* 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 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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{{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. Deals massive chip damage on block. Ignores the combo timer, making it a staple in Hyde's combo game. Can whiff after 5B against airborne opponents if they were too high in the air. The push-back of this move on hit makes it difficult to continue combos.
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{{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.
Detailed description of the usefulness of the move go here
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Revision as of 08:48, 9 August 2019
Hyde
Movement Options
Double Jump, 1 Airdash, Dash Type: Run
Playstyle
Balanced, Aggressive, Mid-range
Team role
Point, Support
Overview
"Get in my way and I'll get rid of you!"
Backstory
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
Hyde is a well rounded character. He has normals with good reach to fight up close and a projectile to control space, help cover an approach or help in blockstrings. His reversal is also very reliable, making it a good defensive option when used wisely. As he is a UNI character, he has the ability to reverse beat, giving him the ability to cancel any normal into any other normal giving him very varied and fluid pressure.
Strengths/Weaknesses
Strengths
Weaknesses
Amazing pressure due to long blockstrings and chip damage on all sword moves
Great range with both sword normals and decent zoning potential
Excellent aerial oppression with his 2B anti-air
Good at baiting punish attempts
Flexible combo options
Phenomenal corner carry with Pale Bringer Arose
Great assists
Extremely scary Resonance Blaze game, especially with his natural chip damage
Subpar high-and-low mixups
Relatively low damage without committing to specialized routes or assists
Slow utility moves, which make him prone to being whiff punished
Laughable close range special moves in neutral which don't provide much advantage on their own (save for EX Orbiter)
EXS of Jet Black : Void Red
Hyde's EXS allows him to summon a sword from within his hand called the Indulgence of Sever Rending or "Insulator". It has the power to rend things apart and can kill even immortal beings. In Under Night in Birth, this power was adapted into Hyde's gameplay by making all his normals that have him attack with his sword do chip damage on block. In BlazBlue Cross Tag Battle, Hyde has the same unique ability.
Used for pokes and for OTG's after Vacant Shift Third.
Jump 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. In combos, this move is important for continuing combos after the final hit of Vacant Shift or after Shadow Scare in the corner.
5AA
5AAnormal
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
1000
All
9
4
18
-8
B
-
CST(J)P
100
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
75
2
13
14
14
18
26
10
+0
+1
Delay follow-ups for combo extensions.
Knocks down on air hit.
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
5AAAnormal
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
1500×2
All
8
2(10)2
24
-9
B
-
CS(J)P
100
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
70
3
16
Launch
22
Launch
36
11
+0
+2
Why couldn't you have been a stand-alone button? I miss you 6B.
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
5AAAAnormal
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
2000
All
11+Until Landing
2
30
-11
H
-
P
100
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
90
5
20
Launch
32 + Down 23
Launch
48 + Down 23
13
+0
+8
Bend Sinister, but not actually Bend Sinister.
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.
Long range poke that doubles as Hyde's best 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
5BBnormal
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
1700
All
15
2
35
-16
B
-
CS(J)P
100
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
90
5
20
21
30
27
46
13
+0
+8
Jump cancelable on hit.
Pushes airborne opponents away on hit.
20% chip damage
Hyde's original Force Function, Strict Daze. Deals massive chip damage on block. Ignores the combo timer, making it a staple in Hyde's combo game. Can whiff after 5B against airborne opponents if they were too high in the air. The push-back of this move on hit makes it difficult to continue combos.
5BBB
5BBBnormal
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
1500
All
18
9
Total 53
-15
P1
-
CSP
80
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
80
3
16
Launch
32
Launch
46
0/+4
+8
+10
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.
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.
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.
Can launch opponents a little bit more into the air if you already launched them in a combo; 5AAA>5BB>2B>aerial combo.
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.
Vacant Shift
Vacant Shift 214A/B (Air OK)
Rekkas, but with benefits from delaying the extra hits.
Immediately transitions into values in [] on hit/block. Else goes into [] after first set of active frames Minimum Damage 85×2 (170)
Putting the pizza in the oven?
Covers a large amount of horizontal distance
Great assist both at close and long range
Good for roundstart situations
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.
Distortion Skills
Gyre Vortex
Gyre Vortex 236B+C
Chip them to death. Wait chips don't kill in this game-
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
I'm sorry, did you throw a projectile from full-screen? Time to "wake you up" from that bs. Get it?
Can catch opponents slightly above Hyde.
Covers large horizontal distance.
Can connect with any ground combo while in Resonance Blaze.
Leaves huge endlag if blocked or missed.
Invincible from startup. And will go through projectiles to counter zoners
Leaves into a safejump
Distortion Skill Duo
Gyre Vortex P during Main Character's Distortion Skill
To edit frame data, edit values in BBTag/Hyde/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.