Under Night In-Birth/UNIST/Hyde

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Profile-hyde.png

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 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
  • 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.
  • 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.


Character Stats

Health
10000
Forward Walk Speed Backward Walk Speed Jump Startup Jump Duration
1300 -800 4 42
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

Unique Trait

  • Sword normals deal chip damage.

Vorpal Trait

  • Force Function 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
SE = Self Cancelable
SP = Special Cancelable
EX = EX/IW Cancelable
CS = Chain Shift
UNQ = Unique (See description)
TH = Throw Cancelable
J = Jump Cancelable (Hit cancelable only by default)
(X) = Hit cancelable only
-X- = 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
UNI Hyde 5A.png
Damage Guard Cancel Property Cost Attribute
180 Mid N, SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
7 3 15 24 -6 -

Downward sword stab.

  • The attack has less horizontal range at the top than it does at the bottom, which can cause it to whiff a jumping opponent at certain spacings.
  • Has more horizontal range at the bottom than 2A does.
5B
UNI Hyde 5B.png
Damage Guard Cancel Property Cost Attribute
550 Mid N, SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
9 4 18 30 -6 -

Vertical slash with Hyde's sword.

  • Primarily used in blockstrings, combos, and punishes.
5C
UNI Hyde 5C.png
Normal
Normal
UNI Hyde 5C IC.png
Charged
Charged
5C
Normal
Damage Guard Cancel Property Cost Attribute
690 Mid N, SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
12 5 19 35 -6 -

Large horizontal slash.

  • Primarily used in blockstrings and combos due to its slow startup.
  • Has a large hitbox and reaches far.
5[C]
Charged
Damage Guard Cancel Property Cost Attribute
780 Mid N, SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
23 5 17 44 +1 -

Charged version.

  • Does more damage, so its primary use is in combos.
  • Decent blockstring ender.

Crouching Normals

2A
UNI Hyde 2A.png
Damage Guard Cancel Property Cost Attribute
150 Low N, SP, EX, CS - - Foot
Startup Active Recovery Overall Advantage Invul
5 2 12 18 -2 -

A low horizontal kick.

  • Low poke
  • Good for stagger pressure.
  • Hyde's fastest normal and very common combo starter.
  • Does not do any chip damage.
2B
UNI Hyde 2B.png
Damage Guard Cancel Property Cost Attribute
480 Mid N, SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
10 4 16 29 -4 -

Crouching horizontal slash.

  • Good poke.
  • One of Hyde's best footsie tools.
  • Has long reach.
  • Decent recovery.
2C
UNI Hyde 2C.png
Damage Guard Cancel Property Cost Attribute
620 Low N, SP, EX, CS - - Foot
Startup Active Recovery Overall Advantage Invul
12 5 17 33 -6 -

Standard sweep.

  • Hits low and knocks down.
  • Used in blockstrings and combos.
  • Strong combo ender in corner.
  • Does not do any chip damage.

Air Normals

j.A
UNI Hyde j.A.png
Damage Guard Cancel Property Cost Attribute
80,80(155 2-hit) High, Air Shield N, SP, EX, CS - - Head
Startup Active Recovery Overall Advantage Invul
9 10 5
[2 on landing]
23 Varies -

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.
j.B
UNI Hyde j.B.png
Damage Guard Cancel Property Cost Attribute
410 High, Air Shield N, SP, EX, CS - - Head
Startup Active Recovery Overall Advantage Invul
11 2 18 30 Varies -

A downward aerial sword slash.

  • Good jump in normal.
  • Large vertical slash that covers below Hyde.
  • Useful in assault pressure.
j.C
UNI Hyde j.C.png
Normal Damage Guard Cancel Property Cost Attribute
580 High, Air Shield N, SP, EX, CS - - Head
Startup Active Recovery Overall Advantage Invul
13 3 19 34 Varies -

Aerial sword slash.

  • Has more horizontal space than j.B.
Charged Damage Guard Cancel Property Cost Attribute
750 High, Air Shield N, SP, EX, CS - - Head
Startup Active Recovery Overall Advantage Invul
21 3 19
[4 on landing]
42 Varies -

Charged version of j.C

  • causing ground slam on air hit.
  • Useful in combos and mixups.

Command Normals

6B
UNI Hyde 6B 1.png
First hit
First hit
UNI Hyde 6B 2.png
Second hit
Second hit
Damage Guard Cancel Property Cost Attribute
400,700(1030) Mid N(1st Hit Only), SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
8 2(10)2 24 45 -8 -

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.
3B
UNI Hyde 3B.png
Damage Guard Cancel Property Cost Attribute
540 Low N, SP, EX, CS - - Foot
Startup Active Recovery Overall Advantage Invul
9 3 24 35 -11 -

Hyde sweeps the opponent with his sword.

  • Good combo utility, hits low, and picks up downed opponents.
  • 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.
3C
UNI Hyde 3C.png
Damage Guard Cancel Property Cost Attribute
780 Mid N, SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
9 2 23 33 -7 7~10 Head

Primary anti-air.

  • Hyde moves slightly forward and does a large vertical slash.
  • Air Counter Hit is untechable.
j.6C
UNI Hyde j.6C.png
Damage Guard Cancel Property Cost Attribute
480 High, Air Shield N, SP, EX, CS - - Head
Startup Active Recovery Overall Advantage Invul
12 3 19
[4 on landing]
33 Varies -

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.
j.2C
UNI Hyde j.2C.png
Damage Guard Cancel Property Cost Attribute
300,300(570 2-hit) High, Air Shield N, SP, EX, CS - - Head
Startup Active Recovery 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.

Dash Moves

66B
UNI Hyde 66B.png
Damage Guard Cancel Property Cost Attribute
550 Mid SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
10 2 12 23 -2 -

Short ranged, fast knee attack.

  • Causes short tumble state on hit.
  • Deals no chip damage.
66C
UNI Hyde 66C.png
Damage Guard Cancel Property Cost Attribute
810 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.

Universal Mechanics

Force Function

Dead-Set Daze
「峭刻ノ残滓」
B+C
UNI Hyde BC.png
B+C
B+C
UNI Hyde BC IC.png
[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

UNI Hyde AD.png
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
Guard Thrust
ガードスラスト
214D
UNI Hyde 5B.png
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
Veil Off
ヴェールオフ
A+B+C
UNI Hyde ABC.png
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.
    • Including in the air.
  • Requires at least 100 meter and consumes vorpal state and drains meter at a fast rate.
  • Has a lot of hitstun, making it easy to combo from.
  • Grants an additional bounce if both have been used in the combo so far.
    • If the opponent does end up hitting the ground during the combo, damage is prorated.
  • Pressing A+B+C can be used for a shortcut for Infinite Worth.
  • Used mostly as a way to tack on extra damage, or to reliably close out the round.

Special Moves

236X
Black Orbiter
「ブラックオービター」
236X
UNI Hyde 236X.png
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
Dark Lotus
「ダークロータス」
236X~236A
UNI Hyde 236X 236A.png
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
Bend Sinister
「ベンドシニスター」
236X~236B/C
UNI Hyde 236X 236B.png
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
Red-Clad Craver
「レッドクラッドクレイヴァー」
623X
UNI Hyde 623X.png
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
Vacant Shift
「べイカントシフト」
214X
UNI Hyde 214X.png
First!
First!
UNI Hyde j.2C.png
Second!
Second!
UNI Hyde j.C.png
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
Shadow Scare
「シャドウスケ」
22X
UNI Hyde 22X.png
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
Dark Lotus (Air)
「ダークロータス」
j.236X
UNI Hyde j.236X.png
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
Pale Bringer
「ペイルブリンガー」
41236C
UNI Hyde 41236C.png
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

Gyre Vortex
ジャイルボルテクス
41236D
UNI Hyde 41236D.png
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

Raging Roar
レイジングロア
A+B+C+D
UNI Hyde ABCD.png
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

001 Black Eclipse
002 Twinkle White
003 Darkness Tempest
004 Light Forest
005 Nightmare
006 Red Pearl
007 Desert Wolf
008 Sea Water
009 Moonlight
010 Justice Rose

Customization Unlocks (2000 IP Each)

011 Blau Blitz
012 Sunlight Red
013 Vortex Galaxy
014 Cremisi Grotta
015 Holiness Star
016 Rosa Descendiente
017 Juillet Averse
018 Soul Lover
019 Caldo Trrente
020 Viridis Regulus
021 Shinku
022 Blanche Diable
023 Ocean Arctique
024 Citrus Fresh
025 Guilty Thorn
026 Schon Gift
027 Nutty Pastel
028 Clear Gale
029 Santana
030 Dark Matter
031 Equatorial Wave
032 Inferno Blaze
033 Annular Eclipse
034 Seeds of Heaven
035 Clamorous Colors

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General
FAQ
Controls
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System
Strategy
Glossary
Patch Notes
Characters
Hyde
Linne
Waldstein
Carmine
Orie
Gordeau
Merkava
Vatista
Seth
Yuzuriha
Hilda
Chaos
Nanase
Byakuya
Phonon
Mika
Wagner
Enkidu
Eltnum
Akatsuki