 | - |
236X~236C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1654 | All | -CS- | Wall Bounce | 100 EXS | Projectile |
Startup | Active | Recovery | Overall | Advantage | Invul |
8 | 15 | - | 33 | +9~+11 | - |
623X
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1433 | Mid | (EX), -CS- | Launch | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
5 | 9 | - | 51 | -24 | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1763 | Mid | (CS) | Launch | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
6 | 11 | 55 | 71 | -27 | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1981 | Mid | (CS) | Launch | 100 EXS | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
5 | 13 | - | 68 | -38 | - |
214X
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
450 | All | -EX-, -CS- | Launch | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
11 | 4 | - | 49 | -21 | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
450 | All | -EX-, -CS- | Launch | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
11 | 4 | - | 58 | -30 | - |
No results No results
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
2190 | Mid | (CS) | Knockdown | 100 EXS | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
5 | 6 | - | 40 | -6~-11 | - |
22X
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1518 | Low, All | -EX-, -CS- | Launch | - | Strike (first hit), Projectile (eruption) |
Startup | Active | Recovery | Overall | Advantage | Invul |
11 | - | - | 45 | -6 | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1537 | Low, All | -EX-, -CS- | Launch | - | Strike (first hit), Projectile (eruption) |
Startup | Active | Recovery | Overall | Advantage | Invul |
22 | - | - | 49 | +1 (Eruption), -8 (Sword stab only) | - |
j.236X
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1292 | All | EX, CS | Launch | - | Strike (first hit), Projectile |
Startup | Active | Recovery | Overall | Advantage | Invul |
9 | - | 3 on landing | 53 | +14 [+9 on assault] |
- |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1292 | All | EX, CS | Launch | - | Strike (first hit), Projectile |
Startup | Active | Recovery | Overall | Advantage | Invul |
9 | - | 3 on landing | 54 | +14 [+9 on assault] |
- |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1707 | All | - | Launch | 100 EXS | Projectile |
Startup | Active | Recovery | Overall | Advantage | Invul |
14 | - | - | 27 | +24 [+19 on assault] |
- |
236B+C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
2045 | Mid | (CS) | Knockdown | 100 EXS | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
7 | - | - | 82 | -29 | - |
Super Moves
Infinite Worth
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
400, 320×10 [Min: 100, 134×10 (1440)] |
Mid | - | Knockdown | 200 EXS | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
1+7 | - | - | 92 | -18 | - |
Infinite Worth EXS
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
3760 [Min: 1579 (42%)] |
All | - | Knockdown | 200 EXS, Vorpal or GRD Break (only when IWEXS does not hit) | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
3+14 | 2 | 51 | 69 | -25 | 1~? 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
Attack | Chain | Advantage |
---|---|---|
TODO: | Fill in | Data |
Attack | Chain | Frame Gap |
---|---|---|
TODO: | Fill in | Data |
Videos
External Links
- Hyde Primer: Original primer by Loafer, updated version by DYLanXLusoren.
- Hyde Pressure Primer by zephyrion.
- Hyde Combo Doc by MIYAGI Muteki.
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 |
---|---|---|---|---|
Eve | 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. | |
Garmfield twitch |
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. | |
Isaac |
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. | |
JDR twitch youtube |
United States |
Active | Regularly competes and performs well at many tournaments. Hasn't streamed any UNICLR sets in awhile, but has a fair number of them archived on his Twitch channel. | |
jiyujin twitch youtube |
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 footage). | |
MIYAGI Muteki youtube |
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. | |
Selo | Germany |
Active | Very strong Hyde player in the EU. Has competed in multiple netplay tournaments and won the Evo 2021 side tournament for UNICLR. Frequently hangs around the Discord to answer questions. |