Under Night In-Birth/UNICLR/Hyde
“ |
He wakes up -- In order to free the girl from the chains of eternity that seal her fate. The |
” |
Story
An ordinary child from an ordinary high school, who is the protagonist of the story. He was saved by Linne, while under attack by a Void. As a result, he awakened to his power of EXS, and Linne has demanded his help. Since then, Linne has made Hyde's house hers, as well, having Hyde do her bidding. All the while, when the Hollow Night falls on the world, she acts on her own, not wanting to expose him to danger. In order to save her, however, Hyde takes matters into his own hands.
“ |
Her will... Everything she wanted, |
” |
Gameplay
Being the protagonist of the game, Hyde has the usual "shoto" tools associated with the role (fireball, meterless reversal, etc). He performs well at all ranges with tools like Black Orbiter to cover his approach and Shadow Scare to counter zoners or other long range attacks, while moves like Vacant Shift help rack up damage and provide great corner carry to quickly put his opponent in the corner where Hyde truly excels with his strong rushdown game. His fast normals and varied ways to make himself safe or plus on block through rebeats or spending meter make him difficult to contest. On top of all that, his sword normals do chip damage, meaning that even if the opponent blocks all of your strings, damage can still rack up quickly.
On the flipside, he has limited ways of actually opening the opponent up. A decent spread of natural frame traps and an overhead in charged Strict Daze helps, but Hyde has undeniably subpar mixups and his stagger pressure is a bit on the weaker side, forcing him to rely on keeping the opponent locked down.
Hyde is an all-rounder who excels most anywhere, but especially in close-quarters thanks to his strong pressure and lockdown capability. |
Strengths | Weaknesses |
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Character Stats
Health | Smart Steer Route | ||
---|---|---|---|
10300 | 5A 5B 6B(1) 214A~4A~4A 41236C | ||
Forward Walk Speed | Backward Walk Speed | Jump Startup | Jump Duration |
1300 | -800 | 4 | |
Dash Startup | Initial Dash Speed | Dash Acceleration | Max Dash Speed |
5 | 2200 | 300 | 3500 |
Backdash Startup | Backdash Duration | Backdash Distance | Backdash Invul |
5 | 22 | -39620 | 1~8 Full 9~10 Throw |
Throw Width (pixels) | Throw Range (pixels) | ||
200 | 105 | ||
Unique Trait |
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Vorpal Trait |
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Frame Data Help | |
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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 SP = Special Cancelable EX = EX/IW Cancelable CS = Chain Shift UNQ = Unique (See description) TH = Throw Cancelable X [hit only] = Hit canceleable only X [whiff OK] = Can additionally be cancelled during whiff |
Property | Special properties this move has. Click on the property to navigate to an explanation. |
Cost | The resources this move costs to use. GRD = GRD Blocks EXS = EXS Meter Vorpal = Vorpal GRD Break = Causes GRD Break |
Attribute | Attributes of the attack. Mostly used in situations involving invul. There are two sets of attributes: Strike/Throw and Head/Foot/Dive/Projectile Every move has a Strike/Throw attribute, but doesn't always have Head/Foot/Dive/Projectile attribute. --- Strike = Strike (Anything that isn't a Throw is a Strike) Throw = Throw --- Head = Head (Most jump normals) Foot = Foot Dive = Some air specials Projectile = Projectile |
Startup | Frame when the first hitbox is present. + denotes the frames before and after super flash. |
Active | The amount of frames that this move will have a hitbox. (x) denotes frame gaps where there are no hitboxes is present. Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish. |
Recovery | Frames that this move has after the active frames if not canceled. |
Overall | Frames that this move takes from start to finish before the character returns to neutral. |
Advantage | The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked). If the opponent uses a move with startup equal or less than this move's advantage, it will result in opponent hitting that move. ±x~±x denotes a possible range of advantage. The left value is when the active frames hit sooner (generally worse) and the right value is for when the active frames hit later (generally better). |
Invul | The frames where this move cannot be hit by an attribute. Full = Fully invincible Strike = Strike invincible Throw = Throw invincible Head = Head invincible Foot = Foot invincible Dive = Dive invincible Projectile = Projectile invincible |
Normal Moves
Standing Normals
5A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
180 | Mid | N, SP, EX, CS | Chip Damage | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
7 | 3 | 15 | 24 | -6 | - |
Downward sword stab.
- The attack has less horizontal range at the top than it does at the bottom, which can cause it to whiff a jumping opponent at certain distances.
- Has more horizontal range at the bottom than 2A does.
- Has a decent stagger window for pressure.
- 14 damage on chip (15 in Vorpal)
5B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
550 | Mid | N, SP, EX, CS | Chip Damage | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
9 | 4 | 18 | 30 | -6 | - |
Vertical slash with Hyde's sword.
- Primarily used in blockstrings, combos, and punishes.
- Solid meaty option due to its range.
- Can act as an anti-air in certain situations if the opponent is close enough.
- 44 damage on chip (48 in vorpal)
5C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
690 | Mid | N, SP, EX, CS | Chip Damage | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
12 | 5 | 19 | 35 | -6 | - |
Large horizontal slash. Moves Hyde forward slightly.
- Primarily used in blockstrings and combos due to its slow startup.
- Has a large hitbox and reaches far.
- Can be -1 on rebeating to 2A.
- 55 damage on chip (60 in Vorpal)
5[C]
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
780 | Mid | N, SP, EX, CS | Chip Damage | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
23 | 5 | 17 | 44 | +1 | - |
Charged version.
- Does more damage, so its primary use is in combos.
- Can be partially charged to create varied frame traps.
- Good blockstring ender, especially paired with 2A rebeat where it becomes +4.
- 63 damage on chip (69 in Vorpal)
Crouching Normals
2A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
150 | Low | N, SP, EX, CS | - | - | Strike, Foot |
Startup | Active | Recovery | Overall | Advantage | Invul |
5 | 2 | 12 | 18 | -2 | - |
A low horizontal kick.
- Low poke.
- Good for stagger pressure.
- Hyde's fastest normal and very common combo starter.
- Does not do any chip damage.
2B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
480 | Mid | N, SP, EX, CS | Chip Damage | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
10 | 4 | 16 | 29 | -4 | - |
Crouching horizontal slash.
- Has long reach, is reasonably safe on block, and pushes the opponent back, making it a good tool for pressure.
- Has a small stagger window on it. Limited use due to how narrow the window is, but can be used for decent frame traps if you can get the timing down.
- 39 damage on chip (42 in Vorpal)
2C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
620 | Low | N, SP, EX, CS | Knockdown | - | Strike, Foot |
Startup | Active | Recovery | Overall | Advantage | Invul |
12 | 5 | 17 | 33 | -6 | - |
Standard sweep.
- Hits low and causes a knockdown.
- Mainly used in blockstrings and combos.
- Has a small stagger window similar to 2B, but has better utility as a frame trap due the natural gap when used after 5A and 2A.
- Does not do any chip damage.
Air Normals
j.A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
155 | High, Air Shield | N, SP, EX, CS | Chip Damage | - | Strike, Head |
Startup | Active | Recovery | Overall | Advantage | Invul |
9 | 10 | 5 [2 on landing] |
23 | Varies [+2 from Assault] | - |
Aerial sword poke.
- Hyde's fastest air normal.
- Good hitbox that covers down and in front of Hyde, hitting twice.
- Can hit overhead very quickly from a well spaced assault.
- Good for non-assault jump-ins due to its reach and how long it's active for.
- After the first hit is blocked correctly, the second hit can be blocked crouching.
- 12 damage [6*2] on chip (same in vorpal)
j.B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
410 | High, Air Shield | N, SP, EX, CS | Chip Damage | - | Strike, Head |
Startup | Active | Recovery | Overall | Advantage | Invul |
11 | 2 | 18 | 30 | Varies [+3 from Assault | - |
A downward aerial sword slash.
- Good jump-in normal and very strong move off assault, especially at point-blank range for how fast it is.
- 33 damage on chip (36 in Vorpal)
j.C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
580 | High, Air Shield | N, SP, EX, CS | Chip Damage | - | Strike, Head |
Startup | Active | Recovery | Overall | Advantage | Invul |
13 | 3 | 19 | 34 | Varies [+7 from Assault] | - |
Aerial sword slash.
- Has more horizontal space than j.B.
- Mainly used in combos since it prorates combos harder than other aerial moves do as a starter.
- 46 damage on chip (50 in Vorpal)
j.[C]
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
750 | High, Air Shield | N, SP, EX, CS | Knockdown on air hit | - | Strike, Head |
Startup | Active | Recovery | Overall | Advantage | Invul |
21 | 3 | 4 on landing | 42 | Varies [+16 from Assault] | - |
Charged version of j.C
- Causes ground slam on air hit, making it useful for combo extensions.
- Rising j.[C] is an overhead unlike j.A and j.B, giving it situational use to catch people off-guard.
- 60 damage on chip (66 in Vorpal)
Command Normals
6B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1030 | Mid | N, SP, EX, CS | Launch, Chip Damage | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
8 | 2(10)2 | 24 | 45 | -8 | - |
Two long range horizontal slashes.
- One of Hyde's best normals. It's fast for its range and leads to strong combos on hit.
- First hit launches the opponent slightly, second knocks them back.
- Second hit can only be cancelled into normals on hit.
- The second hit can be whiff canceled into any special, but only if the first hit is blocked first.
- 88 damage [32+56] on chip (96 [35+61] in Vorpal)
3B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
540 | Low | N, SP, EX, CS | Chip Damage | - | Strike, Foot |
Startup | Active | Recovery | Overall | Advantage | Invul |
9 | 3 | 24 | 35 | -11 | - |
Hyde sweeps the opponent with his sword.
- Good combo utility; hits low and picks up downed opponents. Lackluster combo starter, however, due to low damage potential.
- Has a long stagger window -- the best of any of his normals -- making it a fantastic option to create frame traps with.
- 43 damage on chip (47 in Vorpal)
3C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
780 | Mid | N, SP, EX, CS | Launch, Chip Damage | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
9 | 2 | 23 | 33 | -7 | 7~10 Head |
Hyde moves slightly forward and does a large vertical slash.
- Primary anti-air.
- Has a massive vertical hitbox that can hit an opponent almost anywhere directly above him.
- Air counter hit is untechable.
- 67 damage on chip (69 in Vorpal)
j.6C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
480 | High, Air Shield | N, SP, EX, CS | Wall Bounce on air hit | - | Strike, Head |
Startup | Active | Recovery | Overall | Advantage | Invul |
12 | 3 | 19 | 33 | Varies [+6 from Assault] | - |
Aerial horizontal sword slash.
- Wallbounces on air hit, which can lead into a combo on a counter hit.
- Useful in combos for extra corner carry at midscreen or Veil Off setups in the corner.
- Good for long range assault approaches due to its far reach, though must be delayed slightly for it to hit crouching opponents.
- 39 damage on chip (42 in Vorpal)
j.2C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
570 | High, Air Shield | N, SP, EX, CS | Launch, Chip Damage | - | Strike, Head |
Startup | Active | Recovery | Overall | Advantage | Invul |
14 | 3 | 24 [4 on landing] |
39 | Varies [+8 from Assault] | - |
Aerial sword swipe around Hyde's body.
- Causes float on hit.
- Can be positive on block from a late assault, even if shielded.
- After the first hit is blocked correctly, the second hit can be blocked crouching.
- Leads to some of Hyde's best damage off assault.
- 48 damage [24*2] on chip (52 [26*2] in Vorpal
Dash Moves
66B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
550 | Mid | SP, EX, CS | Tumble on Counter | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
10 | 4 | 10 | 23 | -2 | - |
Short ranged, fast knee attack.
- Good combo starter and great for setting up throws or frame traps due to it being safe on block.
- Can link to 2A on hit.
- Causes short tumble state on counter hit, opening more normals to link into.
- Deals no chip damage.
66C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
810 | Mid | SP, EX, CS | Crumple, Chip Damage | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
15 | 3 | 25 | 42 | -5 | 11~14 Foot |
Hyde stops his dash with a large horizontal slash.
- Causes crumple on hit. Useful for when it trades.
- One of Hyde's best moves: reaches far and leads to strong combos on hit.
- Good for catching opponents at neutral from a distance.
- Useful for confirming off far Orbiter hits and side-swap combos.
- For a short period of the move, Hyde can pass through the opponent. This can be used to dodge certain reversals by passing through an opponent on wake-up.
- 165 damage on chip (271 in Vorpal); 100 damage on shield (200 in Vorpal).
Universal Mechanics
Force Function
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1250 | Mid | SP, EX, CS | Wall Bounce | 1 GRD | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
20 | 2 | 27 | 48 | -11 | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1350 | Mid | SP, EX, CS | Wall Bounce | 0.5 GRD | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
20 | 2 | 22 | 43 | -6 | - |
A horizontal slash.
- Can be special canceled allowing for use of frame traps when used in pressure.
- Primarily used to increase combo damage in corner and as a cancel from 66C.
- Can destroy projectiles and becomes special cancellable on doing so.
- Has better damage, recovery, and advantage in Vorpal.
- 101 damage on chip (269 in Vorpal); 150 damage on shield (Vorpal only)
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1450 | High | CS | Wall Bounce | 1 GRD | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
32 | 2 | 27 | 60 | -11 | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1550 | High | CS | Wall Bounce | 0.5 GRD | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
30 | 2 | 22 | 53 | -6 | - |
Charged version of his Force Function with longer startup. Does more damage and becomes an overhead.
- Can only be cancelled via Chain Shift.
- Can link into 2A, 5A, and 6B in the corner after wallbounce.
- Has better damage, recovery, and advantage in Vorpal.
- 117 damage on chip (587 in Vorpal); 550 damage on shield (Vorpal only)
Throw
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1420 | Unblockable | - | Knockdown, Wall Bounce near corner | - | Throw |
Startup | Active | Recovery | Overall | Advantage | Invul |
4 | 1 | 22 | 26 | - | - |
Hyde grabs and kicks the opponent away.
- In the corner, it wall bounces and can be used as a combo starter.
Guard Thrust
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
0 | Mid | - | Launch | 100 EXS, GRD Break | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
15 | 5 | 26 | 45 | -12 | 1~15 Full, 16~45 Full on hit |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
0 | Mid | - | Launch | Vorpal | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
12 | 5 | 26 | 42 | -12 | 1~12 Full, 13~42 Full on hit |
Blows the opponent away on hit.
- Usable only during blockstun.
- Generally better to use while in Vorpal as it's faster and costs less resources.
Veil Off
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
0 | Mid, Air | - | Launch | 100+ EXS | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
20 | 2 | 7 (3 on hit) on landing | 58 (53 on hit) | -13 | 1~30 Full |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
0 | Mid, Air | - | Launch | 100+ EXS | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
68 | 2 | 7 (2 on hit) on landing | 108 (103 on hit) | -14 | 1~91 Full |
Universal reversal that blows the opponent back on hit.
- Airborne: 1~52, Standing: 53~59.
- For Full Charge version: Airborne: 1~101, Standing: 102~108.
- Requires at least 100 meter and puts you in Veil Off state which grants 20% more damage, but drains your meter at a slow rate.
- Meter drains much slower when health is below 30% (orange health).
- You can hold down A+B+C to delay activation and gain a few extra benefits, but doing so is highly unrecommended unless trying to run the clock as this move already has a long start up as is.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
0 | Mid, Air | - | Launch | 100+ EXS | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
2 | 4 | 20 | 25 | +3 | 1~19 Full |
Cancels an action and launches the opponent high into the air on hit.
- Airborne: 1~25.
- CVO cancel is treated the same as EX cancel, you can only CVO when you can EX and the opponent is in hit/blockstun.
- Including in the air.
- Requires at least 100 meter and consumes vorpal state and drains meter at a fast rate.
- Has a lot of hitstun, making it easy to combo from.
- Grants an additional bounce if both have been used in the combo so far.
- If the opponent does end up hitting the ground during the combo, damage is prorated.
- Pressing A+B+C can be used for a shortcut for Infinite Worth.
- Used mostly as a way to tack on extra damage, or to reliably close out the round.
Special Moves
236X
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
810 | Mid, Air | UNQ [whiff OK], CS [whiff OK] | Launch | - | Projectile |
Startup | Active | Recovery | Overall | Advantage | Invul |
13 | Varies | 29 | 42 | -7 | - |
Hyde throws a spinning projectile that can be followed up. Can cancel into follow-ups while it remains on the screen.
- Slower startup and travel speed, but recovers faster than B version.
- The slower speed allows Hyde to combo off it with 66C on hit if spaced correctly.
- Can be even or plus on block at certain distances (roughly around max-range 6B).
- Does 65 damage on chip (71 in Vorpal).
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
810 | Mid, Air | UNQ [whiff OK], CS [whiff OK] | Launch | - | Projectile |
Startup | Active | Recovery | Overall | Advantage | Invul |
11 | Varies | 33 | 44 | -11 | - |
- Faster startup and travel speed than the A version, but recovers slower.
- Cannot combo off it without canceling into one of the follow-ups or using Chain Shift.
- Does 65 damage on chip (71 in Vorpal).
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1518 | Mid, Air | CS [whiff OK] | Launch | 100 EXS | Projectile |
Startup | Active | Recovery | Overall | Advantage | Invul |
1+9 | Varies | 24 | 34 | +28 | 1~3 Throw |
- Increased size, damage, and amount of hits than other versions, allowing it to beat most projectiles.
- Great as a pressure reset tool and can combo on hit.
- Does 182 damage [26*7] on chip (196 [28*7] in Vorpal).
236X~236A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
552 | Mid, Air | UNQ [whiff OK], CS [whiff OK] | Launch | - | Projectile |
Startup | Active | Recovery | Overall | Advantage | Invul |
14 | 15 | 21 | 50 | -3 | - |
Detonates the Black Orbiter to create a small explosion.
- Safe blockstring ender. Can also act as a good anti-air.
- Launches opponent on hit, allowing for easy combo conversions.
- Explosion remains even if Hyde is hit, so it can trade favorably for him.
- 48 damage [16*3] on chip (51 [17*3] in Vorpal)
236X~236B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
720 | Mid | EX [whiff OK], CS [whiff OK] | Knockdown | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
22 | 2 | 31 | 54 | -8 | 7~21 Foot |
Strike follow-up to Black Orbiter.
- Can be used to catch opponents trying to jump over the fireball with the right spacing and timing, leading to a full combo.
- Unsafe on block, but can be cancelled with Chain Shift or EX Black Orbiter to reset pressure.
- 58 damage on chip (63 in Vorpal)
236X~236C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1654 | Mid, Air | CS [hit only] | Wall Bounce | 100 EXS | Projectile |
Startup | Active | Recovery | Overall | Advantage | Invul |
1+8 | 15 | 11 | 34 | +9 | 1~3 Throw |
Full screen detonation of Black Orbiter, commonly referred to as "laser."
- Wall bounces the opponent approximately half-screen forward after hitting the wall.
- The center of the explosion can be used to hit opponents in the air if timed correctly.
- 165 damage [33*5] on chip (180 [36*5] in Vorpal)
623X
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1327 | Mid | EX [whiff OK], CS [whiff OK] | Launch | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
5 | 9 | 40 | 53 | -26 | 1~11 Head, Dive |
Fast upward slash.
- Can be used as an anti-air, but 3C is usually the better option since it's far less risky.
- Generally used for ending combos with EX moves in some cases (e.g. 214C, j.236C) or as a combo ender on its own.
- Can only be whiff canceled upon landing.
- On hit, can cancel into j.236C and can lead to a full combo if 623A is used as a starter.
- First hit can also be EX canceled on hit or block. 236C and 22C are the best options there since they both make Hyde safe on block and can easily convert into a combo on hit.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1763 | Mid | CS [hit only] | Launch | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
5 | 12 | 55 [17 on landing] |
71 | -27 | 1~16 Full |
- Hyde's main reversal.
- Reaches higher, and does more damage than the A version.
- Highly punishable if blocked or whiffed.
- Great anti-air and combo ender (though the opponent can forward tech if used as an ender). Can also be used as a decent combo starter using Chain Shift.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1981 | Mid | CS [hit only] | Launch | 100 EXS | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
1+4 | 13 | 51 [17 on landing] |
68 | -38 | 1~17 Full |
- Also a reversal.
- Similar to B version, but does more damage, reaches slightly farther and higher, and sends the opponent flying instead of having them land right in front of Hyde.
- Like the B version, the opponent can forward tech if this is used as a combo ender.
214X
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
450 | Mid, Air | EX [whiff OK], CS [whiff OK] | Launch | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
11 | 4 | 35 [14 on landing] |
49 | -21 | 6~14 Foot |
Hyde rises forward into the air. A version only has Hyde slightly leap into the air.
- Becomes airborne quickly, making it useful as a throw punish.\
- Does 36 damage on chip (39 in Vorpal).
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
450 | Mid, Air | EX [whiff OK], CS [whiff OK] | Launch | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
11 | 4 | 44 [14 on landing] |
58 | -30 | 6~14 Foot |
B version sees Hyde rise forward higher into the air.
- Covers a lot of ground quickly, so it can be used occasionally as an option to close distance between you and the opponent or chase down your opponent in the air.
- As of UNICLR, landing recovery can be EX canceled on both block and whiff.
- Does 36 damage on chip (39 in Vorpal).
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
600 | Mid, Air | EX [whiff OK], CS [whiff OK] | Launch | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
15 | 3 | 14 on landing | Varies | Varies [+1~-8] | - |
Second hit of the rekka.
- Can be +1 on block if delayed enough off 214A.
- Does 48 damage on chip (52 in Vorpal).
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
950 | Mid, Air | EX [whiff OK], CS [whiff OK] | Tumble on ground hit only, Knockdown on air hit only | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
19 | 4 | 14 on landing | Varies | Varies[-9~-13] | - |
The final hit of the follow-ups knocks the opponent to the ground with a diagonally downward slash.
- Can combo afterwards if rekkas were delayed enough and hitstun proration permits.
- Does 76 damage on chip (83 in Vorpal)
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
2190 | Mid | CS | Knockdown | 100 EXS | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
1+4 | 6 | 42 [17 on landing] |
52 | -30 | 1~3 Throw 5~21 Foot |
C version requires no additional inputs.
- Cannot be blocked in the air, unlike the A and B versions.
- Useful as a combo ender for extra damage and corner carry.
22X
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1518 | Low (First hit), Mid, Air (Projectile) | EX [whiff OK], CS [whiff OK] | Launch | - | Strike (First Hit), Projectile (Projectile) |
Startup | Active | Recovery | Overall | Advantage | Invul |
11 | 2(2)5 | 26 | 45 | -6 | - |
Hyde stabs the ground and causes flames to erupt from the ground.
- A version spawns flames a short distance from Hyde
- Great midscreen poke and round-start option.
- Useful for zoning and punishing certain ranged attacks.
- A version does 164 damage [56 from stab + 118] on chip (205 [61 stab + 144] in Vorpal). Flame does 30 damage on shield (60 in Vorpal).
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1537 | Low (First hit), Mid, Air (Projectile) | EX [whiff OK], CS [whiff OK] | Launch | - | Strike (First Hit), Projectile (Projectile) |
Startup | Active | Recovery | Overall | Advantage | Invul |
22 | 2(2)5 | 19 | 49 | -8 (Stab only), +1 (Eruption) | - |
- B version spawns flames farther ahead and has slower startup.
- Makes for a good frame trap due to the long startup.
- As of UNICLR, flames will spawn closer if the sword connects -- slightly past the tip of the sword -- allowing it to be used at closer ranges at midscreen for both pressure and combos.
- Can be plus in the corner and at certain ranges midscreen if the sword and flames connect.
- B version does 184 damage [56 from stab + 128] on chip (245 [61 stab + 184] in Vorpal). Flame does 50 damage on shield (100 in Vorpal).
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1749 | Low (First hit), Mid, Air (Projectile) | CS [whiff OK] | Launch | 100 EXS | Strike (First Hit), Projectile (Projectile) |
Startup | Active | Recovery | Overall | Advantage | Invul |
1+13 | - | 30 | 49 | Varies [+8~+80] | 1~3 Throw |
- The C version starts right in front of Hyde and keeps moving forward like a wave. Flames cannot spawn off-screen.
- Useful for pressure, particularly in or close to the corner to maximize the plus frames as the flames will reverse direction upon hitting the corner.
- Can pull opponent out of the corner.
- Stays active even if Hyde is hit.
- C version does up to around 398 damage [56 from stab + 38 per flame pulse] on chip (511 [61 for stab + 50 per flame] in Vorpal. Flame does 10 damage per pulse on shield (20 in Vorpal).
j.236X
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1277 | Mid, Air | EX, CS | Launch | - | Strike, Projectile |
Startup | Active | Recovery | Overall | Advantage | Invul |
9 | 3(25)10 | 3 on landing | 59 | +14 | - |
Hyde swings his sword straight down and summons a dark sphere.
- A version causes Hyde to float backwards before dropping back to the ground.
- Projectile vacuums the opponent if close on all versions.
- Particularly strong if TK'd to catch throws.
- Does 116 damage [20 from swing, 32*3 from projectile] on chip (127 [22 swing, 35*3 projectile] in Vorpal).
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1277 | Mid, Air | EX, CS | Launch | - | Strike, Projectile |
Startup | Active | Recovery | Overall | Advantage | Invul |
9 | 3(26)10 | 3 on landing | 60 | +14 | - |
- B version causes Hyde to float forwards after orb placement.
- Can be used to side-swap.
- Does 116 damage [20 from swing, 32*3 from projectile] on chip (127 [22 swing, 35*3 projectile] in Vorpal).
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1707 | Mid, Air | CS [whiff OK] | Launch | 100 EXS | Projectile |
Startup | Active | Recovery | Overall | Advantage | Invul |
1+15 | 16 | 3 on landing | 33 | +24 | 1~3 Throw |
- C version's orb is larger and causes more chip damage, but falling trajectory is similar to A version.
- Hyde can perform additional actions in the air if he is high enough.
- The sword does not have a hitbox, unlike the other versions.
- 204 damage [34*6] on chip (222 [37*6] in Vorpal)
41236C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
2045 | Mid | CS [hit only] | Knockdown | 100 EXS | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
1+7 | 6(5)5(2)8 | 50 [17 on landing] |
83 | -29 | 1~23 Full 24~28 Strike |
Hyde stabs into the ground and dashes forward with his sword, then ends with a rising uppercut into a knockdown kick.
- Reversal; usually the best choice if you're going to spend meter for a reversal.
- Has utility as a combo ender and a high damage combo starter using Chain Shift.
- Very useful to punish long range moves.
Super Moves
Infinite Worth
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
2433 | Mid | - | Knockdown | 200 EXS | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
1+12 | 6(2)10(2)10 | 55 | 97 | -18 | 1~55 Full |
Hyde stabs the ground and is surrounded by a red light.
- Reversal; limited use given the high cost, but gives very strong reward on hit.
- Can combo off it to offset its underwhelming base damage, allowing most any combo to easily hit 4K damage anywhere.
- Has uses as an anti-air as well.
Infinite Worth EXS
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
3760 | Mid, Air | - | Knockdown | 200 EXS, Vorpal or GRD Break | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
1+15 | 6 | 46 | 67 | -25 | 1~26 Full |
Hyde becomes surrounded by a pillar of light which goes into a cinematic on hit.
- Must have less than 30% health (orange health) to use.
- After the cinematic, characters will be moved to the middle of the stage, regardless of where they were positioned before.
- Due to the cost, it is usually not recommended to use this move unless it will kill the opponent.
Notable Rebeats and Gaps
Attack | Chain | Advantage |
---|---|---|
5B/2B/3B | 2A | -3 |
6B(1) | 2A | -3 |
5C | 2A | -1 |
5[C] | 2A | +4 |
2C | 2A | -3 |
3C | 2A | -1 |
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 |
5C/3C/6B(2) | B+C | 3F |
5B/2B/6B/3B/2C | 22B | 7F |
5C/3C/6B(2) | 22B | 5F |
5[C]/66C | 22B | 0F |
Move | Cancelable from | Cancelable to | Blockstop | Cancel window | Stagger window | Recovery | Staggerable frames of recovery | Notes |
---|---|---|---|---|---|---|---|---|
5A | 7 | 24 | 11 | 17 | 6 | 15 | 40% | |
5B | 9 | 22 | 13 | 13 | 0 | 18 | 0% | |
5C | 12 | 27 | 15 | 15 | 0 | 19 | 0% | |
5[C] | 23 | 38 | 15 | 15 | 0 | 17 | 0% | |
2A | 5 | 21 | 10 | 16 | 6 | 12 | 50% | |
2B | 10 | 27 | 13 | 17 | 4 | 16 | 25% | |
2C | 12 | 31 | 15 | 19 | 4 | 17 | 24% | |
6B(1) | 8 | 23 | 10 | 15 | 5 | 24 | 21% | |
6B(2) | 29 | 53 | 12 | 24 | 12 | 24 | 50% | No normal cancel on block |
3B | 9 | 32 | 13 | 23 | 10 | 24 | 42% | |
3C | 9 | 21 | 12 | 12 | 0 | 23 | 0% |
Videos
External Links
- Hyde Primer by Loafer.
- Hyde Pressure Primer by zephyrion.
- Hyde Combo Doc by MIYAGI Muteki.
Players to Watch
Disclaimer: This list is derived from community input and is in no way comprehensive or a form of ranking of any kind. Our community criteria can be found here.
Usual Color | Handles/Links | Region | Status | Notes |
---|---|---|---|---|
Eve | ![]() Japan |
Active | Eve plays other characters as well (Phonon, Mika), but his Hyde is very good. Great pressure and neutral compliment all-around solid play. | |
Garmfield twitch |
![]() Canada |
Active | Has very good understanding of the character and is an equally strong player. Often streams sets on Twitch and regularly hangs around the Discord to answer questions. | |
Isaac |
![]() United States |
Active | Known for making some wild plays. His playstyle and decision-making may seem unorthodox to the untrained eye, but speaks to a deep understanding of the fundamentals of the character that allows him to do said plays. | |
JDR twitch youtube |
![]() United States |
Active | Regularly competes and performs well at many tournaments. Hasn't streamed any UNICLR sets in awhile, but has a fair number of them archived on his Twitch channel. | |
jiyujin twitch youtube |
![]() Japan |
Inactive | Very well-rounded player. Has strong gameplans in most matchups that are easy to understand and learn from. Hasn't streamed much UNI since UNICLR was released (the majority of matches are from UNIST, so be aware some of the matchup dynamics have changed since that version if you watch any of the UNIST footage). | |
MIYAGI Muteki youtube |
![]() Japan |
Active | Extremely active Hyde player in Japan. Regularly competes in tournaments and uploads matches to YouTube. Best known for their combos. Often posts tech and combos on Twitter. | |
Selo | ![]() Germany |
Active | Very strong Hyde player in the EU. Has competed in multiple netplay tournaments and won the Evo 2021 side tournament for UNICLR. Frequently hangs around the Discord to answer questions. |
Colors
Default Unlocks
Customization Unlocks (2000 IP Each)
Hyde Wiki Roadmap
Click here for the UNICLR roadmap.
Page last edited on: 2023-07-22 by Pixloen.
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