BBTag/Hyde

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Hyde
BBTag Hyde Portrait.png
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.



Normal Moves

5A
5A
BBTag Hyde 5A.png
Not a low, and his only best move for hitting people on the ground to pick them back up.
BBTag Hyde 5AA.png
BBTag Hyde 5AAA.png
Why couldn't you have been a button on your own I miss you 6B
BBTag Hyde BendSinister.png
Despite its similar animation and voice clip to Bend Sinister, this move is still different in its own right.
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5A
  • 10% chip damage
  • Good poke to catch people mashing or jumping out of pressure. Also jump cancelable on block, very good for pressure resets or quick crossups with j.B.
5AA
  • 10% chip damage
  • Combo filler
5AAA
  • 10% chip damage
  • Launches on hit. Can followup into vacant shift and call an assist afterwards.
  • Does two Hits with one input.
5AAAA
  • 10% chip damage


5B
5B
BBTag Hyde 5B.png
BBTag Hyde 5BB.png
Strict Daze
BBTag Hyde 5BBB.png
Shadow Scare
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5B
  • 10% chip damage
  • 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
  • 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
  • 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


5C
5C
BBTag Hyde 5C.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
  • UNI assault 5c, it is VERY slow but has the ability to low crush.


2A
2A
BBTag Hyde 2A.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
  • 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.


2B
2B
BBTag Hyde 2B.png
Stop jumping, for real.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
  • 10% chip damage
  • 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.


2C
2C
BBTag Hyde 2C.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
  • Good to use if your opponent keeps blocking


j.A
j.A
BBTag Hyde jA.png
BBTag Hyde jAA.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
j.A
  • 10% chip damage
  • Air combo starter.

Detailed description of the usefulness of the move go here

j.AA
  • 10% chip damage

Detailed description of the usefulness of the move go here


j.B
j.B
BBTag Hyde jB.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
  • 10% chip damage
  • Hyde's j.2C originally added in UNIST 3.00; solid move for crossing-up opponents
  • Can combo this move into j.C if you hit your opponent directly from above with j.B


j.C
j.C
Dark Lotus (midair)
BBTag Hyde jC.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
  • 10% chip damage
  • Hyde's classic midair Dark Lotus. Can be used a few times if you're high in the air.
  • Hold forward to drift forward during attack, like the original A and B versions of the move.
  • Hits twice from activation via Hyde's sword having an initial hitbox, and the explosion itself.

Detailed description of the usefulness of the move go here



Universal Mechanics

Ground Throw
Ground Throw
5B+C
BBTag Hyde GroundThrow.png
Looks like I bent my leg while trying to kick someone.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
  • Can connect with most moves and distortions.

Detailed description of the usefulness of the move go here


Red-Clad Craver
Red-Clad Craver
5A+D
(Air OK)
BBTag Hyde RedCladCraver.png
Setsuna would be proud.
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground
  • 10% chip damage
  • Can catch any opponent in the air, and is unblock-able if they are in the air.
  • Multi hit attack
  • Lots of recovery

Detailed description of the usefulness of the move go here

Air
  • 10% chip damage

Detailed description of the usefulness of the move go here



Skills

Black Orbiter
Black Orbiter
236A/B
BBTag Hyde BlackOrbiter.png
Throw the pizza.
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
A
  • 10% chip damage
  • Moves at an good speed.

Detailed description of the usefulness of the move go here

B
  • 10% chip damage
  • A bit faster than version A.

Detailed description of the usefulness of the move go here


Dark Lotus
Dark Lotus
After Black Orbiter 236A
BBTag Hyde DarkLotus.png
Blow up the pizza
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
  • 10% chip damage
  • Can explode on block, hit, or whiff

Makes the projectile explode.


Bend Sinister
Bend Sinister
After Black Orbiter 236B/C
BBTag Hyde BendSinister.png
Slice the pizza
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
B
C
  • 10% chip damage

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)
BBTag Hyde VacantShift.png
Rekkas, but with benefits from delaying the extra hits.
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground A
Air A
  • 10% chip damage
  • Goes at a 30 or 35 degree angle.
  • Shorter horizontal distance then B version

Detailed description of the usefulness of the move go here

Ground B
Air B
  • 10% chip damage
  • Goes at a 30 or 35 degree angle.
  • Good and fast horizontal distance.
  • The main version to use to connect with aerial and ground launching combos.

Detailed description of the usefulness of the move go here

Second
First > A/B/C
  • 10% chip damage
  • Values in [] are when done from B Vacant Shift
  • Combo filler.
  • Can choose not to do the input.

Detailed description of the usefulness of the move go here

Third
Second > A/B/C
  • 10% chip damage
  • If in Resonance Blaze, it can connect into Gyre Vortex once landed.
  • Combo Filler.
  • Can choose not to do the input.

Detailed description of the usefulness of the move go here



Extra Skills

EX Black Orbiter
EX Black Orbiter
236C
BBTag Hyde BlackOrbiter.png
When the moon hits your eye, like an EX pizza pie, that's amore.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
  • 10% chip damage
  • Has multiple hits.
  • Very Fast projectile.
  • Can't use Dark Lotus or Bend Sinister.

Detailed description of the usefulness of the move go here


EX Vacant Shift
Vacant Shift - Sediment
214C (Air OK)
BBTag Hyde VacantShift.png
First, you land the knee. Then you slice 'em up nice and high.
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground
Air
  • Hyde's classic EX version of Vacant Shift, with the full sequence intact.
  • Good to beat bad blockstrings/5C users because this is F6
  • Good move to Active Switch from because it is unburstable

EX Vacant Shift is faster than DP so it can be used to beat bad blockstrings, also it brings them to the corner



Partner Skills

5P
6P
Black Orbiter
BBTag Hyde BlackOrbiter.png
Throw your partner a pizza.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
  • Has EX Orbiter properties
  • Can beat a lot of other fireball assists thanks to EX Orbiter properties

Really good to start pressuring your opponent and it lets your point get in, also decent for AS setups


6P
6P
Dark Lotus
BBTag Hyde DarkLotus.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
  • Defensive Assist

Can start combos, not ideal to extend combos.


4P
5P
Pale Bringer
BBTag Hyde PaleBringer.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
  • 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
BBTag Hyde GyreVortex.png
Chip them to death.
Wait chips don't kill in this game-
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
  • Very tall vertical hitbox.
  • Invulnerable during start up.
  • Perfect for countering distortions that dash forward.
  • Hitbox reaches both sides, allowing it to potentially counter "sandwich" situations where both enemy characters are on opposite sides of Hyde.
  • Leaves huge endlag if blocked or missed.
  • Can connect from Vacant Shift once you land while in Resonance Blaze.

Detailed description of the usefulness of the move go here


Pale Bringer
Pale Bringer Arose
214B+C
BBTag Hyde PaleBringer.png
I'm sorry, did you throw a projectile from full-screen? Time to "wake you up" from that bs. Get it?
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
  • 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
BBTag Hyde GyreVortex.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
  • If the opponent got happy birthday this DHC hits both characters

Detailed description of the usefulness of the move go here


Astral Heat

Raging Roar
222B+C
BBTag Hyde RagingRoar.png
"Don't you die on me!"
BBTag Hyde RagingRoar2.png
"RAGGINGGGG ROARRRRR!"
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
  • Only available at lv4 Resonance Blaze, and requires 9 skill meter
  • Has a short start up.
  • Able to hit opponents from far away.
  • Can connect with the following so far: 5AAA>5BB>Astral, 2C>Astral.

Detailed description of the usefulness of the move go here



Navigation


Ambox notice.png 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.
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Akatsuki/En-Eins
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