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{ | {{BBTag_Construction_Card}} | ||
|- | ==Overview== | ||
{{BBTag/CharacterLinks}} | |||
|- | <div id="home-content" class="home-grid"> | ||
|| | {{card|width=4 | ||
[[ | |header=Overview | ||
| | |content=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. Hyde also sports an excellent anti-air in {{clr|2|2B}}: it's one of the best 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 {{clr|2|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. Because of his assault-style air dash and his longer range normals being relatively slow, he 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. | ||
| | }} | ||
{{ | {{BBTag/Infobox | ||
| fastestAttack = [[#5A|5A]] (7F)<br/>[[#2A|2A]] (7F) | |||
* | | reversal = [[#Red Clad Craver|A+D]] (10F)<br/>[[#Gyre Vortex|236B+C]] (11F)<br/>[[#Pale Bringer Arose|214B+C]] (9F) | ||
}} | |||
{{ProsAndCons | |||
|intro=is a solid character and great pick if you want to play a more balanced footsies style that will slowly deal lots of chip damage to the opponent by playing safe and smart. | |||
|pros= | |||
*Amazing pressure due to having long blockstrings and reverse beat. | |||
*All sword and energy attacks deal chip damage on block (but will not kill). | |||
| | *Excellent anti-air game thanks to his fast and long reaching {{clr|2|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. | |||
*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. | |||
*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. | |||
|cons= | |||
*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 outside the corner. | |||
*Any use of his A Smart Combo scales combos drastically. | |||
*Almost all of his special moves are unsafe on block at close range. | |||
*Reject Guard prevents him from safely building chip damage on defending opponents. | |||
}} | |||
</div> | </div> | ||
{{card|width=4 | |||
|header=EXS of Jet Black: Void Red | |||
|content= | |||
Hyde's EXS gives all of his sword attack damage on block. 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. | |||
}} | |||
{| | |||
| | |||
Hyde's EXS | |||
==Normal Moves== | ==Normal Moves== | ||
===<big>{{clr|1|5A}}</big>=== | |||
{{BBTag Move Card|game=BBTag | |||
{{ | |input=5A,5AA,5AAA,5AAAA | ||
| | |versioned=input | ||
|description= | |||
| | |||
| | |||
* Jump cancelable. | * Jump cancelable. | ||
* | * Throw cancelable. | ||
{{clr|1|5A}} 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. This move is also vital for extending combos after Vacant Shift Third anywhere or after Shadow Scare in the corner. Keep in mind that its lack of vertical reach makes this attack useless against jumping foes and that the gleaming tip of the blade has no hitbox, meaning the animation doesn't match the actual range of the attack. | |||
---- | |||
* Knocks down on air hit. | * Knocks down on air hit. | ||
* | * Throw cancelable. | ||
{{clr|1|5AA}} drags airborne opponents down. Pressure filler and combo tool used to control the opponent's height, useful for ending combos with {{clr|3|2C}} safe-jump oki or for setting-up delayed Vacant Shift Third combo extensions. | |||
---- | |||
{{ | |||
* Hits twice. | * Hits twice. | ||
* 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. | ||
{{clr|1|5AAA}} lifting grounded opponents into the air. Basic launcher for converting into air combos and filler for blockstrings. Avoid using this attack in combos whenever {{clr|3|2C}} is still available to cancel into as it is also a launcher but has similar cancel options and way better damage and scaling. | |||
---- | |||
* Knockdown on hit. | |||
* Opponent cannot Cross Burst during this attack. | |||
* 30% chip damage. | |||
{{clr|1|5AAAA}} 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 {{clr|1|5AAA}}'s launching properties though note that at the end of scaled combos the opponent will recover before this attack comes out, leaving Hyde open 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. {{clr|1|5AAA}} to Bend Sinister is a natural frame trap but that same gap makes it vulnerable to reversals. | |||
}} | }} | ||
{{ | ===<big>{{clr|2|5B}}</big>=== | ||
| | {{BBTag Move Card|game=BBTag | ||
| | |input=5B,5BB,5BBB | ||
|versioned=input | |||
|description= | |||
| | |||
* Jump cancelable on hit. | * Jump cancelable on hit. | ||
{{clr|2|5B}} is a 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 {{clr|1|2A}} to eliminate some recovery. Contrary to the animation, {{clr|2|5B}} does not hit behind himself. | |||
---- | |||
{{ | |||
* Jump cancelable on hit. | * Jump cancelable on hit. | ||
* Pushes airborne opponents away on hit. | * Pushes airborne opponents away on hit. | ||
{{clr|2|5BB}} is Hyde's best overall combo starter but requires the {{clr|2|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 {{clr|2|5B}} against airborne opponents if they were too high in the air. | |||
Hyde's | ---- | ||
* Launches on hit. | * Launches on hit. | ||
In pressure, {{clr|2|5BBB}} 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 {{clr|1|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. | |||
}} | }} | ||
{{ | ===<big>{{clr|3|5C}}</big>=== | ||
| | {{BBTag Move Card|game=BBTag | ||
| | |input=5C | ||
| | |description= | ||
* Shares the same hitbox and animation as {{clr|1|j.A}}. | |||
* Shares the same hitbox and animation as j.A. | |||
* Airborne on frame 7. | * Airborne on frame 7. | ||
* 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. | |||
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 | |||
}} | }} | ||
{{ | ===<big>{{clr|1|2A}}</big>=== | ||
| | {{BBTag Move Card|game=BBTag | ||
| | |input=2A | ||
| | |description= | ||
* 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 {{clr|2|5B}}, to make it shorter even if the {{clr|1|2A}} whiffs. Has atrocious damage and scaling so avoid using this move in combos. | ||
}} | }} | ||
{{ | ===<big>{{clr|2|2B}}</big>=== | ||
| | {{BBTag Move Card|game=BBTag | ||
| | |input=2B | ||
| | |description= | ||
* Jump cancelable on hit. | * Jump cancelable on hit. | ||
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. | |||
}} | }} | ||
{{ | ===<big>{{clr|3|2C}}</big>=== | ||
| | {{BBTag Move Card|game=BBTag | ||
| | |input=2C | ||
| | |description= | ||
* Hits low. | * Hits low. | ||
* Jump cancelable on hit. | * 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. | Hyde's second low which has much better damage and scaling than {{clr|1|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. | ||
}} | }} | ||
{{ | ===<big>{{clr|1|j.A}}</big>=== | ||
| | {{BBTag Move Card|game=BBTag | ||
| | |input=j.A,j.AA | ||
|versioned=input | |||
|description= | |||
* Hits high. | * Hits high. | ||
* Double jump cancelable. | * Double jump cancelable. | ||
{{clr|1|j.A}} is Hyde's main air-to-air normal and combo filler. Can be used as a jump-in but {{clr|2|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. | ---- | ||
* Hits high. | * Hits high. | ||
* Double jump cancelable. | * Double jump cancelable. | ||
As {{clr|1|j.AA}} can only be done as a follow-up to {{clr|1|j.A}}, this move is strictly combo and blockstring filler. | |||
}} | }} | ||
{{ | ===<big>{{clr|2|j.B}}</big>=== | ||
| | {{BBTag Move Card|game=BBTag | ||
| | |input=j.B | ||
| | |description= | ||
* Hits high. | * Hits high. | ||
* Hits twice. | * Hits twice. | ||
* Double jump cancelable on both hits. | * Double jump cancelable on both hits. | ||
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 {{clr|1|j.A}} before hitting the ground, resulting in a triple overhead. Can add an additional overhead by using {{clr|3|5C}} as soon as Hyde touches the ground. In combos, this move can cancel into {{clr|3|j.C}} if you hit the opponent while Hyde is above them, usually by high jump canceling. | |||
}} | }} | ||
{{ | ===<big>{{clr|3|j.C}}</big>=== | ||
{{InputBadge|Air Dark Lotus}} | |||
| | {{BBTag Move Card|game=BBTag | ||
|input=j.C | |||
|description= | |||
{{ | |||
* Hits twice, once by the sword and once by the orb. | * Hits twice, once by the sword and once by the orb. | ||
* First hit knocks down on air hit. | * First hit knocks down on air hit. | ||
* 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. | ||
Can be used multiple times in midair until Hyde touches the ground. Does excellent damage but doesn't combo well late in the timer. Can start combos on its own if it is used close to the ground on counter hit. Low enough recovery to use other air actions when at at normal jump height. | |||
}} | }} | ||
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==Universal Mechanics== | ==Universal Mechanics== | ||
===<big>Ground Throw</big>=== | |||
{{InputBadge|{{clr|2|5B}}+{{clr|3|C}}}} | |||
{{ | {{BBTag Move Card|game=BBTag | ||
| | |input=BC | ||
| | |description= | ||
{{ | |||
* 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. | ||
* Opponents cannot burst during 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. | Hyde grabs the opponent and kicks them diagonally away. Cancels directly into specials and supers. Can combo into {{clr|2|5B}} midscreen and essentially anything in the corner. | ||
}} | }} | ||
{{ | ===<big>Red-Clad Craver</big>=== | ||
| | {{InputBadge|{{clr|1|5A}}+{{clr|4|D}} (Air OK)}} | ||
| | {{BBTag Move Card|game=BBTag | ||
|input=AD,j.AD | |||
|versioned=input | |||
|description= | |||
* Hits 7 times. | * Hits 7 times. | ||
* | * Otherwise functions the same as all other [[BBTag/Defense#Reversal_Action|Reversal Actions]] | ||
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. | |||
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, | |||
}} | }} | ||
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==Skills== | ==Skills== | ||
===<big>Black Orbiter</big>=== | |||
{{InputBadge|{{clr|1|236A}}/{{clr|2|B}}}} | |||
{{BBTag Move Card|game=BBTag | |||
|input=236A,236B | |||
|versioned=input | |||
|description= | |||
A version is good for Active Switch with assists to cover their approach. Can combo into {{clr|2|5B}} by having opponents land on the projectile. For example: (Max range {{clr|3|2C}} > {{clr|2|2B}} > {{clr|1|236A}} > dash {{clr|2|5BBB}}). | |||
---- | |||
B version is a 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. | |||
}} | |||
===<big>Dark Lotus</big>=== | |||
{{InputBadge|Black Orbiter -> {{clr|1|236A}}}} | |||
{{BBTag Move Card|game=BBTag | |||
|input=236X > 236A | |||
{{ | |description= | ||
| | |||
| | |||
| | |||
{{ | |||
* Can be used regardless of whether or not Black Orbiter hit, was blocked, or whiffed. | * Can be used regardless of whether or not Black Orbiter hit, was blocked, or whiffed. | ||
* Hits 3 times. | * Hits 3 times. | ||
* Launches grounded opponents on hit. | * Launches grounded opponents on hit. | ||
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 {{clr|2|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. | |||
}} | }} | ||
{{ | ===<big>Bend Sinister</big>=== | ||
{{InputBadge|Black Orbiter -> {{clr|2|236B}}}} | |||
| | {{BBTag Move Card|game=BBTag | ||
|input=236X > 236B | |||
|description= | |||
{{ | |||
{{ | |||
* Airborne on frame 4. | * Airborne on frame 4. | ||
* Knocks down on hit. | * Knocks down on hit. | ||
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. | ||
}} | }} | ||
{{ | ===<big>Vacant Shift</big>=== | ||
| | {{InputBadge| {{clr|1|214A}}/{{clr|2|B}} (Air OK)}} | ||
| | {{BBTag Move Card|game=BBTag | ||
|input=214A,214B,j.214A,j.214B,214A/B > X,214A/B > X > X | |||
|versioned=input | |||
|description= | |||
{{ | |||
* Launches grounded opponents. | * Launches grounded opponents. | ||
* | * B version travels farther diagonally than the A 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. | 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. | ||
As the B 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. | |||
---- | |||
* Values in [] are when done from B Vacant Shift. | * Values in [] are when done from B Vacant Shift. | ||
* Launches grounded opponents. | * 2nd hit Launches grounded opponents. | ||
* | * 3rd hit knocks down on hit. | ||
The followup attacks of Vacant Shift rekka are 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 {{clr|1|5A}} for a combo extension or to preform safe-jump oki. Very unsafe on block so don't use this neutral or in blockstrings. | |||
}} | }} | ||
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==Extra Skills== | ==Extra Skills== | ||
===<big>EX Black Orbiter</big>=== | |||
{{InputBadge|{{clr|3|236C}}}} | |||
{{ | {{BBTag Move Card|game=BBTag | ||
| | |||
|input=236C | |input=236C | ||
| | |description= | ||
* Hits 5 times. | * Hits 5 times. | ||
* 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. | ||
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 {{clr|1|5A}} after Shadow Scare. | |||
Fastest start-up but slowest travel speed version of Black Orbiter. Used to cover Hyde | |||
}} | }} | ||
{{ | ===<big>EX Bend Sinister</big>=== | ||
| | {{InputBadge|Black Orbiter -> {{clr|3|236C}} }} | ||
{{BBTag Move Card|game=BBTag | |||
|input=236X > 236C | |||
|description= | |||
{{ | * Airborne on frame 4. | ||
{{ | * Ground bounces opponents on hit. | ||
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. | |||
}} | |||
{{ | |||
===<big>Vacant Shift - Sediment</big>=== | |||
{{InputBadge| {{clr|3|214C}} (Air OK)}} | |||
{{BBTag Move Card|game=BBTag | |||
|input=214C,j.214C | |||
|versioned=input | |||
|description= | |||
* Hits 6 times. | * Hits 6 times. | ||
* 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. | ||
* | * Initial hits launch grounded opponents on hit, final hit knocks down on hit. | ||
* Opponents cannot burst during this attack. | * Opponents cannot burst during this attack. | ||
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. | |||
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 | |||
}} | }} | ||
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==Partner Skills== | ==Partner Skills== | ||
{{ | ===<big>{{clr|5|5P}}</big>=== | ||
{{InputBadge|Pale Bringer}} | |||
{{BBTag Move Card|game=BBTag | |||
| | |input=5P | ||
|description= | |||
* Hits 2 times. | |||
{{ | |||
* Hits | |||
* Launches grounded opponents on hit. | * Launches grounded opponents on hit. | ||
* | * Travels up to half-screen. | ||
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. | |||
}} | }} | ||
{{ | ===<big>{{clr|5|6P}}</big>=== | ||
{{InputBadge|Black Orbiter}} | |||
{{BBTag Move Card|game=BBTag | |||
| | |input=6P | ||
|description= | |||
{{ | |||
* Hits 3 times. | * Hits 3 times. | ||
* Launches grounded opponents on hit. | * Launches grounded opponents on hit. | ||
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. | |||
Hyde | |||
}} | }} | ||
{{ | ===<big>{{clr|5|4P}}</big>=== | ||
{{InputBadge|Dark Lotus}} | |||
{{BBTag Move Card|game=BBTag | |||
| | |input=4P | ||
|description= | |||
* Hits 3 times. | |||
{{ | |||
* Hits | |||
* 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. | |||
}} | }} | ||
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==Distortion Skills== | ==Distortion Skills== | ||
===<big>Gyre Vortex</big>=== | |||
{{InputBadge|{{clr|2|236B}}+{{clr|3|C}}}} | |||
{{BBTag Move Card|game=BBTag | |||
|input=236BC | |||
|description= | |||
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)! | |||
}} | |||
===<big>Pale Bringer Arose</big>=== | |||
{{ | {{InputBadge|{{clr|2|214B}}+{{clr|3|C}}}} | ||
| | {{BBTag Move Card|game=BBTag | ||
| | |input=214BC | ||
| | |description= | ||
| | * Preforms follow-up uppercut on hit, block, and whiff | ||
* Resonance Axe Kick only happens on hit | |||
{{ | |||
* | |||
* | |||
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 with it's 9F startup and 28F of invul, though it is horribly unsafe on block so use this wisely. | |||
}} | }} | ||
Line 649: | Line 372: | ||
==Distortion Skill Duo== | ==Distortion Skill Duo== | ||
{{ | ===<big>Gyre Vortex</big>=== | ||
| | {{InputBadge|{{clr|5|P}} during Partner's Distortion Skill}} | ||
| | {{BBTag Move Card|game=BBTag | ||
| | |input=Distortion Skill Duo | ||
| | |description= | ||
* Identical to Hyde's solo version of Gyre Vortex except it deals slightly higher minimum damage. | |||
Only use this super if it will K.O. an opponent or if the opponent is caught in a happy birthday situation. | |||
}} | |||
<br style="clear:both;"/> | <br style="clear:both;"/> | ||
==Astral Heat== | ==Astral Heat== | ||
===<big>Raging Roar</big>=== | |||
{{InputBadge|{{clr|2|222B}}+{{clr|3|C}} when [[BBTag/Mechanics#Astral Heat|Astral Conditions]] are met}} | |||
{{BBTag Move Card|game=BBTag | |||
|input=222BC | |||
|description= | |||
| | * Requires 9 bars of meter, level 4 Resonance Blaze, and the opponent must have one character remaining. | ||
* 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 is guaranteed to hi | ||
* | |||
* | |||
* | |||
}} | }} | ||
<br style="clear:both;"/> | <br style="clear:both;"/> | ||
==Colors== | |||
*[https://blazblue.wiki/wiki/Hyde#Palettes Color Palettes on https://blazblue.wiki] | |||
==Navigation== | ==Navigation== | ||
{{ | <center>{{Character Label|BBTag|Hyde|size=36px}}</center> | ||
{{notice|To edit frame data, edit values in [[ | {{BBTag/CharacterLinks}} | ||
{{ | {{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}} | ||
{{BBTag/Navigation}} |
Latest revision as of 04:59, 13 December 2023
The BBTag wiki has major gaps in information. The game has gone through numerous significant changes since its release. As a result, many BBTag pages on Dustloop Wiki are out of date or lacking important information.
We need your help expanding the content for this game. If you have knowledge to share, or know people who can help, please contribute to the wiki by editing sections where you can.Overview
Health |
17,000 |
Prejump |
4F |
Backdash |
22F (1~7F Inv All) |
Fastest Attack |
5A (7F) 2A (7F) |
Reversals |
A+D (10F) 236B+C (11F) 214B+C (9F) |
Hyde is a solid character and great pick if you want to play a more balanced footsies style that will slowly deal lots of chip damage to the opponent by playing safe and smart.
- Amazing pressure due to having long blockstrings and reverse beat.
- All sword and energy attacks deal chip damage on block (but will not kill).
- Excellent anti-air game 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.
- 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.
- 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 outside the corner.
- Any use of his A Smart Combo scales combos drastically.
- Almost all of his special moves are unsafe on block at close range.
- Reject Guard prevents him from safely building chip damage on defending opponents.
Normal Moves
5A
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
5A | 1000 | All | 7 | 2 | 18 | -6 | B | |
5AA | 1000 | All | 9 | 4 | 18 | -8 | B | |
5AAA | 1500×2 | All | 8 | 2(10)2 | 24 | -9 | B | |
5AAAA | 2000 | All | 11+Until Landing | 2 | 30 | -11 | H |
- Jump cancelable.
- Throw cancelable.
5A 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. This move is also vital for extending combos after Vacant Shift Third anywhere or after Shadow Scare in the corner. Keep in mind that its lack of vertical reach makes this attack useless against jumping foes and that the gleaming tip of the blade has no hitbox, meaning the animation doesn't match the actual range of the attack.
- Knocks down on air hit.
- Throw cancelable.
5AA drags airborne opponents down. Pressure filler and combo tool used to control the opponent's height, useful for ending combos with 2C safe-jump oki or for setting-up delayed Vacant Shift Third combo extensions.
- Hits twice.
- Jump cancelable on hit on both hits.
- Launches on hit on both hits.
5AAA lifting grounded opponents into the air. Basic launcher for converting into air combos and filler for blockstrings. Avoid using this attack in combos whenever 2C is still available to cancel into as it is also a launcher but has similar cancel options and way better damage and scaling.
- Knockdown on hit.
- Opponent cannot Cross Burst during this attack.
- 30% chip damage.
5AAAA 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 open 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.
Version | Level | P1 | P2 |
---|---|---|---|
5A | 2 | 100 | 75 |
5AA | 2 | 100 | 75 |
5AAA | 3 | 100 | 70 |
5AAAA | 5 | 100 | 90 |
5A:
5AA:
5AAA:
5AAAA:
5B
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
5B | 1500 | All | 13 | 5 | 19 | -7 | B | |
5BB | 1700 | All | 15 | 2 | 35 | -16 | B | |
5BBB | 1500 | All | 18 | 9 | Total 53 | -15 | P1 |
- Jump cancelable on hit.
5B is a 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.
- Jump cancelable on hit.
- Pushes airborne opponents away on hit.
5BB is 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.
- Launches on hit.
In pressure, 5BBB 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.
Version | Level | P1 | P2 |
---|---|---|---|
5B | 3 | 100 | 80 |
5BB | 5 | 100 | 90 |
5BBB | 3 | 80 | 80 |
5B:
5BB:
5BBB:
5C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
800+ | High | 26 | 3 | 18 | -4 | H |
- 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.
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.
Level | P1 | P2 |
---|---|---|
3 | 100 | 100 |
2A
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1000 | Low | 7 | 2 | 16 | -4 | F |
- 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.
Level | P1 | P2 |
---|---|---|
2 | 90 | 75 |
2B
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1700 | All | 11 | 2 | 23 | -6 | B | 5~12 H |
- Jump cancelable on hit.
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.
Level | P1 | P2 |
---|---|---|
4 | 90 | 85 |
2C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1700 | Low | 12 | 5 | 17 | -3 | F |
- 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.
Level | P1 | P2 |
---|---|---|
4 | 90 | 75 |
j.A
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
j.A | 1500 | High | 11 | 3 | 19 | H | ||
j.AA | 1500 | High | 12 | 3 | 19 | H |
- Hits high.
- Double jump cancelable.
j.A is 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.
- Hits high.
- Double jump cancelable.
As j.AA can only be done as a follow-up to j.A, this move is strictly combo and blockstring filler.
Version | Level | P1 | P2 |
---|---|---|---|
j.A | 3 | 80 | 80 |
j.AA | 3 | 80 | 80 |
j.A:
j.AA:
j.B
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1100×2 | High | 14 | 2,2 | 23 | H |
- Hits high.
- Hits twice.
- Double jump cancelable on both hits.
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.
Level | P1 | P2 |
---|---|---|
3 | 80 | 80 |
j.C
Air Dark Lotus
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1000, 1700 | All | 9 | 3(14)6 | 21 | H, P1 |
- 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.
Can be used multiple times in midair until Hyde touches the ground. Does excellent damage but doesn't combo well late in the timer. Can start combos on its own if it is used close to the ground on counter hit. Low enough recovery to use other air actions when at at normal jump height.
Level | P1 | P2 |
---|---|---|
4 | 80 | 85 |
Universal Mechanics
Ground Throw
5B+C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
0, 2000 | Throw | 7-30 | 3 | 23 | T |
- 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.
Level | P1 | P2 |
---|---|---|
0, 4 | 100 | 50 |
- Minimum damage 2000
Red-Clad Craver
5A+D (Air OK)
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
AD | 680×7 | Air Unblockable | 10 | 5, 2×6 | (42+)22L | -47 | B | 1~28 All |
j.AD | 680×7 | All | 7 | 2×7 | Until L+17 | H | 1~22 All |
- Hits 7 times.
- Otherwise functions the same as all other Reversal Actions
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.
Version | Level | P1 | P2 |
---|---|---|---|
AD | 4 | 80 | 60 |
j.AD | 4 | 80 | 60 |
AD:
- Minimum Damage 34×7 (238)
j.AD:
- Minimum Damage 34×7 (238)
Skills
Black Orbiter
236A/B
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
236A | 1500 | All | 14 | Until Hit | Total 46 | -5 | P1 | |
236B | 1500 | All | 12 | Until Hit | Total 48 | -9 | P1 |
A version is good for Active Switch 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 version is a 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.
Version | Level | P1 | P2 |
---|---|---|---|
236A | 3 | 80 | 80 |
236B | 3 | 80 | 80 |
236A:
- Minimum Damage 75
236B:
- Minimum Damage 75
Dark Lotus
Black Orbiter -> 236A
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
800×3 | All | 17 | 3×2,8 | Total 63 | -12 | P1 |
- Can be used regardless of whether or not Black Orbiter hit, was blocked, or whiffed.
- Hits 3 times.
- Launches grounded opponents on hit.
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.
Level | P1 | P2 |
---|---|---|
3 | 80 | 80 |
- Minimum Damage 40×3 (120)
Bend Sinister
Black Orbiter -> 236B
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
2000 | All | 20 | 2 | 31 | -12 | H |
- Airborne on frame 4.
- Knocks down on hit.
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.
Level | P1 | P2 |
---|---|---|
5 | 100 | 90 |
- Minimum Damage 100
Vacant Shift
214A/B (Air OK)
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
214A | 1100 | All | 15 | 4 | 16+7L | -8 | B | |
214B | 1300 | All | 18 | 4 | 26+9L | -20 | B | |
j.214A | 1100 | All | 12 | 4 | Until L+9L | H | ||
j.214B | 1300 | All | 12 | 4 | Until L+9L | H | ||
214A/B > X | 1100 [1300] | All | 13 | 3 | Until L+15L | H | ||
214A/B > X > X | 1700 | All | 15 | 4 | Until L+18L | H |
- Launches grounded opponents.
- B version travels farther diagonally than the A 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.
As the B 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.
- Values in [] are when done from B Vacant Shift.
- 2nd hit Launches grounded opponents.
- 3rd hit knocks down on hit.
The followup attacks of Vacant Shift rekka are 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.
Version | Level | P1 | P2 |
---|---|---|---|
214A | 4 | 80 | 85 |
214B | 4 | 80 | 85 |
j.214A | 4 | 80 | 85 |
j.214B | 4 | 80 | 85 |
214A/B > X | 4 | 64 | 100 |
214A/B > X > X | 4 | 80 | 75 |
214A:
- Minimum Damage 55
214B:
- Minimum Damage 65
j.214A:
- Minimum Damage 55
j.214B:
- Minimum Damage 65
214A/B > X:
- Values in [] are when done from B Vacant Shift
- Minimum Damage 55 [65]
214A/B > X > X:
- Minimum Damage 85
Extra Skills
EX Black Orbiter
236C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
750×5 | All | 11 | Until Hit×5 | Total 51 | -17 | P |
- Hits 5 times.
- Launches grounded opponents on hit.
- Cannot be followed up with Dark Lotus or Bend Sinister.
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.
Level | P1 | P2 |
---|---|---|
3 | 80 | 80 |
- Minimum Damage 75×5 (375)
EX Bend Sinister
Black Orbiter -> 236C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
2500 | All | 24 | 2 | 23L | -4 | H | 1~25 P |
- Airborne on frame 4.
- Ground bounces opponents on hit.
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.
Level | P1 | P2 |
---|---|---|
5 | 80 | 80 |
- Minimum Damage 250
Vacant Shift - Sediment
214C (Air OK)
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
214C | 800×5, 2000 | All | 6 | 4(10)2 [(6)2(7)2(10)2(23)4] | 28+18L [21+18L] | -23 | B | |
j.214C | 800×4, 2000 | All | 6 | 4(10)2 [(6)2(7)2(10)2(23)4] | Until L+18L | -23 | B |
- Hits 6 times.
- Only the first two hits come out on block or whiff.
- Only the final hit can K.O. an opponent.
- Initial hits launch grounded opponents on hit, final hit knocks down on hit.
- Opponents cannot burst during this attack.
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.
Version | Level | P1 | P2 |
---|---|---|---|
214C | 5 | 80 | 90×6 |
j.214C | 5 | 80 | 90×5 |
214C:
- Minimum Damage 80×5, 200 (600)
j.214C:
- Minimum Damage 80×5, 200 (600)
Partner Skills
5P
Pale Bringer
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1700×2 | All | (18)+13 | 6 [(14)4(2)2(2)2] | 23+17L | -33 | B |
- Hits 2 times.
- Launches grounded opponents on hit.
- Travels up to half-screen.
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.
Level | P1 | P2 |
---|---|---|
4 | 70 | 85×2 |
- Immediately transitions into values in [] on hit/block. Else goes into [] after first set of active frames
- Minimum Damage 85×2 (170)
6P
Black Orbiter
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1000×3 | All | (18)+16 | Until Hit | Total: (18)+53 | +9 | P |
- Hits 3 times.
- Launches grounded opponents on hit.
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.
Level | P1 | P2 |
---|---|---|
3 | 70 | 80 |
- Minimum Damage 50×3 (150)
4P
Dark Lotus
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
800×3 | All | (18)+17 | 3,3,8 | Total: (18)+63 | -18 | P1 |
- Hits 3 times.
- 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.
Level | P1 | P2 |
---|---|---|
3 | 70 | 80 |
- Minimum Damage 40×3 (120)
Distortion Skills
Gyre Vortex
236B+C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
2000, 790×10 [2000, 510×20] |
All | 1+(62 Flash)+10 | 5,3×4,5,3,2×4 [5,3×4,5,3,1×4,3,1×4,3,1×4] |
70 [73] | -52 [-51] | B, P3×10 [×20] | 1~24 All |
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)!
Level | P1 | P2 |
---|---|---|
5 | 80 | 90, 96×10 [90, 98×20] |
- Values in [] are for Enhanced version
- Minimum Damage: 600, 134×10 (1940)
- [Minimum Damage: 600, 76×20 (2120)]
Pale Bringer Arose
214B+C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1700, 50×N, 960×8 [1700, 50×N, 600×13, 2150] |
All | 6+(60 Flash)+3 | 15,5(2)2,2(2)2(2)2 | 31+26L | -43 | B | 1~28 All |
- Preforms follow-up uppercut on hit, block, and whiff
- Resonance Axe Kick only happens on hit
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 with it's 9F startup and 28F of invul, though it is horribly unsafe on block so use this wisely.
Level | P1 | P2 |
---|---|---|
4 | 80 | 100, 100×N, 60 |
- Values in [] are for Enhanced version
- If first hit whiffs, then remaining hits each do 1700 with P1=80, P2=60 (Once)
- Minimum Damage: 340, 11×N, 192×8 (1726+11×N)
- [Minimum Damage: 340, 10×N, 102×14, 365 (2133+10×N)]
- The rising portion is considered one attack with P2: 60%
- Crumple Duration 29F, Crumple Fall 62F
Distortion Skill Duo
Gyre Vortex
P during Partner's Distortion Skill
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
600, 140×10 [700, 90×20] | All | 1+(89 Flash)+1 | 5,3×4,5,3,2×4 [5,3×4,5,{3,1×4}×3] |
58 [67] | -38 [-53] | B, P3×10 [×20] | 1~20 All |
- Identical to Hyde's solo version of Gyre Vortex except it deals slightly higher minimum damage.
Only use this super if it will K.O. an opponent or if the opponent is caught in a happy birthday situation.
Level | P1 | P2 |
---|---|---|
5 | 100 | 100, 96×10 [×20] |
- Values in [] are for Enhanced version
- Minimum Damage: 2000 [2500]
Astral Heat
Raging Roar
222B+C when Astral Conditions are met
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
All | 1+(90 Flash)+19 | 6 | 39 | -24 | B | 1~25 All |
- Requires 9 bars of meter, level 4 Resonance Blaze, and the opponent must have one character remaining.
- 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 is guaranteed to hi
Level | P1 | P2 |
---|---|---|
5 |
Colors