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[UNIEL] Hyde

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v65aDXY.jpg

Introduction
Welcome 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 everything
to the nothingness.

Hyde Wiki Page

Notable Players
Naoya
Rion
Mumichou
Jin
Jiyuujin
DAN
TENGA
K・T・H
Necro
Sugano
Mebius

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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

 

Vs Waldstien

 

Vs Carmine

 

 

 

Vs Seth

 

 

 

Vs Yuzuriha

 

 

Vs Orie

 

 

Vs Merkava

 

 

Vs Gordeau

 

Vs Chaos

 

 

Vs Elthum

 

 

Vs Akatsuki

 

 

Vs Byakuya

 

 

Vs Nanase

 

 

Vs Hilda

 

Vs Valista

 

 

 Mirror matches

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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.
 

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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

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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.

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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.

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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.

ff2v11.jpg

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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.

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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.

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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)

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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.

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Shouldnt we move combos to its own thread? I know its not an arcsys game but the routes are pretty free form

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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 form

Pretty 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.

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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

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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]

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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...

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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.

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