Under Night In-Birth/UNI2/Hyde/Combos

From Mizuumi Wiki
Jump to navigation Jump to search
UNI2 profile Hyde.png
Notation Help
Disclaimer: Combos are written by various writers, so notation may differ slightly from this notation.

For more information, see Glossary and Controls

X+Y Buttons "X" and "Y" must be input simultaneously.
X/Y Input "X" or "Y" can be used.
dl.X There should be delay before inputting "X".
w.X Attack "X" should whiff and not hit the opponent.
j.X Button "X" is input while jumping or in the air.
dj.X Button "X" is input after a double jump.
jc Jump cancel the previous action. Usually will be omitted due to being obvious.
md.X Perform a micro-dash before performing "X".
TK.X Indicates the motion "X" is input immediately after leaving the ground. Stands for tiger knee.
(X) Input "X" is optional. Typically the combo will be easier if omitted.
[X] Input "X" is held down. Also can be known as "Increase" or "IC" for short. Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation.
]X[ Input "X" is released. Will only appear if a button is previously held down.
{X} Button "X" should only be held down briefly to partially charge the attack, instead of the full increased version.
X(#) Attack "X" should only hit # of times.
X > Y Cancel "X" into "Y".
X, Y Link "X" into "Y", allowing "X" to fully recover before "Y".
X~Y This notation has two meanings.
  1. Use attack "X" with "Y" follow-up input.
  2. Input "X" then within a few frames, input "Y". Usually used for option selects.
CH The first attack must be Counter Hit.
CS Perform a Chain Shift, which is performed by inputting D twice.
CVO Perform a Cross Cast Veil Off, which is performed by inputting A+B+C.
IW Perform an Infinite Worth, which is performed by inputting 41236D or A+B+C during CVO.
IWEX Perform an Infinite Worth EXS, which is performed by inputting A+B+C+D.

Getting Started

Starter Combos

The combos listed below are a mix of BNBs and generally easier combos to supplement Hyde's mission mode combos. It's highly recommended to go look though the mission mode combos since a lot of routes there serve as good beginner combos and will work well if you're looking for something simple so you can jump in and start playing. The expert section also has a lot of routes that are legitimately good, sometimes optimal combos (or close to it).

Some of the combos listed below require the use of delayed rekkas (214X), as it's a key part of his combo structure. If you can't do that yet, just end those combos there until you can delay the rekkas properly.

Combo Damage Cost Meter Gain Location
  • 2A midscreen BNB. Good balance between damage and corner carry.
  • Make sure to buffer the dash before you land so that Hyde will already be running once he lands. You can do this by double tapping and then holding forward while Hyde is in the air after pressing j.6C. Once Hyde is dashing, you only need to press C to activate 66C.
  • Click here to see a video.
    • Also works off assault.
      • Just about any air-normal works, with the exception j.2C.
  • Corner BNB off 2A. Can also replace 2A with any normal into 2C (e.g. 5A > 5C > 2C, 5B > 5C > 2C, or 5C > 2C) for more damage.
  • 22A into 3B is a tricky link at first, but is essential in many of Hyde's corner combos. If you can do it, you'll be well on your way to learning other corner combos.
  • Click here to see a video.
    • Also works off assault.
      • J.B, j.[C], and j.6C (has to be delayed slightly against a crouching opponent) are your options there. Uncharged j.C makes the combo drop, and j.2C requires different routing.
  • 5A BNB using delayed rekkas. Works anywhere.
  • Works off just about any normal (2A doesn't work and 6B and 3C require different routing). Can replace 5A with any B or C normal for more damage. The second 2C can also be removed if the delay there is too difficult.
  • Delayed rekkas are the backbone of many of Hyde's combos. Once you can delay the rekkas consistently, make learning this route a priority.
    • Both 214A and 214B work here. You get slightly more corner carry with the B rekkas, but the A rekkas are slightly easier to delay.
  • Click here to see a video.
  • Easy anti-air combo.
  • The whiff 2A rebeat is key in combo routing off an anti-air 3C. Making 2A miss instead of waiting for the recovery on 3C to end means it's easier to land a hit before the opponent hits the ground and is able to tech. You can choose whatever normal you like afterward, but 2C is generally a good choice.
  • Stronger anti-air combos all follow this basic structure, with longer routes delaying the rekkas instead and picking up from there. It's a great place to start so you can get in the habit of 3C > whiff 2A > whatever normal you want to use early on once you're ready for more advanced combos.
    • Though the route says to go into 2C, it can sometimes whiff if the opponent is directly above you when 3C hits since 2C moves Hyde forward slightly. You can swap it for 2B or 5B to avoid that scenario.
  • If you can't delay the rekkas, just end the combo there.
  • Click here to see a video.
  • Simple hit-confirm combo off 236X~6A.
  • 236X~6A is one of Hyde's best moves, so being able to convert a hit into a combo is extremely useful. If you're just starting out, don't worry about delaying the rekkas and end the combo there. It's more important to be able to convert off that move than to optimize.
  • If you can delay the rekkas but you route into this off 66C, you have to end the combo there as the proration becomes too high for them to be delayed.
  • Click here to see a video.
  • Basic combo off 22A at midscreen.
  • Great for starting pressure since 236C allows you to approach safely on block.
  • 22A is one Hyde's best pokes, but can't be converted into a combo outside of the corner without meter or Chain Shift. Canceling into 236C is the easiest way to pick up off it.
  • If you want make the combo easier, go for 66C > 214B~4B~4B or dash > 5B > 5[C] > 214B~4B~4B after 236C instead.
  • Click here to see a video.

Theory

Hyde’s combos usually have one of two goals in mind depending on his position: corner carry at midscreen and damage in the corner. But regardless of position, the general combo theory remains the same:

Starter > launcher (2C or 6B) > air normals or delayed rekkas (214B) > ground normal (3B or 2C, usually) > ender

The choice of delayed rekkas versus air-normals mid-combo depends on the starter (at least for midscreen combos; in the corner, always use the rekkas). Some combos use a bit of both -- delayed rekkas into another launcher (such as 3C) followed by an aerial string into an ender. Generally, however, it's simply a matter of whether the combo can support using delayed rekkas or not. Either way, learning how to delay the rekkas is necessary to make the most of Hyde's combo potential.

Midscreen combos can also generally end with either 66C > 236X~6B or 66C > 214B~4B~4B depending on whether you want to maximize corner carry or get decent oki on wake up. The fireball ender usually puts the opponent closer to Hyde, allowing him to close in and potentially continue pressure, while the rekka ender pushes the opponent farther away from Hyde and closer to the corner. Barring cases where proration causes the rekkas to drop, the choice pretty much comes down to what you value more at a given moment.

Hyde's mission mode combos are a good place to go for actually getting a feel for his combo theory as they cover basics very well.

FAQ

How do I delay 214A/B's follow-ups properly?

Watch the hitstun timer and press the button as close to the timer expiring as possible. The more you delay the second and third hits, the easier it is to land whatever link you're aiming for once you land. Start by practicing 3B since that's the easiest normal to link into. Hyde's mission mode combo 4-2 is a good place to practice it. Watching the demonstration can help with learning the exact timing on the delays. Do it enough, and you should be able to delay the rekkas entirely by feel.

Don't rush to learn how to delay them right off the bat, though. This is by far one of the biggest hurdles to clear when learning Hyde. Just take it slow and keep trying until you can do it consistently. Once you can, then it's just a matter of learning to adjust the delays to meet the requirements of each link post-rekkas.

How much do I need to delay 214B's follow-ups for each link?

3B is the most lenient. If you can delay the rekkas, you can almost always connect 3B without trouble as long as the opponent is within range of it.

2C is more stringent and requires close to maximum delay to connect. The more you delay, the easier it is to land. One of the harder links to learn.

5C is about the same as 2C as both moves have the same amount of startup frames and is only used when the opponent is outside of 3B's range at midscreen.

3C is a bit tricky since it's technically a faster move but has less horizontal reach. The window is slightly more generous than 2C, but you have to either microdash into 3C on landing or delay the first hit of the rekkas as well to ensure the opponent lands as close to Hyde as possible.

22A is roughly the same as 2C, albeit slightly easier since the corner removes any potential for the opponent to fall out of range. Works best when you're right in the corner, but can sometimes connect if you're just slightly farther from your opponent when they land in the corner.

2A and 5B both have the same leniency as 3B (2A being easier since it's a much faster move) and are reserved for specific use cases in the corner. 2A for combos where you think you messed up the delays or ones that are possibly too prorated for the usual corner enders and want a quick and safe way to end the combo, and 5B is used generally in conjunction with Force Function (B+C) for more damage off certain starters.

Enders

The combos listed on this page already have set enders to use for consistency since rekka enders can sometimes not work on some combos. Also because most of the combo enders listed here use EX moves for extra damage and can be easily attached onto the end of most combos or can be used in place of the standard ender of whatever route you're using.

Combo Cost Location
  • Most common finisher for Hyde’s combos.
  • Ends in knockdown that puts the opponent close to Hyde, providing decent oki.
  • Most combos use 236A~6B to avoid same move proration, though sometimes 236B~6B is used instead in cases where the A fireball would be too slow to connect.
  • Can cancel into just about any EX special or super from this. 214C, 623C, 22C, and 41236D are common options.
  • Another common ender. Often does more damage and provides better corner carry, though often prevents you from adding EX specials to the end of combos.
  • 2B+C is optional, but it does add a bit of extra damage. Can use either the charged or uncharged version.
  • Can add 236B+C after 214B for additional damage if you didn't use all the ground/wall bounces.
  • 623A is usually used to setup metered enders in combos but can provide good oki due to how the opponent often can't tech out of it before they touch the ground.
  • Whether the opponent can tech early or not depends on the route and whether you get all three hits of 623A or just two. The latter is less likely to let that happen in most routes, though can still happen occasionally. If ever in doubt, just go for another ender or cancel into j.236C if you have meter available.
  • Can also cancel the landing recovery of 623A into 214C or 623C for additional damage.
    • 214C is ideal for additional corner carry and a guaranteed knockdown, while 623C is best saved for closing out a round as it will allow the opponent to forward tech in the air if it doesn't kill.
  • CVO route to use when above 30% health.
  • May require a small delay on 623A at midscreen to ensure the opponent remains close enough for j.236C to connect.
  • Basic CVO route when under 30% health with full meter.
  • Works off any combo.
  • Optimal CVO route when 30% health with full meter.
  • Harder than other CVO routes. The first j.236C needs to be delayed as much as you reasonably can to ensure 3C doesn't launch the opponent too high, otherwise 214B will drop after the first hit.
  • Works anywhere, but is more consistent in the corner.
  • May not work off routes where the opponent would be too high when 623A is used. Heavily prorated routes may also prevent delaying j.236C after 623A.

Combos

A Starters

2A

Combo Damage Cost Meter Gain Location
  • Stronger 2A BNB.
  • Slightly more advanced than the one in the Starter Combos section, but this one does more damage and has better corner carry.
  • Using uncharged 5C instead can make the combo slightly easier as it gives you a little more time to do dash > j.A. It also allows you to use this route off assault more consistently.
  • 2B+C can be added before the 214B at the end for additional damage.
  • Click here to see a video.
  • Maximum corner carry combo off 2A without spending meter.
  • Can achieve full corner carry by swapping 214B for 236B~6B > 214C
  • Click here to see a video.

5A

Combo Damage Cost Meter Gain Location
  • Difficult high damage 5A combo.
  • Rising j.2C combos are some of the hardest combos Hyde has. You have to input j.2C immediately following the jump cancel and then time j.[C] just right for it to connect. The window to do so while getting both hits of j.2C in is very narrow. If you're even slightly off on the timing, the combo will drop.
  • Click here to see a video.
  • 5A corner combo using delayed rekkas.
  • Does slightly less damage than the corner BNB in the Starter Combos section, but is useful for when you get a hit off 5A and autopilot into 214X.
  • The delay on 236B is very small, but crucial. If you don't delay the fireball, the combo will drop because the opponent won't be low enough for the ender to connect.
  • Click here to see a video.

B Starters

For combos that work off 5B or 2B, 5B always does slightly more damage and has a bit more meter gain.

Combo Damage Cost Meter Gain Location
  • Basic combo focusing on corner carry.
  • Though you can use 214B twice, using both the A and B rekkas does slightly more damage.
  • If delaying 214A is giving you trouble, you can try not delaying them at all. You can still link 3C afterward. The delays just make the link easier.
  • Click here to see a video.
  • Stronger version of the previous combo with better damage and corner carry.
  • 2B+C can be removed to make the combo a bit easier for a very slight drop in damage.
  • Click here to see a video.
  • Alternate corner carry route.
  • This route allows you to use more EX moves at the end for additional damage or take the opponent all the way to the corner. Ending on rekkas doesn't allow you to do any EX enders unless you CVO cancel them first.
  • Click here to see a video.
  • High damage combo.
  • Either A or B rekkas work here. You can use 214X for the ender in place of 236A~6B as well. Using 214A early in the combo and ending on 214B is ideal for optimal damage.
  • Click here to see a video.
  • Alternate high damage combo using 236B~6B in place of delayed 214B.
  • Use this route when you get a hit off a max-range 5B or 2B as 2C cannot connect at that range.
  • Click here to see a video.

5B

Combo Damage Cost Meter Gain Location
  • High damage combo off 5B using 22B midscreen routing.
  • Though ending on 214A does more damage, it does sometimes allow the opponent to tech just before hitting the ground after the third hit. Use 214B instead if you want to avoid that.
  • Click here to see a video.
  • 5B corner combo.
  • Stronger than the standard corner BNB and only slightly harder.
  • B+C can be replaced with 2C to save GRD.
  • Click here to see a video.

6B

Combo Damage Cost Meter Gain Location
  • Basic combo off 6B.
  • You can use either the A or B version of 214X and the combo will work.
    • If using the A version, you don't need to delay the follow-ups to link into 3B. Doing so does make the link easier, however.
    • 236A~6B can also be replaced with 214B for slightly more damage if 214A was used earlier in the combo.
  • Using both 3B and 2C adds more damage. If 2C keeps dropping, route straight into the fireball ender instead.
  • Click here to see a video.
  • High damage route off 6B using 22B midscreen routing.
  • Using both hits of 6B instead of 6B(1) > 5[C] deals more damage.
  • Using 22B midscreen can be difficult due to the specific spacing needed for all three hits to connect. 214B usually puts the opponent at just the right position for it as long as the rekkas are delayed correctly.
  • A trick you can use to make the fireball connect after 66C is to use 236A~6A where possible. The slower startup on 236A makes it easier for the follow-up to hit consistently, whereas 236B~6A usually needs a delay. You may have to use that instead in cases where the opponent ends up just slightly too far for 236A to hit, but off this route specifically, it shouldn't be a problem. Still worth noting, though.
  • Click here to see a video.
  • Best mix of damage and corner carry off 6B. Can also add 214C on the end for full corner carry.
  • Using both hits of 6B always leads to better damage, but is riskier to confirm since you can't cancel the second hit with normals on block.
  • If the combo ends in the corner by the time you press j.6C, swap the rest of the combo for 5B > 214B~4B~4B.
  • Click here to see a video.
  • Stronger combo off both hits of 6B.
  • This is basically mission mode route 5-15, but it's also some of the most reliable high damage you can get off 6B.
  • Microdash 3C is a bit tricky at first, but the window to input it after the rekkas is surprisingly generous in UNI2. Learning this helps increase damage on a lot of Hyde's combos.
  • Click here to see a video.
  • Harder but stronger 22B midscreen route off 6B.
  • Very difficult combo. Easy to drop at multiple points, but also does some of the highest damage you can do meterless off 6B at midscreen.
  • The delay on 236A is slight but helpful for consistency.
  • Can replace 236B~6B with 214B for an easier ender in exchange for a small drop in damage.
  • Click here to see a video.
  • Combo to use when rekkas will put you in the corner. Also serves as a good basic BNB for the corner as well.
  • Works off both hits of 6B as well, whether close to or in the corner.
  • Can sometimes drop after Force Function. Swap for 2C in case it's a frequent problem or if you want to conserve GRD.
  • Click here to see a video.
  • High damage corner routing off of 6B without using Force Function.
  • The delay on 236B is slight. Can't wait too long or else the opponent will tech before the fireball can connect.
  • Click here to see a video.

3B

Combo Damage Cost Meter Gain Location

C Starters

2C

Combo Damage Cost Meter Gain Location
  • Combo off max range 2C.
  • Usually the basic 2C above this one is a good route to use at midscreen, but it's less consistent the farther away the opponent is when 2C hits. This route works at any range and does more damage.
  • Click here to see a video.

5C

Combo Damage Cost Meter Gain Location
  • Basic combo off 5C.
  • Works at just about any range 5C can connect at. Charged 5C starter extends effective range you can confirm off of.
  • If the combo keeps dropping around 2C > 5[C], change route to 3B > 5C > 214B~4B~4B instead. You lose a bit of damage, but it's less likely to drop.
  • Click here to see a video.
  • Stronger combo off 5C.
  • Only works at ranges where 2C can connect.
  • Can also use charged 5C starter for additional damage.
  • Click here to see a video.
  • Max range 5[C] route using Chain Shift.
  • 22B can be difficult to land as all three hits need to connect for the combo to work and the opponent can sometimes end up just slightly outside of the correct spacing you need to do so.
  • Damage differs depending on whether you end up in the corner before the combo ends. If you do, you get slightly less damage.
  • Click here to see a video.
  • Alternate combo off max range 5[C] that doesn't rely on spending meter or Chain Shift.
  • Tricky combo due to the specific spacing needed to make each part land.
  • Can change the ender to 214A for more damage, but doing so allows the opponent to forward tech.
  • Click here to see a video.

Dash Normal Starters

Combo Damage Cost Meter Gain Location
  • BNB off 66B and 66C.
  • This combo works off either dash normal, but the damage slightly differs depending on which normal was used. 66B does slightly more damage, but 66C has slightly better meter gain.
  • Can drop 2C from the combo to make the combo easier.
  • Click here to see a video.

66B

Combo Damage Cost Meter Gain Location
  • Dash B combo using 6B link.
  • As of UNI2, 66B now causes the opponent to tumble on any hit, which opens up more routing possibilities. This route is does good damage without being too difficult if you can delay 214B properly.
  • Click here to see a video.

66C

Combo Damage Cost Meter Gain Location
  • Standard 66C into Force Function combo.
  • Chain Shift or meter need to be used to convert off FF at midscreen because of the knockback.
  • Click here to see a video.
  • The buffs to Bend Sinister in UNI 2 makes it possible to connect after 5FF without needing counterhit or resources.
  • 236B~B right before the opponent wall bounces or else they'll be too far for bend sinister to connect
  • The dash 3B is tricky
  • You can go straight into B rekka instead of 3C for similar damage
  • 66C combo with strong balance of corner carry and damage.
  • Bit tricky due to how you have to resist special canceling 66C immediately. 6B can be a difficult link at first, but as long as you input as soon as you possibly can, it should always connect.
  • Can sometimes drop before 2C connects. Can replace with 3B instead for better stability at the cost of slightly less damage.
  • Click here to see a video.
  • Stronger route off 66C using j.236A.
  • The link here can be a bit tricky as it's possible to get j.A instead.
  • Click here to see a video.
  • Combo off 66C into Force Function that uses meter.
  • Fireball has to hit before detonating it, and the detonation must happen as soon as the fireball connects for it to work.
  • Click here to see a video.
  • 66C into Force Function combo to use if you're close to the corner.
  • 66B is harder to land after FF than 66C is, but leads to better damage.
  • Click here to see a video
  • Corner combo off 66C.
  • Like the midscreen route that uses the 6B link, it's a bit tricky due to how easily it is to autopilot into special canceling 66C.
  • If you're having trouble not canceling 66C immediately, just use the midscreen into corner route (listed above) instead.
  • Click here to see a video.

Jump and Assault Starters

J.A

Combo Damage Cost Meter Gain Location
  • Slightly harder combo off jump-in j.A at midscreen. Also works as an air-to-air, though can be harder chain into 214B depending on how the high in the air the opponent is.
  • Click here to see a video.

Assault

All the counter hit combos listed here also work on GRD Break.

Combo Damage Cost Meter Gain Location
  • Counter hit route off assualt j.B starter.
  • Also works with j.[C] and j.6C.
    • j.C also works, but you need to end with 214B as the combo will drop before 236A~6B can connect.
  • You can use 214B instead, but you'll have to microdash into 3C then.
  • Click here to see a video.
  • More stable counter hit route off assualt j.C starter.
  • J.C starter combos have a less hitstun to work with, so while you can try to squeeze out more damage, it's easier to stick to something simple for stability.
  • Click here to see a video.
  • Combo off counter hit j.6C.
  • Can exclude the dash if the oppent is close to the corner.
  • In the corner, you can cut j.C > j.2C and add 22A after 214B for additional damage.
  • Click here to see a video.
  • Stronger counter hit combo off assault j.2C.
  • Doing a TK j.236A immediately after an assault is tricky, but it also leads to some of the best damage you can get off this move outside of the corner.
  • Click here to see a video.
  • Corner combo off assault j.2C.
  • 22A can be difficult to link sometimes. Try delaying the rekkas as much as possible.
  • Click here to see a video.
  • Counter hit corner combo off j.2C.
  • Can remove j.236A to make the combo a bit easier for only a small drop in damage.
  • Click here to see a video.

Anti-Air Starters

Combo Damage Cost Meter Gain Location
  • Alternate route with better corner carry.
  • This is the route from mission mode 5-13. It's a solid option to confirm off a non-counter hit anti-air and get some good corner carry.
  • Click here to see a video.
  • Strong but difficult anti-air combo.
  • Getting j.C > j.2C to connect is tricky. It's very height dependent on whether you'll be able to chain into 214B afterward.
  • Click here to see a video.
  • Primary anti-air combo off counter hit 3C. Good mix of damage and corner carry.
  • Can use 214C at the end to push the opponent further toward the corner.
  • Click here to see a video.

Force Function Starters

B+C

Combo Damage Cost Meter Gain Location
  • Counter hit confirm off of Force Function. Does not work off charged Force Function.
  • Usually you need to either spend meter or use Chain Shift to convert off FF, but counter hits keep the opponent from recovering just long enough to toss a fireball out and go into a combo from there.
  • Have to use the A version of the fireball because the B version travels too fast for Hyde to reach the opponent.
  • Dash 5C can be a bit tricky since it's easy to get 66C instead.
  • Click here to see a video.
  • Metered confirm off of Force Function.
  • Difficult to land due to the opponent being able to be slightly too high for 3B to connect after the aerial strings.
  • Fireball has to be detonated right as it hits the enemy for maximum damage.
  • 6B and 3C can be removed from the combo for better stability.
  • Click here to see a video.
  • Combo to use when you get a hit off B+C and are close to the corner.
  • Also works off charged B+C, but you have to drop 22A from the combo.
  • Click here to see a video.
  • CVO combo off charged Force Function that works anywhere.
  • You have to be quick to cancel into CVO otherwise the opponent will recover before Hyde can act.
  • Click here to see a video.
  • Combo off max range charged Force Function in the corner.
  • Can work on non-counter hits as well when you have Vorpal, but is harder to do.
  • Click here to see a video.

2B+C

Combo Damage Cost Meter Gain Location
  • Basic midscreen confirm off 2B+C.
  • Spacing dependent for 66C to connect. Can whiff if you're just a little too far.
  • Click here to see a video.
  • Same as the above combo but with the charged version of 2B+C that does more damage.
  • You can replace B+C with 2C to lower the GRD cost for less damage.
  • Click here to see a video.

Throw Starters

Combo Damage Cost Meter Gain Location
  • Standard throw combo.
  • Wait for the opponent to bounce off the wall to use 6B so that both hits will connect. Do it too early and it'll miss entirely.
  • Click here to see a video.
  • Optimal throw combo.
  • 5C has to be used as soon as possible after throw. Delaying it all makes it harder for only the second hit of 6B to connect.
  • Can sometimes drop after 3C. Inputting 214B~4B~4B as fast as possible can help prevent that.
  • Click here to see a video.

236X Starters

Combo Damage Cost Meter Gain Location
  • Corner combo off 236A.
  • Only works if the fireball is thrown from a bit of distance. Have to use one of the fireball's follow-ups to combo close to/at point-blank range.
  • Can swap 66B for 66C and B+C for 2C instead to make it a bit easier at the cost of slightly lower damage.
  • Click here to see a video.

236X~6A

Combo Damage Cost Meter Gain Location

236X~6B

Combo Damage Cost Meter Gain Location
  • High damage combo off 236X~6B.
  • Though very difficult to do, you can technically use the 6B fireball follow-up to create a frame trap. In such an event, use this combo to maximize damage.
  • Click here to see a video.

236X~236C

Combo Damage Cost Meter Gain Location
  • Stronger combo off laser.
  • Landing 2C can be tricky on some characters. Try slightly delaying j.2C and delay the rekkas as much as possible to help avoid that from happening.
  • Click here to see a video.
  • Combo to use if the fireball hits before activating laser.
  • This combo is generally reversed for when you get a hit when trying to use 236X~236C in pressure. Not something you specifically want to look for as a starter since the fireball being the first hit prorates the combo pretty hard.
  • Click here to see a video.
  • Laser side-swap combo.
  • 66C can cause a side-swap anywhere if timed correctly, so you can technically use this route (minus 22A, of course) to cause a side-swap at midscreen as well. It's better to save this route for when you're in the corner, however, since it's most effective there.
  • Click here to see a video.
  • Laser combo for the corner.
  • 5[C] is much easier to use off of laser when the opponent is in the corner since you don't have to worry about moving forward first to make it connect.
  • Click here to see a video.

623X Starters

Combo Damage Cost Meter Gain Location
  • 623A combo using Chain Shift.
  • J.236C is the common way to confirm off 623A, but this is a good route to use if you'd rather save meter or don't have the meter available but do have Chain Shift ready.
  • Click here to see a video.

214X Starters

Combo Damage Cost Meter Gain Location
  • Full corner carry combo off 214C.
  • Though you can Chain Shift the final hit of 214C, canceling the second to last hit gives you a better combo. Use this if you get a hit off this move to push your opponent all the way to the corner.
  • If you end up in the corner by the time you use j.6C, change the ender to 5B > 214B~4B~4B.
  • Click here to see a video.
  • Corner combo for rekka starter. Works with A or B rekkas.
  • Can swap the ender for 3C > 214B~4B~4B if the fireball ender keeps droping.
  • Click here to see a video.
  • Stronger and much harder corner combo off 214A.
  • The window to link 5C after the second hit of 214A is very precise. If you can hit it, though, the rest of the combo isn't too hard.
  • Click here to see a video.

22X Starters

Combo Damage Cost Meter Gain Location
  • Midscreen combo off 22A using Chain Shift.
  • Limited use given how you're generally better off using 236C to combo off 22A at midscreen, but this route is useful all the same should you want to convert into a combo and don't have the meter to spare.
  • Click here to see a video.
  • Midscreen 22B combo.
  • Hard to use given the specific spacing needed for all three hits of 22B to connect, but useful to learn should it happen.
  • Click here to see a video.
  • Standard combo off 22C.
  • The corner carry is most effective when either you or your opponent are in the corner since you can go all the way to the other side of the stage with this route, but works well pretty much anywhere.
    • If you end up in the corner after j.6C, change the ender to 5B > 214B~4B~4B.
  • 22C's use is mainly as a pressure tool, but it's a solid combo starter as well. It's most effective when the opponent is in or close to the corner, as the flames bounce off the wall and keep them in blockstun, but it's worth learning how to confirm off it just in case you get a hit whenever you try to use it.
  • Click here to see a video.
  • 22C route to use if 22C will put the opponent in the corner.
  • Force Function can be replaced with 2C instead if the combo is dropping there.
  • Click here to see a video.
  • 22A combo that doesn't use rekkas or Force Function.
  • Useful if you want to conserve GRD (most 22X corner routes use Force Function somewhere) or are having trouble landing the rekkas.
  • Click here to see a video
  • 22B corner combo.
  • Primarily used to punish reversals.
  • 22A can only be used in this combo on counter hit. If 22B hits and it wasn't a counter, skip to 3B after 214B.
  • Click here to see a video.
  • Stronger corner combo off 22B.
  • More difficult than the above 22B route due to how tight the timing is throughout the combo, especially if you decide to add 2C. The combo becomes less likely to drop without it.
  • Click here to see a video.

j.236X Starters

Combo Damage Cost Meter Gain Location
  • Harder version of the above combo.
  • Difficult to do, but also deals some of the best damage Hyde can do without spending resources at midscreen.
  • Click here to see a video.
  • Counter hit route off j.236X.
  • Only a slight increase in damage over the midscreen 22B routing, but if you're comfortable with microdashes, it's a bit easier and more stable.
  • This route can also be performed without a counter hit if you use 214A instead.
  • Click here to see a video.
  • Corner route for j.236A that doesn't use rekkas. Very difficult combo, but it's also some of the highest damage you can get off j.236A without spending meter.
  • The timing on 22A > 6B is extremely precise. You can't cancel into either immediately, but rather must time each one perfectly so that all three hits of 22A and both hits of 6B connect.
  • Click here to see a video.

236B+C Starters

Combo Damage Cost Meter Gain Location
  • Basic combo off Veil Bringer.
  • Using Chain Shift on Veil Bringer for a combo is generally something you want to save for when you need just a little more damage to close out a round or want to push the opponent further toward the corner. It's damage is good for a combo off a reversal, but it's not something you specifically want to fish for.
  • Click here to see a video.
  • Side-swap combo off Veil Bringer.
  • You need to microdash into 66C to ensure Hyde side-swaps. Not doing so will make the side-swap inconsistent.
  • Click here to see a video.
  • Optimal combo off Veil Bringer.
  • Extremely difficult. The timing on j.2C is very precise. You have to be as close to the ground as possible so that j.236A keeps them at the right height for 214B > 2C to connect.
  • Can sometimes randomly drop at either 66C.
  • Click here to see a video.

41236D Starters

Combo Damage Cost Meter Gain Location
  • Standard combo off Gyro Vortex.
  • Literally just the mission mode route, but it's also the most reliable and stable combo off this move.
  • Click here to see a video.
  • Side-swap combo off Gyro Vortex.
  • 66C has to connect before the opponent hits the ground. If they do, the combo will end after using Force Function due to all the ground/wall bounces being used up.
  • Click here to see a video.

Videos

UNIclr Hyde combo guide by MIYAGI Muteki
UNIst Hyde combos for punishing reversals by MIYAGI Muteki

External Links

Mizuumi Wiki:Roadmap/UNI2

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