 |
Outdated Version
- This page is for an outdated version of the game (UNIST). To see Hyde's character page for the latest version (UNICLR), click here.
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“
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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.
|
”
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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.
“
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Her will... Everything she wanted,
I'm doing in her stead. That's all.
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”
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Gameplay
Being the main character of the game, Hyde has the usual "shoto" tools associated with the, role, fireball, meterless dragonpunch reversal, etc. Where Hyde truly shines, however, is in the corner rushdown game. He has tools like Sinistry and Veil Effect to close the distance and get started, 6B, 5C and Shadow Shock to beat out attempts to poke out, and Vacant Shift to help rack up damage through combos. On top of all of those, 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. Delayed vacant shifts and charged Dead-Set Daze helps, but Hyde has undeniably subpar mixup, 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.
From Infinity's Hyde Primer
Strengths |
Weaknesses
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- Strong mid-range buttons.
- Great corner carry off of combos.
- Strong pressure while in the corner backed up by high damage confirms.
- Can combo off of his throw in the corner.
- Fast backdash that complements his throw mixup game well.
- Gigantic 3C anti-air, allowing Hyde to anti-air almost anything.
- Fast DP that covers a lot of space both in front and above him.
- Has various ways to make himself plus on block and continue pressure.
- Can fight against zoners and characters with big buttons well using 22X.
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- Lacks a fast grounded overhead.
- Many of his moves have a fair bit of recovery, especially 6B, making him prone to being whiff punished.
- Lacks good stagger windows on many of his normals.
- Only has 2A as a good whiff rebeat option.
- Somewhat low health: 2nd lowest in the game.
- Can’t meaty with 2A off of combos that end midscreen if the opponent techs backwards.
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Character Stats
Forward Walk Speed
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Backward Walk Speed
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Jump Startup
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Jump Duration
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1300
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-800
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4
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42
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Dash Startup
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Initial Dash Speed
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Dash Acceleration
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Max Dash Speed
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5
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2200
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300
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3500
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Backdash Startup
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Backdash Duration
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Backdash Distance
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Backdash Invul
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5
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22
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-39620
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1~8 Full 9~10 Throw
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Unique Trait
- Sword normals deal chip damage.
Vorpal Trait
- Force Function chip damage increased.
- Force Function recovery decreased.
- [Increased] Force Function startup decreased.
 |
Under Construction
- Hyde's Frame Data is a work in progress.
- Please be patient and check back later for additional changes.
- Some data may be inaccurate or outdated.
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Frame Data Help
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Header
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Tooltip
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Damage
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Damage done by this attack. (x) denotes combined damage [x] denotes minimum damage
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Guard
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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
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Cancel
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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
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Property
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Special properties this move has. Click on the property to navigate to an explanation.
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Cost
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The resources this move costs to use. GRD = GRD Blocks EXS = EXS Meter Vorpal = Vorpal GRD Break = Causes GRD Break
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Attribute
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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
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Startup
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Frame when the first hitbox is present. + denotes the frames before and after super flash.
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Active
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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.
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Recovery
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Frames that this move has after the active frames if not canceled.
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Overall
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Frames that this move takes from start to finish before the character returns to neutral.
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Advantage
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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).
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Invul
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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
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Normal Moves
Standing Normals
5A
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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180
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Mid
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N, SP, EX, CS
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-
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-
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Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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7
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3
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15
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24
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-6
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-
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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 spacings.
- Has more horizontal range at the bottom than 2A does.
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5B
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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550
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Mid
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N, SP, EX, CS
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-
|
-
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Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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9
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4
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18
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30
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-6
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-
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Vertical slash with Hyde's sword.
- Primarily used in blockstrings, combos, and punishes.
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5C
Normal Normal Charged Charged
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5C Normal
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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690
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Mid
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N, SP, EX, CS
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-
|
-
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Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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12
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5
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19
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35
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-6
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-
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Large horizontal slash.
- Primarily used in blockstrings and combos due to its slow startup.
- Has a large hitbox and reaches far.
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5[C] Charged
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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780
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Mid
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N, SP, EX, CS
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-
|
-
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Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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23
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5
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17
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44
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+1
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-
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Charged version.
- Does more damage, so its primary use is in combos.
- Decent blockstring ender.
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Crouching Normals
2A
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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150
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Low
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N, SP, EX, CS
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-
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-
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Foot
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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5
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2
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12
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18
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-2
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-
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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.
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2B
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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480
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Mid
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N, SP, EX, CS
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-
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-
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Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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10
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4
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16
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29
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-4
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-
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Crouching horizontal slash.
- Good poke.
- One of Hyde's best footsie tools.
- Has long reach.
- Decent recovery.
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2C
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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620
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Low
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N, SP, EX, CS
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-
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-
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Foot
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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12
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5
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17
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33
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-6
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-
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Standard sweep.
- Hits low and knocks down.
- Used in blockstrings and combos.
- Strong combo ender in corner.
- Does not do any chip damage.
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Air Normals
j.A
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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80,80(155 2-hit)
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High, Air Shield
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N, SP, EX, CS
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-
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-
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Head
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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9
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10
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5 [2 on landing]
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23
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Varies
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-
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Aerial Sword Poke.
- 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.
- After the first hit is blocked correctly, the second hit can be blocked crouching.
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j.B
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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410
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High, Air Shield
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N, SP, EX, CS
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-
|
-
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Head
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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11
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2
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18
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30
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Varies
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-
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A downward aerial sword slash.
- Good jump in normal.
- Large vertical slash that covers below Hyde.
- Useful in assault pressure.
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j.C
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Normal
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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580
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High, Air Shield
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N, SP, EX, CS
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-
|
-
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Head
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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13
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3
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19
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34
|
Varies
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-
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Aerial sword slash.
- Has more horizontal space than j.B.
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Charged
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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750
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High, Air Shield
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N, SP, EX, CS
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-
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-
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Head
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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21
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3
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19 [4 on landing]
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42
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Varies
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-
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Charged version of j.C
- causing ground slam on air hit.
- Useful in combos and mixups.
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Command Normals
6B
First hit First hit Second hit Second hit
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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400,700(1030)
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Mid
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N(1st Hit Only), SP, EX, CS
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-
|
-
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Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
|
8
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2(10)2
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24
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45
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-8
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-
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Two long range horizontal slashes.
- 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 cannot be cancelled into normals.
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3B
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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540
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Low
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N, SP, EX, CS
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-
|
-
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Foot
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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9
|
3
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24
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35
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-11
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-
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Hyde sweeps the opponent with his sword.
- Good combo utility, hits low, and picks up downed opponents.
- Also useful as a blockstring ender to frame traps with Orbiter.
- Has a long delay window to trick opponents into trying to retaliate, so you can frame trap with something like 3B> delay 2C.
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3C
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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780
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Mid
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N, SP, EX, CS
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-
|
-
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Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
|
Invul
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9
|
2
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23
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33
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-7
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7~10 Head
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Primary anti-air.
- Hyde moves slightly forward and does a large vertical slash.
- Air Counter Hit is untechable.
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j.6C
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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480
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High, Air Shield
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N, SP, EX, CS
|
-
|
-
|
Head
|
Startup
|
Active
|
Recovery
|
Overall
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Advantage
|
Invul
|
12
|
3
|
19 [4 on landing]
|
33
|
Varies
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-
|
Aerial horizontal sword slash.
- Wallbounces on air hit.
- Useful in combos for extra corner carry.
- Good for long range assault approaches due to its far reach.
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|
j.2C
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Damage
|
Guard
|
Cancel
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Property
|
Cost
|
Attribute
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300,300(570 2-hit)
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High, Air Shield
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N, SP, EX, CS
|
-
|
-
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Head
|
Startup
|
Active
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Recovery
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Overall
|
Advantage
|
Invul
|
14
|
3
|
23 [4 on landing]
|
39
|
Varies
|
-
|
Aerial sword swipe around Hyde's body.
- New to UNIST
- 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.
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Dash Moves
66B
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Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
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550
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Mid
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SP, EX, CS
|
-
|
-
|
Strike
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Startup
|
Active
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Recovery
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Overall
|
Advantage
|
Invul
|
10
|
2
|
12
|
23
|
-2
|
-
|
Short ranged, fast knee attack.
- Causes short tumble state on hit.
- Deals no chip damage.
|
|
66C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
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810
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Mid
|
SP, EX, CS
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
15
|
2
|
26
|
42
|
-5
|
11~14 Foot
|
Hyde stops his dash with a large horizontal slash.
- 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.
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|
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
|
-
|
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
|
-
|
0.5 GRD
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
20
|
2
|
22
|
43
|
-6
|
-
|
A horizontal slash.
- Can be special canceled.
- Primarily used to increase combo damage in corner and as a cancel from 66C.
- Has better damage, recovery, and advantage in Vorpal.
|
[B+C] Normal
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1450
|
High
|
CS
|
-
|
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
|
-
|
0.5 GRD
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
30
|
2
|
22
|
53
|
-6
|
-
|
Charged version of his Force Function with longer startup, more damage and becomes overhead.
- Can only be cancelled via Chain Shift.
- Can link 2A on corner after wallbounce.
- Has better damage, recovery, and advantage in Vorpal.
|
|
Throw
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1420
|
Unblockable
|
-
|
-
|
-
|
Throw
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
4
|
1
|
22
|
26
|
+20
|
-
|
Hyde grabs and kicks the opponent away.
- In the corner, it wall bounces and can be used as a combo starter.
|
|
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.
|
|
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
|
CS
|
-
|
-
|
Projectile
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
13
|
75(max)
|
29
|
42
|
-7~+x
|
-
|
Hyde throws a slow moving orb that can be followed up.
- Slower startup and travel speed, but recovers faster than B version.
|
236B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
810
|
Mid, Air
|
CS
|
-
|
-
|
Projectile
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
11
|
46(max)
|
33
|
44
|
-11~+x
|
-
|
Hyde throws a slow moving orb that can be followed up.
- Faster startup and travel speed than the A version, but recovers slower.
|
236C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1518 [Min: 574]
|
Mid, Air
|
CS
|
-
|
100 EXS
|
Projectile
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
1+9
|
62(max)
|
24
|
34
|
+28~+x
|
-
|
Hyde throws a slow moving orb that can be followed up.
- Increased size, damage, and amount of hits than other versions. Great as a pressure reset tool and can be combo from hit.
|
|
236X~236A
236X~236A 236X~236A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
552
|
Mid, Air
|
EX, CS
|
-
|
-
|
Projectile
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
14
|
15
|
22
|
50
|
-3
|
-
|
Detonates the Black Orbiter.
- Safe blockstring ender and adds chip damage to opponents blocking Black Orbiter.
- Launches opponent on hit.
|
|
236X~236B/C
236X~236B/C 236X~236B/C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
720
|
Mid
|
EX, CS
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
22
|
2
|
31
|
54
|
-8
|
7~21 Foot
|
Strike follow up to Black Orbiter.
- Unsafe on block, but can be cancelled to Chain Shift or EX Black Orbiter to reset pressure.
|
|
623X
|
A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1291 [Min: 675]
|
Mid
|
CS
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
5
|
9
|
40
|
53
|
-26
|
7~11 Head
5~11 Dive
|
Fast upward slash.
- Can be used as an anti-air, but 3C is usually the better option.
- Landing recovery can be cancelled with EX moves.
- In combination with EX moves, this is usually used only for combos.
|
B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1763
|
Mid
|
CS
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
5
|
12
|
55
|
71
|
-27
|
1~16 Foot
|
Fast upward slash.
- Reversal.
- Reaches higher, and does more damage than A version.
- Highly punishable if blocked or whiffed.
- Great anti air and combo ender.
|
EX
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1981 [Min: 675]
|
Mid
|
CS
|
-
|
100 EXS
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
1+4
|
9
|
55
|
68
|
-38
|
1~13 Full
|
Fast upward slash.
- Reversal.
- Similar to B version, but does more damage and reaches slightly higher.
|
|
214X
First! First! Second! Second! Third! Third!
|
A First Hit
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
450
|
Mid, Air
|
EX, CS
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
11
|
4
|
35
|
49
|
-21
|
-
|
Hyde rises forward slightly into the air.
- Becomes airborne quickly, making it useful as a throw punish.
- Has follow-ups.
|
B First Hit
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
450
|
Mid, Air
|
EX, CS
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
11
|
4
|
47
|
61
|
-33
|
-
|
Hyde rises forward higher up 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.
|
(214X)~4X Second hit
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
600
|
Mid, Air
|
EX, CS
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
15
|
3
|
[14 on landing]
|
-
|
-8~+1
|
-
|
The second hit in the follow-ups.
- Can be +1 on block if delayed enough.
|
(214X~4X)~4X Third hit
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
950
|
Mid, Air
|
EX, CS
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
19
|
4
|
[14 on landing]
|
-
|
-13~-9
|
-
|
The final hit of the follow-ups, that knocks the opponent with a diagonally downward.
- Can combo afterwards if rekkas were delayed enough and hitstun proration permits.
|
214C EX
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
2190 [Min: 576]
|
Mid
|
CS
|
-
|
100 EXS
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
1+4
|
6(10)2(6)2(7)2(10)2(23)4
|
[14 on landing]
|
113
|
-75
|
1~3 Throw
|
Requires no additional inputs.
- No invulnerability.
- Cannot be blocked in the air, unlike the A and B version.
- Useful as a combo ender for extra damage and corner carry
|
|
22X
|
A Fast and close
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1518
|
Low (Sword Only), Mid(Eruption Only), Air
|
EX, CS
|
-
|
-
|
Strike / Projectile
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
11
|
2(2)5
|
26
|
45
|
-6
|
-
|
Hyde stabs the ground and erupts the ground a short distance ahead.
|
B Slow and far
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1537
|
Low (Sword Only), Mid(Eruption Only), Air
|
EX, CS
|
-
|
-
|
Strike (Sword) / Projectile (Eruption)
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
22
|
2(2)5
|
19
|
49
|
+1
|
-
|
Hyde stabs the ground, the eruption appears further ahead than the A version.
- Slower startup.
- Makes for a decent frame trap.
|
EX
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1749
|
Low (Sword Only), Mid(Eruption Only), Air
|
CS
|
-
|
100 EXS
|
Strike (Sword) / Projectile (Eruption)
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
1+13
|
6/8(4)*9
|
30
|
49
|
+8~+80
|
1~3 Throw
|
Hyde stabs the ground and erupts the ground a short distance ahead but the eruption moves forward like a wave.
- Useful for starting pressure.
- Eruptions keep going even if Hyde is hit.
- Can pull opponents out of the corner.
|
|
j.236X
|
A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1269
|
Mid, Air
|
EX, CS
|
Vacuum
|
-
|
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.
- Causes Hyde to float backwards before dropping back to the ground.
- Projectile vacuums the opponent if close.
|
B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1269
|
Mid, Air
|
EX, CS
|
Vacuum
|
-
|
Strike, 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.
- Same as A version, except causes Hyde to float forwards to the ground after orb placement.
|
EX
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1707 [Min: 636]
|
Mid, Air
|
EX, CS
|
Vacuum
|
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.
- 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 hit box, unlike the other versions.
|
|
41236C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
2045 [Min: 591]
|
Mid
|
CS
|
-
|
100 EXS
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
1+7
|
6(5)5(2)8
|
50
|
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.
- Has utility as a combo ender and high damage reversal using Chain Shift to follow up on hit.
- Very useful to punish long range moves, especially in combination with chainshift.
|
|
Super Moves
Infinite Worth
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
2433 [Min: 1120]
|
Mid
|
-
|
-
|
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.
- You can actually combo after this combo.
- Has uses as an anti-air and combo starter.
|
|
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
|
5C, 3C
|
-1
|
2C
|
-3
|
5[C]
|
+4
|
Gap Table
Attack
|
Chain
|
Frame Gap
|
2A
|
2C
|
1
|
6B(1)
|
5[C]
|
8
|
5C
|
FF
|
3
|
5C, FF
|
22B
|
5
|
5[C]
|
Gapless
|
Videos
Colors
Default Unlocks
Customization Unlocks (2000 IP Each)
External Links