Verdict Guilty/Hyuk

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Hyuk Hyuk.png
VG-HyukVS.png
Ammo Capacity 1
Reload Time 80 frames
Throw Bomb
Playstyle All-rounder
Zoning
Preferred Range All

Introduction

Hyuk is a Criminal character who excels at space control. He has good normals, great zoning and pretty good offense, allowing him to be played in a lot of different ways.


Playstyle
Hyuk.png Hyuk is a versatile character who can play all sorts of playstyles, although he specializes in zoning.
Strengths Weaknesses
  • Great Neutral: Hyuk's normals, fireball and grenade are all excellent ways of controlling space and force opponent approaches.
  • Excellent Projectiles: Hyuk's fireball is the best in the game. On top of that, his grenade has an absurd hitbox is easily spammable, while still useful for baiting BCs in neutral.
  • Great Normals: Hyuk's normals have great reach and can cover most approach angles.
  • High Damage: Hyuk is one of the three characters with a ToD. Without it, his damage is still decent.
  • Good Corner Carry: Hyuk's combos covers lots of horizontal space, allowing him to reach the corner. Unlike most characters, Hyuk's damage doesn't plummet to the ground when reaching the corner.
  • Only One Bullet: Hyuk has the shortest ammo capacity in the game, meaning his access to fireballs is more limited than others.
  • Long Reload: Hyuk's reload speed is the slowest in the game. This makes safely reloading in neutral harder than for other characters.
  • Slow Normals: Hyuk's normals are on the slower end, making moves somewhat more commital than average.

Move List

Normal Attacks

5A
VG-Hyuk5A.png
Damage Guard Startup Active Recovery On Hit On Block Ammo
60 Mid 2 4 2 - +4 -
Total: 7

Quick jab. Mostly used as a close range anti-air.

5B
VG-Hyuk5B.png
Jesus Kick
Jesus Kick
Damage Guard Startup Active Recovery On Hit On Block Ammo
60 Mid 4 7 4 - -3 -
Total: 14

Hyuk's main poke. Great range and easily hitconfirms into BB.

5C
VG-Hyuk5C.png
Damage Guard Startup Active Recovery On Hit On Block Ammo
80 Mid 3 11 3 - -5 -
Total: 16

A longer, slower punch. Could be used as a poke if it didn't whiff on crouchers, so instead it's mostly used as a far range anti-air.

5D
VG-Hyuk5D.png
Damage Guard Startup Active Recovery On Hit On Block Ammo
80 Mid 4 10 3 - -6 -
Total: 16

Hyuk's dedicated anti-air.


BB
VG-HyukBB.png
Damage Guard Startup Active Recovery On Hit On Block Ammo
80 Mid 1 4 0 - +14 -
Total: 4

Main BC move, as well as combo filler. Also can be used to cover both ground and air approaches when cancelled into from 5D.

BBD
VG-GyeongBBD.png
Damage Guard Startup Active Recovery On Hit On Block Ammo
160 Mid 5 3 4 Launch +1 -
Total: 11

The best string in the game. On top of being plus on block, it also advances Hyuk forward a lot, which is great for space control. However, BBD is mostly used in combos, where it can loop into itself on hit, leading to Hyuk's midscreen ToD.


c.P
VG-HyukClosePunch.png
Damage Guard Startup Active Recovery On Hit On Block Ammo
60 Mid 2 - 0 - +8 -
Total: 7

Universal unexploitable plus frames.

c.K
VG-HyukCloseKick.png
Damage Guard Startup Active Recovery On Hit On Block Ammo
60 Mid 2 7 0 - +2 -
Total: 8

Not useful in the slightest.


2A
VG-Hyuk2A.png
Damage Guard Startup Active Recovery On Hit On Block Ammo
80 Low 4 10 3 - -5 -
Total: 16

A worse 2C. Could be used as a poke, but it is also outclassed by 2B and 2D in that aspect. Don't use.

2B
VG-Hyuk2B.png
Damage Guard Startup Active Recovery On Hit On Block Ammo
80 Low 3 8 3 - -2 -
Total: 13

Low poke. While it's shorter and slightly slower than 2D, it hits low, allowing for some mindgames in the midrange.

2C
VG-Hyuk2C.png
Damage Guard Startup Active Recovery On Hit On Block Ammo
80 Low 2 5 2 - +4 -
Total: 8

Your actual jab and abare button. Also outclassed by 2B and 2D.

2D
VG-Hyuk2D.png
Damage Guard Startup Active Recovery On Hit On Block Ammo
80 High 2 - 3 - -2 -
Total: 12

Crouching overhead. Works well as a poke. Also used in conjunction with 2B for a high/low 50/50.


j.P
VG-HyukjPunch.png
Damage Guard Startup Active Recovery On Hit On Block Ammo
80 High 1 13 0 - ~ -
Total: 13

Very good air-to-air. Not much use outside of that.

  • Whiffs on crouchers
j.K
VG-HyukjKick.png
Damage Guard Startup Active Recovery On Hit On Block Ammo
80 High 3 13 3 - -~ -
Total: 18

Hyuk's jump-in.


Special Attacks

Assault Rifle
]A[
VG-HyukAssaultRifle.png
Damage Guard Startup Active Recovery On Hit On Block Ammo
75 Mid 3, 12, 20, 28 - Total 36 Launch -9 ~ -1 1
Total: 36

The best fireball in the game, although you only got one of them at a time. Guaranteed to win projectile trades.

  • Frame advantage assumes point blank. In the corner, the 4th bullet won't connect, making Hyuk more minus than usual
  • Whiffs on crouchers
Rifle Low
]A[
VG-HyukRifleLow.png
Damage Guard Startup Active Recovery On Hit On Block Ammo
200 Low 3, 10, 18, 22 - Total 40 Launch -9 1
Total: 40

Low variant of the fireball. 4 frames slower, its main use is for covering low approaches, although it's kind of redundant with Grenade for that purpose. It can also be used at the end of combos to tack on additional damage

  • Frame advantage assumes point blank
Rifle Butt
Keyboard: 66B
Pad: 236B
VG-HyukRifleButt.png
You're going to look very dumb if this whiffs
You're going to look very dumb if this whiffs
Damage Guard Startup Active Recovery On Hit On Block Ammo
240 Mid 4 13 3 Launch -7 ~ +6 -
Total: 19

Would've been a great combo ender if it wasn't for CSing. Because of that, it actually works best as an advancing anti-air.

  • Becomes plus at max range
  • Can't be used by player 2 if they're using a controller
Grenade
Keyboard: 46D
Pad: 214D
VG-Grenade.png
The hitbox is way better than it should be
The hitbox is way better than it should be
Version Damage Guard Startup Active Recovery On Hit On Block Ammo
Grenade
Throw
240 Mid 2 - Total 39 Launch -14 -
Grenade
Explosion
240 Mid 97 - 0 Launch - -
Total: 38

Hyuk's main zoning tool, alongside fireballs. Since it also has a hitbox on the throw, it works rather well as a combo ender when up close. The explosion itself has an extremely deceptive animation, as the hitbox is twice as big as the sprite would imply while also being active for an extremely long time. On top of that, it also has little recovery, making this move very spammable in neutral. This makes 46D probably the best zoning and walling tool in the game, as it is extremely hard to contest for most characters.

  • The explosion can also hurt Hyuk


Universal Moves

Grab
VG-HyukGrab.png
Version Damage Guard Startup Active Recovery On Hit On Block Ammo
Bomb
Set
120 - 2 13 0 Launch - -
Bomb
Explosion
240 Unblockable 600 1 0 Launch - -
Total: 14

Bomb throw. Applies a timer on the opponent, which will trigger an unblockable knockdown once it reaches 0.

  • The explosion can also hurt Hyuk, although this is unlikely to happen


Strategy

General Gameplan

  • Placeholder


Neutral

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Defense

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Offense/Okizeme

  • Placeholder


Matchups

Gun

  • Placeholder

Gyeong

  • Placeholder

Hyuk (mirror)

  • Placeholder

Jae

  • Placeholder

Minso

  • Placeholder

Reese

  • Placeholder

Si'u

  • Placeholder

Yohan

  • Placeholder


Combos

Midscreen

  • 5B/2D > [BBD, walk]*n (300/320 to 2000 damage)
Hyuk's midscreen BnB. Unlike other ToDs, this one can be done regardless of player 2's controller choice. Somewhat hard to do, since you hate to late OTG, but still doable
  • BB > [BBD, walk]*n (240 to 2000 damage)
BC combo that leads into his ToD
  • Throw, [walk BBD]*n (520 to 2000 damage)
Hyuk can start his ToD after landing a throw


Corner

  • 2B/2D > BBD (300/320 damage)
Hyuk can't go into loops in the corner, making his damage output tank quite a bit. However, he gets to perform 2B/2D mix after it, which is better than nothing.


Anti-Air

  • 5A/5D > [BBD, walk]*n (300 to 2000 damage)
Hyuk also gets to perform loops from an anti-air. It's very unlikely to kill, but it still does great damage!
  • 66B, [walk BBD]*n (540 to 2000 damage)
Yet another ToD confirm
  • 5A > Throw
Throw confirm.




General
FAQ
Controls
HUD
System
Changelog
Characters
Gun
Gyeong
Hyuk
Jae
Minso
Reese
Si'u
Yohan