Under Night In-Birth/UNI2/Hyde/Strategy

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Disclaimer: This is a community written page and may contain opinions that not all players may agree with. Use at your own discretion.

General Gameplan

Hyde is a well-rounded character with tools for just about every situation. As such, he performs well most anywhere, whether it be defense or offense, rushdown or zoning. That said, he excels most at close range where his offense is at its strongest.

Hyde's general goal is to get in and keep the pressure on to bait his opponent into making a mistake and suffer big damage for doing so. He achieves this via frame traps and strike/throw mix. The idea is to establish your pressure and, once the opponent starts to respect it, start using throws to break through their guard and force them to start guessing. Once the strike/throw game is established, Hyde can keep his opponent locked down and force them to take risks if they want to attempt to retaliate.

Neutral

Hyde's most comfortable at close range, so you should be making sure not to give your opponent too much room to breathe. His ability to control the horizontal space of the screen using 236X, 22X, and 2B+C help a lot with achieving that from a distance, while 3C, 214X, and 623X can halt aerial approaches and maintain some control over the vertical space of the screen should the opponent favor jump-ins or assaults. Against characters who similarly prefer fighting in close-quarters, all he needs is a solid hit to start taking control of the match, as one good combo can easily take the opponent most of the way across the stage.

The further away Hyde is from his opponent, however, the harder he has to work to get in and run his gameplan. Against zoners or anyone who has better ranged tools, Hyde has to play more carefully since he has a harder time contesting opponents from afar, having to rely heavily instead on dashblocking and trying to win the GRD cycle. Moves like 236X~236C and Veil Bringer help, but he has to make a good read on his opponent to use them effectively.

Approach

Generally speaking, dashblocking is Hyde's main means of approach. In just about every matchup, especially those where he can be zoned out, dashblocking is the best way to get in.

Otherwise, 236X is your go-to option. 236A in particular is best suited to this due to its slow travel speed, allowing Hyde to run behind the fireball and react to whatever the opponent tries to avoid or counter it. 236B is faster and can help keep your opponent in check if they're trying to throw out a projectile of their own. 236C is especially strong since it combines the best parts of the A and B versions, moving quickly and keeping the opponent in check while also allowing Hyde to move in freely should they block the fireball. Canceling 22A into 236C is particularly good for forcefully taking your turn, because if 22A connects, the fireball then either confirms into a full combo or keeps the opponent in blockstun long enough for Hyde to get in without worry.

If the opponent is within range of it, 66C is similarly reliable. Very good range and leads to strong damage on hit. Great option to start pressure with. Can also be safe against some characters and at certain distances due to being -5 on block by default.

Keep Away

236X, 22X, and 2B+C are your best options. All provide great coverage of the stage and are safe if used at the right distances.

22X is the fastest of the bunch since it creates projectiles at set distance that spawn immediately, making them hard to react to. 22A is faster making it perfect as a fast ranged poke. The projectile also has a large vertical hitbox, making it possible to catch jumps and assaults sometimes. 22B is slower and spawns farther, making it more useful when the opponent is content to sit back rather than to stop their approach.

236X is the classic fireball. Great for checking approaches. It’s follow ups give Hyde a ton of versatility in how he uses them. 236X~6A detonates the fireball and creates a large projectile that’s extremely active and trades favorably for Hyde. 236X~6B is a strike follow-up that allows Hyde to easily convert off hits and covers a lot of ground quickly. 236X~236C is a fullscreen detonation of the fireball that beats most projectiles and is plus on block (+9). Fireballs can be easily avoided and punished if used recklessly, of course, particularly against characters who can bypass them entirely (Merkava and his 214X, for instance), so keep that in mind.

2B+C is effectively a stronger fireball. Uncharged it creates a large X-slash that travels roughly half-way across the stage, and the charged version travels fullscreen and is slightly larger. It’s a fast and easy way to augment your zoning since it’s quick and hard to get past. The size of the projectile makes it tough to jump over unless the opponent is able to anticipate it. But since it costs GRD to use, you have to be mindful of the state of the cycle when using it as spamming it will drain GRD quickly.

That said, ideally you don't want to be relying on playing keep away much since Hyde's strongest at close range. Zoning is helpful, of course, but you can’t really make it focus of his gameplan.

Offense

Rushdown and strike/throw mix is the name of the game here. He doesn't have any sort high/low mix due to his only standing overhead being the charged version of Strict Daze (B+C), which has a long startup (32 frames by default, 30 with Vorpal). However, with good use of rebeats, frame traps, and EX moves, Hyde has a great number of ways to keep the pressure on.

The main goal should be to focus on keeping the opponent locked down. Hyde can do this with ease thanks to how easily he can make himself plus — or at least safe enough to still have the advantage. You do this by structuring your pressure around frame traps and plus frames. The former to bait the opponent to mash, and the latter to punish should they try to challenge. The idea is to make the opponent respect his pressure. Once they do, you can start going for throws and thereby make them guess whether you're going for a throw or another blockstring. If they guess wrong, Hyde can deal huge damage in response.

Pressure

Hyde's pressure is built around frame traps and plus frames. Though he has small stagger windows on most of his normals, there's plenty of natural gaps between many of his moves that you can use to catch the opponent's attempts to mash.

5A, 2A, 2B, 3B, 5C, and 2C are the only normals with stagger windows. Of them, 3B has the longest window to use with 2B, 5C, and 2C being the smallest. 2A/5A > 2C/5C, however, are natural frame traps. Learning how to makes the most of each of these is key to making Hyde’s pressure scary.

Notable moves to use in pressure

2A: A standard approach is to use 2A > 2A > whatever. It's a fast move that's only -2 on block. It's a good as:

  • A tick-throw setup (2A > 2A > throw)
  • Greenshield bait (2A > 2A > assault j.B or dash up throw)
  • To setup frame traps (2A > 2A > 2C or 2A > delay 2A > delay 2C)
  • To check what your opponents' mashing habits are (2A > 2A > block if they're mashing, or dash > repeat if they aren't).

Mixing up what you do after 2A is a good way to keep your opponent guessing without taking much risk. Varying the number of times you use it succession is good, especially if you can learn to properly stagger it into itself. 2A is also Hyde’s only good whiff rebeat option, however, so you need to keep track of how your structuring your pressure if it’s already been used.

5A: Hyde’s second fastest normal, 5A has both good reach and a good stagger window. You can use it the same way you use 2A (frame traps and tick-throws, specifically), with the caveat that since it’s -6 on block, you need to make sure you’re routing into something safe. It can be used as a pressure reset sometimes if the opponent is respecting your pressure too much, but it’s not something you can use frequently. You’re using this primarily for its reach and the stagger window, so plan your pressure accordingly.

2B: Primarily used as either a blockstring ender or filler, 2B boasts good reach, a small stagger window, and is only -2 on block while also having some pushback. It’s exceptionally strong for setting up pressure resets since Hyde can leverage the stagger window on it to create a gap or choose to no-cancel safely. If the opponent doesn’t bite, you can go back in and continue pressure. And if they do try attacking, they can be counter hit instead.

6B: 6B is one of Hyde's best normals due to its reach and damage potential. Many of Hyde's best combos at midscreen use 6B, but it also has its uses in pressure.

  • 6B(1) > 5[C] > 2A is a common and very strong blockstring. It's +4 on block and the gap between 6B and 5[C] can be made smaller by partially charging 5C. Can also be used to bait greenshields by using 2A after 6B instead if you're close enough to dash up for a throw. It's important to mix up your follow-ups off 6B since relying on just the default route can be punished if your opponent knows to look for it.
  • 6B > 236A is another good route since, particularly at max range of 6B, it's plus and still creates a small frame trap. Can transition into a full combo with 66C on hit or by following up with 236X~236A.
  • 6B > B+C > 22A is a slightly riskier option due to 22A being -6 on block, but can be a great tool for catching an opponent off guard. Since Hyde's Force Function is his only standing overhead when charged, your opponent is likely to block high in anticipation of that, especially if you've conditioned them to look for it. In such an event, 22A can land a hit if they aren't quick enough to swap to blocking low again as long as they're within reach of the sword as that's the only part of the move that hits low.

Alternating between letting one or both hits of 6B connect before chaining into another attack is a good habit to get into as well. Harder for your opponent to get a read on where they can mash or use Chain Shift if you keep switching between different blockstrings off 6B.

5[C]: 5[C] is a great move to use in Hyde's pressure. It's +1 on block making it a good blockstring ender, and, as noted above, can be partially charged to make the gap between it and whatever normal you used before it variable. Combined with a normal with a good stagger window, it can be very powerful. It can, however, be easily punished due to the long startup, so don't become over reliant on it.

B+C: While generally used sparingly in pressure due to the GRD cost (one block without Vorpal, half of one with Vorpal), Hyde's Force Function is useful for the stagger window it has. If B+C is blocked, you have a decent time frame in which to delay a special such as:

  • 236X: A version is often your best bet due to its slightly slower startup to create a bigger gap.
  • 22X: 22A is quicker to catch an opponent, but is unsafe if blocked, while 22B has much longer startup but is safe on block if all three hits of the move connect.

It's especially strong when Hyde has Vorpal as the recovery on B+C is decreased (from being -11 to merely -6), which opens up no-cancels as an option. Particularly useful for the charged version since it's unable to be special canceled.

2B+C: Hyde’s other Force Function is equally strong in pressure, if a bit trickier to use effectively. The uncharged version is -12 at point-blank range, but it does have a stagger window for special cancels. The charged version is only -2 at point-blank, which opens up more options for layering your pressure. It effectively allows you to create an RPS situation off any normal. It’s not quite as strong on its own as 66B is due to the smaller stagger window, but very useful all the same.

Paired with 66B, however, you can double the RPS layers where you can choose to special cancel 66B or 2B+C or no-cancel either and go for a throw or dash 2A instead. This works because both moves are -2 by default, with 2B+C able to become zero or plus on block if spaced correctly. It creates a situation that is very much in Hyde’s favor, especially if he has meter or Chain Shift backing him up.

236X~236A: A very basic blockstring ender is 236X~236A. It's only -3 on block and pushes Hyde back. You lose your turn by using this, but it's always a solid option since it's always safe. Can also delay the 236A follow-up if you time it right to turn it into a frame trap. The window to do so is tight, but highly effective if you can do it even somewhat consistently.

214A: The second hit of Hyde's rekkas can be made safe or slightly plus on block if delayed correctly. The timing on it is precise and difficult to reliably pull off given the potential for the opponent to shield each hit and make it unsafe (or outright attack between hits). It's a useful tool for keeping your pressure varied, but ideally one you want to use carefully unless if you have either Chain Shift or meter to spare so you can cancel into j.236C to prevent leaving yourself open (or convert a stray hit into a high damage combo).

J.236X: Though difficult to use on command, j.236X when tiger kneed makes for a devastating punish against throws and some option selects if timed correctly due to it being one of Hyde's best starters. It's also very plus on block (+14 for the A and B versions), making it safe as long as the opponent isn't ready to counter it or doesn't know how. Being able to use this consistently makes Hyde's strike/throw game much scarier.

236C/22C: Of Hyde's EX moves, these two are the best to use in pressure. Both give Hyde a strong advantage when blocked due to how long they put the opponent in blockstun and act as easy ways to reset pressure or generally make something safe. 236C is useful anywhere on the screen, whereas 22C is at its best when the opponent is close to the corner since the flames bounce off the corner to keep the opponent locked down for longer. Should be noted that both also let the opponent gain a ton of free GRD by shielding them, so be mindful of the state of the cycle when using them.

Chip Damage

Hyde's unique trait is that all of his sword normals deal chip damage. This is strong because even if the opponent isn’t taking any direct hits you’re still doing something. If you have Vorpal the damage increases as well. The opponent can mitigate this by shielding, but if they're GRD broken, they can't do that, meaning they'll always be taking passive damage so long as Hyde is able to keep the pressure on.

Since Hyde wants to push his opponent to the corner and lock them down, chip damage does a lot to improve his offense. It discourages the opponent from just sitting back and doing nothing because the chip damage will add up eventually, which in turn grants more opportunities to try catching them with a frame trap or punish a mistimed shield if they aren't careful. This is especially strong when you have a good life lead and time is running out since it effectively forces the opponent to take a risk to try turning the tide in their favor.

Best way to do that is to structure your blockstrings around maximizing chip damage. Moves like 66C, 22X, and B+C are the strongest options in this regard while metered options like 236C and 22C deal a fair bit of damage as well on top of being extremely plus.

However, relying on chip damage is also an easy way to guarantee you’ll lose the GRD cycle as the opponent can just shield the aforementioned moves without much risk. In almost all cases, focusing on the GRD cycle is more important than whatever small chip damage you can deal as the gains from entering Vorpal (or at least keeping it out of your opponent’s hands) far outweigh whatever benefits you gain from chip damage. Vorpal helps a lot with making Hyde's pressure strong since it limits the opponent's options to escape while giving him more ways to safely reset pressure if needed. Structuring pressure around chip damage is extremely situational, then, and should be ideally reserved for instances where you can safely go all-in without fear of losing the cycle (the opponent being GRD broken while you have Veil Off active) and/or just need to waste a few seconds to run down the clock and want to secure a strong life lead.

Okizeme

  • 2A is your go-to meaty option. It's fast, safe on block, and can confirm into itself. Also lets you beat Veil Off if timed correctly.
  • 5B is a good alternative. It's got a good number of active frames and has decent reach. It’s already a very good poke, so using it as a meaty works well too.
  • 236X can be used for oki if the opponent is far following a knockdown (e.g after using rekkas or a throw). If you get a hit, you can combo off it with 66C at the right spacing and if you're fast enough. Should be used carefully, though, since the opponent can easily use it to gain free GRD.
  • Both of Hyde's dash attacks technically can be used for oki, although they're risky and have limited use. 66C is definitely stronger for its long reach and its ability to side-swap and completely avoid certain reversals if used correctly (Byakuya's 236C, for instance), though 66B has its uses as well due to how it's only -2 on block and is pretty active. It's reach is significantly more limited, however. 66C is primarily used at midscreen since it’s useful for chasing down opponents who back tech a bunch. It’s range can also be used to make yourself safe on a no-cancel if spaced correctly. 66B can be used anywhere, but since it places you so close to the opponent, it’s very easy to punish should it whiff.
  • J.236A/B in the corner can be used as a relatively safe oki option, though the timing on it is tricky. Timing it so the first hit connects leads to better damage, but it also gives the opponent time to act in the gap between the sword strike and the projectile spawning. Timing it so the projectile hits as they get up guarantees the plus frames and often forces the opponent to block, but seldom provides much reward unless the opponent was careless or messed up an input. The plus frames are nice, though you do need to be conscious of the opponent’s shield habits since j.236X is an easy move to shield.
  • 22X can work as well. 22A > CS is a very good option to bait reversals since you use Chain Shift on whiff. 22A is fast so the opponent can’t react to it immediately. 22B has uses as well since it's long startup can tempt the opponent into pressing a button, but if it's not timed correctly, you'll get hit during startup or it’ll whiff entirely. But it’s also one of Hyde’s best starters, so you’ll get a really good combo if it hits. It's by far the highest risk and the highest reward. Best used sparingly.

Gimmicks

Assault j.236B can cause a side-swap in the corner. Follow-up with 66C and you can get back out of the corner and potentially catch your opponent off-guard. It's a completely fake left/right mixup due to Under Night's inherent cross-up protection, but it can work on occasion if your opponent isn't paying attention. Best not something to actually rely on, though.

236X~236C (or "laser") can be used in pressure as a limited use frame trap setup. At certain distances, if you use laser and then immediately input 66C, you can catch the opponent if they try anything other than blocking, backdashing, or jumping. Because the move is +9 on block, using 66C as soon as possible means the opponent gets a 6-frame gap at minimum you can use to catch them with. As a means of extending or resetting pressure, it's merely okay (236C is a better option for that), but it can be useful to either catch people off guard or who aren't aware of the range where the laser's plus frames matter (anywhere up to round start distance). Not something you're likely able to get away with multiple times if it works, but somewhat useful to at least establish whether they're aware of the gimmick or not.

Defense

With a good spread of reversal options, Hyde has plenty of tools to break out of his opponent's offense. If you know when and where your opponent's going to have gaps in their blockstrings or attempt a reset, you can use Hyde's 623B -- or any of his metered reversal options even -- to quickly punish and take your turn. Otherwise mashing 2A is a good fallback if you need something quick and safe to throw out.

Generally, though, playing defense as Hyde requires patience. Blocking and waiting for an opportunity to strike is almost always his best option, as it's safer and much easier to do. Tossing out reversals recklessly can and will be punished by your opponent. Shielding to win the GRD cycle is good -- important, even, in some matchups -- as getting access to Chain Shift makes it much easier for Hyde to contest or break out of his opponent's offense.

Reversal Tools

  • If you want to mash, 2A is your best option. It's his fastest normal and extremely safe on block.
  • 6B and 2C can be used to catch backdashes. 6B has better odds given it hits twice and has better range, allowing it to work against more characters, but 2C is just as good against most of the cast. Both lead to strong combos on hit.
  • 3C is great if the opponent is going for a jump or assault. 623A works as well, but is a riskier option if you don't have meter or CS backing you up in case the move whiffs or is blocked.
  • 623B is easily his best reversal, overall. It's fast, has great reach, is fully invulnerable, and can be canceled into a full combo with Chain Shift on hit. Can be easily baited, however, and is very unsafe on block, so don't be over reliant on it. EX version is the same, only it deals more damage and sends the opponent flying instead of dropping them right in front of you.
  • Veil Bringer (236B+C) is extremely strong as well. It's got good forward momentum and has full invulnerability for most of its duration. Can also lead into a full combo with Chain Shift. Generally something to use either off moves that are EX cancelable only, when you want to punish a ranged attack, or in reaction to the opponent's own reversal during superflash.
  • Gyro Vortex (41236D) can be used as a reversal as well, one with very good reward on hit, but it's high cost means you should use it sparingly. Spending 200 meter on a move that can baited just as easily as any other reversal is very risky, doubly so since Hyde's left wide open on block. Even so, if you make the right read and it works, it's extremely effective.

Option Selects

Hyde sticks to the universal option selects. He doesn't have much in the way character specific ones like some of the other cast does, but that's to his advantage here.

  • 2AD: Basic OS if you want to mash out of pressure while still covering throw attempts. 2A is Hyde's fastest normal, making it ideal to catch opponents delaying their throw timing/button presses after closing in.
  • 3C~AD: Anti-air/throw OS. Hyde's 3C is huge and leads to big damage on counter hit. Easily his strongest OS.
  • 4AB~D: Backdash OS. Can work at midscreen occasionally on account of how good Hyde's backdash is. Use if you'd rather attempt making your opponent's attack whiff instead of blocking.

Counter Strategies

Respect his pressure, but don't be afraid to take risks

Hyde's pressure can seem really difficult to contest, but it only really works when the opponent respects it. Without meter, he can only make himself plus through the use of 5[C], 5[C] > whiff 2A, 22B, and max range 6B > 236A. He has plenty of ways to make himself safe, of course, but they still leave him at enough of a disadvantage that he can't freely reset his pressure, thus giving you an opening if you know to look for it. As much as Hyde's frame traps can discourage you from mashing, a good number of the gaps in Hyde's blockstrings can be punished, which, if you can do so consistently, forces Hyde to work harder to keep the pressure on. And the harder he has to work, the easier it becomes to figure out how to counter him.

Pay attention to your opponent's habits:

  • What moves are they using to end their pressure on and how safe are they? Most of Hyde's normals are minus to varying degrees. Most of them are safe, technically, but they also tend to push Hyde back or keep him from being able to press anything if he ends his blockstring on one of them. If he has to dash back in, and does so frequently, that's your chance to punish.
  • What are they doing after rebeating to 2A? If they're using the usual 6B(1) > 5[C] route, you can punish the gap between 6B and 5[C] or even try something in the space between 2A and 6B if they have to keep dashing in to use it again. Be mindful of 5C, though: Hyde can partially charge it to vary the length of the gap and score a counter hit if you're mashing.
  • How frequently are they putting gaps into their pressure; are they punishable? If so, can you mash or do you need to use a proper reversal? All else fails, win Vorpal and use Chain Shift to set up a punish.

The more Hyde has to work to stay in and lockdown his opponent, the easier it becomes for you to create an opening.

Some specific strings to lab would be:

  • 6B > dl.236A/22X/B+C

At max range, 6B gives Hyde a lot of options for frame traps thanks to the generous special cancel window on the second hit. He can delay his specials a lot, making it difficult to try contesting his pressure. It’s especially potent in the corner, but is plenty strong at midscreen as well.

236A is a common choice since he can instantly cancel into that and be plus while still creating just enough of a gap to catch impatient opponents and that gap becomes larger if Hyde delays the fireball. 236B is also technically an option if he cancels 6B late, though this obviously has the disadvantage of not being plus.

22A and 22B are strong because Hyde can either end pressure safely with 22A (it’s -6 but spaced such that it’s tough to punish reliably) or be plus with 22B. Better still, he’s able to convert into a full combo if either hits in the corner. 22B is especially strong because Hyde can follow-up with 6B or 5A and catch most attempts to mash.

Force Function (B+C) particularly strong because it too has a good stagger window for specials, which gives Hyde more chances to frame trap and keep himself safe or plus depending on what move he uses.

  • 66C > B+C > 236A

One of the better blockstrings Hyde can do off 66C, particularly at midscreen. The gap between Force Function and 236A is just small enough to catch jumps and backdashes, which allows him to keep his opponent locked down. Both FF and 236A can be delayed as well to create varied frame traps (e.g 66C > dl.B+C > dl.236A).

Ideally you want to be testing this string at multiple ranges. Round start distance is a good place to start since it covers the broad interactions, but labbing at the maximum range of 66C is worth doing as well since Hyde can no-cancel 66C there pretty safely.

  • 5[C] > dl.22B

The delay here is merely created by not immediately canceling 5[C] as soon as possible, as doing so would make this a gapless string. The slight delay makes it strong because the startup on 22B is long enough to bait people into mashing and creating a gap makes that temptation all the more deadly.

  • 236A > 66C/dash 5B or 5C/236A

When Hyde’s spaced to make 236A plus, he’s usually at a position that’s tricky to challenge. Normals like 5B and 5C can easily cover the space between him and the opponent and either catch them mashing or score a whiff punish.

66C is a common follow-up because, at farther distances, it’s the most reliable way to confirm into a full combo. Very good for catching opponents who like to jump since 66C can catch the startup reliably at certain distances. He’s forced to special cancel, however, as 66C is -5 on block, which can lead to him ending his turn quickly if he doesn’t have meter ready.

Dash 5B or 5C are less common, but are strong because it gives Hyde more options to pressure with since he isn’t forced to special cancel to keep himself safe.

He can also just spam 236A a bunch instead. Annoying, but easy way to build GRD. Can also mix in a delayed 236X~6A there as well to make the fireball itself more threatening, though that is a very difficult frame trap to perform consistently.

Shield 5[C] and 22B to invalidate plus frames

5[C] and 22B are both +1 on block by default. That's not much, but it helps a lot with his pressure given how good the reach on his normals are. Being +1 makes moves like 5A effectively a 6-frame move and 6B a 7-frame one, which, given the good range on those buttons, lets him easily reset pressure and keep you locked down. Shielding them is important then, not only to negate those plus frames, but also to push him out enough to where he has to potentially dash back in to continue pressure.

5[C] > whiff 2A is especially vulnerable to the pushback because its pretty significant. Hyde may still be +1 there, but he'll be pushed out enough that his options are limited. At best he can use 6B still, but if he goes for 6B(1) > 5[C] > w.2A again, he'll be pushed out even farther if you shield 5[C] again. If he no-cancels 5[C] instead, he's -2, so it's still advantageous for you. And shielding 22B means he's -2, so unless he recognizes that and decides to block, you can pretty easily take your turn and maybe even get a hit.

Lab 66B and 2[B+C] RPS and how to counter it

A couple of the more annoying moves to deal with when fighting Hyde are his 66B and 2[B+C]. Both moves are -2 at point-blank range and allow him to delay specials to create frame traps. 66B > delay 2[B+C] is also possible. It creates a rock, paper, scissors situation that’s heavily in Hyde’s favor. There are ways to counter it, but they’re all inherently risky due to the nature of these moves.

Some examples are:

  • 66B > delay 214A
  • 66B/[2B+C], throw
  • 66B/2[B+C], 2A
  • 2[B+C] > 22B
  • 66B > 2[B+C] > 22B/2A/throw

66B is tricky to counter since Hyde is safe against Veil Off and Guard Thrust on a no-cancel. If he decides to mash 2A or throw afterward, you can catch them with either of those options, but the risk/reward is skewed in Hyde’s favor. Generally you need to be ready to mash your fastest normal or be ready to tech a throw. If 214A is used, you can just shield the rekkas keep them from being safe or try Guard Thrust or Veil Off against them.

2[B+C] is likewise tough since it -2 by default and becomes more advantageous the farther Hyde is from the opponent. As an example, if he’s right next to the opponent and then backdashes away once, 2[B+C] becomes +6 if used from that exact distance. Unlike 66B, however, 2[B+C] is vulnerable to Guard Thrust. If you’re too slow, Hyde can block it, but the window to catch it is reasonably large.

If Hyde is chaining into 2[B+C] at all, depending on the position and what move he’s canceling from, you can try to use 3D to roll past it and potentially punish. This is effective especially against 66B > 2[B+C] because there is always a small gap between the two moves. Granted, Hyde can play around this by doing an uncharged 2B+C instead, since that lets him recover quickly enough to punish 3D, but it also leaves him -12 on block at point-blank range, which forces him to commit to a special cancel to keep himself safe.

Above all, don’t be hasty. Pay attention to how Hyde is playing around these moves so you can make more informed decisions on what counter play to use. Spend some time in the lab to see what your character can do as well.

Zone him out

Hyde struggles a lot at long range. Even with tools like 22X that provide him some good zoning abilities, he can't beat anyone using them alone. If you have good zoning tools, you should be able to easily beat his options and keep him out and force him to dashblock to get in. Dashblocking is a reliable tool for Hyde to approach, but all it takes is one screw up to lose whatever ground he gained.

Ideally you want to keep him out of 22A's range at minimum and outside of 41236C if he has meter, since those are his best options to try and punish you from afar. 22B may have better range on it, but it's hard for Hyde to use if you have faster moves. If you can keep Hyde locked down, you can try concentrating to build GRD and see what he does. If he's too afraid to act, you get free GRD and can continue keeping him out. If he tries to dash in or attack with 236X or 22X, depending on your character and the space between you two, you can either beat either one and force him to block again or, better yet, get a hit in and punish his attempt to approach.

Bait his reversals

Hyde has a lot of good reversals that he can use to break free of pressure. On the flip side, they're reversals, so they're extremely punishable. If Hyde is relying on them frequently, use that to your advantage. Make him think twice about tossing one out.

Punish j.236A/B on block

J.236A/B is punishable as long as you block the first hit. The gap between it and the projectile spawning is long enough to use a reversal or a fast normal. If Hyde uses j.236X off an assault, you may have to jump and use an air-normal instead. You'll want to learn how to punish it because it's really strong once Hyde's established his strike/throw game (it's mainly used to call out throw attempts), and failing to punish it leaves him very plus.

Videos

UNICLR: Hyde - A Block string for Every Button by Tama

External Links

Mizuumi Wiki:Roadmap/UNI2

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