Tigre Report post Posted July 9, 2014 IntroductionWelcome to the Hyde thread! Please discuss character strategy, combos, match-ups, and other relevant topics here. Please also feel free to post up any questions you may have about the character as well. Pre-Match Character Description:He wakes up. To release the girl bound by the perpetual chain from her destiny.Her body is engraved "Immortal". Her hand holds "Indulgence".Ordinal days are broken. The boy lived hollow days. The judgment day is impending.Under this night. Standing in-between the reality and fantasy to bring back everythingto the nothingness.Hyde Wiki Page Notable PlayersNaoyaRionMumichouJinJiyuujinDANTENGAK・T・HNecroSuganoMebius Share this post Link to post Share on other sites
Fistmaster049 Report post Posted July 16, 2014 Reserved, Got lots of stuff on the way for now links to Under night in birth gameplay Wiki page JP Combo wiki Most recent combo Vid by Tenga and Mebius I'll make a start on the matchups too Matchups Vs Linne 7/21/2014 Rion vs Rank 3 Linne Vs Waldstien 7/21/2014 Rion vs Rank 2 Waldstien Vs Carmine 6/15 UNIEL - Tenjin High Tech Land Tournament Part 1 7/21/2014 Rion vs Rank 7 Carmine Vs Seth Vs Yuzuriha Vs Orie Vs Merkava 5/23 UNIEL - Sasajima Leisureland Tournament Part 2 Vs Gordeau 7/21/2014 Rion vs Rank 5 Gordeau x2 Vs Chaos Vs Elthum 5/23 UNIEL - Sasajima Leisureland Tournament Part 2 Vs Akatsuki Vs Byakuya Vs Nanase Vs Hilda 7/21/2014 Rion vs Rank 2 Hilda x 3 Vs Valista Mirror matches 7/21/2014 Rion(Hyde) vs the world) vs Tenoa Share this post Link to post Share on other sites
Tong Report post Posted July 16, 2014 Before I forget, the updated combo list from the jp wiki: Share this post Link to post Share on other sites
VR-Raiden Report post Posted July 16, 2014 Here's these older combo vids too, 2 parts: Part 1: https://www.youtube.com/watch?v=lKF5r0R98j0 Part 2: https://www.youtube.com/watch?v=Kqta5vlLP5Q Share this post Link to post Share on other sites
HDKirin Report post Posted July 19, 2014 Pre-Match Character Description: He wakes up. To release the girl bound by the perpetual chain from her destiny. Her body is engraved "Immortal". Her hand holds "Indulgence". Ordinal days are broken. The boy lived hollow days. The judgment day is impending. Under this night. Standing in-between the reality and fantasy to bring back everything to the nothingness. Share this post Link to post Share on other sites
Tong Report post Posted July 22, 2014 Shinjuku Battle Arena Jin (Hyde) Jin (Hyde) pt2 Rion (Hyde) Necro (Hyde) Necro (Hyde) pt2 Tenoa (Hyde) Tenoa (Hyde) pt2 Share this post Link to post Share on other sites
Zouf Report post Posted July 24, 2014 Did anyone try Hyde already? I can't seem to combo anything but 2A behind 214B*3, even after a very short combo like 5[C] > 236B > 236A > 66C > 214B*3 I'm delaying as much as I can but nothing will connect afterward (opponent can tech). I'm seeing japanese players doing 5B, or even 5C (O_O) after it Share this post Link to post Share on other sites
VR-Raiden Report post Posted July 24, 2014 Did anyone try Hyde already? I can't seem to combo anything but 2A behind 214B*3, even after a very short combo like 5[C] > 236B > 236A > 66C > 214B*3 I'm delaying as much as I can but nothing will connect afterward (opponent can tech). I'm seeing japanese players doing 5B, or even 5C (O_O) after it I got some basic stuff down so far. I was trying pickups after 214Bx3 only for a little, timing seems tough yeah but gonna grind it out this evening and see what the issue is. Share this post Link to post Share on other sites
Ajantas Report post Posted July 24, 2014 I am finding 214B sequences quite obnoxious. Just trying to find a sweet spot and getting to delay the sequences as much as possible between the 214B to get airtime. The 5B>5C>2C>214B>214B>214B>3C is surprisingly easier than the 5B>5C>6B(1)>214B>214B>214B>2C counter part. Share this post Link to post Share on other sites
Skye Report post Posted July 24, 2014 It's all timing. First, the follow-ups is just 4b, idk why the jp list it as 214 for every input. Now after 214b, wait til the apex of Hyde's jump then do the first 4b, Then a small delay before the second. After that, you should be good to go. I took a snapshot of the input display. Share this post Link to post Share on other sites
Tong Report post Posted July 24, 2014 Remember that the Rekkas can't be delayed in later parts of the combos. Taking this combo for instance: 5Bch>5C>236B>派生236A>DC>214B*3>3B>ic5C>214B*3 The delayed midcombo Rekkas will only work if the combo starts as a High Counter Hit because of the additional combo time it gives. Share this post Link to post Share on other sites
Axem Report post Posted July 24, 2014 In that combo. There's some notation that I'm not sure what it means. I guess DC is for Dash C but I have no clue what ic means. Share this post Link to post Share on other sites
Ajantas Report post Posted July 25, 2014 I was messing with the sequence of B and C I could squeeze some more damage out. Probably not ground breaking but. [Corner] 5B>2C>5[C]>Force Function>236B>236A>66>6C>22B>214C (3618 Damage) The 6C need to hit when the enemy is quite high or the 22B will miss. You do not need to cancel the 22B into 214C, the hit stun from the 22B will allow you to combo 214C after. 5B>2C>5[C]>Force Function>236B>236A>66>6C>214B>4Bx2 (3178 Damage) (These do slightly more than some of the combos listed already and are way easier in my opinion XD) Share this post Link to post Share on other sites
VR-Raiden Report post Posted July 25, 2014 Hyde Tutorial: https://www.youtube.com/watch?v=bcxIHLhREmQ Share this post Link to post Share on other sites
Tatsuma Report post Posted July 25, 2014 Hyde Tutorial: https://www.youtube.com/watch?v=bcxIHLhREmQ Good stuff, dude. This helps a lot in getting that annoying ass combo off of 214 down. Thanks. Share this post Link to post Share on other sites
Axem Report post Posted July 25, 2014 It also shows some interesting stuff like Crossing up with 214 and TK236 for oki. I guess the TK can lead to something like: Dash C > 214B >4B > 4B > 3B > 2C >236A > 236A > 5C > 214B rekka again. I'm at work and can't try to see if it work. If TK > Dash C doesn't work maybe with Chain Shift it will. Might need a CH to go for 3B after the first rekka. Share this post Link to post Share on other sites
D.R.F. Report post Posted July 25, 2014 Shouldnt we move combos to its own thread? I know its not an arcsys game but the routes are pretty free form Share this post Link to post Share on other sites
VR-Raiden Report post Posted July 25, 2014 Good stuff, dude. This helps a lot in getting that annoying ass combo off of 214 down. Thanks.Oh don't thank me, I just saw the link and shared it in here haha. It is helpful for sure but I need to wait til I'm home to fully study it. Shouldnt we move combos to its own thread? I know its not an arcsys game but the routes are pretty free formPretty sure we just get 1 thread per character. In theory the mizuumi wiki will have a good list soon. Wikia page and jp one have lists for now. By the way I've started testing frame advantage on his moves, I'll post results later but we're supposed to be getting frame data soon either way. Share this post Link to post Share on other sites
D.R.F. Report post Posted July 25, 2014 Ahh okay. Damn misc fighters lol Share this post Link to post Share on other sites
Tong Report post Posted July 25, 2014 Hmmm, optimal route for non-A/midscreen is probably: xx 214A*2> 3C> 214B*3> 2C> 236B~A> DC> 214*B I'll be more than happy to be proved wrong haha Share this post Link to post Share on other sites
Bloo561 Report post Posted July 25, 2014 I made a tutorial for hyde leave comments here and i update the video to make it a better learning experience for everybody. http://youtu.be/omF5ojZYJes Share this post Link to post Share on other sites
VR-Raiden Report post Posted July 25, 2014 So I finished testing advantage on block of his normals, I assumed the startup data in the wikia page for Hyde was correct and that Nanase 5A is 7f and her 623A is 8f. Hopefully this matches what anyone else finds. I have notes so if frame data does come up and there are discrepancies I can see why maybe. Also on FF, 3B they were bad enough on block that I didn't bother finding moves to determine the exact disadvantage.[table].StartupOn Block5A10-92A6-35B10-72B11-5DB11-35C13(24)-7 (better than -4)2C13-7DC16-6FF23(36)-13 or worse (-13 or worse)3B10-11 or worse6B9,21-73C10-8[/table] Share this post Link to post Share on other sites
Tatsuma Report post Posted July 26, 2014 So I finished testing advantage on block of his normals, I assumed the startup data in the wikia page for Hyde was correct and that Nanase 5A is 7f and her 623A is 8f. Hopefully this matches what anyone else finds. I have notes so if frame data does come up and there are discrepancies I can see why maybe. Also on FF, 3B they were bad enough on block that I didn't bother finding moves to determine the exact disadvantage. [table].StartupOn Block 5A10-9 2A6-3 5B10-7 2B11-5 DB11-3 5C13(24)-7 (better than -4) 2C13-7 DC16-6 FF23(36)-13 or worse (-13 or worse) 3B10-11 or worse 6B9,21-7 3C10-8[/table] You're saying that EVERYTHING he has is like minus? Izanagi Almighty.... Well Orbiter, me and you are gonna be good friends... Share this post Link to post Share on other sites
Strife Report post Posted July 26, 2014 So, here's the basic stuff I've been using: Midscreen 5A/2A > 5B > 5C > 236A > 236A, 66C > 214B > 4B > 4B, 41236C [100 EXS, 2874 Damage] 5A/2A > 5B > 3C > jc > j.A (2) > j.B > j.C, 2C > 5C > 214B > 4B > 4B, 41236C [100 EXS, 2911 Damage] 5B > 5C > 3C > j.A (2) > j.B > j.C, 2C > 236A > 236A, 66C > 214B > 4B > 4B, 41236C [100 EXS, 3335 Damage] 5B > 5C > 214A > Delay 4A > Delay 4A, 3B > 236B > 236A, 66C > 214B > 4B > 4B, 41236C [100 EXS, 3476 Damage] 66C > 3C > Charged 5C > Charged j.C, 3B > 236B > 236A, 66C > 214B > 4B > 4B, 41236C [100 EXS, Around 3500 Damage] Corner 5A/2A > 5B > 5C > 2C > B+C > 236A > 236A, 66C > 623A > 214C [1 GRD, 100 EXS, 3590 Damage] 5B > 5C > 3C > j.A (2) > j.B > j.C, 2C > B+C > 236A > 236A, 66C > 623A > 623C [1 GRD, 100 EXS, 4004 Damage] Throw > 236A > 236A, 66C > 214B > 4B > 4B [Meterless, 1910 Damage] Throw > 236A > 236A, 66C > 623A > 214C [100 EXS, 2582 Damage] Those are the ones I'm most consistent with right now, All combos can be done meterless while retaining knockdown. If anyone know any better but still easy routes, let me know! Focusing on not dropping my combos atm. Share this post Link to post Share on other sites