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
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{{#lsth:BBTag/Hyde/Data|j.214B}}
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{{!}}-
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{{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
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{{!}}-
{{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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{{!}}-
{{!}}-
{{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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Revision as of 03:11, 10 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. 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
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.
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.
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 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.
When they are too close for 5B, but not close enough for 2A
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.
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
j.AAnormal
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
1500
High
12
3
19
-
H
-
SJP
80
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
80
3
16
17
17
22
31
11
+0
+2
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.
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.
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
Ground Throw
Ground Throw 5B+C
Looks like I bent my leg while trying to kick someone.
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.
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 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
j.ADAir Red Clad Craverother
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
680×7
All
7
2×7
Until L+17
-
H
1~22 All
-
80
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
60
4
18
Launch
52
Launch
67
12, 10, 3×5
+0
+5
Minimum Damage 34×7 (238)
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.
Hyde launches a red disk from his sword that travels full screen. Good for Active Changes with assists to cover their approach.
B
236BB Black Orbiterspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
1500
All
12
Until Hit
Total 48
-9
P1
-
P
80
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
80
3
16
17
24
22
38
0/+11
+11
+13
Minimum Damage 75
Throw the pizza.
10% chip damage.
Faster start-up and travel speed version of Black Orbiter with more cooldown and is unsafe on block at point-blank range. Used to harass opponents from a distance.
Can be used regardless of whether or not Black Orbiter hit, was blocked, or whiffed.
Hits 3 times.
10% chip damage
Hyde commands the Black Orbiter projectile to explode, which launches grounded opponents and pushes Hyde back. Used in combos after Shadow Scare into Black Orbiter in the corner. At the most optimal timing, it is possible to link Dark Lotus into 2B in the corner by having opponents land on a Black Orbiter and then immediately detonating it.
Hyde charges to the opponents position and slices downward, resulting 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 to confirm from Black Orbiter without scaling your combo's damage, though an assist is required to futher extend combos.
Vacant Shift
Vacant Shift 214A/B (Air OK)
Rekkas, but with benefits from delaying the extra hits.
Rekkas, but with benefits from delaying the extra hits.
Air A
j.214AAir A Vacant Shiftspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
1100
All
12
4
Until L+9L
-
H
-
P
80
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
85
4
18
Launch
24
Launch
39
12
+0
+5
Minimum Damage 55
Rekkas, but with benefits from delaying the extra hits.
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
214BB Vacant Shiftspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
1300
All
18
4
26+9L
-20
B
-
P
80
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
85
4
18
Launch
24
Launch
39
12
+0
+5
Minimum Damage 65
Rekkas, but with benefits from delaying the extra hits.
Air B
j.214BAir B Vacant Shiftspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
1300
All
12
4
Until L+9L
-
H
-
P
80
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
85
4
18
Launch
24
Launch
39
12
+0
+5
Minimum Damage 65
Rekkas, but with benefits from delaying the extra hits.
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
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
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
EX Black Orbiter
EX Black Orbiter 236C
When the moon hits your eye, like an EX pizza pie, that's amore.
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.