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{{Description|7|text=* Hyde's classic EX version of Vacant Shift, with the full sequence intact. | {{Description|7|text= | ||
* Hits 6 times. | |||
* Only the first two hits come out on block or whiff. | |||
* Only the final hit can K.O. an opponent. | |||
EX Vacant Shift is | * Opponents cannot burst during this attack. | ||
* 10% minimum damage. 80 x 5 + 200 = 600. | |||
* 10% chip damage. | |||
Hyde's classic EX version of Vacant Shift, with the full sequence intact. EX Vacant Shift is Hyde's fastest attack making it effective at beating bad blockstrings or mistimed oki. Does tons of minimum damage, making it good move for ending combos especially in the air where Hyde cannot use supers. Never use this move in blockstrings as it just results in a wasted bar of meter and getting caught in an opponents combo. | |||
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Revision as of 04:07, 10 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
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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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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 |
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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) |
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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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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) |
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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 |
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