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* Jump cancelable. | * Jump cancelable. | ||
* 10% chip damage. | * 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. | Sword poke that doesn't hit low but can pick up enemies that are flat on the ground. In neutral, this is Hyde's fastest attack and thus vital to both starting pressure and contesting an opponent's pressure. Keep in mind that its lack of vertical reach makes this attack useless against jumping foes. Also note that the gleaming tip of the blade has no hitbox, meaning the animation doesn't match the actual range of the attack. In combos, this move is important for continuing combos after the final hit of Vacant Shift or after Shadow Scare in the corner. | ||
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{{Description|7|text= | {{Description|7|text= | ||
* 10% chip damage | * 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. | 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. | ||
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Revision as of 21:32, 9 August 2019
Hyde |
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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 |
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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.
Normal Moves
5A
5A | Template:AttackDataHeader-BBTag |
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5B
5B | Template:AttackDataHeader-BBTag |
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5C
5C | Template:AttackDataHeader-BBTag | ||||
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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
2A | Template:AttackDataHeader-BBTag | ||||
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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
2B |
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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
2C | Template:AttackDataHeader-BBTag | ||||
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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
j.A | Template:AttackDataHeader-BBTag |
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j.B
j.B |
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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
j.C Dark Lotus (midair) |
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Detailed description of the usefulness of the move go here |
Universal Mechanics
Ground Throw
Ground Throw 5B+C |
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Detailed description of the usefulness of the move go here |
Red-Clad Craver
Red-Clad Craver 5A+D (Air OK) |
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Skills
Black Orbiter
Black Orbiter 236A/B |
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Dark Lotus
Dark Lotus After Black Orbiter 236A |
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Bend Sinister
Bend Sinister After Black Orbiter 236B/C |
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Vacant Shift
Vacant Shift 214A/B (Air OK) |
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Extra Skills
EX Black Orbiter
EX Black Orbiter 236C |
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Detailed description of the usefulness of the move go here |
EX Vacant Shift
Vacant Shift - Sediment 214C (Air OK) |
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Partner Skills
5P
6P Black Orbiter |
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Really good to start pressuring your opponent and it lets your point get in, also decent for AS setups |
6P
4P Dark Lotus |
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Can start combos, not ideal to extend combos. |
4P
5P Pale Bringer |
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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 |
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Detailed description of the usefulness of the move go here |
Pale Bringer
Pale Bringer Arose 214B+C |
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Distortion Skill Duo
Gyre Vortex P during Main Character's Distortion Skill |
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Astral Heat
Raging Roar 222B+C |
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Detailed description of the usefulness of the move go here |
move
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