Difference between revisions of "BBTag/Hyde"

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===Playstyle===
 
===Playstyle===
  
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.
+
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.
  
 
===Strengths/Weaknesses===
 
===Strengths/Weaknesses===
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|- style="vertical-align:top;text-alighn:left"
 
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| style="width: 50%;"|
*Amazing pressure due to long blockstrings and chip damage on all sword moves
+
*Amazing pressure due to having long blockstrings and reverse beat.
*Great range with both sword normals and decent zoning potential
+
*All sword attacks deal chip damage on block.
*Excellent aerial oppression with his 2B anti-air
+
*Excellent aerial oppression thanks to his fast and long reaching 2B.
*Good at baiting punish attempts
+
*Great range with both his sword and his projectile, Black Orbiter.
*Flexible combo options
+
*Has access to many unconventional combo extensions.
*Phenomenal corner carry with Pale Bringer Arose
+
*Can end nearly every combo with safe-jump oki.
*Great assists
+
*Pale Bringer Arose guarantees a corner position and safe-jump oki while denying all zoning.
*Extremely scary Resonance Blaze game, especially with his natural chip damage
+
*Versatile assists, most of which are great at contesting zoning.
 +
*Extremely scary in Resonance Blaze thanks to its chip damage modifier scaling with Void Red EXS.
 
| style="width: 50%;"|
 
| style="width: 50%;"|
*Subpar high-and-low mixups
+
*Slow and predictable overheads hurt his mix-up game.
*Relatively low damage without committing to specialized routes or assists
+
*High execution needed for anything more than basic combos.
*Slow utility moves, which make him prone to being whiff punished
+
*Low damage without meter or assists which also means low meter gain.
*Laughable close range special moves in neutral which don't provide much advantage on their own (save for EX Orbiter)
+
*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.
 +
*All of his special moves are unsafe on block at close range.
 +
*Reject Guard prevents him from building chip damage on defending opponents.
 +
*Cannot chip enemies to death, must get a successful hit to finish opponents.
 
|-
 
|-
 
|}
 
|}
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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=Not a low, and his only best move for hitting people on the ground to pick them back up.
+
|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=
+
|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 button on your own 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= Despite its similar animation and voice clip to Bend Sinister, this move is still different in its own right.
+
|image4=BBTag_Hyde_5AAAA.png |caption4=Bend Sinister
 
|name=5A
 
|name=5A
 
|data=
 
|data=
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{{#lsth:BBTag/Hyde/Data|5A}}
 
{{#lsth:BBTag/Hyde/Data|5A}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=* 10% chip damage
+
{{Description|7|text=
* Good poke to catch people mashing or jumping out of pressure. Also jump cancelable on block, very good for pressure resets or quick crossups with j.B.
+
* 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.
  
 
  }}
 
  }}
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{{#lsth:BBTag/Hyde/Data|5AA}}
 
{{#lsth:BBTag/Hyde/Data|5AA}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=* 10% chip damage
+
{{Description|7|text=
* Combo filler
+
* 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 doing delayed Vacant Shift combos.
  
 
  }}
 
  }}
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{{#lsth:BBTag/Hyde/Data|5AAA}}
 
{{#lsth:BBTag/Hyde/Data|5AAA}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=* 10% chip damage
+
{{Description|7|text=
* Launches on hit. Can followup into vacant shift and call an assist afterwards.
+
* Hits twice.
* Does two Hits with one input.
+
* Jump cancelable 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.
 +
 
 
  }}
 
  }}
 
  {{!}}-
 
  {{!}}-
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{{#lsth:BBTag/Hyde/Data|5AAAA}}
 
{{#lsth:BBTag/Hyde/Data|5AAAA}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=* 10% chip damage
+
{{Description|7|text=
 +
* Knockdown on hit.
 +
* 10% 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. 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.
 
  }}
 
  }}
 
}}
 
}}
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====== <font style="visibility:hidden" size="0">5B</font> ======
 
====== <font style="visibility:hidden" size="0">5B</font> ======
 
{{MoveData
 
{{MoveData
|image=BBTag_Hyde_5B.png |caption=
+
|image=BBTag_Hyde_5B.png |caption=No longer chargeable.
 
|image2=BBTag_Hyde_5BB.png |caption2=Strict Daze
 
|image2=BBTag_Hyde_5BB.png |caption2=Strict Daze
 
|image3=BBTag_Hyde_5BBB.png |caption3=Shadow Scare
 
|image3=BBTag_Hyde_5BBB.png |caption3=Shadow Scare
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{{#lsth:BBTag/Hyde/Data|5B}}
 
{{#lsth:BBTag/Hyde/Data|5B}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=* 10% chip damage
+
{{Description|7|text=
* Heavier poke, far more non commital that other heavy buttons because of Hyde's ability to rebeat it into 2a to eliminate some recovery.
+
* Jump cancelable on hit.
 +
* 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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{{#lsth:BBTag/Hyde/Data|5BB}}
 
{{#lsth:BBTag/Hyde/Data|5BB}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=* 20% chip damage
+
{{Description|7|text=
* Hyde's original Force Function animation. Ignores combo timer, a staple in Hyde's combo game. Ideally you'll want to hit them with the max height of this move and combo into black orbiter. The only way to combo to 2C properly is that Hyde’s opponent in front of him must be on the back of corner.
+
* Jump cancelable on hit.
 
+
* Pushes airborne opponents away on hit.
 +
* 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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{{#lsth:BBTag/Hyde/Data|5BBB}}
 
{{#lsth:BBTag/Hyde/Data|5BBB}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=* 10% chip damage
+
{{Description|7|text=
* Hyde's original Shadow Scare animation. Can follow-up the full smart combo with either an assist or Vacant Shift.
+
* Launches on hit.
 +
* 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.
  
Detailed description of the usefulness of the move go here
 
 
  }}
 
  }}
 
}}
 
}}
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{{#lsth:BBTag/Hyde/Data|5C}}
 
{{#lsth:BBTag/Hyde/Data|5C}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* UNI assault 5c, it is VERY slow but has the ability to low crush.
+
{{Description|6|text=
 +
* Shares the same hitbox and animation as j.A.
 +
* Airborne on frame 7.
 +
* On grounded hit, leads into a timed follow-up.
 +
* Follow-up damage, meter gain, oki, and timing changes if partner is available.
 +
* 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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{{#lsth:BBTag/Hyde/Data|2A}}
 
{{#lsth:BBTag/Hyde/Data|2A}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* Also jump cancellable on block, this is one of hydes best tools as if you save it for later in your pressure strings, you can whiff it and either go for a throw or run up and re establish pressure.
+
{{Description|6|text=
 +
* Hits low.
 +
* Jump cancelable.
 +
* Throw cancelable.
 +
* 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.
  
 
  }}
 
  }}
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{{#lsth:BBTag/Hyde/Data|2B}}
 
{{#lsth:BBTag/Hyde/Data|2B}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* 10% chip damage
+
{{Description|6|text=
* An amazing anti air just like it was in UNI, however it moves him forward a bit so anti airing with it up close can be a bit awkward. Amazing reward on counter hit.
+
* Head attribute invulnerable.
* Can launch opponents a little bit more into the air if you already launched them in a combo; 5AAA>5BB>2B>aerial combo.
+
* 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.
 +
 
 
  }}
 
  }}
 
}}
 
}}
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{{#lsth:BBTag/Hyde/Data|2C}}
 
{{#lsth:BBTag/Hyde/Data|2C}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* Good to use if your opponent keeps blocking
+
{{Description|6|text=
 +
* Hits low.
 +
* Jump cancelable on hit.
 +
Hyde's second low which has much better damage and scaling than 2A. Has a very long cancel window, allowing for delayed follow-ups that can manipulate the height of airborne opponents in combos, primarily to get the delayed Vacant Shift extension. Can be used at the end of combos to create safe-jump oki.
 +
 
 
  }}
 
  }}
 
}}
 
}}
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{{#lsth:BBTag/Hyde/Data|j.A}}
 
{{#lsth:BBTag/Hyde/Data|j.A}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=* 10% chip damage
+
{{Description|7|text=
* Air combo starter.
+
* Hits high.
 +
* 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.
  
Detailed description of the usefulness of the move go here
 
 
  }}
 
  }}
 
  {{!}}-
 
  {{!}}-
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{{#lsth:BBTag/Hyde/Data|j.AA}}
 
{{#lsth:BBTag/Hyde/Data|j.AA}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=* 10% chip damage
+
{{Description|7|text=
 +
* Hits high.
 +
* 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.
  
Detailed description of the usefulness of the move go here
 
 
  }}
 
  }}
 
}}
 
}}
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{{#lsth:BBTag/Hyde/Data|j.B}}
 
{{#lsth:BBTag/Hyde/Data|j.B}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* 10% chip damage
+
{{Description|6|text=
* Hyde's j.2C originally added in UNIST 3.00; solid move for crossing-up opponents
+
* Hits high.
* Can combo this move into j.C if you hit your opponent directly from above with j.B
+
* Hits twice.
 +
* 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.
 
  }}
 
  }}
 
}}
 
}}
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{{#lsth:BBTag/Hyde/Data|j.C}}
 
{{#lsth:BBTag/Hyde/Data|j.C}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* 10% chip damage
+
{{Description|6|text=
* Hyde's classic midair Dark Lotus. Can be used a few times if you're high in the air.
+
* Hits twice, once by the sword and once by the orb.
* Hold forward to drift forward during attack, like the original A and B versions of the move.
+
* First hit knocks down on air hit.
* Hits twice from activation via Hyde's sword having an initial hitbox, and the explosion itself.
+
* Second hit is a launcher.
Detailed description of the usefulness of the move go here
+
* Moves Hyde forward or backwards depending on the direction held during the second 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.
 +
 
 
  }}
 
  }}
 
}}
 
}}
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{{#lsth:BBTag/Hyde/Data|BC}}
 
{{#lsth:BBTag/Hyde/Data|BC}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* Can connect with most moves and distortions.
+
{{Description|6|text=
 +
* 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.
 +
* Opponents cannot burst during a throw.
 +
Hyde grabs the opponent and kicks them diagonally away. Cancels directly into specials and supers. Can combo into 5B midscreen and essentially anything in the corner.
  
Detailed description of the usefulness of the move go here
 
 
  }}
 
  }}
 
}}
 
}}
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{{#lsth:BBTag/Hyde/Data|AD}}
 
{{#lsth:BBTag/Hyde/Data|AD}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=* 10% chip damage
+
{{Description|7|text=
* Can catch any opponent in the air, and is unblock-able if they are in the air.
+
* Invincible on start-up.
* Multi hit attack
+
* Air unblockable.
* Lots of recovery
+
* Hits 7 times.
 +
* Launches grounded opponents on hit.
 +
* Opponents cannnot burst during this attack.
 +
* Does 5% minimum damage. 34 x 7 = 238.
 +
* 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.
  
Detailed description of the usefulness of the move go here
 
 
  }}
 
  }}
 
  {{!}}-
 
  {{!}}-
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{{#lsth:BBTag/Hyde/Data|j.AD }}
 
{{#lsth:BBTag/Hyde/Data|j.AD }}
 
{{!}}-
 
{{!}}-
{{Description|7|text=* 10% chip damage
+
{{Description|7|text=
 +
* Same parameters as the ground version, only now it is air blockable.
 +
Has very similar uses as the grounded version but is less practical thanks to the increased endlag.
  
Detailed description of the usefulness of the move go here
 
 
  }}
 
  }}
 
}}
 
}}
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{{#lsth:BBTag/Hyde/Data|236A}}
 
{{#lsth:BBTag/Hyde/Data|236A}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* 10% chip damage
+
{{Description|6|text=
* Moves at an good speed.
+
* 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. Can combo into 5B by having opponents land on the projectile. For example: (Max range 2C > 2B > 236A > dash 5BBB).
Detailed description of the usefulness of the move go here
 
  
 
  }}
 
  }}
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{{#lsth:BBTag/Hyde/Data|236B}}
 
{{#lsth:BBTag/Hyde/Data|236B}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* 10% chip damage
+
{{Description|6|text=
* A bit faster than version A.
+
* 10% chip damage.
 
+
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.
Detailed description of the usefulness of the move go here
 
  
 
  }}
 
  }}
Line 337: Line 396:
 
====== <font style="visibility:hidden" size="0">Dark Lotus</font> ======
 
====== <font style="visibility:hidden" size="0">Dark Lotus</font> ======
 
{{MoveData
 
{{MoveData
|image=BBTag_Hyde_DarkLotus.png |caption=Blow up the pizza
+
|image=BBTag_Hyde_DarkLotus.png |caption=Blow up the pizza.
 
|input= After Black Orbiter 236A
 
|input= After Black Orbiter 236A
 
|name=Dark Lotus
 
|name=Dark Lotus
Line 345: Line 404:
 
{{#lsth:BBTag/Hyde/Data|236A > 236A}}
 
{{#lsth:BBTag/Hyde/Data|236A > 236A}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* 10% chip damage
+
{{Description|6|text=
* Can explode on block, hit, or whiff
+
* Can be used regardless of whether or not Black Orbiter hit, was blocked, or whiffed.
 
+
* Hits 3 times.
Makes the projectile explode.
+
* 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.
  
 
  }}
 
  }}
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====== <font style="visibility:hidden" size="0">Bend Sinister</font> ======
 
====== <font style="visibility:hidden" size="0">Bend Sinister</font> ======
 
{{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/C  
 
|input=After Black Orbiter 236B/C  
 
|name=Bend Sinister  
 
|name=Bend Sinister  
Line 367: Line 428:
 
{{#lsth:BBTag/Hyde/Data|236A > 236C}}
 
{{#lsth:BBTag/Hyde/Data|236A > 236C}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=* 10% chip damage
+
{{Description|7|text=
Because this move only hits once, it's a great way to confirm from Black Orbiter without scaling your combo's damage down. Use P/4P for a full combo extension.
+
* Airborne on frame 4.
 +
* 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.
  
 
  }}
 
  }}
Line 387: Line 451:
 
{{#lsth:BBTag/Hyde/Data|j.214A}}
 
{{#lsth:BBTag/Hyde/Data|j.214A}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=* 10% chip damage
+
{{Description|7|text=
* Goes at a 30 or 35 degree angle.
+
* Launches grounded opponents.
* Shorter horizontal distance then B version
+
* 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.
Detailed description of the usefulness of the move go here
 
  
 
  }}
 
  }}
Line 401: Line 464:
 
{{#lsth:BBTag/Hyde/Data|j.214B}}
 
{{#lsth:BBTag/Hyde/Data|j.214B}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=* 10% chip damage
+
{{Description|7|text=
* Goes at a 30 or 35 degree angle.
+
* Launches grounded opponents.
* Good and fast horizontal distance.
+
* Travels farther diagonally than the A version.
* The main version to use to connect with aerial and ground launching combos.
+
* 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.
Detailed description of the usefulness of the move go here
 
  
 
  }}
 
  }}
Line 413: Line 475:
 
{{#lsth:BBTag/Hyde/Data|j.214A > A/B/C}}
 
{{#lsth:BBTag/Hyde/Data|j.214A > A/B/C}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=* 10% chip damage
+
{{Description|7|text=
* Values in [] are when done from B Vacant Shift
+
* Values in [] are when done from B Vacant Shift.
* Combo filler.
+
* Launches grounded opponents.
* Can choose not to do the input.
+
* 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.
Detailed description of the usefulness of the move go here
 
  
 
  }}
 
  }}
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{{#lsth:BBTag/Hyde/Data|j.214A > A/B/C > A/B/C}}
 
{{#lsth:BBTag/Hyde/Data|j.214A > A/B/C > A/B/C}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=* 10% chip damage
+
{{Description|7|text=
* If in Resonance Blaze, it can connect into Gyre Vortex once landed.
+
* Knocks down on hit.
* Combo Filler.
+
* 10% chip damage
* Can choose not to do the input.
+
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.
Detailed description of the usefulness of the move go here
 
  
 
  }}
 
  }}
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{{#lsth:BBTag/Hyde/Data|236C}}
 
{{#lsth:BBTag/Hyde/Data|236C}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* 10% chip damage
+
{{Description|6|text=
* Has multiple hits.
+
* Hits 5 times.
* Very Fast projectile.
+
* Launches grounded opponents on hit.
* Can't use Dark Lotus or Bend Sinister.
+
* Cannot be followed up with Dark Lotus or Bend Sinister.
 
+
* 10% minimum damage. 75 x 5 = 375.
Detailed description of the usefulness of the move go here
+
* 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.
  
 
  }}
 
  }}
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{{#lsth:BBTag/Hyde/Data|j.214C}}
 
{{#lsth:BBTag/Hyde/Data|j.214C}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=* Hyde's classic EX version of Vacant Shift, with the full sequence intact.
+
{{Description|7|text=
* Good to beat bad blockstrings/5C users because this is F6
+
* Hits 6 times.
* Good move to Active Switch from because it is unburstable
+
* Only the first two hits come out on block or whiff.
 
+
* Only the final hit can K.O. an opponent.
EX Vacant Shift is faster than DP so it can be used to beat bad blockstrings, also it brings them to the corner
+
* Launches grounded opponents on hit.
 +
* Final hit knocks down on hit.
 +
* Opponents cannot burst during this attack.
 +
* 10% minimum damage. 80 x 5 + 200 = 600.
 +
* 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.
  
 
  }}
 
  }}
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{{!}}-
 
{{!}}-
 
{{Description|6|text=
 
{{Description|6|text=
* Has EX Orbiter properties
+
* Hits 3 times.
* Can beat a lot of other fireball assists thanks to EX Orbiter properties
+
* Launches grounded opponents on hit.
 
+
* 10% Chip Damage.
Really good to start pressuring your opponent and it lets your point get in, also decent for AS setups
+
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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====== <font style="visibility:hidden" size="0">6P</font> ======
 
====== <font style="visibility:hidden" size="0">6P</font> ======
 
{{MoveData
 
{{MoveData
|image=BBTag_Hyde_DarkLotus.png |caption=
+
|image=BBTag_Hyde_DarkLotus.png |caption=Blow up your partner's pizza.
 
|input=Dark Lotus
 
|input=Dark Lotus
|name=6P
+
|name=4P
 
|data=
 
|data=
 
  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
Line 513: Line 579:
 
{{#lsth:BBTag/Hyde/Data|4P}}
 
{{#lsth:BBTag/Hyde/Data|4P}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* Defensive Assist
+
{{Description|6|text=
 
+
* Hits 3 times.
Can start combos, not ideal to extend combos.
+
* Launches grounded opponents on hit.
 +
* 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.
  
 
  }}
 
  }}
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{{#lsth:BBTag/Hyde/Data|5P }}
 
{{#lsth:BBTag/Hyde/Data|5P }}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* Covers a large amount of horizontal distance
+
{{Description|6|text=
* Great assist both at close and long range
+
* Hits 2 times.
* Good for roundstart situations
+
* Launches grounded opponents on hit.
 +
* 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.
  
Another awesome pressure tool, the rising hit covers a lot of space but be careful when you decide to AS into Hyde from his 5P because the second hit leaves you in the air.
 
 
  }}
 
  }}
 
}}
 
}}
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{{#lsth:BBTag/Hyde/Data|236BC}}
 
{{#lsth:BBTag/Hyde/Data|236BC}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* Very tall vertical hitbox.
+
{{Description|6|text=
* Invulnerable during start up.
+
* Invincible on start up.
* Perfect for countering distortions that dash forward.
+
* Hits 11 times.
* Hitbox reaches both sides, allowing it to potentially counter "sandwich" situations where both enemy characters are on opposite sides of Hyde.
+
* (RB) Hits 21 times.
* Leaves huge endlag if blocked or missed.
+
* Launches grounded opponents on hit.
* Can connect from Vacant Shift once you land while in Resonance Blaze.
+
* 30% minimum damage. 600 + (134 x 10) = 1940.
Detailed description of the usefulness of the move go here
+
* (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)!
  
 
  }}
 
  }}
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{{#lsth:BBTag/Hyde/Data|214BC}}
 
{{#lsth:BBTag/Hyde/Data|214BC}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* Can catch opponents slightly above Hyde.
+
{{Description|6|text=
* Covers large horizontal distance.
+
* Invincible on startup.
* Can connect with any ground combo while in Resonance Blaze.
+
* Hits 10 to 22 times depending on the distance Hyde carries the opponent.
* Leaves huge endlag if blocked or missed.
+
* (RB) Hits 17 to 29 times depending on the distance Hyde carries the opponent.
* Invincible from startup. And will go through projectiles to counter zoners
+
* Travels full-screen.
* Leaves into a safejump
+
* Preforms follow-up uppercut on hit, block, and whiff.
 
+
* (RB) Only does Axe Kick follow-up on hit.
 +
* 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 = 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.
  
 
  }}
 
  }}
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  {{AttackDataHeader-BBTag}}
 
  {{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Hyde/Data|Gyre Vortex}}
+
{{#lsth:BBTag/Hyde/Data|Distortion Skill Duo}}
 
{{!}}-
 
{{!}}-
 
{{Description|6|text=
 
{{Description|6|text=
 
+
* Identical to Hyde's solo version of Gyre Vortex except it deals slightly higher minimum damage.
* If the opponent got happy birthday this DHC hits both characters
+
* 100% minimum damage. 600 + (140 x 10) = 2000.
 
+
* (RB) 100% minimum damage. 700 + (90 x 20) = 2500.
Detailed description of the usefulness of the move go here
+
Only use this super if it will K.O. an opponent or if the opponent is caught in a happy birthday situation.
  
 
  }}
 
  }}
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{{#lsth:BBTag/Hyde/Data|222BC}}
 
{{#lsth:BBTag/Hyde/Data|222BC}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* Only available at lv4 Resonance Blaze, and requires 9 skill meter
+
{{Description|6|text=
* Has a short start up.
+
* Requires 9 bars of meter, level 4 Resonance Blaze, and the opponent must have one character remaining.
* Able to hit opponents from far away.
+
* Invincible on start-up.
* Can connect with the following so far: 5AAA>5BB>Astral, 2C>Astral.
+
* Grants victory upon a successful hit.
Detailed description of the usefulness of the move go here
+
* Lazer travels about 80% of the screen.
 +
* Deals no chip damage.
 +
Hyde fires a beam from his sword that insta-kills opponents on hit. As it is only usable in Resonance Blaze, Hyde can cancel his specials into this super for easy confirms. Cannot hit opponents who are flat on the ground so this move won't connect after Bend Sinister and all versions of Vacant Shift. Use this super to end combos whenever possible. Can be used as a reversal but this isn't recommend unless it it guaranteed to hit.
  
 
  }}
 
  }}

Latest revision as of 21:54, 19 August 2019

Hyde
BBTag Hyde Portrait.png

Health: 16,000

Jump Startup: 4F

Backdash Time 22F / Invul: 1-7F All


Movement Options
  • Double Jump, 1 Airdash, Dash Type: Run
Playstyle
Balanced, Aggressive, Mid-range
Team role
Point, Support

Overview[edit]

"Get in my way and I'll get rid of you!"

Backstory[edit]

Hyde Kido was once a normal high school boy until one night, he is attacked by the Void; creatures of the Hollow Night. He is able to barely escape death due to the help of a girl he met named Linne, but the attack causes him to become an In-Birth. Soon after, Linne, her pet Dragon Kuu and Waldstein move into Hyde's home to teach and train Hyde about the Hollow Night and how to use his Power of Existence (EXS). When the Hollow Night returns and Linne and Waldstein disappear, Hyde sets out into the night in search of them.

Playstyle[edit]

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.

Strengths/Weaknesses[edit]

Strengths Weaknesses
  • Amazing pressure due to having long blockstrings and reverse beat.
  • All sword attacks deal chip damage on block.
  • Excellent aerial oppression thanks to his fast and long reaching 2B.
  • Great range with both his sword and his projectile, Black Orbiter.
  • Has access to many unconventional combo extensions.
  • Can end nearly every combo with safe-jump oki.
  • 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.
  • Extremely scary in Resonance Blaze thanks to its chip damage modifier scaling with Void Red EXS.
  • Slow and predictable overheads hurt his mix-up game.
  • High execution needed for anything more than basic combos.
  • 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 in combos outside the corner.
  • Any use of his A Smart Combo scales combos drastically.
  • All of his special moves are unsafe on block at close range.
  • Reject Guard prevents him from building chip damage on defending opponents.
  • Cannot chip enemies to death, must get a successful hit to finish opponents.


EXS of Jet Black : Void Red[edit]

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.



Normal Moves[edit]

5A[edit]
5A
BBTag Hyde 5A.png
Not a low but still his best move for picking people up off the ground for combos.
BBTag Hyde 5AA.png
Delay follow-ups for combo extensions.
BBTag Hyde 5AAA.png
Why couldn't you have been a button on your own? I miss you 6B.
BBTag Hyde BendSinister.png
Bend Sinister
Version Damage Guard Startup Active Recovery Frame Adv.
5A 1000 All 7 2 18 -6
  • 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.

5AA 1000 All 9 4 18 -8
  • 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 doing delayed Vacant Shift combos.

5AAA 1500*2 All 8 2(10)2 24 -9
  • Hits twice.
  • Jump cancelable 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.

5AAAA 2000 All 11+Until Landing 2 30 -11
  • Knockdown on hit.
  • 10% 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. 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.


5B[edit]
5B
BBTag Hyde 5B.png
No longer chargeable.
BBTag Hyde 5BB.png
Strict Daze
BBTag Hyde 5BBB.png
Shadow Scare
Version Damage Guard Startup Active Recovery Frame Adv.
5B 1500 All 13 5 19 -7
  • Jump cancelable on hit.
  • 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.

5BB 1700 All 15 2 35 -16
  • Jump cancelable on hit.
  • Pushes airborne opponents away on hit.
  • 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.

5BBB 1500 All 18 9 53T -15
  • Launches on hit.
  • 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.


5C[edit]
5C
BBTag Hyde 5C.png
Damage Guard Startup Active Recovery Frame Adv.
800+ High 26 3 18 -4
  • Shares the same hitbox and animation as j.A.
  • Airborne on frame 7.
  • On grounded hit, leads into a timed follow-up.
  • Follow-up damage, meter gain, oki, and timing changes if partner is available.
  • 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.


2A[edit]
2A
BBTag Hyde 2A.png
Damage Guard Startup Active Recovery Frame Adv.
1000 Low 7 2 16 -4
  • Hits low.
  • Jump cancelable.
  • Throw cancelable.
  • 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.


2B[edit]
2B
BBTag Hyde 2B.png
Stop jumping, for real.
Damage Guard Startup Active Recovery Frame Adv.
1700 All 11 2 23 -6
  • Head attribute invulnerable.
  • 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.


2C[edit]
2C
BBTag Hyde 2C.png
Damage Guard Startup Active Recovery Frame Adv.
1700 Low 12 5 17 -3
  • Hits low.
  • Jump cancelable on hit.

Hyde's second low which has much better damage and scaling than 2A. Has a very long cancel window, allowing for delayed follow-ups that can manipulate the height of airborne opponents in combos, primarily to get the delayed Vacant Shift extension. Can be used at the end of combos to create safe-jump oki.


j.A[edit]
j.A
BBTag Hyde jA.png
BBTag Hyde jAA.png
Version Damage Guard Startup Active Recovery Frame Adv.
j.A 1500 High 11 3 19 -
  • Hits high.
  • 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.

j.AA 1500 High 12 3 19 -
  • Hits high.
  • 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.


j.B[edit]
j.B
BBTag Hyde jB.png
Damage Guard Startup Active Recovery Frame Adv.
1100*2 High 14 2, 2 23 -
  • Hits high.
  • Hits twice.
  • 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.


j.C[edit]
j.C
Dark Lotus (midair)
BBTag Hyde jC.png
Damage Guard Startup Active Recovery Frame Adv.
1000, 1700 All 9 3(14)6 21 -
  • Hits twice, once by the sword and once by the orb.
  • First hit knocks down on air hit.
  • Second hit is a launcher.
  • Moves Hyde forward or backwards depending on the direction held during the second 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.



Universal Mechanics[edit]

Ground Throw[edit]
Ground Throw
5B+C
BBTag Hyde GroundThrow.png
Looks like I bent my leg while trying to kick someone.
Damage Guard Startup Active Recovery Frame Adv.
2000 Throw 7-30 3 23 -
  • 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.
  • Opponents cannot burst during a throw.

Hyde grabs the opponent and kicks them diagonally away. Cancels directly into specials and supers. Can combo into 5B midscreen and essentially anything in the corner.


Red-Clad Craver[edit]
Red-Clad Craver
5A+D
(Air OK)
BBTag Hyde RedCladCraver.png
Setsuna would be proud.
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 680*8 Air Unblockable 10 5, 2*7 (42+)22L -47
  • Invincible on start-up.
  • Air unblockable.
  • Hits 7 times.
  • Launches grounded opponents on hit.
  • Opponents cannnot burst during this attack.
  • Does 5% minimum damage. 34 x 7 = 238.
  • 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.

Air 680*8 All 7 2*8 17L -
  • Same parameters as the ground version, only now it is air blockable.

Has very similar uses as the grounded version but is less practical thanks to the increased endlag.



Skills[edit]

Black Orbiter[edit]
Black Orbiter
236A/B
BBTag Hyde BlackOrbiter.png
Throw the pizza.
Version Damage Guard Startup Active Recovery Frame Adv.
A 1500 All 14 Until hit 47T -5
  • 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. Can combo into 5B by having opponents land on the projectile. For example: (Max range 2C > 2B > 236A > dash 5BBB).

B 1500 All 12 Until hit 49T -9
  • 10% chip damage.

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.


Dark Lotus[edit]
Dark Lotus
After Black Orbiter 236A
BBTag Hyde DarkLotus.png
Blow up the pizza.
Damage Guard Startup Active Recovery Frame Adv.
800*3 All - - 63T -
  • Can be used regardless of whether or not Black Orbiter hit, was blocked, or whiffed.
  • Hits 3 times.
  • 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.


Bend Sinister[edit]
Bend Sinister
After Black Orbiter 236B/C
BBTag Hyde BendSinister.png
Slice the pizza.
Version Damage Guard Startup Active Recovery Frame Adv.
B 2000 All 20 2 31 -12
C 2000 All 20 2 31 -12
  • Airborne on frame 4.
  • 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.


Vacant Shift[edit]
Vacant Shift
214A/B (Air OK)
BBTag Hyde VacantShift.png
Rekkas, but with benefits from delaying the extra hits.
Version Damage Guard Startup Active Recovery Frame Adv.
Ground A 1100 All 15 4 (16+)7L -8
Air A 1100 All 12 4 Until land+9L -
  • 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.

Ground B 1300 All 18 4 (26+)9L -20
Air B 1300 All 12 4 Until land+9L -
  • Launches grounded opponents.
  • 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.

Second
First > A/B/C
1100 [1300] All 13 3 Until land+15L -
  • Values in [] are when done from B Vacant Shift.
  • 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.

Third
Second > A/B/C
1700 All 15 4 Until land+18L -
  • 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.



Extra Skills[edit]

EX Black Orbiter[edit]
EX Black Orbiter
236C
BBTag Hyde BlackOrbiter.png
When the moon hits your eye, like an EX pizza pie, that's amore.
Damage Guard Startup Active Recovery Frame Adv.
750*5 All 11 Until hit*5 51T -17
  • Hits 5 times.
  • Launches grounded opponents on hit.
  • Cannot be followed up with Dark Lotus or Bend Sinister.
  • 10% minimum damage. 75 x 5 = 375.
  • 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.


EX Vacant Shift[edit]
Vacant Shift - Sediment
214C (Air OK)
BBTag Hyde VacantShift.png
First, you land the knee. Then you slice 'em up nice and high.
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 800*4, 2000 All 6 4 (22+)18L -23
Air 800*4, 2000 All 6 4 18L -
  • Hits 6 times.
  • Only the first two hits come out on block or whiff.
  • Only the final hit can K.O. an opponent.
  • Launches grounded opponents on hit.
  • Final hit knocks down on hit.
  • Opponents cannot burst during this attack.
  • 10% minimum damage. 80 x 5 + 200 = 600.
  • 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.



Partner Skills[edit]

5P[edit]
6P
Black Orbiter
BBTag Hyde BlackOrbiter.png
Throw your partner a pizza.
Damage Guard Startup Active Recovery Frame Adv.
1000*3 All (18)+16 Until Hit Total: (18)+53 +9
  • Hits 3 times.
  • 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.


6P[edit]
4P
Dark Lotus
BBTag Hyde DarkLotus.png
Blow up your partner's pizza.
Damage Guard Startup Active Recovery Frame Adv.
800*3 All (18)+17 3,3,8 Total: (18)+63 -18
  • Hits 3 times.
  • Launches grounded opponents on hit.
  • 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.


4P[edit]
5P
Pale Bringer
BBTag Hyde PaleBringer.png
Damage Guard Startup Active Recovery Frame Adv.
1700*2 All (18)+13 6 [(14)4(2)2(2)2] 23+17L -33
  • Hits 2 times.
  • Launches grounded opponents on hit.
  • 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.



Distortion Skills[edit]

Gyre Vortex[edit]
Gyre Vortex
236B+C
BBTag Hyde GyreVortex.png
Chip them to death.
Wait chips don't kill in this game-
Damage Guard Startup Active Recovery Frame Adv.
2000, 700*10
[2000, 510*20]
All 1+5 5,3*4,5,3,2*4
[5,3*4,5,3,1*4,3,1*4,3,1*4]
70 [73] -52 [-51]
  • Invincible on start up.
  • Hits 11 times.
  • (RB) Hits 21 times.
  • Launches grounded opponents on hit.
  • 30% minimum damage. 600 + (134 x 10) = 1940.
  • (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)!


Pale Bringer[edit]
Pale Bringer Arose
214B+C
BBTag Hyde PaleBringer.png
I'm sorry, did you throw a projectile from full-screen? Time to "wake you up" from that bs. Get it?
Damage Guard Startup Active Recovery Frame Adv.
1700, 50*N, 960*8
[1700, 50*N, 500, 500*13, 1700]
All 6+3 15,5(2)2,2(2)2(2)2 31+26L -43
  • Invincible on startup.
  • Hits 10 to 22 times depending on the distance Hyde carries the opponent.
  • (RB) Hits 17 to 29 times depending on the distance Hyde carries the opponent.
  • Travels full-screen.
  • Preforms follow-up uppercut on hit, block, and whiff.
  • (RB) Only does Axe Kick follow-up on hit.
  • 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 = 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.



Distortion Skill Duo[edit]

Gyre Vortex
P during Main Character's Distortion Skill
BBTag Hyde GyreVortex.png
Damage Guard Startup Active Recovery Frame Adv.
600, 140*10 [700, 90*20] All 1+1 5,3*4,5,3,2*4
[5,3*4,5,{3,1*4}*3]
58 [67] -38 [-53]
  • Identical to Hyde's solo version of Gyre Vortex except it deals slightly higher minimum damage.
  • 100% minimum damage. 600 + (140 x 10) = 2000.
  • (RB) 100% minimum damage. 700 + (90 x 20) = 2500.

Only use this super if it will K.O. an opponent or if the opponent is caught in a happy birthday situation.


Astral Heat[edit]

Raging Roar
222B+C
BBTag Hyde RagingRoar.png
"Don't you die on me!"
BBTag Hyde RagingRoar2.png
"RAGGINGGGG ROARRRRR!"
Damage Guard Startup Active Recovery Frame Adv.
2000 All 1+19 6 39 -24
  • Requires 9 bars of meter, level 4 Resonance Blaze, and the opponent must have one character remaining.
  • Invincible on start-up.
  • Grants victory upon a successful hit.
  • Lazer travels about 80% of the screen.
  • Deals no chip damage.

Hyde fires a beam from his sword that insta-kills opponents on hit. As it is only usable in Resonance Blaze, Hyde can cancel his specials into this super for easy confirms. Cannot hit opponents who are flat on the ground so this move won't connect after Bend Sinister and all versions of Vacant Shift. Use this super to end combos whenever possible. Can be used as a reversal but this isn't recommend unless it it guaranteed to hit.



Navigation[edit]


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