Under Night In-Birth/UNI2/Hyde

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Hyde

Uni2 profile Hyde.png
Health
10300
Prejump
4f
Backdash
22f (1-8 Full, 9-10 Throw)
Unique Movement Options
-
Fastest Attack
2A (5f)
Reversals
623C (5f), 623B (6f), 236B+C (7f), 41236D (8f)

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

Hyde is our high schooler protagonist. 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 flip side, because Hyde's mix relies solely on playing strike/throw, he can have difficulty dealing with patient opponents. If they don't bite on his pressure and can tech throws consistently, Hyde can struggle to open them up, particularly if the opponent has a strong life lead and the clock is ticking. Chip damage helps Hyde maintain a lead, but it doesn't allow him to make comebacks as constant gapless strings, where chip damage is at its strongest, only feed the opponent more GRD. And his only overhead is slow and highly telegraphed, so it's not something you can reliably use to break through your opponent's defenses. He has to get creative to excel at higher levels. Not a weakness, but a definite hurdle to overcome in the long term.


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
  • Solid Neutral: Hyde has many good mid-range pokes, two solid projectiles, strong conversions in many situations, and good mobility to get around the screen.
  • High damage: Most of Hyde's combos net him consistently above average reward if properly optimized. In the corner especially, he can do 3.5-4k damage off most combos, especially if he has meter to spare.
  • Rewarding Pressure: Between a good spread of natural frame traps, decent stagger pressure, and easy access to plus frames, Hyde is able to keep his opponent locked down with ease. Additionally, 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.
  • Defense: Hyde has a great meterless reversal with 623B (as well as a strong metered one in Veil Bringer), a notably great backdash, and two strong anti-airs with 623A and 3C, the latter infamous for its massive vertical reach.
  • Chip Damage: All of Hyde's sword normals deal chip damage (more so with Vorpal active), further bolstering an already strong offense.
  • Midscreen Oki: Hyde cannot consistently get good oki at midscreen. Most of his routing leaves the opponent far enough that he has to dash after them to keep the pressure on or try a risky option to meaty with instead (e.g. 66C). Couple this with the constant ability to back and sometimes forward tech off his combos and it can be difficult to pin down the opponent.
  • Limited Rebeats: 2A is Hyde's only good whiff rebeat, but also a great low for pressure; if it's already been used in a string, Hyde is forced to use risky or metered options to deal with shield or reset pressure.
  • GRD Control: Hyde has to regularly decide between using his Force Functions to augment his neutral and pressure and focusing on the cycle. They're moves that help him immensely, but the GRD cost adds up fast. Add that many of his moves can be safely shielded and Hyde can quickly fall behind in GRD if he's not careful.


Unique Mechanics: Chip Damage

All of Hyde's sword normals deal chip damage. It isn't much in the grand scheme, but it adds up fast when Hyde is able to keep the opponent locked down.

Hyde also deals extra chip damage on certain specials:

  • B+CUNI Hyde BC.pngGuardStartupMid20RecoveryAdvantage--11 and 2B+CUNI2 Hyde 2BC.pngGuardStartupAll14RecoveryAdvantage--12 deal extra 25 Chip Damage (per hit);
  • 66CUNI Hyde 66C.pngGuardStartupMid15RecoveryAdvantage--5 deals extra 100 Chip Damage;
  • 22AUNI2 Hyde 22X.pngGuardStartupLow, All11RecoveryAdvantage--6/22BUNI2 Hyde 22X.pngGuardStartupLow, All22RecoveryAdvantage-+1 (Eruption), -8 (Sword stab only)/22CUNI2 Hyde 22X.pngGuardStartupLow, All14RecoveryAdvantage-+13~+85 deals extra 30/50/10 Chip Damage on the eruption per hit.

This is a flat number that will not get affected by Chip receiving modifier of the opponent.

Vorpal Trait

With Vorpal, one of Hyde's Force Functions (Strict Daze) has it's recovery decreased. The charged version of that move also has slightly faster startup.

Additionally, Hyde deals even more chip damage on certain specials:

  • B+C (Vorpal)UNI Hyde BC.pngGuardStartupMid20RecoveryAdvantage--6 deals extra 150 Chip Damage while [B]+[C] (Vorpal)UNI Hyde BC.pngGuardStartupHigh30RecoveryAdvantage--6 deals 550 extra Chip Damage;
  • 2B+CUNI2 Hyde 2BC.pngGuardStartupAll14RecoveryAdvantage--12 deals extra 50 Chip Damage (per hit);
  • 66CUNI Hyde 66C.pngGuardStartupMid15RecoveryAdvantage--5 deals extra 200 Chip Damage;
  • 22AUNI2 Hyde 22X.pngGuardStartupLow, All11RecoveryAdvantage--6/22BUNI2 Hyde 22X.pngGuardStartupLow, All22RecoveryAdvantage-+1 (Eruption), -8 (Sword stab only)/22CUNI2 Hyde 22X.pngGuardStartupLow, All14RecoveryAdvantage-+13~+85 deals extra 60/100/20 Chip Damage on the eruption per hit.

Move List

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
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
200 Mid 7 3 Total 24 -6 N, SP, EX, CS Strike
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.
  • Can cancel into itself multiple times by pressing 4A.
  • Not useful as a rebeat due to its high recovery.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
24 Chip Damage /Data#5A
5A :
5B
5B
5B
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
570 Mid 9 4 Total 30 -6 N, SP, EX, CS Strike
Vertical slash with Hyde's sword. A very good poke and a good whiff punish tool. Very strong move with a lot of applications.

Its lack of any stagger window makes it weaker than his other normals when used in pressure, but canceling it into a special at close to or at max-range creates a natural gap that can also allow Hyde to be safe or even plus on block (e.g 5B > 236A). No-canceling it can also be done sometimes since its range is difficult for some characters to contest.

  • Can be used as an anti-air. Its hitbox is high enough that it can catch aerial opponents reliably.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
30 Chip Damage /Data#5B
5B :
5C
5C
5C
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
5C 690 Mid 12 5 Total 35 -6 N, SP, EX, CS Strike
Hyde steps forward with a large swing of his sword. One of Hyde's best normals due to its reach and damage. Also has a small stagger window, but is limited to chaining into a delayed 2C or special.
  • Becomes -1 on rebeating to 2A.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
5[C] 780 Mid 23 5 Total 44 +1 N, SP, EX, CS Strike
The charged version moves Hyde forward farther and has better damage and frame advantage, making an already strong normal even better.

It's +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.

  • Can be partially charged to create variable frame traps (e.g. 5B > partial charge 5C).
  • Very small stagger window that can be used for select specials (delayed 22B, for example).
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
5C 35 Chip Damage /Data#5C
5[C] 44 Chip Damage /Data#5[C]
5C :

5[C] :

Crouching Normals

2A
2A
2A
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
150 Low 5 2 Total 18 -2 N, SP, EX, CS Foot
A low horizontal kick. Hyde's fastest normal and a cornerstone of his pressure due to its good stagger window. It's also his only good whiff rebeat option, so it's worth ending pressure with if you haven't already used it.
  • Can easily chain into a delayed B normal or C normal to frame trap.
  • Does not deal any chip damage.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
18 /Data#2A
2A :
2B
2B
2B
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
490 Mid 10 4 Total 27 -2 N, SP, EX, CS Strike
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 and an excellent tool for pressure resets. Its stagger window is small and thus tricky to use, but is very strong once you get the hang of it.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
27 Chip Damage /Data#2B
2B :
2C
2C
2C
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
620 Low 12 5 Total 33 -6 N, SP, EX, CS Foot
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 gap that chaining A normals into C normals creates, doubly so if 2C is delayed slightly.

  • Does not deal chip damage.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
33 Knockdown /Data#2C
2C :

Air Normals

j.A
jA
jA
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
176 High/Air Shield, Mid/Air Shield 9 8 - Varies N, SP, EX, CS Head
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.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
Chip Damage /Data#jA
jA :
j.B
jB
jB
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
410 High, Air Shield 11 2 - Varies N, SP, EX, CS Head
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 (doesn't apply to counter hits).
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
Chip Damage /Data#jB
jB :
j.C
jC
jC
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
jC 580 High, Air Shield 13 3 - Varies N, SP, EX, CS Head
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.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
j[C] 750 High, Air Shield 21 3 - Varies N, SP, EX, CS Head
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. Useful for catching the opponent off-guard sometimes. (Whiffs against Linne, Merkava, and Vatista, however.)
  • If delayed off an assault, it'll whiff just as the charge flash occurs, which can be used to set up lows or throws if the opponent isn't ready for it.
  • Primarily used in combos like the uncharged version.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
jC Chip Damage /Data#jC
j[C] Knockdown on air hit, Chip Damage /Data#j[C]
jC :

j[C] :

Command Normals

6B
6B
6B
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
1030 Mid 8 2 (10) 2 Total 42 -5 N, SP, EX, CS Strike
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 and 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.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
42 Launch, Chip Damage /Data#6B
6B :
3B
3B
3B
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
540 Low 9 3 Total 35 -11 N, SP, EX, CS Strike
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 in combos, though is useful as a poke to catch opponent's retreating due to its reach as a low.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
35 Chip Damage /Data#3B
3B :
3C
3C
3C
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
780 Mid 9 2 Total 33 -7 N, SP, EX, CS Strike
Hyde's anti-air. Hyde moves slightly forward and does a large vertical slash. Its massive vertical hitbox can hit almost anything above him, with the exception of Vatista at max flight height.
  • Very unsafe on block. Rebeat or special cancel immediately to avoid being punished.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
33 Launch, Chip Damage /Data#3C
3C :
j.6C
j6C
j6C
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
510 High, Air Shield 12 4 - Varies N, SP, EX, CS Head
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 assaults or air-to-airs from afar due to its reach.
  • Has to be delayed slightly off assult to hit crouching opponents.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
Wall Bounce on air hit, Chip Damage /Data#j6C
j6C :
j.2C
j2C
j2C
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
573 High, Air Shield 14 3 - Varies N, SP, EX, CS Head
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, especially on counter hit.
  • After the first hit is blocked, the second can be blocked crouching.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
Launch, Chip Damage /Data#j2C
j2C :

Dash Moves

66B
66B
66B
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
620 Mid 10 4 Total 23 -2 SP, EX, CS Strike
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's in Hyde's favor. Can do delayed special cancels to frame trap (236A and 214A, for instance), mash 2A, or go for a throw.

  • Can be either even or +1 on block if spaced correctly. Very, very difficult to do, though.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
23 Tumble /Data#66B
66B :
66C
66C
66C
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
810 Mid 15 3 Total 42 -5 SP, EX, CS Strike
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. Also has a small stagger window for special cancels, which is useful in making this move more threatening on block.
  • Can be safe if the move is blocked around max-range as it leaves him at a range that's tough to punish.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
42 Crumple, Chip Damage /Data#66C
66C :

Universal Mechanics

Force Function

B+C
Strict Daze
峭刻ノ残滓
(ストリクトデイズ)
B+C
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
B+C
1 GRD
1250 Mid 20 5 Total 48 -11 SP, EX, CS, UNQ Strike
B+C (Vorpal)
0.5 GRD
1485 Mid 20 5 Total 43 -6 SP, EX, CS, UNQ Strike
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. While Vorpal is active it becomes less minus on block.

May require spending meter or Chain Shift to convert hits at midscreen. Counter hits, however, allow for meterless conversions with 236A.

  • This move can destroy projectiles if timed correctly and becomes special and EX cancelable on doing so.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
[B]+[C]
1 GRD
1450 High 32 5 Total 60 -11 CS, UNQ Strike
[B]+[C] (Vorpal)
0.5 GRD
1705 High 30 5 Total 53 -6 CS, UNQ Strike
The charged version has longer startup, does more damage, and becomes an overhead. Cannot be normal nor special canceled (with the exception of destroying projectiles where it becomes special cancelable).

The range of the attack increases significantly when charged, making it especially powerful in the corner where you can link into normals for a full combo. If you have 100 meter and Vorpal, you can otherwise CVO cancel it to convert into a combo almost anywhere. Have to be fast, though; any delay and the opponent will recover from the wall bounce before Hyde can land another hit.

  • Can be partially charged to create varied frame traps. Harder use that way than 5C is.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
B+C 48 Wall Bounce, Chip Damage /Data#B+C
B+C
(Vorpal)
43 Wall Bounce, Chip Damage /Data#B+C
[B]+[C] 60 Wall Bounce, Chip Damage /Data#[B]+[C]
[B]+[C]
(Vorpal)
53 Wall Bounce, Chip Damage /Data#[B]+[C]
B+C :

B+C (Vorpal):

[B]+[C] :

[B]+[C] (Vorpal):

2B+C
Blaring Outrage
断絶ノ鳴動
(ブレアーアウトエッジ)
2B+C
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
2B+C
1 GRD (0.5 with Vorpal)
921 All 14 Varies Total 52 -12 SP, EX, CS Projectile
Hyde swings his sword twice to create a large, X-shaped projectile that destroys most anything it comes into contact with and travels half-way across the screen. Very strong zoning tool. Both versions also have a small stagger window for special cancels. Can also be made safe easily if spaced correctly, making the threat of a delayed special stronger.
  • The initial sword slash is able to destroy projectiles if timed correctly.
  • Can be special canceled whenever the projectile makes contact with the opponent both on block and hit.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
2[B]+[C]
1 GRD (0.5 with Vorpal)
1298 All 14 Varies Total 62 -2 SP, EX, CS Projectile
The charged version delays the launch of the projectile. It also gains an extra hit and travels fullscreen. Being -2 at point-blank makes it good for creating RPS situations like 66B can. The space between it being plus and minus is small at close distances, which can help keep pressure ambiguous, doubly so if you swap between the charged and uncharged versions.

Beats most non-super projectiles while still advancing forward, which makes it very good for forcing your way through neutral in some matchups. Particularly potent when paired with Chain Shift, since it lets you run behind it as a very quick and very high-priority approach projectile.

  • The projectile's hitbox is bigger on the charged version.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
2B+C 52 Launch /Data#2B+C
2[B]+[C] 62 Launch /Data#2[B]+[C]
2B+C :

2[B]+[C] :

Throw
Throw
投げ
A+D
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
1420 Throw 4 3 Total 30 (whiff), 49 (hit) +42 EX, CS Throw
Hyde grabs and kicks the opponent away. Allows for a full combo when used in the corner. Being able to combo off his throw is a good part of what makes his strike/throw game scary. While throw combos don't do a whole lot of damage on their own, they add up fast and can really hurt if Hyde has meter to spare.
  • If Hyde has Vorpal and at least 100 meter, he can cancel the throw with CVO to get a combo at midscreen.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
30 (whiff), 49 (hit) Knockdown, Wall Bounce near corner /Data#A+D
A+D :
Smart Steer
Smart Steer
Requires 1 GRD on longer combos
A+B
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
810, 910 All, All 8 3(12)4 18 -4 (IW), CS Strike
Hyde hits the opponent with a jumping slash then quickly follows up with a knockdown. The two attacks look like the first and third hits of Hyde's rekkas (214X).
  • This can be done off any normals on hit or block. It's treated as a special cancel.
  • Gives you one block of GRD if used early in a combo and takes one away if used in a longer combo.
  • Can only chain into IW or IWEXS as it ends in a hard knockdown, though the window to cancel into either is very big.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
44 17, 17 Knockdown 93, 33 P1: 0, 0
P2: 90, 50
/Data#A+B
A+B :
  • Cancel Window: IW: 29-40 on successful hit
  • CS: 23-30 on hit
  • Counterhit state 1-28
Guard Thrust
Guard Thrust
Requires 100 EXS, All GRD
ガードスラスト
6A+B+C
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
0 Mid 15 5 26 -12 Strike 1~15 Full, 16~45 Full on hit
Guard Thrust is a type of Guard Cancel that is only usable during blockstun. Blows the opponent away on hit.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
45 Launch /Data#6A+B+C
6A+B+C :

Veil Off

Veil Off
ヴェールオフ
A+B+C
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
A+B+C
100+ EXS
0 All 15 2 Total 64 (54 on hit) -23 Strike 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.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
A+B+C (during a move)
100+ EXS
0 All 2 4 20 +3 Strike 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.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
A+B+C 64 (54 on hit) Launch /Data#A+B+C
A+B+C
(during a move)
25 Launch /Data#A+B+C
A+B+C :

A+B+C (during a move):

Special Moves

236X
Black Orbiter
円環ノ凶渦
(ブラックオービター)
236X
Hitboxes Off
Hitboxes On
Hyde throws a spinning projectile that can be followed up. Can cancel into follow-ups while it remains active. Vanishes if Hyde is hit.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
236A 810 All 13 Until Hit Total 42 -7 -UNQ-, -CS- Projectile
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.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
236B 810 All 11 Until Hit Total 44 -11 -UNQ-, -CS- Projectile
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.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
236C
100 EXS
330×7 All 8 Until Hit Total 32 +28 -CS- Projectile
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 extremely plus on block. One of Hyde's best options for extending pressure.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
236A 42 Launch /Data#236A
236B 44 Launch /Data#236B
236C 32 Launch /Data#236C
236A :
  • Cancel Window: 14-29 or successful hit UNQ, 14-29 CS
  • 1-29 Counterhit state

236B :

  • Cancel Window: 12-29 or successful hit UNQ, 12-29 CS
  • 1-29 Counterhit state

236C :

  • Cancel Window: 8-21 CS
  • 1-22 Counterhit state
236X~6A
Dark Lotus
深淵ニ咲ク黒蓮
(ダークロータス)
236X~6A/236A
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
552 All 14 15 Total 50 -3 -EX-, -CS- Projectile
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 you're 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 almost always trade favorably for him.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
50 Launch /Data#236X~6A/236A
236X~6A/236A :
  • Cancel Window: 14-46 EX, CS
  • 1-43 Counterhit state
236X~6B
Sinister Bend
歪曲サレシ空隙
(ベンドシニスター)
236X~6B/236B
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
720 Mid 22 2 31 -8 -EX-, -CS- Strike
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.
  • 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.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
54 Knockdown /Data#236X~6B/236B
236X~6B/236B :
  • Cancel Window: 22-40 EX, CS
  • 1-40 Counterhit state
236X~236C
Dark Lotus Anthesis
Requires 100 EXS
深淵ニ狂咲ク黒蓮
(ダークロータス アンテシス)
236X~236C/646C
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
1654 All 8 15 Total 33 +9~+11 -CS- Projectile
Full screen detonation of Black Orbiter, commonly referred to as "laser." Wallbounces the opponent approximately half-screen toward Hyde after hitting the wall. A powerful but situational tool due to the reads required to make the most of it.

At +9 on block, it has some use 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 opponent can safely jump, however, if this trick is used around the maximum range of 66C.

  • Allows for easy combos off fireball hits anywhere and a very strong combo starter if the explosion is the first hit.
  • The center of the explosion can be used to hit opponents in the air if timed correctly.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
33 Wall Bounce /Data#236X~236C/646C
236X~236C/646C :
  • 1-27 Counterhit state
623X
Red-Clad Craver
紅纏イシ闇ノ翼
623A
Hitboxes Off
Hitboxes On
The classic DP. Hyde leaps into the air delivering a fast upward slash of his sword.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
623A 1433 Mid 5 9 Total 51 -24 (EX), -CS- Strike
The A version has uses as an anti-air due to it being a five-frame move. 3C is usually the better option since its less risky.

On hit, you can cancel into j.236C for a full combo if 623A is used as a starter. Can otherwise be used as a combo ender. Particularly useful for Cross Cast Veil Off combo enders.

  • J.236C can also be used on block. Can be delayed slightly to create a frame trap.
  • The first hit can also be EX canceled on hit or block. You can also use Chain Shift to cancel on whiff.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
623B 1763 Mid 6 11 55 -27 (CS) Strike
The B version is Hyde's main reversal. Has full invul, reaches higher, and does more damage than the A version.
  • Good anti-air as well and can also be used as decent combo starter using Chain Shift.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
623C
100 EXS
1981 Mid 5 13 Total 68 -38 (CS) Strike
The EX version is similar to the B version only it sends the opponent flying rather than dropping them in front of Hyde. Useful for when you need a bit more breathing room.

Particularly strong as a combo ender as it deals some of the highest damage of Hyde's EX moves when used in combos. The opponent can forward tech there, however. Best saved to secure a round.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
623A 51 Launch /Data#623A
623B 71 Launch /Data#623B
623C 68 Launch /Data#623C
623A :

623B :

  • Cancel Window: 13-27 on successful hit CS
  • Counterhit state for the entire move

623C :

214X
Vacant Shift
虚空ヲ分ツ断層
(ベイカントシフト)
214X
Hitboxes Off
Hitboxes On
Hyde's rekka. Hyde rises forward into the air with a series of three sword strikes. The backbone of the majority of his combos.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
214A 450 All 11 4 Total 49 -21 -EX-, -CS- Strike
The A version has Hyde leap slightly into the air. Primarily used for easier pickups in combos since the delays are smaller and the A version always keeps the opponent close to Hyde on landing. This makes 3C links easier since you don't have to microdash first.
  • Becomes airborne quickly, making it useful as a throw punish and a situational low-crush.
  • Can also be used a combo ender, but requires a slight delay on the first hit to achieve a more consistent knockdown on some routes.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
214B 450 All 11 4 Total 58 -30 -EX-, -CS- Strike
The B version has Hyde leap higher into the air. Useful for chasing an opponent down if they're if they're up-backing a lot. This version sees the most use in combos since you get access to stronger combo routes, has slightly better corner carry, and a consistent knockdown when used as a combo ender.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
214X~4X 600 All 3 - +1~-12 -EX-, -CS- Strike
Second hit of Vacant Shift. Delaying this and the final hit are important to many of Hyde's combos.
  • Can be +1 on block if delayed enough. Easier to do off 214A.
  • Delayed rekkas have use in pressure, but it can leave yourself open to reversals.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
214X~4X~4X 950 All 4 - -9~-14 -EX-, -CS- Strike
Final hit of Vacant Shift. Allows for pickups if delayed properly.
  • The third hit always has a gap between it and the second hit even if you aren't delaying them.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
214C
100 EXS
2190 Mid 5 6 Total 40 -6~-11 (CS) Strike
The EX version of Hyde's rekkas require no additional inputs. Primarily used as a combo ender. If it connects, Hyde goes straight into a canned animation. If it's blocked, the opponent is instead knocked back, which can leave Hyde safe if spaced properly.

As an advancing and airborne five-frame move, it has some -- but very limited -- use as a quick counter in some situations. Has no invul, though, so it's a high risk maneuver.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
214A 49 Launch /Data#214A
214B 58 Launch /Data#214B
214X~4X Launch /Data#214X~4X
214X~4X~4X Tumble, Knockdown /Data#214X~4X~4X
214C 40 Knockdown /Data#214C
214A :

214B :

214X~4X :

214X~4X~4X :

214C :

22X
Shadow Scare
地ヲ穿ツ影
(シャドウスケア)
22A
Hitboxes Off
Hitboxes On
Hyde stabs the ground and causes a flame-like burst of energy to erupt from the ground. An alternate zoning tool and ranged poke to compliment his fireball.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
22A 1518 Low, All 11 Total 45 -6 -EX-, -CS- Strike (first hit), Projectile (eruption)
The A version erupts a little ways past Hyde and has a fast startup. It's a great midscreen poke and a decent round start option.
  • The sword always hits low on all versions, making the move useful at close-ranges to potentially catch the opponent off-guard. Particularly potent when delayed after using B+C.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
22B 1537 Low, All 22 Total 49 +1 (Eruption), -8 (Sword stab only) -EX-, -CS- Strike (first hit), Projectile (eruption)
The B version erupts much farther from Hyde, but also has much slower startup. The slow startup makes it perfect for frame traps, however, especially in the corner where it becomes one of Hyde's best starters. Can also be used midscreen if spaced correctly. If the sword connects, the flames erupt slightly past the tip of the sword instead, allowing you to convert into a combo with 66C.
  • If the flames hit, the move is always +1. In the corner, this is a common reset point for pressure.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
22C
100 EXS
1838-2023 Low, All 14 Total 49 +13~+85 Strike (first hit), Projectile (eruption)
The EX version spawns a wave of energy to erupt instead of a single burst, constantly pulling the opponent along with it. On hit, can be useful for easy corner carry.

Like 236C, 22C is a good move for pressure extensions. It's at its strongest when the opponent is in or close to the corner as the flames will bounce off the wall and keep going, thus keeping the opponent locked down for longer. Also useful for building up chip damage while the opponent is GRD broken since they can't shield to negate it.

  • Can sometimes help disguise an assault or overhead. Not a reliable tactic, but something worth trying occasionally just to see whether the opponent can react.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
22A 45 Launch /Data#22A
22B 49 Launch /Data#22B
22C 49 Launch /Data#22C
22A :

22B :

22C :

j.236X
Dark Lotus (Air)
深淵ニ咲ク黒蓮
(ダークロータス)
j236A
Hitboxes Off
Hitboxes On
Hyde swings his sword straight down and summons a dark sphere. Primarily used to bait and punish throw attempts.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
j236A 1292 All 9 Total 53 +14 EX, CS Strike (first hit), Projectile
The A version moves Hyde back a short distance away. The plus frames give you ample time to dash back in or go straight into 5B or 5C without creating a gap. Both the A and B versions have a gap between the initial sword strike and the projectile spawning, however, which leaves Hyde open if the opponent is quick.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
j236B 1292 All 9 Total 54 +14 EX, CS Strike (first hit), Projectile
The B version moves Hyde forward instead, allowing for side-swaps when tiger kneed against a crouching opponent.
  • A forward jump assault into j.236B can be used to evade some reversals in the corner (Londrekia's B+C, for example).
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
j236C
100 EXS
1707 All 14 Total 27 +24 Projectile
The EX version skips the sword strike and instead summons the sphere immediately. Useful for making rekkas or 623A safe or converting the second or third hits of the rekka into a combo.
  • Has a large vacuum effect now, making it easier to use off 623A and in combos.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
j236A 53 Launch /Data#j236A
j236B 54 Launch /Data#j236B
j236C 27 Launch /Data#j236C
j236A :

j236B :

j236C :

236B+C
Veil Bringer
Requires 100 EXS
禍招セシ猩紅ノ楔
(ベイルブリンガー)
236B+C
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
2045 Mid 7 Total 82 -29 (CS) Strike
A horizontal reversal. Hyde dashes forward with his sword then leaps into the air with an uppercut and ends with a knockdown kick. Extremely useful for bypassing zoning or countering the opponent's pressure generally.

Depending on your position and the move your attempting to counter, the travel time can sometimes allow the opponent to recover before Veil Bringer makes contact, so be careful.

  • Invulnerability runs out after the initial dash, so Hyde can be clipped by very active moves now.
  • Has use as both as a combo ender and occasionally as a combo starter if you CS the second to last hit.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
82 Knockdown /Data#236B+C
236B+C :

Super Moves

Infinite Worth

Gyro Vortex
Requires 200 EXS
終焉ヘ誘ウ螺旋ノ檻
(ジャイルボルテクス)
41236D
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
400, 320×10
[Min: 100, 134×10 (1440)]
Mid 1+7 Total 92 -18 Strike
Hyde stabs the ground and is surrounded by a geyser of red energy. Primarily a combo ender due to the high cost, but also has use as a reversal and anti-air due to being able to combo off it naturally for an easy 4K damage combo.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
92 Knockdown 70, 90 (once) /Data#41236D
41236D :

Infinite Worth EXS

Raging Roar
Requires 200 EXS, Vorpal or GRD Break (only when IWEXS does not hit)
天地斬リ裂ク荒神ノ咆哮
(レイジングロア)
A+B+C+D
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
3760
[Min: 1579 (42%)]
All 3+14 2 51 -25 Strike 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.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
69 Knockdown /Data#A+B+C+D
A+B+C+D (while at orange health):

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
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-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
Japan
Japan
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
Active 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
Mechanics
Movement
Offense
Defense
Gauges
Damage and Combo System
Attack Attributes
Characters