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===Playstyle=== | ===Playstyle=== | ||
Hyde is a well rounded character. | Hyde is a basic and well-rounded character, but unlike Yu and Ruby who lean towards a more aggressive playstyle, Hyde is more balanced between offense and defense. His great ground normals dominate close and mid-ranges thanks to their combination of range and speed, and you can get a lot of value simply out of poking and whiff punishing. At longer ranges, he can use his fireball to control the ground, tack on chip damage (particularly using dark lotus), and encourage the opponent to approach. However, possibly Hyde's most important tool of all his 2B: it's one of the best anti-airs in the game and leads to a lot of damage on counterhit, making Hyde very dangerous to jump in on. By presenting the threat of 2B, Hyde can force the opponent to play more grounded, which is where he excels. However, Hyde does have weaknesses that can cause him to struggle in certain matchups and situations. Because of his assault-style air dash, he can't move forward as fast as other characters, and can have difficulty getting in if he is forced to approach. He also has limited ways of controlling the air other than directly above him, having weak air to airs and no air projectile. Still, Hyde is a solid character and great pick if you want to play a more balanced footsies style. | ||
===Strengths/Weaknesses=== | ===Strengths/Weaknesses=== | ||
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|- style="vertical-align:top;text-alighn:left" | |- style="vertical-align:top;text-alighn:left" | ||
| style="width: 50%;"| | | style="width: 50%;"| | ||
*Amazing pressure due to long blockstrings and chip damage on | *Amazing pressure due to having long blockstrings and reverse beat. | ||
*Great range with both sword | *All sword attacks deal chip damage on block. | ||
*Excellent aerial oppression thanks to his fast and long reaching 2B. | |||
* | *Great range with both his sword and his projectile, Black Orbiter. | ||
* | *Has access to many unconventional combo extensions. | ||
* | *Can end nearly every combo with safe-jump oki. | ||
* | *Pale Bringer Arose guarantees a corner position and safe-jump oki while denying all zoning. | ||
*Extremely scary Resonance Blaze | *Versatile assists, most of which are great at contesting zoning. | ||
*Extremely scary in Resonance Blaze thanks to its chip damage modifier scaling with Void Red EXS. | |||
| style="width: 50%;"| | | style="width: 50%;"| | ||
* | *Slow and predictable overheads hurt his mix-up game. | ||
* | *High execution needed for anything more than basic combos. | ||
* | *Low damage without meter or assists which also means low meter gain. | ||
* | *All of his damage is locked behind his B Smart Combo which is difficult to use in combos outside the corner. | ||
*Any use of his A Smart Combo scales combos drastically. | |||
*All of his special moves are unsafe on block at close range. | |||
*Reject Guard prevents him from building chip damage on defending opponents. | |||
*Cannot chip enemies to death, must get a successful hit to finish opponents. | |||
|- | |- | ||
|} | |} | ||
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{{Description|7|text= | {{Description|7|text= | ||
* Jump cancelable. | * Jump cancelable. | ||
* Throw cancelable. | |||
* 10% chip damage. | * 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. In combos, this move is important for continuing combos after the final hit of Vacant Shift or after Shadow Scare in the corner. | 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. | ||
}} | }} | ||
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{{Description|7|text= | {{Description|7|text= | ||
* Knocks down on air hit. | * Knocks down on air hit. | ||
* Throw cancelable. | |||
* 10% chip damage. | * 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. | 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. | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* 10% chip damage | * Knockdown on hit. | ||
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. | * 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. Has fantastic damage and scaling, making it great for starting assist combos. 5AAA to Bend Sinister is a natural frame trap but that same gap makes it vulnerable to reversals. | |||
}} | }} | ||
}} | }} | ||
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* 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. | ||
}} | }} | ||
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* 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. | ||
}} | }} | ||
{{!}}- | {{!}}- | ||
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{{Description|7|text= | {{Description|7|text= | ||
* 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. | ||
}} | }} | ||
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{{Description|6|text= | {{Description|6|text= | ||
* Hits low. | * Hits low. | ||
* Jump cancelable | * Jump cancelable. | ||
* Throw cancelable. | |||
* Can cancel into itself up to three times. | * Can cancel into itself up to three times. | ||
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'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. | ||
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* Head attribute invulnerable. | * Head attribute invulnerable. | ||
* Jump cancelable on hit. | * Jump cancelable on hit. | ||
* 10% chip damage | * 10% chip damage. | ||
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. | 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. | ||
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* Hits high. | * Hits high. | ||
* Double jump cancelable. | * Double jump cancelable. | ||
* 10% chip damage | * 10% chip damage. | ||
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. | 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. | ||
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* Hits high. | * Hits high. | ||
* Double jump cancelable. | * Double jump cancelable. | ||
* 10% chip damage | * 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. | As this move can only be done as a follow-up to j.A, this move is strictly combo and blockstring filler. | ||
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{{#lsth:BBTag/Hyde/Data|j.C}} | {{#lsth:BBTag/Hyde/Data|j.C}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text=* 10% chip damage | {{Description|6|text= | ||
* 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. | |||
}} | }} | ||
}} | }} | ||
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{{#lsth:BBTag/Hyde/Data|BC}} | {{#lsth:BBTag/Hyde/Data|BC}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text=* Can | {{Description|6|text= | ||
* 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. | |||
}} | }} | ||
}} | }} | ||
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{{#lsth:BBTag/Hyde/Data|AD}} | {{#lsth:BBTag/Hyde/Data|AD}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=* 10% chip damage | {{Description|7|text= | ||
* Invincible on start-up. | |||
* Air unblockable. | |||
* Hits 7 times. | |||
* Launches grounded opponents on hit. | |||
* Opponents cannot burst during this attack. | |||
* Does 5% minimum damage. 34 x 7 = 238. | |||
* 10% chip damage. | |||
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 an 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. | |||
}} | }} | ||
{{!}}- | {{!}}- | ||
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{{#lsth:BBTag/Hyde/Data|j.AD }} | {{#lsth:BBTag/Hyde/Data|j.AD }} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=* | {{Description|7|text= | ||
* 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. | |||
}} | }} | ||
}} | }} | ||
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{{#lsth:BBTag/Hyde/Data|236A}} | {{#lsth:BBTag/Hyde/Data|236A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* 10% chip damage. | |||
Hyde launches a red disk from his sword that travels full screen. Good for Active Changes with assists to cover their approach. Can combo into 5B by having opponents land on the projectile. For example: (Max range 2C > 2B > 236A > dash 5BBB). | |||
}} | }} | ||
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{{#lsth:BBTag/Hyde/Data|236B}} | {{#lsth:BBTag/Hyde/Data|236B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* 10% chip damage. | |||
Faster start-up and travel speed version of Black Orbiter with more cooldown and is unsafe on block at close range. Used to harass opponents from a distance. | |||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">Dark Lotus</font> ====== | ====== <font style="visibility:hidden" size="0">Dark Lotus</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Hyde_DarkLotus.png |caption=Blow up the pizza | |image=BBTag_Hyde_DarkLotus.png |caption=Blow up the pizza. | ||
|input= After Black Orbiter 236A | |input= After Black Orbiter 236A | ||
|name=Dark Lotus | |name=Dark Lotus | ||
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{{#lsth:BBTag/Hyde/Data|236A > 236A}} | {{#lsth:BBTag/Hyde/Data|236A > 236A}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text= | {{Description|6|text= | ||
* Can | * Can be used regardless of whether or not Black Orbiter hit, was blocked, or whiffed. | ||
* Hits 3 times. | |||
* Launches grounded opponents on hit. | |||
* 10% chip damage. | |||
Hyde commands the Black Orbiter projectile to explode, which launches opponents into the air 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. | |||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">Bend Sinister</font> ====== | ====== <font style="visibility:hidden" size="0">Bend Sinister</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Hyde_BendSinister.png |caption= Slice the pizza | |image=BBTag_Hyde_BendSinister.png |caption=Slice the pizza. | ||
|input=After Black Orbiter 236B/C | |input=After Black Orbiter 236B/C | ||
|name=Bend Sinister | |name=Bend Sinister | ||
|data= | |data= | ||
{{AttackDataHeader-BBTag | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{#lsth:BBTag/Hyde/Data|236A > 236B}} | {{#lsth:BBTag/Hyde/Data|236A > 236B}} | ||
{{!}}- | {{!}}- | ||
{{ | {{Description|6|text= | ||
* Airborne on frame 4. | |||
* Knocks down on hit. | |||
* 10% chip damage. | |||
Because this move only hits once, it's a great way | Hyde jumps at the opponents and tracks their position, slicing downward which results 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 add damage without scaling your combo, though an assist is required to further extend that combo. | ||
}} | }} | ||
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{{#lsth:BBTag/Hyde/Data|j.214A}} | {{#lsth:BBTag/Hyde/Data|j.214A}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=* 10% chip damage | {{Description|7|text= | ||
* 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. | |||
}} | }} | ||
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{{#lsth:BBTag/Hyde/Data|j.214B}} | {{#lsth:BBTag/Hyde/Data|j.214B}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* | * 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. | |||
}} | }} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Second|subtitle=First > A/B/C}} | {{AttackVersion|name=Second|subtitle=First > A/B/C}} | ||
{{#lsth:BBTag/Hyde/Data|j.214A > | {{#lsth:BBTag/Hyde/Data|j.214A > X}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Values in [] are when done from B Vacant Shift | * 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. | |||
}} | }} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Third|subtitle=Second > A/B/C}} | {{AttackVersion|name=Third|subtitle=Second > A/B/C}} | ||
{{#lsth:BBTag/Hyde/Data|j.214A > | {{#lsth:BBTag/Hyde/Data|j.214A > X > X}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=* 10% chip damage | {{Description|7|text= | ||
* 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. | |||
}} | }} | ||
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{{#lsth:BBTag/Hyde/Data|236C}} | {{#lsth:BBTag/Hyde/Data|236C}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text= | {{Description|6|text= | ||
* | * Hits 5 times. | ||
* | * Launches grounded opponents on hit. | ||
* | * Cannot be followed up with Dark Lotus or Bend Sinister. | ||
* 10% minimum damage. 75 x 5 = 375. | |||
* 10% chip damage. | |||
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 makes it good at beating other projectiles, allowing Hyde to win fireball wars. Also used in corner combos to link into 5A after Shadow Scare. | |||
}} | }} | ||
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{{#lsth:BBTag/Hyde/Data|j.214C}} | {{#lsth:BBTag/Hyde/Data|j.214C}} | ||
{{!}}- | {{!}}- | ||
{{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 | * Launches grounded opponents on hit. | ||
* Final hit knocks down on hit. | |||
* 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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{{!}}- | {{!}}- | ||
{{Description|6|text= | {{Description|6|text= | ||
* | * Hits 3 times. | ||
* | * Launches grounded opponents on hit. | ||
* 10% Chip Damage. | |||
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. | |||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">6P</font> ====== | ====== <font style="visibility:hidden" size="0">6P</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Hyde_DarkLotus.png |caption= | |image=BBTag_Hyde_DarkLotus.png |caption=Blow up your partner's pizza. | ||
|input=Dark Lotus | |input=Dark Lotus | ||
|name=4P | |name=4P | ||
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{{#lsth:BBTag/Hyde/Data|4P}} | {{#lsth:BBTag/Hyde/Data|4P}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text=* | {{Description|6|text= | ||
* Hits 3 times. | |||
* Launches grounded opponents on hit. | |||
* 10% Chip Damage. | |||
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. | |||
}} | }} | ||
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{{#lsth:BBTag/Hyde/Data|5P }} | {{#lsth:BBTag/Hyde/Data|5P }} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text=* | {{Description|6|text= | ||
* | * Hits 2 times. | ||
* Launches grounded opponents on hit. | |||
* Travels up to half-screen. | |||
* 10% chip damage. | |||
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. | |||
}} | }} | ||
}} | }} | ||
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{{#lsth:BBTag/Hyde/Data|236BC}} | {{#lsth:BBTag/Hyde/Data|236BC}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text=* | {{Description|6|text= | ||
* | * Invincible on start up. | ||
* | * Hits 11 times. | ||
* | * (RB) Hits 21 times. | ||
* | * Launches grounded opponents on hit. | ||
* | * 30% minimum damage. 600 + (134 x 10) = 1940. | ||
* (RB) 30% minimum damage. 600 + (76 x 20) = 2120. | |||
* 10% chip damage. | |||
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)! | |||
}} | }} | ||
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{{#lsth:BBTag/Hyde/Data|214BC}} | {{#lsth:BBTag/Hyde/Data|214BC}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text=* | {{Description|6|text= | ||
* | * Invincible on startup. | ||
* | * Hits 10 to 22 times depending on the distance Hyde carries the opponent. | ||
* | * (RB) Hits 17 to 29 times depending on the distance Hyde carries the opponent. | ||
* | * Travels full-screen. | ||
* | * Preforms follow-up uppercut on hit, block, and whiff. | ||
* (RB) Only does Axe Kick follow-up on hit. | |||
* 20% minimum damage. 340 + (11 x (1 to 13)) + (192 x 8) = 1,887 to 2,019. | |||
* (RB) 20% minimum damage. 340 + (10 x (1 to 13)) + (102 x 14) + 365 = 2,143 to 2,263. | |||
* 10% chip damage. | |||
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. | |||
}} | }} | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{#lsth:BBTag/Hyde/Data| | {{#lsth:BBTag/Hyde/Data|Distortion Skill Duo}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text= | {{Description|6|text= | ||
* Identical to Hyde's solo version of Gyre Vortex except it deals slightly higher minimum damage. | |||
* | * 100% minimum damage. 600 + (140 x 10) = 2000. | ||
* (RB) 100% minimum damage. 700 + (90 x 20) = 2500. | |||
Only use this super if it will K.O. an opponent or if the opponent is caught in a happy birthday situation. | |||
}} | }} | ||
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{{#lsth:BBTag/Hyde/Data|222BC}} | {{#lsth:BBTag/Hyde/Data|222BC}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text=* | {{Description|6|text= | ||
* | * Requires 9 bars of meter, level 4 Resonance Blaze, and the opponent must have one character remaining. | ||
* | * Invincible on start-up. | ||
* | * Grants victory upon a successful hit. | ||
* Lazer travels about 80% of the screen. | |||
* Deals no chip damage. | |||
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. | |||
}} | }} |
Revision as of 21:01, 8 October 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 basic and well-rounded character, but unlike Yu and Ruby who lean towards a more aggressive playstyle, Hyde is more balanced between offense and defense. His great ground normals dominate close and mid-ranges thanks to their combination of range and speed, and you can get a lot of value simply out of poking and whiff punishing. At longer ranges, he can use his fireball to control the ground, tack on chip damage (particularly using dark lotus), and encourage the opponent to approach. However, possibly Hyde's most important tool of all his 2B: it's one of the best anti-airs in the game and leads to a lot of damage on counterhit, making Hyde very dangerous to jump in on. By presenting the threat of 2B, Hyde can force the opponent to play more grounded, which is where he excels. However, Hyde does have weaknesses that can cause him to struggle in certain matchups and situations. Because of his assault-style air dash, he can't move forward as fast as other characters, and can have difficulty getting in if he is forced to approach. He also has limited ways of controlling the air other than directly above him, having weak air to airs and no air projectile. Still, Hyde is a solid character and great pick if you want to play a more balanced footsies style.
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
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5B
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5C
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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
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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
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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
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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 makes it good at beating 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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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 |
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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 |
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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 |
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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 |
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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 |
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Only use this super if it will K.O. an opponent or if the opponent is caught in a happy birthday situation. |
Astral Heat
Raging Roar 222B+C |
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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. |
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