(→5A) |
(→5B) |
||
Line 135: | Line 135: | ||
* Jump cancelable on hit. | * Jump cancelable on hit. | ||
* 10% chip damage. | * 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. | 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. | ||
}} | }} | ||
Line 146: | Line 146: | ||
* Pushes airborne opponents away on hit. | * Pushes airborne opponents away on hit. | ||
* 20% chip damage | * 20% chip damage | ||
Hyde's original Force Function, Strict Daze. Deals massive chip damage on block | 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. | ||
}} | }} | ||
{{!}}- | {{!}}- | ||
Line 156: | Line 155: | ||
* Launches on hit. | * Launches on hit. | ||
* 10% chip damage. | * 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. | 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. | ||
}} | }} |
Revision as of 07:59, 13 August 2019
Hyde |
---|
|
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 |
---|---|
|
|
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 |
---|
5B
5B | Template:AttackDataHeader-BBTag |
---|
5C
5C | Template:AttackDataHeader-BBTag | ||||
---|---|---|---|---|---|
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 | ||||
---|---|---|---|---|---|
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 |
Template:AttackDataHeader-BBTag
| ||||
---|---|---|---|---|---|
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 | ||||
---|---|---|---|---|---|
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 |
---|
j.B
j.B |
Template:AttackDataHeader-BBTag
| ||||
---|---|---|---|---|---|
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) |
Template:AttackDataHeader-BBTag
| ||||
---|---|---|---|---|---|
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 |
Template:AttackDataHeader-BBTag
| ||||
---|---|---|---|---|---|
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
Red-Clad Craver 5A+D (Air OK) |
Template:AttackDataHeader-BBTag |
---|
Skills
Black Orbiter
Black Orbiter 236A/B |
Template:AttackDataHeader-BBTag |
---|
Dark Lotus
Dark Lotus After Black Orbiter 236A |
Template:AttackDataHeader-BBTag |
---|
Bend Sinister
Bend Sinister After Black Orbiter 236B/C |
Template:AttackDataHeader-BBTag |
---|
Vacant Shift
Vacant Shift 214A/B (Air OK) |
Template:AttackDataHeader-BBTag |
---|
Extra Skills
EX Black Orbiter
EX Black Orbiter 236C |
Template:AttackDataHeader-BBTag | ||||
---|---|---|---|---|---|
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
Vacant Shift - Sediment 214C (Air OK) |
Template:AttackDataHeader-BBTag |
---|
Partner Skills
5P
6P Black Orbiter |
Template:AttackDataHeader-BBTag | ||||
---|---|---|---|---|---|
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
4P Dark Lotus |
Template:AttackDataHeader-BBTag | ||||
---|---|---|---|---|---|
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
5P Pale Bringer |
Template:AttackDataHeader-BBTag
| ||||
---|---|---|---|---|---|
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
Gyre Vortex
Gyre Vortex 236B+C |
Template:AttackDataHeader-BBTag
| ||||
---|---|---|---|---|---|
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
Pale Bringer Arose 214B+C |
Template:AttackDataHeader-BBTag
| ||||
---|---|---|---|---|---|
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
Gyre Vortex P during Main Character's Distortion Skill |
Template:AttackDataHeader-BBTag |
---|
Astral Heat
Raging Roar 222B+C |
Template:AttackDataHeader-BBTag
| ||||
---|---|---|---|---|---|
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. |
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- Azrael [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Iron Tager [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Susano'o [★]
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •