“
|
He wakes up -- In order to free the girl from the chains of eternity that seal her fate. The
power burned within him, the "Void". The blade he carries, the insulator. Each day became
lost in a sea of banality, living under the threat of the Night. The Hollow Night approaches,
and where reality and fantasy meet, this young boy takes a stand... to reclaim everything,
and return it to nothingness.
|
”
|
Story
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,
I'm doing in her stead. That's all.
|
”
|
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 will 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, relying mostly on keeping the opponent locked down. In addition, the more knowledgeable the opponent, the more likely they'll use defensive options like shielding or Veil Off to invalidate Hyde's pressure and get themselves out of the corner.
Strengths |
Weaknesses
|
- Neutral: Hyde has a strong midrange game with 236X-236A and can fight characters with bigger buttons than him using tools like 22A and 22B. His fast backdash also allows him to whiff punish relatively easily.
- Frame Advantage: Hyde has easy access to plus frames. Between 5[C] > 2Aw rebeat and 22B being plus on block and metered pressure resets like 236C and 22C, he can easily keep his turn and make it difficult for his opponent to act.
- Defense: Hyde has a great meterless reversal with 623B (as well as a strong metered one in Pale Bringer) and two strong anti-airs with 623A and 3C, the latter infamous for its massive vertical reach.
- Corner Pressure: Hyde's throw gives him a meterless combo in the corner, making his offense that much scarier. Having great corner carry makes this even more threatening.
- Chip Damage: All of Hyde's sword normals deal chip damage (more so with Vorpal active), further bolstering an already strong offense.
|
- Limited Pressure: Hyde's stagger windows on his normals are relatively small, meaning he must get creative with his special cancels (which have a bit more leeway to cancel into) to make up for them. His 2A is his only good rebeat whiff option as well.
- Midscreen Reward: Hyde can’t meaty with 2A off of combos that end midscreen if the opponent techs backwards, forcing him to rely on riskier options to continue pressure. His harder midscreen confirms are also awkward to perform consistently.
|
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
|
- Sword normals deal chip damage.
|
Vorpal Trait
|
- Chip damage increased.
- Force Function recovery decreased.
- [Increased] Force Function startup decreased.
|
Frame Data Help
|
Header
|
Tooltip
|
Damage
|
Damage done by this attack. (x) denotes combined damage [x] denotes minimum damage
|
Guard
|
The way this move must be blocked. High = Can block standing Low = Can block crouching Mid = Can block standing or crouching Air = Can block in the air Air Shield = Can block in the air while shielding Unblockable = Cannot be blocked
|
Cancel
|
Actions this move can be canceled into on hit or block, unless specially noted. N = Normal Cancelable 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.
- 14 damage on chip (15 in Vorpal)
- 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 spacings.
- Has more horizontal range at the bottom than 2A does.
- Has a decent stagger window for pressure.
|
|
Toggle Hitboxes Toggle Hitboxes
|
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.
- 44 damage on chip (48 in vorpal)
- Primarily used in blockstrings, combos, and punishes.
- Solid meaty option.
- Can catch opponents out of the air if they're close enough.
|
|
Toggle Hitboxes Toggle Hitboxes
|
5C
|
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.
- 55 damage on chip (60 in Vorpal)
- Primarily used in blockstrings and combos due to its slow startup.
- Has a large hitbox and reaches far.
|
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.
- 63 damage on chip (69 in Vorpal)
- 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.
|
|
Toggle Hitboxes Toggle Hitboxes
|
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.
|
|
Toggle Hitboxes Toggle Hitboxes
|
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.
- 39 damage on chip (42 in Vorpal)
- Has long reach and decent recovery 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.
|
|
Toggle Hitboxes Toggle Hitboxes
|
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 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 2A.
- Does not do any chip damage.
|
|
Toggle Hitboxes Toggle Hitboxes
|
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.
- 12 damage [6*2] on chip (same in vorpal)
- Good hitbox that covers down and in front of Hyde, hitting twice.
- Hyde's fastest air normal.
- Can hit overhead very quickly from a well spaced assault.
- Good for non-assault jump-ins due to its reach.
- After the first hit is blocked correctly, the second hit can be blocked crouching.
|
|
Toggle Hitboxes Toggle Hitboxes
|
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.
- 33 damage on chip (36 in Vorpal)
- Good jump in normal.
- Large vertical slash that covers below Hyde.
- Useful in assault pressure.
|
|
Toggle Hitboxes Toggle Hitboxes
|
j.C
j.C j.C j.[C] j.[C]
|
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.
- 46 damage on chip (50 in Vorpal)
- Has more horizontal space than j.B.
- Mainly used in combos.
|
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
- 60 damage on chip (66 in Vorpal)
- Causing ground slam on air hit.
- Useful in combos and mixups.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Command Normals
6B
First hit First hit Second hit Second hit
|
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.
- 88 damage [32+56] on chip (96 [35+61] in Vorpal)
- First hit launches the opponent slightly, second knocks them back.
- Fast for its range and leads to strong combos on hit.
- One of Hyde's best normals.
- 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.
|
|
Toggle Hitboxes Toggle Hitboxes
|
3B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
540
|
Low
|
N, SP, EX, CS
|
Chip Damage
|
-
|
Foot, Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
9
|
3
|
24
|
35
|
-11
|
-
|
Hyde sweeps the opponent with his sword.
- 43 damge on chip (47 in Vorpal)
- Good combo utility; hits low, and picks up downed opponents.
- Has a long stagger window -- the best of any of his normals -- making it a great option to create frame traps with.
|
|
Toggle Hitboxes Toggle Hitboxes
|
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.
- 67 damage on chip (69 in Vorpal)
- Primary anti-air.
- Has a massive vertical hitbox that can hit an opponent almost anywhere above him.
- Air counter hit is untechable.
|
|
Toggle Hitboxes Toggle Hitboxes
|
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 on landing]
|
33
|
Varies
[+6 from Assault]
|
-
|
Aerial horizontal sword slash.
- 39 damage on chip (42 in Vorpal)
- Wallbounces on air hit, which can lead into a combo on a counter hit.
- Useful in combos for extra corner carry.
- Good for long range assault approaches due to its far reach, though must be delayed slightly for it to hit crouching opponents.
|
|
Toggle Hitboxes Toggle Hitboxes
|
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.
- 48 damage [24*2] on chip (52 [26*2] in Vorpal
- 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.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Dash Moves
66B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
550
|
Mid
|
N, 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.
- Can link to 2A on hit.
- Causes short tumble state on counter hit.
- Deals no chip damage.
|
|
Toggle Hitboxes Toggle Hitboxes
|
66C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
810
|
Mid
|
N, 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.
- 165 damage on chip (271 in Vorpal)
- 100 damage on shield (200 in Vorpal)
- Causes crumple on hit.
- 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 opponents. This can be used to dodge certain reversals by passing through an opponent on wake-up.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Universal Mechanics
Force Function
B+C B+C [B+C] [B+C]
|
B+C Normal
|
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
|
-
|
B+C Vorpal
|
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.
- 101 damage on chip (269 in Vorpal)
- 150 damage on shield (Vorpal Only)
- Can be special canceled.
- 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.
|
[B+C] Normal
|
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
|
-
|
[B+C] Vorpal
|
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.
- 117 damage on chip (587 in Vorpal)
- 550 damage on shield (Vorpal only)
- Can only be cancelled via Chain Shift.
- Can link into 2A and 6B in the corner after wallbounce.
- Has better damage, recovery, and advantage in Vorpal.
|
|
Toggle Hitboxes Toggle Hitboxes
|
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.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Guard Thrust
|
214D Normal
|
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
|
214D Vorpal
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
0
|
Mid
|
-
|
Launch
|
Vorpal
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
12
|
5
|
26
|
42
|
-12
|
1~15 Full, 16~45 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.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Veil Off
|
A+B+C Normal
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
0
|
Mid, Air
|
-
|
Launch, Wall Bounce, GRD Break
|
100+ EXS
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
20
|
2
|
[7 (3 on hit) on landing]
|
58 (54 on hit)
|
-13
|
1~30 Full
|
A+B+C Full Charge
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
0
|
Mid, Air
|
-
|
Launch, Wall Bounce, GRD Break
|
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.
|
A+B+C Cross Cast
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
0
|
Mid, Air
|
-
|
Launch
|
100+ EXS, Vorpal
|
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.
- 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
|
236A
|
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 slow moving orb that can be followed up.
- 65 damage on chip (71 in Vorpal)
- Slower startup and travel speed, but recovers faster than B version.
- Can cancel into follow-ups while projectile remains on the screen.
|
236B
|
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
|
-
|
Hyde throws a fast moving orb that can be followed up.
- 65 damage on chip (71 in Vorpal)
- Faster startup and travel speed than the A version, but recovers slower.
- Can cancel into follow-ups while projectile remains on the screen.
|
236C
|
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
|
Hyde throws a slow moving orb.
- 182 damage [26*7] on chip (196 [28*7] in Vorpal)
- Increased size, damage, and amount of hits than other versions.
- Great as a pressure reset tool and can combo on hit.
|
|
Toggle Hitboxes Toggle Hitboxes
|
236X~236A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
552
|
Mid, Air
|
EX [whiff OK], CS [whiff OK]
|
Launch
|
-
|
Projectile
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
14
|
15
|
21
|
50
|
-3
|
-
|
Detonates the Black Orbiter.
- 48 damage [16*3] on chip (51 [17*3] in Vorpal)
- Safe blockstring ender.
- Launches opponent on hit.
|
|
Toggle Hitboxes Toggle Hitboxes
|
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.
- 58 damage on chip (63 in Vorpal)
- 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.
|
|
Toggle Hitboxes Toggle Hitboxes
|
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."
- 165 damage [33*5] on chip (180 [36*5] in Vorpal)
- 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.
|
|
Toggle Hitboxes Toggle Hitboxes
|
623X
|
623A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1327
|
Mid
|
EXS, CS [whiff OK]
|
Launch
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
5
|
9
|
40 [14 on landing]
|
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.
- Can only whiff cancel 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.
- Generally used for ending combos with EX moves.
|
623B
|
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
|
Fast upward slash.
- 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. Can also be used as a decent combo starter using Chain Shift.
- If used as a combo ender, the opponent can forward tech.
|
623C
|
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
|
Fast upward slash.
- Reversal.
- Similar to B version, but does more damage, reaches slightly 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.
|
|
Toggle Hitboxes Toggle Hitboxes
|
214X
First! First! Second! Second! Third! Third! EX version EX version
|
214A First 壱層(ファースト)
|
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 slightly into the air.
- 36 damage on chip (39 in Vorpal)
- Becomes airborne quickly, making it useful as a throw punish.
- Has follow-ups.
|
214B First 壱層(ファースト)
|
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
|
Hyde rises forward higher up into the air.
- 36 damage on chip (39 in Vorpal)
- Covers a lot of ground quickly, so it can be used occasionally as an option to close distance between you and the opponent.
- As of UNICLR, landing recovery can be EX canceled on both block and whiff.
|
214X~X Second 弐層(セカンド)
|
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]
|
-
|
The second hit in the follow-ups.
- 48 damage on chip (52 in Vorpal)
- Can be +1 on block if delayed enough.
|
214XX~X Third 参層(サード)
|
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, that knocks the opponent with a diagonally downward slash.
- 76 damage on chip (83 in Vorpal)
- Can combo afterwards if rekkas were delayed enough and hitstun proration permits.
|
214C EX
|
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
|
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.
|
|
Toggle Hitboxes Toggle Hitboxes
|
22X
|
22A
|
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 short distance ahead.
- 164 damage [56 from stab + 118] on chip (205 [61 stab + 144] in Vorpal)
- Flame does 30 damage on shield (60 in Vorpal)
- Good midscreen poke and round-start option.
- Useful for zoning and punishing certain ranged attacks.
|
22B
|
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)
|
-
|
Hyde stabs the ground, the eruption of flames appearing further ahead than the A version.
- 184 damage [56 from stab + 128] on chip (245 [61 stab + 184] in Vorpal)
- Flame does 50 damage on shield (100 in Vorpal)
- Slower startup.
- Makes for a decent frame trap.
- As of UNICLR, flames will spawn closer if the stab connects -- slightly past the tip of the sword -- allowing it to be used at closer ranges at midscreen.
- Can be plus in the corner and at certain ranges midscreen if the sword and flames connect.
- Flames cannot spawn off-screen.
|
22C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1749
|
Low (First hit)
Mid, Air (Projectiles)
|
CS [whiff OK]
|
Launch
|
100 EXS
|
Strike (First Hit)
Projectile (Projectiles)
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
1+13
|
-
|
30
|
49
|
Varies [+8~+80]
|
1-3 Throw
|
Hyde stabs the ground and flames erupt the ground a short distance ahead and keeps moving forward like a wave.
- 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)
- Useful for starting pressure, particularly in or close to the corner.
- Eruptions keep going even if Hyde is hit.
- Will reverse direction and angle upon reaching the wall.
- Can pull opponents out of the corner.
|
|
Toggle Hitboxes Toggle Hitboxes
|
j.236X
|
j.236A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1277
|
Mid, Air
|
EX, CS
|
Launch
|
-
|
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.
- 116 damage [20 from swing, 32*3 from projectile] on chip (127 [22 swing, 35*3 projectile] in Vorpal)
- Causes Hyde to float backwards before dropping back to the ground.
- Projectile vacuums the opponent if close.
|
j.236B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1277
|
Mid, Air
|
EX, CS
|
Launch
|
-
|
Projectile
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
9
|
3(26)10
|
[3 on landing]
|
60
|
+14
|
-
|
Hyde swings his sword straight down and summons a dark sphere.
- 116 damage [20 from swing, 32*3 from projectile] on chip (127 [22 swing, 35*3 projectile] in Vorpal)
- Same as A version, except causes Hyde to float forwards to the ground after orb placement.
- Can be used to side-swap.
|
j.236C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1707
|
Mid, Air
|
100 EXS
|
Launch
|
100 EXS
|
Projectile
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
1+15
|
16
|
[3 on landing]
|
33
|
+24
|
1-3 Throw
|
Hyde swings his sword straight down and summons a dark sphere.
- 204 damage [34*6] on chip (222 [37*6] in Vorpal)
- Orb is larger and causes more chip damage.
- Falling trajectory is similar to A version.
- Hyde can perform additional actions in the air if he is high enough.
- Projectile vacuums the opponent if close.
- The sword does not have a hitbox, unlike the other versions.
|
|
Toggle Hitboxes Toggle Hitboxes
|
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.
|
|
Toggle Hitboxes Toggle Hitboxes
|
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.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Infinite Worth EXS
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
3760 [Min: 1316]
|
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
Rebeat Table
Attack
|
Chain
|
Advantage
|
5B/2B/3B
|
2A
|
-3
|
6B(1)
|
2A
|
-3
|
5C
|
2A
|
-1
|
5[C]
|
2A
|
+4
|
2C
|
2A
|
-3
|
3C
|
2A
|
-1
|
Gap Table
Attack
|
Chain
|
Frame Gap
|
2A/5A
|
2C/5C
|
1F
|
5B/2B/6B(1)/3B/2C
|
5[C]
|
8F
|
3C
|
5[C]
|
6F
|
5B/2B/6B(1)/3B/2C
|
B+C
|
5F
|
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
|
Videos
External Links
Players to Watch
Disclaimer: This list is derived from community input and is in no way comprehensive or a form of ranking of any kind. Our community criteria can be found here.
Usual Color |
Handles/Links |
Region |
Status |
Notes
|
|
MIYAGI Muteki twitter 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.
|
|
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.
|
|
Isaac twitter
|
 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.
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Garmfield twitch twitter
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 Canada
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Active
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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.
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Selo
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 Germany
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Active
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Very strong Hyde player in the EU. Has competed in multiple netplay tournaments and won the Evo 2021 side tournmanet for UNICLR. Frequently hangs around the Discord to answer questions.
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JDR twitch youtube twitter
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 United States
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Active
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Regularly competed and peformed well at many tournaments during the UNIST days. Hasn't streamed any UNICLR sets in awhile, but has a fair number of them archived on his Twitch channel.
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jiyujin twitch youtube
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 Japan
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Inactive
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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 vods).
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Colors
Default Unlocks
Customization Unlocks (2000 IP Each)
Hyde Wiki Roadmap
Click here for the UNICLR roadmap.
Page last edited on: 2022-05-19 by Crakestraw.
Page
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Completed
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To-do
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Score
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Overview
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- Created base page with basic formatting.
- Add gameplay summary, frame data, and new moves.
- Updated frame data and checked it against official frame data document.
- Added hitboxes.
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50/50
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Strategy
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- Filled in general gameplan, neutral, offense, and defense.
- Matchups section almost done.
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- Finish writing matchup notes.
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20/25
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Combos
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- Starter combos, combo theory, FAQ, and combo enders sections filled out.
- Added combos for every starter -- along with videos for each one.
- External resource links added.
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25/25
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