The printable version is no longer supported and may have rendering errors. Please update your browser bookmarks and please use the default browser print function instead.
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.
Heavier poke, far more non commital that other heavy buttons because of Hyde's ability to rebeat it 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
20% chip damage
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.
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
10% chip damage
Hyde's original Shadow Scare animation. Can follow-up the full smart combo with either an assist or Vacant Shift.
Detailed description of the usefulness of the move go here
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.