Under Night In-Birth/UNI2/Hyde

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< Under Night In-Birth‎ | UNI2
Revision as of 13:04, 23 January 2024 by Crakestraw (talk | contribs) (→‎Special Moves: Added move descriptions and notes)
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UNI2 profile Hyde.png

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...

At least this time I'm not being left behind.
I'm alone by my own free will!

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.


Playstyle
Hyde is an all-rounder who excels most anywhere, but especially in close-quarters thanks to his strong pressure and lockdown capability.
Strengths Weaknesses
  • To be filled at a later date
  • To be filled at a later date

Character Stats

Health Smart Steer Route
10300 5A > 5B > 5C > 22A > 5A+B > 41236D
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
  • 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
5A
5A
UNI Hyde 5A.png
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
5B
5B
UNI Hyde 5B.png
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
5C
5C
UNI Hyde 5C.png
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
2A
2A
UNI Hyde 2A.png
Damage Guard Cancel Property Cost Attribute
150 Low N, SP, EX, CS - - Foot
Startup Active Recovery Overall Advantage Invul
5 2 - 18 -2 -

A low horizontal kick. Hyde's fastest normal and a cornerstone of his gameplay.

  • Great for stagger pressure. Can easily chain into a delayed B or C normal for frame traps. Staggering into itself is difficult, but also very powerful.
  • Does not deal any chip damage.
2B
2B
2B
UNI Hyde 2B.png
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 -

A crouching horizontal slash. Though not a low, Hyde's 2B is an excellent move due to its frame advantage and push back on block, making it a consistently safe move to end blockstrings on.

  • Its stagger window is small and thus a bit tricky to use, but is very strong once you get the hang of it.
  • At -2, it's an exceptionally good normal to use to setup pressure resets.
2C
2C
2C
UNI Hyde 2C.png
Damage Guard Cancel Property Cost Attribute
620 Low N, SP, EX, CS Knockdown - Foot
Startup Active Recovery Overall Advantage Invul
12 5 - 33 -6 -

Hyde moves forward slightly as he spins his leg in a sweeping motion for a low hitting kick. Strong combo starter and a common part of combos.

  • Like 2B, it's stagger window is on the smaller side. But because he moves forward slightly, it's useful as a means of gaining a bit of ground if you've been pushed out during a blockstring.
    • Particularly useful after 2A due the natural frame gap that chaining A normals into C normals creates, doubly so if 2C is delayed slightly.
  • Does not deal chip damage.

Air Normals

j.A
j.A
jA
UNI Hyde j.A.png
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]
-

Aerial sword poke. Hyde thrusts his sword forward at a downward angle and holds it there. Very fast and active move.

  • Primarily used in combos, but can be used for jump-ins and as an air-to-air sometimes due to its speed.
  • Rising j.A is not an overhead, though it becomes one off assault.
  • After the first hit is blocked, the second hit can be blocked crouching.
j.B
j.B
jB
UNI Hyde j.B.png
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]
-

A downward aerial sword slash. Hyde jumps and swings directly below him. Hyde's go-to move off assaults at point-blank range due to its speed.

  • Can only convert into a combo off assault if the opponent is crouching.
j.C
j.C
jC
UNI Hyde j.C.png
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. Hyde swings his sword at a diagonal angle.

  • Has better reach than j.B, but is primarily used as combo filler as it prorates harder than other air normals.
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]
-

The charged version of j.C. Stronger, has a bigger hitbox, and causes a knockdown on an aerial hit.

  • Unlike most of his air normals, rising j.[C] can be an overhead, but it only works on roughly half the cast. It is useful for catching the opponent off-guard sometimes when it's possible, though.
  • Primarily used in combos like the uncharged version.

Command Normals

6B
6B
6B
UNI Hyde 6B 1.png
UNI Hyde 6B 2.png
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 -

Hyde swings his sword twice with two far-reaching strikes that launch the opponent on hit. Very strong move due to its speed and reach.

  • One of his most common combo starters. A lot of Hyde's best midscreen combos start with 6B, though it's equally strong in pressure.
  • The first hit can be canceled into normals on block and hit, while the second can only do that on hit.
    • The second hit also has a large stagger window for special moves and his Force Functions, which strengthens his pressure considerably.
    • The second hit can also be whiff canceled into any special, but only if the first hit is blocked first.
3B
3B
3B
UNI Hyde 3B.png
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 -

Hyde stabs his sword forward at a low angle. Fast move and has the largest stagger window of any of his normals.

  • Primarily used for on the ground pickups as its damage as a combo starter is underwhelming.
  • Though it's stagger window is huge, it's also very minus on block at -11. Be careful not to accidentially no-cancel it.
3C
3C
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 - 33 -7 -

Hyde's anti-air. Hyde moves slightly forward and does a large vertical slash.

  • Massive vertical hitbox. Can hit almost anything above him, with the exception of Merkava and Vatista at max flight heights.
  • Very unsafe on block, so must be rebeat immediately to avoid being punished.
j.6C
j.6C
j6C
UNI Hyde j.6C.png
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]
-

Aerial horizontal sword slash. Hyde swings his sword in front of him in a wide arc with good range.

  • Causes a wallbounce on aerial hits, which can lead into a combo on counter hit. Useful for corner carry in combos, otherwise.
  • Great for assualts or jump-ins from afar due to its reach. Has to be delayed slightly to hit crouching opponents, however.
j.2C
j.2C
j2C
UNI Hyde j.2C.png
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]
-

Hyde swings his sword around him, catching anything below him. Launches the opponent on hit for an easy combo.

  • One of Hyde's best air normals in terms of damage. Consistently deals the highest damage off assault, even more so on counter hit.
  • Can still be plus on block off assault even if shielded.
  • After the first hit is blocked, the second can be blocked crouching.

Dash Moves

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

Hyde charges forward with a fast attack with his knee. Very safe on block and a great combo starter.

  • Causes the opponent to tumble on hit, making it easy to convert into a combo.
  • At -2, 66B effectively forces an RPS situation that is in Hyde's favor. Can do delayed special cancels to frame trap (236A and 214A, for instance), mash 2A, or go for a throw.
66C
66C
66C
UNI Hyde 66C.png
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 -

Hyde stops his dash with a large horizontal slash. Useful both as part of your approach and for starting pressure.

  • Causes the opponent to crumple on hit, leading to high damaging combos.
  • Has a small stagger window for special cancels, which is useful in making this move more threatening on block.
    • Can also be safe if the move is blocked around max-range as it leaves him at a range that's tough to punish.

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
Strict Daze
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 -
B+C
Strict Daze (Vorpal)
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 -

A large forward swing of Hyde's sword. Good range, a large stagger window, and an excellent combo starter make it a very useful move all around.

  • The long startup makes this move an easy choice to create frame traps off most any normal. The stagger window on special cancels is also very useful to catch the opponent mashing, allowing for strings like 66C > delay B+C > delay 236A or 22A.
  • Can be special canceled on hit and block. May require spending meter or Chain Shift to convert hits at midscreen.
  • GRD cost makes it easy to lose the GRD cycle if you use this move recklessly. It's cost is reduced while Vorpal is active, however, and it becomes less minus on block.
Strict Daze (Increase)
峭刻ノ残滓
(ストリクトデイズ)
UNI Input Hold.png[B]+UNI Input Hold.png[C]
UNI Hyde BC.png
[B]+[C]
Strict Daze (Increase)
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 -
[B]+[C]
Strict Daze (Increase, Vorpal)
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 -

Charged version of his Force Function with longer startup. Does more damage and becomes an overhead. Cannot be normal nor special canceled.

  • The range of the charged version increases significantly, making it especially powerful in the corner where you can link into normals for a full combo.
Blaring Outrage
2B+C
UNI2 Hyde 2BC.png
2B+C
Blaring Outrage
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 -

New move in UNI2. Hyde swings his sword twice to create a large projectile that destroys most anything it comes into contact with and travels half-way across the screen. Very strong zoning tool.

  • Can be special canceled whenever the projectile makes contact, both on block and hit.
  • Has a small stagger window for special cancels.
2[B]+[C]
Blaring Outrage (Increase)
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 -

The charged version delays the launch of the projectile. It also gains an extra hit and travels fullscreen.

  • Extremely safe on block at any range.
Throw
Throw
投げ
A+D
UNI Hyde AD.png
A+D
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 -
Hyde grabs and kicks the opponent away. Allows for a full combo when used in the corner.
Guard Thrust
Guard Thrust
ガードスラスト
6A+B+C
UNI Hyde 5B.png
6A+B+C
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

Guard Thrust is a type of Guard Cancel that is only usable during blockstun. Blows the opponent away on hit.
Veil Off
Veil Off
ヴェールオフ
A+B+C
UNI Hyde ABC.png
A+B+C
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

Universal reversal that blows the opponent back on hit.

  • 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).
  • If your opponent has Vorpal state and is hit with Veil Off outside of a combo, they will lose Vorpal.
A+B+C
Cross Cast Veil Off
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.

  • 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.
  • Allows for an additional bounce in the combo if two have been used so far, without hitting the combo bounce limit.
  • 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
Black Orbiter (A)
Damage Guard Cancel Property Cost Attribute
810 All -UNQ-, -CS- Launch - Projectile
Startup Active Recovery Overall Advantage Invul
13 Until Hit - 42 -7 -

Hyde throws a spinning projectile that can be followed up. Can cancel into follow-ups while it remains active. Vanishes if Hyde is hit.

  • The A version travels slowly, but has faster recovery. The lower recovery allows Hyde to both be plus at certain ranges (starting around max-range 6B) and convert in to a combo on hit if he's within range of 66C.
  • Can also throw the fireball out and run behind it, allowing you to use it to cover your approach.
236B
Black Orbiter (B)
Damage Guard Cancel Property Cost Attribute
810 All -UNQ-, -CS- Launch - Projectile
Startup Active Recovery Overall Advantage Invul
11 Until Hit - 44 -11 -
  • The B version has a faster startup and travels quickly, but also has higher recovery. Hyde can't convert off it without canceling into one of the follow-ups or using Chain Shift.
  • The go-to version to use if you want to zone, particularly when used in conjunction with 236X~6A.
236C
Black Orbiter (C)
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 -
  • The EX version is the best of the both worlds. It's fast and recovers quickly, allowing you to run behind it, and it's also extremely plus on block.
  • One of Hyde's best options for extending pressure.
236X~6A
Dark Lotus
深淵ニ咲ク黒蓮
(ダークロータス)
236X~6A/236A
UNI Hyde 236X 236A.png
236X~6A/236A
Dark Lotus
Damage Guard Cancel Property Cost Attribute
552 All -EX-, -CS- Launch - Projectile
Startup Active Recovery Overall Advantage Invul
14 15 - 50 -3 -

Detonates Black Orbiter to create a small explosion. Extremely active and a guaranteed safe blockstring ender.

  • Launches the opponent on hit, allowing for easy combo conversions as long as your within range of 66C.
    • Can also delay the the detonation on block to create a frame trap.
  • Can be used as an anti-air due to the size of the explosion and how active it is.
  • Explosion remains even if Hyde is hit, making it always trade favorably for him.
236X~6B
Sinister Bend
歪曲サレシ空隙
(ベンドシニスター)
236X~6B/236B
UNI Hyde 236X 236B.png
236X~6B/236B
Sinister Bend
Damage Guard Cancel Property Cost Attribute
720 Mid -EX-, -CS- Knockdown - Strike
Startup Active Recovery Overall Advantage Invul
22 2 31 54 -8 -

Strike follow-up to Black Orbiter. Hyde lunges forward to swing his sword in a wide arc. Primarily used as a combo ender or as combo filler due to frame advantage.

  • Can be used to catch opponents out of the air when trying to jump over the fireball. Also possible to frame trap if timed correctly.
  • Unsafe on block at -8, but you can spend meter or use Chain Shift to make it safe if you want to use Sinister Bend's forward momentum as an easy way to close the distance.
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/646C
UNI Hyde 236X 236C.png
236X~236C/646C
Dark Lotus Anthesis
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 -

Full screen detonation of Black Orbiter, commonly referred to as "laser." A powerful but situational tool due to the reads required to make the most of it.

  • Wallbounces the opponent approximately half-screen toward Hyde after hitting the wall. Leads to powerful combos if used as a starter.
  • At +9 on block, there is some use in using it in pressure. If used at ranges where 66C can hit, you can cancel into it as soon as possible and hit the opponent if they try to mash.
  • The center of the explosion can be used to hit opponents in the air if timed correctly.

Super Moves

Infinite Worth

Gyro Vortex
終焉ヘ誘ウ螺旋ノ檻
(ジャイルボルテクス)
41236D
UNI Hyde 41236D.png
41236D
Gyro Vortex
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 -
Hyde stabs the ground and is surrounded by a red light.

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
A+B+C+D
Raging Roar
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

Rebeat Table
Attack Chain Advantage
TODO: Fill in Data
Gap Table
Attack Chain Frame Gap
TODO: Fill in Data

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-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-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-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-28.png
JDR
twitch
youtube
twitter
United States
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.
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 footage).
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
Selo Germany
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.

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
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
Starter and Resources
Getting Started
FAQ
Controls
HUD & UI
Strategy
Frame Data
Glossary
Resources and Links
Patch Notes
Mechanics
Movement
Offense
Defense
Gauges
Damage and Combo System
Attack Attributes
Characters