Under Night In-Birth/UNICLR/Hyde/Combos

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Notation Help
Disclaimer: Combos are written by various writers, so notation may differ slightly from this notation.

For more information, see Glossary and Controls

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

Getting Started

Starter Combos

The combos listed below are a mix of BNBs and generally easier combos to supplement Hyde's mission mode combos. It's highly recommended that you go though mission mode since the routes there serve as good beginner combos and will work well if you're looking for simple routes to use so you can jump in and start playing (3-1 is especially good for this). Plus, they do a great job of teaching you Hyde's combo theory as well. Check the mission mode document by DYLanXLusoren if you want more info on the mission mode combos and which ones to focus on.

Some of the combos listed below require the use of delayed rekkas (214X), as it's a key part of his combo structure. If you can't do that yet, just end those combos there until you can delay the rekkas properly. If you want to learn them, combo 4-2 in the mission mode is a good place to start.

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

Theory

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

Ground normals > launcher > air normals or delayed rekkas (214B) > ground normal > ender

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

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

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

FAQ

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

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

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

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

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

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

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

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

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

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

Enders

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

Combo Cost Location
  • Most common finisher for Hyde’s combos.
  • Ends in knockdown that puts the opponent close to Hyde, providing decent oki.
  • Most combos use 236A~236B to avoid same move proation, though sometimes 236B~236B is used instead in cases where the A fireball would be too slow to connect.
  • Can add 214C for additional damage and corner carry.
  • Mostly used for better corner carry in midscreen combos, but works anywhere.
  • Sets up decent oki in the corner; at midscreen, the opponent often lands too far to do much.
  • Can add 41236C for additional damage depending on the combo.
  • 623A is usually used to setup metered enders in combos but can provide good oki due to how the opponent often can't tech out of it before they touch the ground.
  • Whether the opponent can tech early or not depends on the route and whether you get all three hits of 623A or just two. The latter is less likely to let that happen in most routes, though can still happen occasionally. If ever in doubt, just go for another ender or cancel into j.236C if you have meter available.
  • Ender to use if for any reason you can't do the fireball routes.
  • 623A or 214B are valid options for most routes. 623A has the advantage of always hitting, however, while the rekkas can drop before the third hit depending on the route. Better to use 623A then if possible, but rekkas are fine as long as you know which routes they'll drop on.
  • 3B may have to be removed at midscreen depending on distance.
  • Does less damage than most other enders, but may be easier than the 236X~236X enders if inputting double quarter-circles are hard for you.
  • Common EX ender for midscreen combos, though it works anywhere.
  • Adds a ton of corner carry and ends in a hard knockdown.
  • More consistent than canceling into 214C off of 236X~236B at midscreen.
  • Easier ender for corner combos.
  • Does less damage but is less likely to drop.
  • Corner combo ender for when you think you messed up the delay on the rekkas or for combos that might be too heavily prorated for more damaging enders.
  • Common route for j.236C ender in the corner.
  • Adding j.A makes it harder for the opponent to escape the corner if they forward tech. Also lets you cancel into CVO.
  • Alternate route for j.236C ender.
  • J.236C ender that ends in a knockdown.
  • Very tricky timing on j.236C to make the fireball and its follow-up hit. They have to be just close enough to the ground that the fireball can connect, but not too close that j.236C misses and the opponent recovers instead.
  • Go-to route for EX DP ender.
  • 623C deals the most damage of any of Hyde's EX moves, making it the best option when you want to maximize damage but only have (or only want to spend) 100 meter and don't have Vorpal.
  • 623C will allow the opponent to forward tech if it doesn't kill, so it's best reserved for when you're certain it'll end the round.
  • Common Veil Off route to use off most corner combos.
  • CVO route when above 30% health with 200 meter.
  • This specific route only works in the corner because 623A > j.236C > 623A doesn't work midscreen.
  • Basic CVO route when under 30% health with full meter.
  • Works off any combo ender in the corner.
  • Optimal CVO route.
  • Much harder than other CVO routes due to the precise timing on 236C to ensure it connects and the extremely small window you have to follow-up with IWEXS. But if you want to maximize damage off a CVO ender, this is your best bet.

Combos

2A Starters

Combo Damage Cost Meter Gain Location
  • Maximum corner carry combo off 2A without spending meter.
  • The delay on j.C can be tricky on some characters. Try to delay it as much as possible.
  • Click here to see a video.
  • High damage 2A combo.
  • The timing on it's tricky -- 2C > dl.236A~236A is difficult to land -- but deals great damage for a 2A starter if you want more damage in exchange for lesser corner carry.
  • Click here to see a video.
  • Sideswap combo off 2A.
  • Can work on up to 4 2A's.
  • The timing on j.C and j.2C is very precise. Have to do it such that the opponent will be low enough for 66C to connect.
  • Click here to see a video.

5A Starters

Combo Damage Cost Meter Gain Location
  • Difficult high damage 5A combo.
  • Rising j.2C combos are some of the hardest combos Hyde has. You have to input j.2C immediately following the jump cancel and then time j.[C] just right for it to connect. The window to do so while getting both hits of j.2C in is very narrow. If you're even slightly off on the timing, the combo will drop.
  • Click here to see a video.
  • 5A corner combo utilizing Force Function (B+C) for high damage.
  • The delay on 236B is very small, but crucial. If you don't delay the fireball, the combo will drop because the opponent won't be low enough for the ender to connect.
  • Click here to see a video.

2B Starters

Combo Damage Cost Meter Gain Location
  • Basic combo off 2B at midscreen.
  • You can have both hits of j.A connect, but the single hit is recommended since its easier.
  • Click here to see a video.
  • Slightly harder combo off 2B that does more damage.
  • Can sometimes drop if you choose to add the second 2C.
  • Click here to see a video.
  • Counter hit 2B combo with great corner carry.
  • Ender can be swapped for 214B~4B~4B for slightly more corner carry at the cost of a tiny drop in damage. Otherwise you can add 214C onto the end of the fireball ender to get full corner carry if you have meter to spare.
  • If you end up in the corner after j.6C, swap route to 5B > 214B~4B~4B.
  • Click here to see a video.
  • Harder but stronger combo off counter hit 2B.
  • Landing 22B mid-combo at midscreen is difficult due to the spacing needing to be just right for all three hits to connect. Likewise, the rest of the combo requires extremely precise timing for it to work.
  • Click here to see a video.

5B Starters

Combo Damage Cost Meter Gain Location
  • Basic 5B combo focusing on corner carry.
  • Similar to the mission mode route, but easier for only slightly less damage.
  • Click here to see a video.
  • Alternate corner carry route off 5B.
  • Can attach 214C on the end for additional damage or to take your opponent all the way to the corner.
  • Click here to see a video.
  • 5B combo using meter.
  • Using rekkas after j.236C makes the combo end in a knockdown and keeps them from being able to forward tech. Can only do this with certain combos as the opponent will often recover before you can land and perform a follow-up.
  • Have to time 623A such that only two hits connect. If you get all three hits of 623A, the rekkas will drop early.
  • Click here to see a video.

6B Starters

Combo Damage Cost Meter Gain Location
  • Delayed rekka route using the 2C link.
  • Little more difficult than the basic 3B link, but does more damage.
  • Click here to see a video.
  • Slightly stronger delayed rekka combo with strong corner carry.
  • Have to delay the first hit of the rekka slightly for 3C to connect. You can otherwise not delay the first hit and try microdashing into 3C instead if you prefer.
  • Click here to see a video.
  • Adding j.C > j.2C adds more damage to most delayed rekka combos at midscreen.
  • 2C may sometimes miss if the opponent ends up landing too far from Hyde after the rekkas. Delay each hit as much as you can to help avoid that happening.
  • Click here to see a video.
  • 6B(1) combo that provides a good balance between damage and corner carry.
  • More difficult than other corner carry combos due to dash > 214B, which can be tricky to do. Easy to be just a bit too late with the rekkas or mistime them such that the opponent lands too far for 3B to connect.
  • Click here to see a video.
  • Best mix of damage and corner carry off 6B. Can also add 214C on the end for full corner carry.
  • Using both hits of 6B always leads to better damage, but is riskier to confirm since you can't cancel the second hit with normals on block.
  • If the combo ends in the corner by the time you press j.6C, swap the rest of the combo for 5B > 214B~4B~4B.
  • Click here to see a video.
  • Midscreen 22B route off delayed rekkas.
  • Very difficult to land. Each part of the sequence following 22B is prone to dropping depending on spacing and timing, but deals excellent damage if you can pull it off.
  • Click here to see a video.
  • Easier 22B midscreen combo off 6B.
  • Pretty consistent combo overall, though 66C can fail connect sometimes if the opponent lands just slightly too far after the rekkas.
  • Click here to see a video.
  • Combo to use when rekkas will put you in the corner. Also serves as a good basic BNB for the corner as well.
  • Works off both hits of 6B as well, whether close to or in the corner.
  • Can sometimes drop after Force Function. Swap for 2C in case it's a frequent problem or if you want to conserve GRD.
  • Click here to see a video.
  • High damage corner routing off of 6B without utilizing Force Function.
  • The delay on 236B is slight. Can't wait too long or else the opponent will tech before the fireball can connect.
  • Click here to see a video.
  • Harder combo off 6B in the corner with better damage.
  • Timing on Force Function is difficult as 6B launches the opponent just high enough for it to miss most of the time. Slightly easier if you step back from the corner a bit.
  • Click here to see a video.

3B Starters

Combo Damage Cost Meter Gain Location
  • Corner combo for 3B.
  • Can add j.236C > j.A on the end for additional damage. J.A is useful to keep the opponent from potentially escaping the corner.
  • Click here to see a video.

66B Starters

Combo Damage Cost Meter Gain Location
  • Higher damage combo off of 66B.
  • A rekkas have to be delayed precisely for 3C to connect.
  • Can drop 2C from the combo and save it for counter hits to make the combo easier.
  • Click here to see a video.

2C Starters

Combo Damage Cost Meter Gain Location
  • Combo off max range 2C.
  • Usually the 4-5 mission mode combo is a good route to use off 2C at midscreen, but it's less consistent the farther away the opponent is when 2C hits. This route works at any range and does slightly more damage.
  • Click here to see a video.
  • Harder midscreen combo off 2C that does better damage.
  • Only works when 2C hits at point-blank range. Any farther and j.236A's projectile is likely to miss.
  • Canceling into j.236A off 2C is very tricky.
  • Click here to see a video.
  • Best damage off 2C midscreen.
  • Extremely hard combo to land like most routes that use 22B at midscreen.
  • Click here to see a video.
  • Harder 2C corner combo with better damage.
  • Canceling into tk j.236A is very difficult to do off 2C because you're likely to get j.A instead.
  • Click here to see a video.

5C Starters

Combo Damage Cost Meter Gain Location
  • Basic combo off 5C.
  • Works at just about any range 5C can connect at. Charged 5C starter extends effective range you can confirm off of.
  • If the combo keeps dropping around 2C > 5[C], change route to 3B > 5C > 214B~4B~4B instead. You lose a bit of damage, but it's less likely to drop.
  • Click here to see a video.
  • Stronger combo off 5C.
  • Only works at ranges where 2C can connect.
  • Can also use charged 5C starter for additional damage.
  • Click here to see a video.
  • Combo off max range 5[C] using meter. Similar to the basic 22A combo in the "starter combos" section.
  • Works as a good hit confirm off of 5C.
  • Click here to see a video.
  • Alternate route off max range 5[C].
  • Does some of the best damage you can get off this starter, though is also much harder.
  • Click here to see a video.
  • Max range 5[C] route using Chain Shift.
  • 22B can be difficult to land as all three hits need to connect for the combo to work and the opponent can sometimes end up just slightly outside of the correct spacing you need to do so.
  • Damage differs depending on whether you end up in the corner before the combo ends. If you do, you get slightly less damage.
  • Click here to see a video.
  • Stronger corner combo off charged 5C.
  • Force Function has to be delayed slightly for it to connect.
  • Click here to see a video.

3C Starters

Combo Damage Cost Meter Gain Location

66C Starters

Combo Damage Cost Meter Gain Location
  • 66C into rekka combo.
  • Solid balance of damage and corner carry.
  • 2C can be replaced with 3B to make the combo easier.
  • Click here to see a video.
  • Standard 66C into Force Function combo.
  • Chain Shift or meter need to be used to convert off FF at midscreen because of the knockback.
  • Click here to see a video.
  • 66C combo with strong balance of corner carry and damage.
  • Bit tricky due to how you have to resist special canceling 66C immediately. 6B can be a difficult link at first, but as long as you input as soon as you possibly can, it should always connect.
  • Can sometimes drop before 2C connects. Can replace with 3B instead for better stability at the cost of slightly less damage.
  • Click here to see a video.
  • Combo off 66C into Force Function that uses meter.
  • Fireball has to hit before detonating it, and the detonation must happen as soon as the fireball connects for it to work.
  • Click here to see a video.
  • 66C into Force Function combo to use if you're close to the corner.
  • 66B is harder to land after FF than 66C is, but leads to better damage.
  • Click here to see a video
  • Metered corner carry route off of 66C.
  • Best used when you know you'll end up in the corner so the rekkas can connect off 236X~236A. Otherwise, go straight to rekkas off 2C.
  • Click here to see a video
  • 66C into rekka combo to use when you'll end up in the corner.
  • Also works in the corner if the dedicated corner combos are too difficult.
  • Click here to see a video.
  • 66C combo to use if you're close to the corner but not close enough to route into a better corner combo.
  • Can add j.236C > j.A on the end of the combo for additional damage.
  • Click here to see a video.
  • Corner combo off 66C.
  • Like the midscreen route that uses the 6B link, it's a bit tricky due to how easily it is to autopilot into special canceling 66C.
  • If you're having trouble not canceling 66C immediately, just use the midscreen into corner route (listed above) instead.
  • Click here to see a video.

J.A Starters

Combo Damage Cost Meter Gain Location
  • Slightly harder combo off jump-in j.A at midscreen.
  • Linking 2C off j.[C] can be tricky. The timing is very specific.
  • Click here to see a video.
  • Corner combo off j.A.
  • 2B can sometimes miss, but using 2B before the rekkas helps with stability.
  • Rekkas should be delayed as much as you can to ensure 22A will connect.
  • Click here to see a video.

Assault Starters

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

Combo Damage Cost Meter Gain Location
  • Counter hit route off assualt j.C starter.
  • J.C starter combos have a lot less hitstun to work with. Trying to go for the usual routes you'd use off j.B or j.[C] won't work because the combo will drop early, so you need to keep different routes in mind when using j.C.
  • Click here to see a video.
  • Corner combo off assault j.2C.
  • 22A can be difficult to link sometimes. Try delaying the rekkas as much as possible.
  • Click here to see a video
  • Counter hit corner combo off j.2C.
  • The timing on 2B > B+C can be difficult. May need to slightly delay one or the other.
  • Click here to see a video.

Anti-Air Starters

Combo Damage Cost Meter Gain Location
  • Basic anti-air combo off 5B.
  • Using 5B as an anti-air has extremely limited uses, but it can be useful for catching assaults at close range.
  • Click here to see a video.
  • Primary anti-air combo off 3C. Good mix of damage and corner carry.
  • Can use 214C at the end for further corner carry.
  • Click here to see a video.
  • Anti-air combo to use against Vatista due to her being unable to be counter hit.
  • Must be neutral jump j.[C] for better consistency.
  • J.[C] might not connect if Vatista is too high in the air when 3C connects.
  • Click here to see a video.

Throw Starters

Combo Damage Cost Meter Gain Location
  • Standard throw combo.
  • Wait for the opponent to bounce off the wall to use 6B so that both hits will connect. Do it too early and it'll miss entirely.
  • Click here to see a video.
  • Throw combo using meter.
  • This route does slightly more damage than the above routes even without spending meter, but is also slightly harder to do.
  • Click here to see a video.
  • The timing on 2B can be tricky as the opponent needs to be just low enough to the ground so that 3B will be able to connect after Force Function.
  • Can add j.236C > j.A on the end for additional damage.
  • Click here to see a video.

Force Function (B+C) Starters

Combo Damage Cost Meter Gain Location
  • Counter hit confirm off of Force Function. Does not work off charged Force Function.
  • Usually you need to either spend meter or use Chain Shift to convert off FF, but counter hits keep the opponent from recovering just long enough to toss a fireball out and go into a combo from there.
  • Have to use the A version of the fireball because the B version travels too fast for Hyde to reach the opponent.
  • Click here to see a video.
  • Metered confirm off of Force Function.
  • Difficult to land due to the opponent being able to be slightly too high for 3B to connect after the aerial strings.
  • Fireball has to be detonated right as it hits the enemy for maximum damage.
  • Can swap out 2C with 3C for extra damage, but the opponent can occasionally fall out of the rekkas by doing so.
  • Click here to see a video.
  • If you get a hit off Force Function and you're certain you'll end up in the corner, use this route.
  • Click here to see a video.
  • Combo off max range charged Force Function in the corner.
  • Can work on non-counter hits as well with Vorpal, but is harder to do.
  • Click here to see a video.

236X Starters

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

236X~236A Starters

Combo Damage Cost Meter Gain Location
  • Harder but stronger combo off 236X~236A with great corner carry.
  • The difficult part of this combo is getting 66C to connect after j.6C. The opponent can sometimes be just slightly too high for 66C to hit.
  • Click here to see a video.

236X~236B Starters

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

236X~236C Starters

Combo Damage Cost Meter Gain Location
  • Basic combo off laser starter.
  • Detonate the fireball before it hits the opponent. The explosion has to be the first hit, otherwise the combo won't work.
  • Click here to see a video.
  • Stronger combo off laser that's slightly harder.
  • Landing 2C can be tricky on some characters. Try slightly delaying j.2C and delay the rekkas as much as possible to help avoid that from happening.
  • On counter hit, replace 2B with 5B for additional damage.
  • Click here to see a video.
  • Close to optimal combo off laser at midscreen.
  • Much harder combo to perform. The microdash on 5[C] and delaying the rekkas just right for 3C to connect (can also try microdashing into it as well) make it difficult to land consistently.
  • Gets a large boost in damage on counter hit without having to alter the route.
  • Click here to see a video.
  • Optimal combo off laser at midscreen.
  • Extremely difficult to perform. Timing 6B to get only the second hit to land is very hard. Getting j.B > j.2C to connect while also leaving the opponent at the right height so the rekkas hit and put the opponent within range of 3B > delay 2C is also tricky, but easier than the initial 6B hit.
  • Click here to see a video.
  • Combo to use if the fireball hits before activating laser.
  • This combo is generally reversed for when you get a hit when trying to use 236X~236C in pressure. Not something you specifically want to look for as a starter since the fireball being the first hit prorates the combo pretty hard.
  • Damage varies based on whether the fireball and detonation happen at point-blank range or not. If not, 3353 is the base damage. If so, it increases to 3661.
  • Click here to see a video.
  • Laser side-swap combo.
  • 66C can cause a side-swap anywhere if timed correctly, so you can technically use this route (minus 22A, of course) to cause a side-swap at midscreen as well. It's better to save this route for when you're in the corner, however, since it's most effective there.
  • Click here to see a video.
  • Laser combo for the corner.
  • 5[C] is much easier to use off of laser when the opponent is in the corner since you don't have to worry about moving forward first to make it connect.
  • Click here to see a video.

j.236X Starters

Combo Damage Cost Meter Gain Location
  • Harder version of the above combo.
  • Very difficult to do, but also deals some of the best damage Hyde can do without spending resources at midscreen.
  • Click here to see a video.
  • Corner route for j.236A that doesn't use rekkas. Very difficult combo, but it's also some of the highest damage you can get off j.236A without spending meter.
  • The timing on 22A > 6B is extremely precise. You can't cancel into either immediately, but rather must time each one perfectly so that all three hits of 22A and both hits of 6B connect.
  • Click here to see a video.

214X Starters

Combo Damage Cost Meter Gain Location
  • Midscreen combo for 214A starter.
  • Doesn't work on counter hit with 214A as the opponent lands too far to link into 3C. In such an event, change route to 3B > 5C > 214B~4B~4B.
  • This route does, however, work with a 214B starter on counter hit.
  • Click here to see a video.
  • Midscreen combo for 214B starter.
  • 6B can be difficult to land. The timing is both very specific and spacing dependent.
  • Click here to see a video.
  • Corner combo for rekka starter. Works with A or B rekkas.
  • Can swap the ender for 236B~236A > 66C > 236A~236B for additional damage (3469; 3808 with vorpal), but is a bit harder to land.
  • Click here to see a video.
  • Stronger and much harder corner combo off 214A.
  • The window to link 5C after the second hit of 214A is very small and precise. If you can hit it, though, the rest of the combo isn't too hard.
  • Click here to see a video.

623X Starters

Combo Damage Cost Meter Gain Location
  • Midscreen combo off 623A using Chain Shift.
  • If you find yourself getting a hit off 623A and don't have enough meter to use j.236C but do have Vorpal, you can use this combo.
  • The delay on Chain Shift is slight. Need to time it right so that both hits of j.A will connect and leave the opponent in hitstun long enough for Hyde to land and chain into 5B.
  • Delay the rekkas as much as possible to ensure 2C will connect. Combo becomes much easier on counter hit because you get a bit more leeway with that link.
  • Click here to see a video.
  • Counter hit combo off 623B using CS and meter.
  • Harder combo that uses a lot of resources for great damage and almost full corner carry.
  • Click here to see a video.
  • Side-swap combo off 623A.
  • Timing on j.236C is extremely precise, making this combo very difficult to do.
  • Click here to see a video.
  • Corner combo off 623A using Chain Shift.
  • Combo to use if you don't have the meter for j.236C but do have Vorpal.
  • Like the midscreen version, the delay on Chain shift is small. Both hits of j.A need to connect so you can chain into 5B.
  • Click here to see a video.

22X Starters

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

41236C Starters

Combo Damage Cost Meter Gain Location
  • Standard combo off of Pale Bringer.
  • If you're ever unsure of what route to use, just use this one. It's strong, easy to do (assuming you can consistently land the 2C link off delayed rekkas, of course), and has decent corner carry to boot.
  • Click here to see a video.
  • Greater corner carry off Pale Bringer.
  • Works well at midscreen, but generally best saved for when you're backed in the corner (or close to it) to really reap the benefits of the increased corner carry.
  • Click here to see a video.
  • Side-swap combo off Pale Bringer.
  • The dash in this combo is used to set up the side-swap. The first two hits launch the opponent long enough for you to dash under them and continue the combo. It's very difficult -- the window to dash and continue the combo before hitstun expires is extremely narrow -- but possible.
  • You can also use 66C > 214B instead of dash > 6B for an easier combo. However, that route can sometimes cause another side-swap off 236A~236B, placing you right back in the corner.
  • Click here to see a video.
  • Corner combo for Pale Bringer.
  • This route is difficult to use due to the the limited cases in which you can reasonably use Pale Bringer in the corner (reacting to a super flash to punish a reversal, for instance), but even so, worth knowing about should the opportunity ever rise.
  • Click here to see a video.

41236D Starters

Combo Damage Cost Meter Gain Location
  • Standard combo off Gyre Vortex.
  • Literally just the mission mode route, but it's also the most reliable and stable combo off this move.
  • Click here to see a video.
  • Side-swap combo off Gyre Vortex.
  • 66C has to connect before the opponent hits the ground. If they do, the combo will end after using Force Function due to all the ground/wall bounces being used up.
  • Click here to see a video.
  • Corner combo off Gyre Vortex.
  • 2C has to hit before the opponent hits the ground to avoid using up a ground bounce, otherwise the combo drops after Force Function.
  • Click here to see a video.

Vorpal Strip Combos

Combos to use to knock your opponent out of Vorpal with Veil Off. Combos that end in the corner require you to backdash to keep the opponent from flying overhead and side-swapping. Be sure to make a habit of backdashing to avoid that.

Combo Damage Cost Meter Gain Location
  • Veil Off combo off that works off 5A, 5B, and 5C using delayed rekkas.
  • May occasionally drop off a 5A starter before j.C or Veil Off can connect.
  • Click here to see a video.
  • Veil Off combo off 6B(1) starter.
  • Delaying the first hit makes it possible to land 3C without microdashing. If you can microdash, just do that instead.
  • Click here to see a video.
  • Alternate 6B combo with great corner carry.
  • Can be a bit tricky to land on Hyde and Chaos as the combo can sometimes drop at j.2C against them.
  • Click here to see a video.
  • Veil Off combo using laser.
  • Works off most starters as long as you haven't used two ground/wall bounces before using laser.
  • The dash is slight, but necessary for Veil Off to work.
  • Click here to see a video.
  • Veil Off combo with good corner carry off 2A.
  • Only works if the opponent will end up in the corner.
  • Click here to see a video.
  • Corner Veil Off combo off 6B.
  • Can be tricky due to how tight the timing on everything past 22A is.
  • Click here to see a video.
  • High damage Veil Off combo in the corner.
  • Have to cancel into 22C immediately after inputting 236A~236B, otherwise the opponent might tech before it connects.
  • Click here to see a video.

Videos

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

External Links


Hyde Wiki Roadmap

Click here for the UNICLR roadmap.

Page last edited on: 2023-11-06 by Crakestraw.

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Overview

  • 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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Strategy
  • Filled in general gameplan, neutral, offense, and defense sections.
  • Wrote detailed notes for every matchup.
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Combos
  • 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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