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===Playstyle===
 
===Playstyle===
  
Hyde is a basic and well-rounded character, but unlike Yu and Ruby who lean towards a more aggressive playstyle, Hyde is more balanced between offense and defense. His great ground normals dominate close and mid-ranges thanks to their combination of range and speed, and you can get a lot of value simply out of poking and whiff punishing. At longer ranges, he can use his fireball to control the ground, tack on chip damage (particularly using dark lotus), and encourage the opponent to approach. However, possibly Hyde's most important tool of all his 2B: it's one of the best anti-airs in the game and leads to a lot of damage on counterhit, making Hyde very dangerous to jump in on. By presenting the threat of 2B, Hyde can force the opponent to play more grounded, which is where he excels. However, Hyde does have weaknesses that can cause him to struggle in certain matchups and situations. Because of his assault-style air dash, he can't move forward as fast as other characters, and can have difficulty getting in if he is forced to approach. He also has limited ways of controlling the air other than directly above him, having weak air to airs and no air projectile. Still, Hyde is a solid character and great pick if you want to play a more balanced footsies style.
+
Hyde is a well rounded character. He has normals with good reach to fight up close and a projectile to control space, help cover an approach or help in blockstrings. His reversal is also very reliable, making it a good defensive option when used wisely. As he is a UNI character, he has the ability to reverse beat, giving him the ability to cancel any normal into any other normal giving him very varied and fluid pressure.
  
 
===Strengths/Weaknesses===
 
===Strengths/Weaknesses===
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| style="width: 50%;"|
 
| style="width: 50%;"|
 
*Amazing pressure due to having long blockstrings and reverse beat.
 
*Amazing pressure due to having long blockstrings and reverse beat.
*All sword and energy attacks deal chip damage on block.
+
*All sword attacks deal chip damage on block.
 
*Excellent aerial oppression thanks to his fast and long reaching 2B.
 
*Excellent aerial oppression thanks to his fast and long reaching 2B.
 
*Great range with both his sword and his projectile, Black Orbiter.
 
*Great range with both his sword and his projectile, Black Orbiter.
 
*Has access to many unconventional combo extensions.
 
*Has access to many unconventional combo extensions.
 
*Can end nearly every combo with safe-jump oki.
 
*Can end nearly every combo with safe-jump oki.
*EX Bend Sinister can shut down zoning of any kind and is plus on block at full-screen.
 
 
*Pale Bringer Arose guarantees a corner position and safe-jump oki while denying all zoning.
 
*Pale Bringer Arose guarantees a corner position and safe-jump oki while denying all zoning.
 
*Versatile assists, most of which are great at contesting zoning.
 
*Versatile assists, most of which are great at contesting zoning.
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*High execution needed for anything more than basic combos.
 
*High execution needed for anything more than basic combos.
 
*Low damage without meter or assists which also means low meter gain.
 
*Low damage without meter or assists which also means low meter gain.
*All of his damage is locked behind his B Smart Combo which is difficult to use outside the corner.
+
*All of his damage is locked behind his B Smart Combo which is difficult to use in combos outside the corner.
 
*Any use of his A Smart Combo scales combos drastically.
 
*Any use of his A Smart Combo scales combos drastically.
*Almost all of his special moves are unsafe on block at close range.
+
*All of his special moves are unsafe on block at close range.
*Reject Guard prevents him from safely building chip damage on defending opponents.
+
*Reject Guard prevents him from building chip damage on defending opponents.
 
*Cannot chip enemies to death, must get a successful hit to finish opponents.
 
*Cannot chip enemies to death, must get a successful hit to finish opponents.
 
|-
 
|-
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===EXS of Jet Black : Void Red===
 
===EXS of Jet Black : Void Red===
Hyde's EXS allows him to summon a sword from within his hand called the Indulgence of Sever Rending or "Insulator". It has the power to rend things apart and can kill even immortal beings. In Under Night in Birth, this power was adapted into Hyde's gameplay by making all his sword normals deal chip damage on block. In BlazBlue Cross Tag  Battle, Hyde has the same unique ability. As of 2.0, all of his normals deal 20% chip damage while all of his specials and supers deal 30% chip damage. His EXS stacks with the bonus chip damage of Resonance Blaze and scales accordingly, with level 4 RB providing ludicrously high chip damage on block. Only 4 of Hyde's moves are unaffected by his EXS; Throw, 2A, 2C, and Raging Roar.
+
 
 +
Hyde's EXS allows him to summon a sword from within his hand called the Indulgence of Sever Rending or "Insulator". It has the power to rend things apart and can kill even immortal beings. In Under Night in Birth, this power was adapted into Hyde's gameplay by making all his normals that have him attack with his sword do chip damage on block. In BlazBlue Cross Tag  Battle, Hyde has the same unique ability.
 
<br style="clear:both;"/>
 
<br style="clear:both;"/>
 
{{#lst:BBTag/Hyde/Data|Links}}
 
{{#lst:BBTag/Hyde/Data|Links}}
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====== <font style="visibility:hidden" size="0">5A</font> ======
 
====== <font style="visibility:hidden" size="0">5A</font> ======
 
{{MoveData
 
{{MoveData
|image=BBTag_Hyde_5A.png |caption=Used for pokes and for OTG's after Vacant Shift Third.
+
|image=BBTag_Hyde_5A.png |caption=Not a low but still his best move for picking people up off the ground for combos.
 
|image2=BBTag_Hyde_5AA.png |caption2=Delay follow-ups for combo extensions.
 
|image2=BBTag_Hyde_5AA.png |caption2=Delay follow-ups for combo extensions.
|image3=BBTag_Hyde_5AAA.png |caption3=Why couldn't you have been a stand-alone button? I miss you 6B.
+
|image3=BBTag_Hyde_5AAA.png |caption3=Why couldn't you have been a button on your own? I miss you 6B.
|image4=BBTag_Hyde_5AAAA.png |caption4=Bend Sinister, but not actually Bend Sinister.
+
|image4=BBTag_Hyde_5AAAA.png |caption4=Bend Sinister
 
|name=5A
 
|name=5A
 
|data=
 
|data=
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{{Description|7|text=
 
{{Description|7|text=
 
* Jump cancelable.
 
* Jump cancelable.
* Throw cancelable.
+
* 10% chip damage.
 
Sword poke that doesn't hit low but can pick up enemies that are flat on the ground. In neutral, this is Hyde's fastest attack and thus vital to both starting pressure and contesting an opponent's pressure. Keep in mind that its lack of vertical reach makes this attack useless against jumping foes. Also note that the gleaming tip of the blade has no hitbox, meaning the animation doesn't match the actual range of the attack. In combos, this move is important for continuing combos after the final hit of Vacant Shift or after Shadow Scare in the corner.
 
Sword poke that doesn't hit low but can pick up enemies that are flat on the ground. In neutral, this is Hyde's fastest attack and thus vital to both starting pressure and contesting an opponent's pressure. Keep in mind that its lack of vertical reach makes this attack useless against jumping foes. Also note that the gleaming tip of the blade has no hitbox, meaning the animation doesn't match the actual range of the attack. In combos, this move is important for continuing combos after the final hit of Vacant Shift or after Shadow Scare in the corner.
  
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{{Description|7|text=
 
{{Description|7|text=
 
* Knocks down on air hit.
 
* Knocks down on air hit.
* Throw cancelable.
+
* 10% chip damage.
Downward slash that drags airborne opponents down. Pressure filler and combo tool used to control the opponents height, useful for ending combos with 2C safe-jump oki or for setting-up delayed Vacant Shift Third combo extensions.
+
Downward slash that drags airborne opponents down. Pressure filler and combo tool used to control the opponents height, useful for doing delayed Vacant Shift combos.
  
 
  }}
 
  }}
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* Jump cancelable on hit on both hits.
 
* Jump cancelable on hit on both hits.
 
* Launches on hit on both hits.
 
* Launches on hit on both hits.
 +
* 10% chip damage.
 
Hyde swings twice horizontally, lifting grounded opponents into the air. Basic launcher for converting into air combos and filler for blockstrings. Avoid using in longer combos as this attack greatly scales combos.
 
Hyde swings twice horizontally, lifting grounded opponents into the air. Basic launcher for converting into air combos and filler for blockstrings. Avoid using in longer combos as this attack greatly scales combos.
  
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{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
* Knockdown on hit.
+
* 10% chip damage.
* Opponent cannot Cross Burst during this attack.
+
Auto combo version of Bend Sinister. Has identical damage, range, and frame data as the special version but Hyde only travels about half screen before attacking. Generally less useful than the normal version but has an easier time setting up safe-jump oki thanks to 5AAA's launching properties. Has fantastic damage and scaling, making it great for starting assist combos. 5AAA to Bend Sinister is a natural frame trap but that same gap makes it vulnerable to reversals.
* 30% chip damage.
 
Auto combo version of Bend Sinister. Has identical damage, range, and frame data as the special version but Hyde only travels about half screen before attacking. Generally less useful than the normal version but has an easier time setting up safe-jump oki thanks to 5AAA's launching properties though note that at the end of scaled combos the opponent will recover before this attack comes out, leaving Hyde opne to a counter attack. Should be used early into a combo if a Cross Raid is desired. Has fantastic damage and scaling, making it great for starting combos if an assist is available. 5AAA to Bend Sinister is a natural frame trap but that same gap makes it vulnerable to reversals.
 
 
 
 
  }}
 
  }}
 
}}
 
}}
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{{Description|7|text=
 
{{Description|7|text=
 
* Jump cancelable on hit.
 
* Jump cancelable on hit.
Long range poke that doubles as Hyde's best practical combo starter. Has great damage and scaling and thus should be used as often as possible within combos. Can be rebeat into 2A to eliminate some recovery. Contrary to the animation, 5B does not hit behind himself.
+
* 10% chip damage.
 +
Long range poke that doubles as Hyde's best practical combo starter. Has great damage and scaling and thus should be used as often as possible within combos. Can be rebeat into 2A to eliminate some recovery.
  
 
  }}
 
  }}
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* Jump cancelable on hit.
 
* Jump cancelable on hit.
 
* Pushes airborne opponents away on hit.
 
* Pushes airborne opponents away on hit.
Hyde's original Force Function, Strict Daze. Hyde's best overall combo starter but requires the 5B before to have been blocked in order for this move to hit first. Pushes opponents back a moderate distance which can make the following hits of a blockstring or combo difficult to connect. Can whiff after 5B against airborne opponents if they were too high in the air.
+
* 20% chip damage
 
+
Hyde's original Force Function, Strict Daze. Hyde's best overall combo starter but requires the 5B before to have been blocked in order for this move to hit first. Deals massive chip damage on block but also pushes opponents back a moderate distance which can make the rest of a blockstring or combo difficult to continue. Can whiff after 5B against airborne opponents if they were too high in the air.
 
  }}
 
  }}
 
  {{!}}-
 
  {{!}}-
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{{Description|7|text=
 
{{Description|7|text=
 
* Launches on hit.
 
* Launches on hit.
Hyde's old special move, Shadow Scare. In pressure, this move can still be canceled into C normals for a high / low mix-up. Used in combos to launch already airborne opponents high enough for delayed Vacant Shift extensions anywhere and for 5A extensions in the corner. As of 2.0, Shadow Scare has improved scaling both as a starter and as a combo part, meaning it can be used more frequently in combos without impacting Hyde's combo scaling.
+
* 10% chip damage.
 +
Hyde's old special move, Shadow Scare. In pressure, this move can still be canceled into C normals for a high / low mix-up. Used in combos to launch already airborne opponents high enough for delayed Vacant Shift extensions anywhere and for 5A extensions in the corner. Note that this move scales combos quickly and thus should be used primarily near the end of a combo.
  
 
  }}
 
  }}
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* On grounded hit, leads into a timed follow-up.
 
* On grounded hit, leads into a timed follow-up.
 
* Follow-up damage, meter gain, oki, and timing changes if partner is available.
 
* Follow-up damage, meter gain, oki, and timing changes if partner is available.
Universal overhead with notably long start-up but is safe on block. The initial jump makes this move able to jump over lows, allowing Hyde to punish the opponent. Due to Hyde's low damage off of air normal starters, slow IAD, and lack of any specials that hit high, this move is important for Hyde's mix-up game. Never used in combos due to the move's long start-up and inability to extend combos.
+
* 10% chip damage.
 +
Universal overhead with notably long start-up but is safe on block. The initial jump makes this move able to jump over lows, allowing Hyde to punish the opponent. Due to Hyde's low damage off of air normal starters, slow IAD, and lack of any specials that hit high, this move is important for Hyde's mix-up game. Never used in combos due to the moves long start-up and inability to extend combos.
  
 
  }}
 
  }}
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* Hits low.
 
* Hits low.
 
* Jump cancelable.
 
* Jump cancelable.
* Throw cancelable.
 
 
* Can cancel into itself up to three times.
 
* Can cancel into itself up to three times.
 
Hyde's main low poke and also his best move for ending blockstrings as it is safe on block and can be jump canceled to reset pressure with a jump-in. Can also be canceled into after moves with long recoveries, like 5B, to make it shorter even if the 2A whiffs. Has atrocious damage and scaling so avoid using this move in combos.
 
Hyde's main low poke and also his best move for ending blockstrings as it is safe on block and can be jump canceled to reset pressure with a jump-in. Can also be canceled into after moves with long recoveries, like 5B, to make it shorter even if the 2A whiffs. Has atrocious damage and scaling so avoid using this move in combos.
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* Head attribute invulnerable.
 
* Head attribute invulnerable.
 
* Jump cancelable on hit.
 
* Jump cancelable on hit.
 +
* 10% chip damage.
 
Hyde swings his sword above his head to anti-air opponents. Amazing anti air just like it was in UNI, covering both in front and above Hyde while also shrinking his hurtbox. Fantastic damage and scaling makes this move very useful in combos.
 
Hyde swings his sword above his head to anti-air opponents. Amazing anti air just like it was in UNI, covering both in front and above Hyde while also shrinking his hurtbox. Fantastic damage and scaling makes this move very useful in combos.
  
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====== <font style="visibility:hidden" size="0">2C</font> ======
 
====== <font style="visibility:hidden" size="0">2C</font> ======
 
{{MoveData
 
{{MoveData
|image=BBTag_Hyde_2C.png |caption= When they are too close for 5B, but not close enough for 2A
+
|image=BBTag_Hyde_2C.png |caption=
 
|name=2C
 
|name=2C
 
|data=
 
|data=
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* Hits high.
 
* Hits high.
 
* Double jump cancelable.
 
* Double jump cancelable.
 +
* 10% chip damage.
 
Hyde's main air-to-air normal and combo filler. Can be used as a jump-in but j.B's better range, active frames, damage, and scaling makes this a poor option.
 
Hyde's main air-to-air normal and combo filler. Can be used as a jump-in but j.B's better range, active frames, damage, and scaling makes this a poor option.
  
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* Hits high.
 
* Hits high.
 
* Double jump cancelable.
 
* Double jump cancelable.
 +
* 10% chip damage.
 
As this move can only be done as a follow-up to j.A, this move is strictly combo and blockstring filler.
 
As this move can only be done as a follow-up to j.A, this move is strictly combo and blockstring filler.
  
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====== <font style="visibility:hidden" size="0">j.B</font> ======
 
====== <font style="visibility:hidden" size="0">j.B</font> ======
 
{{MoveData
 
{{MoveData
|image=BBTag_Hyde_jB.png |caption=Narukami called, said he wants Flying Jesus back.
+
|image=BBTag_Hyde_jB.png |caption=
 
|name=j.B
 
|name=j.B
 
|data=
 
|data=
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* Hits twice.
 
* Hits twice.
 
* Double jump cancelable on both hits.
 
* Double jump cancelable on both hits.
 +
* 10% chip damage.
 
Hyde's j.2C originally added in UNIST 3.00, an aerial spin slash that hits all around him. Hyde's best move for crossing-up opponents and his best jump-in overall. At the proper height, Hyde can air dash and hit standing opponents with both hits of this move and still have time to cancel into j.A before hitting the ground, resulting in a triple overhead. Can add an additional overhead by using 5C as soon as Hyde touches the ground. In combos, this move can cancel into j.C if you hit the opponent while Hyde is above them, usually by high jump canceling.
 
Hyde's j.2C originally added in UNIST 3.00, an aerial spin slash that hits all around him. Hyde's best move for crossing-up opponents and his best jump-in overall. At the proper height, Hyde can air dash and hit standing opponents with both hits of this move and still have time to cancel into j.A before hitting the ground, resulting in a triple overhead. Can add an additional overhead by using 5C as soon as Hyde touches the ground. In combos, this move can cancel into j.C if you hit the opponent while Hyde is above them, usually by high jump canceling.
 
  }}
 
  }}
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====== <font style="visibility:hidden" size="0">j.C</font> ======
 
====== <font style="visibility:hidden" size="0">j.C</font> ======
 
{{MoveData
 
{{MoveData
|image=BBTag_Hyde_jC.png |caption= Did I just catch you mashing throw?
+
|image=BBTag_Hyde_jC.png |caption=
 
|name=j.C
 
|name=j.C
 
|input=Dark Lotus (midair)
 
|input=Dark Lotus (midair)
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* Second hit is a launcher.
 
* Second hit is a launcher.
 
* Moves Hyde forward or backwards depending on the direction held during the second hit.
 
* Moves Hyde forward or backwards depending on the direction held during the second hit.
Hyde's midair Dark Lotus special. Can be used multiple times in midair until Hyde touches the ground. Does excellent damage but the long recovery makes it hard to use late into a combo without dropping it. Can start combos on its own if it is used close to the ground on counter hit.
+
* 10% chip damage.
 +
Hyde's midair Dark Lotus special. Can be used multiple times in midair until Hyde touches the ground. Does excellent damage but the long recovery makes it hard to use late into a combo without dropping it.
  
 
  }}
 
  }}
 
}}
 
}}
 +
 
<br style="clear:both;"/>
 
<br style="clear:both;"/>
  
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{{!}}-
 
{{!}}-
 
{{Description|6|text=
 
{{Description|6|text=
* 100% minimum damage. (2000)
 
 
* Holding back while pressing throw results in a back throw.
 
* Holding back while pressing throw results in a back throw.
 
* If Hyde isn't close enough for the grab to connect, he will run a short distance then attempt a throw.
 
* If Hyde isn't close enough for the grab to connect, he will run a short distance then attempt a throw.
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* Hits 7 times.
 
* Hits 7 times.
 
* Launches grounded opponents on hit.
 
* Launches grounded opponents on hit.
* Opponents cannot burst during this attack.
+
* Opponents cannnot burst during this attack.
* 5% minimum damage. 34 x 7 = '''238'''
+
* Does 5% minimum damage. 34 x 7 = 238.
Hyde's reversal action is a Shoryuken like jump starting with a shoulder bash and following through with an upward sword slash. Can anti-air opponents, though a preemptive assist call is needed to convert a successful hit into a combo (and even then only certain partners have an assist that can work). Deals minimum damage, making it useful at the end of highly scaled combos though note that this move doesn't generate any sort of oki. Horribly unsafe on block so use carefully.
+
* 10% chip damage.
 +
Hyde's reversal action is a Shoryuken like jump starting with a shoulder bash and following through with an upward sword slash. Can anti-air opponents, through a preemptive assist call is needed to convert a successful hit into a combo (and even then only certain partners have an assist that can work). Deals minimum damage, making it useful at the end of highly scaled combos though note that this move doesn't generate any sort of oki. Horribly unsafe on block so use carefully.
  
 
  }}
 
  }}
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  }}
 
  }}
 
}}
 
}}
 +
 
<br style="clear:both;"/>
 
<br style="clear:both;"/>
  
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{{#lsth:BBTag/Hyde/Data|236A}}
 
{{#lsth:BBTag/Hyde/Data|236A}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|6|text=
Hyde launches a red disk from his sword that travels full screen. Good for Active Changes with assists to cover their approach. Can combo into 5B by having opponents land on the projectile. For example: (Max range 2C > 2B > 236A > dash 5BBB).
+
* 10% chip damage.
 +
Hyde launches a red disk from his sword that travels full screen. Good for Active Changes with assists to cover their approach.
  
 
  }}
 
  }}
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{{#lsth:BBTag/Hyde/Data|236B}}
 
{{#lsth:BBTag/Hyde/Data|236B}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|6|text=
Faster start-up and travel speed version of Black Orbiter with more cooldown and is unsafe on block at close range. Used to harass opponents from a distance.
+
* 10% chip damage.
 +
Faster start-up and travel speed version of Black Orbiter with more cooldown and is unsafe on block at point-blank range. Used to harass opponents from a distance.
  
 
  }}
 
  }}
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* Hits 3 times.
 
* Hits 3 times.
 
* Launches grounded opponents on hit.
 
* Launches grounded opponents on hit.
 +
* 10% chip damage.
 
Hyde commands the Black Orbiter projectile to explode, which launches opponents into the air and pushes Hyde back. Used in combos after Shadow Scare into Black Orbiter in the corner. At the most optimal timing, it is possible to link Dark Lotus into 2B in the corner by having opponents land on a Black Orbiter and then immediately detonating it.
 
Hyde commands the Black Orbiter projectile to explode, which launches opponents into the air and pushes Hyde back. Used in combos after Shadow Scare into Black Orbiter in the corner. At the most optimal timing, it is possible to link Dark Lotus into 2B in the corner by having opponents land on a Black Orbiter and then immediately detonating it.
  
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{{MoveData
 
{{MoveData
 
|image=BBTag_Hyde_BendSinister.png |caption=Slice the pizza.
 
|image=BBTag_Hyde_BendSinister.png |caption=Slice the pizza.
|input=After Black Orbiter 236B
+
|input=After Black Orbiter 236B/C
 
|name=Bend Sinister  
 
|name=Bend Sinister  
 
|data=
 
|data=
  {{AttackDataHeader-BBTag}}
+
  {{AttackDataHeader-BBTag|version=yes}}
 
{{!}}-
 
{{!}}-
 +
{{AttackVersion|name=B}}
 
{{#lsth:BBTag/Hyde/Data|236A > 236B}}
 
{{#lsth:BBTag/Hyde/Data|236A > 236B}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=
+
{{AttackVersion|name=C}}
 +
{{#lsth:BBTag/Hyde/Data|236A > 236C}}
 +
{{!}}-
 +
{{Description|7|text=
 
* Airborne on frame 4.
 
* Airborne on frame 4.
 
* Knocks down on hit.
 
* Knocks down on hit.
 +
* 10% chip damage.
 
Hyde jumps at the opponents and tracks their position, slicing downward which results in a knockdown that can create safe-jump oki if the opponent was high enough when they got hit. Because this move only hits once, it's a great way add damage without scaling your combo, though an assist is required to further extend that combo.
 
Hyde jumps at the opponents and tracks their position, slicing downward which results in a knockdown that can create safe-jump oki if the opponent was high enough when they got hit. Because this move only hits once, it's a great way add damage without scaling your combo, though an assist is required to further extend that combo.
  
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{{Description|7|text=
 
{{Description|7|text=
 
* Launches grounded opponents.
 
* Launches grounded opponents.
 +
* 10% chip damage.
 
Hyde performs a rising spin slash at a 35 degree angle. This version is used exclusively in grounded combos to utilize a delayed Vacant Shift Third's combo extension. Don't use the A version for ending combos as it deals less damage and, when done in mid-air, has the same start-up as the B version.
 
Hyde performs a rising spin slash at a 35 degree angle. This version is used exclusively in grounded combos to utilize a delayed Vacant Shift Third's combo extension. Don't use the A version for ending combos as it deals less damage and, when done in mid-air, has the same start-up as the B version.
  
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* Launches grounded opponents.
 
* Launches grounded opponents.
 
* Travels farther diagonally than the A version.
 
* Travels farther diagonally than the A version.
 +
* 10% chip damage.
 
As this variant does more damage, the B version of Vacant Shift is what is normally used for ending combos or for delayed Vacant Shift Third combo extensions in the corner.
 
As this variant does more damage, the B version of Vacant Shift is what is normally used for ending combos or for delayed Vacant Shift Third combo extensions in the corner.
  
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{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Second|subtitle=First > A/B/C}}
 
{{AttackVersion|name=Second|subtitle=First > A/B/C}}
{{#lsth:BBTag/Hyde/Data|j.214A > X}}
+
{{#lsth:BBTag/Hyde/Data|j.214A > A/B/C}}
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
 
* Values in [] are when done from B Vacant Shift.
 
* Values in [] are when done from B Vacant Shift.
 
* Launches grounded opponents.
 
* Launches grounded opponents.
 +
* 10% chip damage.
 
Follow up to Vacant Shift First. Is simply combo filler. Has one less active frame than every other part of Vacant Shift.
 
Follow up to Vacant Shift First. Is simply combo filler. Has one less active frame than every other part of Vacant Shift.
  
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{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Third|subtitle=Second > A/B/C}}
 
{{AttackVersion|name=Third|subtitle=Second > A/B/C}}
{{#lsth:BBTag/Hyde/Data|j.214A > X > X}}
+
{{#lsth:BBTag/Hyde/Data|j.214A > A/B/C > A/B/C}}
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
 
* Knocks down on hit.
 
* Knocks down on hit.
 +
* 10% chip damage
 
Final attack of the Vacant Shift rekka. Great for ending combos thanks to its knockdown. If the opponent is high enough and Hyde is low to the ground when using this move, Hyde has enough of a frame advantage to either pick opponents with 5A for a combo extension or to preform safe-jump oki. Very unsafe on block so don't use this neutral or in blockstrings.
 
Final attack of the Vacant Shift rekka. Great for ending combos thanks to its knockdown. If the opponent is high enough and Hyde is low to the ground when using this move, Hyde has enough of a frame advantage to either pick opponents with 5A for a combo extension or to preform safe-jump oki. Very unsafe on block so don't use this neutral or in blockstrings.
  
 
  }}
 
  }}
 
}}
 
}}
 +
 
<br style="clear:both;"/>
 
<br style="clear:both;"/>
  
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* Launches grounded opponents on hit.
 
* Launches grounded opponents on hit.
 
* Cannot be followed up with Dark Lotus or Bend Sinister.
 
* Cannot be followed up with Dark Lotus or Bend Sinister.
* 10% minimum damage. 75 x 5 = '''375'''
+
* 10% minimum damage. 75 x 5 = 375.
Fastest start-up but slowest travel speed version of Black Orbiter. Used to cover Hyde while trying to approach from full screen. Its multi-hit nature makes it good at beating other projectiles, allowing Hyde to win fireball wars. Also used in corner combos to link into 5A after Shadow Scare.
+
* 10% chip damage.
 
+
Fastest start-up but slowest travel speed version of Black Orbiter. Used to cover Hyde will trying to approach from full screen. Its multihit nature always the projectile to beat other projectiles, allowing Hyde to win fireball wars. Also used in corner combos to link into 5A after Shadow Scare.
}}
 
}}
 
 
 
====== <font style="visibility:hidden" size="0">EX Bend Sinister</font> ======
 
{{MoveData
 
|image=BBTag_Hyde_BendSinister.png |caption=ZONERS BEGONE
 
|input=After Black Orbiter 236C
 
|name=EX Bend Sinister
 
|data=
 
{{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{#lsth:BBTag/Hyde/Data|236A > 236C}}
 
{{!}}-
 
{{Description|6|text=
 
* Projectile invulnerable from frame 1.
 
* Airborne on frame 4.
 
* Ground bounces opponents on hit.
 
* 10% minimum damage. '''250'''
 
Hyde's most useful EX move as it gives him solo combo extensions and can go through projectiles to punish zoning, even from full screen. Since the move goes airborne, it can also punish many throws and lows, allowing Hyde to bully his way through a variety of different attacks. If this attack is done as soon as possible after A Black Orbiter is done at full screen, Hyde will be plus on block due to projectile hitting after. Even if this move hits first, Hyde will still be safe on block.
 
  
 
  }}
 
  }}
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====== <font style="visibility:hidden" size="0">EX Vacant Shift</font> ======
 
====== <font style="visibility:hidden" size="0">EX Vacant Shift</font> ======
 
{{MoveData
 
{{MoveData
|image=BBTag_Hyde_VacantShift.png |caption=SHARE IF YOU DON'T THINK
+
|image=BBTag_Hyde_VacantShift.png |caption= First, you land the knee. Then you slice 'em up nice and high.
 
|input= 214C (Air OK)
 
|input= 214C (Air OK)
 
|name=Vacant Shift - Sediment
 
|name=Vacant Shift - Sediment
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* Only the first two hits come out on block or whiff.
 
* Only the first two hits come out on block or whiff.
 
* Only the final hit can K.O. an opponent.
 
* Only the final hit can K.O. an opponent.
* Intitial hits launch grounded opponents on hit, final hit knocks down on hit.
+
* Launches grounded opponents on hit.
 +
* Final hit knocks down on hit.
 
* Opponents cannot burst during this attack.
 
* Opponents cannot burst during this attack.
* 10% minimum damage. 80 x 5 + 200 = '''600'''
+
* 10% minimum damage. 80 x 5 + 200 = 600.
Hyde's classic EX version of Vacant Shift, with the full sequence intact. EX Vacant Shift is Hyde's fastest attack making it effective at beating bad blockstrings or mistimed oki. Does tons of minimum damage, making it good move for ending combos especially in the air where Hyde cannot use supers. Never use this move in blockstrings as it just results in a wasted bar of meter and getting caught in an opponent's punish combo.
+
* 10% chip damage.
 +
Hyde's classic EX version of Vacant Shift, with the full sequence intact. EX Vacant Shift is Hyde's fastest attack making it effective at beating bad blockstrings or mistimed oki. Does tons of minimum damage, making it good move for ending combos especially in the air where Hyde cannot use supers. Never use this move in blockstrings as it just results in a wasted bar of meter and getting caught in an opponents combo.
  
 
  }}
 
  }}
 
}}
 
}}
 +
 
<br style="clear:both;"/>
 
<br style="clear:both;"/>
  
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* Hits 3 times.
 
* Hits 3 times.
 
* Launches grounded opponents on hit.
 
* Launches grounded opponents on hit.
 +
* 10% Chip Damage.
 
Essentially identical to Hyde's EX Black Orbiter but deals only 3 hits instead of 5, thus reducing its damage. Used to cover the point character's approach or to contest the opponent's projectiles.
 
Essentially identical to Hyde's EX Black Orbiter but deals only 3 hits instead of 5, thus reducing its damage. Used to cover the point character's approach or to contest the opponent's projectiles.
  
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* Hits 3 times.
 
* Hits 3 times.
 
* Launches grounded opponents on hit.
 
* Launches grounded opponents on hit.
Hyde uses Dark Lotus right in front of himself without firing a Black Orbiter before hand. Primarily used to protect the point character from jump-ins and to keep opponents locked in blockstun. Due to this attacks poor range it shouldn't be used in neutral (outside of anti-airs) or in mid-screen combos.
+
* 10% Chip Damage.
 +
Hyde uses Dark Lotus right in front of himself without firing a Black Orbiter before hand. Primarily used to protect the point character from jump-ins and to keep opponents locked in blockstun. Due to this attacks poor range it shouldn't be used in neutral or in mid-screen combos.
  
 
  }}
 
  }}
Line 592: Line 598:
 
* Launches grounded opponents on hit.
 
* Launches grounded opponents on hit.
 
* Travels up to half-screen.
 
* Travels up to half-screen.
 +
* 10% chip damage.
 
Hyde thrusts forward with his sword up to half the screen in distance or until he hits an opponent then he follows it up with a uppercut that uses the same animation (but different particle effects) as his Red-Clad Carver special. Fantastic assist that works well for extending both blockstrings and combos.
 
Hyde thrusts forward with his sword up to half the screen in distance or until he hits an opponent then he follows it up with a uppercut that uses the same animation (but different particle effects) as his Red-Clad Carver special. Fantastic assist that works well for extending both blockstrings and combos.
  
 
  }}
 
  }}
 
}}
 
}}
 +
 
<br style="clear:both;"/>
 
<br style="clear:both;"/>
  
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====== <font style="visibility:hidden" size="0">Gyre Vortex</font> ======
 
====== <font style="visibility:hidden" size="0">Gyre Vortex</font> ======
 
{{MoveData
 
{{MoveData
|image=BBTag_Hyde_GyreVortex.png |caption=What if you wanted to do a sandwich mixup on Hyde, but Hyde said-
+
|image=BBTag_Hyde_GyreVortex.png |caption=Chip them to death. <br/>Wait chips don't kill in this game-
 
|input=236B+C
 
|input=236B+C
 
|name=Gyre Vortex
 
|name=Gyre Vortex
Line 614: Line 622:
 
* Hits 11 times.
 
* Hits 11 times.
 
* (RB) Hits 21 times.
 
* (RB) Hits 21 times.
* Launches opponents on hit.
+
* Launches grounded opponents on hit.
 
* 30% minimum damage. 600 + (134 x 10) = 1940.
 
* 30% minimum damage. 600 + (134 x 10) = 1940.
 
* (RB) 30% minimum damage. 600 + (76 x 20) = 2120.
 
* (RB) 30% minimum damage. 600 + (76 x 20) = 2120.
 +
* 10% chip damage.
 
Hyde stabs the ground with his sword, causing a geyser of energy to erupt upward and around himself, reaching high into the air. Hyde's most damaging super but also his slowest and most unsafe. Go-to super for Distortion Skill Duos, happy birthday situations, or for finishing off an opponent. While it is very unsafe on block this super does great chip damage, even more so in Resonance Blaze. At level 4, it can do about 6,300 chip damage if all hits connect! That's almost as much damage as it does on a raw hit (about 6,800 damage)!
 
Hyde stabs the ground with his sword, causing a geyser of energy to erupt upward and around himself, reaching high into the air. Hyde's most damaging super but also his slowest and most unsafe. Go-to super for Distortion Skill Duos, happy birthday situations, or for finishing off an opponent. While it is very unsafe on block this super does great chip damage, even more so in Resonance Blaze. At level 4, it can do about 6,300 chip damage if all hits connect! That's almost as much damage as it does on a raw hit (about 6,800 damage)!
  
Line 639: Line 648:
 
* Preforms follow-up uppercut on hit, block, and whiff.
 
* Preforms follow-up uppercut on hit, block, and whiff.
 
* (RB) Only does Axe Kick follow-up on hit.
 
* (RB) Only does Axe Kick follow-up on hit.
* 20% minimum damage. 340 + (11 x (1 to 13)) + (192 x 8) = 1,887 to 2,019.
+
* 20% minimum damage. 340 + (11 x (1 to 13)) + (192 x 8) = 1,887 to 2019.
* (RB) 20% minimum damage. 340 + (10 x (1 to 13)) + (102 x 14) + 365 = 2,143 to 2,263.
+
* (RB) 20% minimum damage. 340 + (10 x (1 to 13)) + (102 x 14) + 365 = 2143 to 2,263.
 +
* 10% chip damage.
 
Hyde rushes the opponent with his sword and drags them to the corner where he follows-up with a rising uppercut. A successful hit always corners the opponent and grants Hyde safe-jump oki making this his most powerful combo ender, one which should be used whenever possible. Deals more damage the farther Hyde drags the opponent. In Resonance Blaze, this super ends with an axe kick that adds more damage but doesn't change his frame advantage. Can be used as a reversal though it is horribly unsafe on block so use this wisely.
 
Hyde rushes the opponent with his sword and drags them to the corner where he follows-up with a rising uppercut. A successful hit always corners the opponent and grants Hyde safe-jump oki making this his most powerful combo ender, one which should be used whenever possible. Deals more damage the farther Hyde drags the opponent. In Resonance Blaze, this super ends with an axe kick that adds more damage but doesn't change his frame advantage. Can be used as a reversal though it is horribly unsafe on block so use this wisely.
  
 
  }}
 
  }}
 
}}
 
}}
 +
 
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<br style="clear:both;"/>
  
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  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Hyde/Data|Distortion Skill Duo}}
+
{{#lsth:BBTag/Hyde/Data|Gyre Vortex}}
 
{{!}}-
 
{{!}}-
 
{{Description|6|text=
 
{{Description|6|text=

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