BBTag/Hyde: Difference between revisions

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===Playstyle===
===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.
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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*Amazing pressure due to long blockstrings and chip damage on all sword moves
*Amazing pressure due to having long blockstrings and reverse beat.
*Great range with both sword normals and decent zoning potential
*All sword attacks deal chip damage on block.
*Excellent aerial oppression with his 2B anti-air
*Excellent aerial oppression thanks to his fast and long reaching 2B.
*Good at baiting punish attempts
*Great range with both his sword and his projectile, Black Orbiter.
*Flexible combo options
*Has access to many unconventional combo extensions.
*Phenomenal corner carry with Pale Bringer Arose
*Can end nearly every combo with safe-jump oki.
*Great assists
*Pale Bringer Arose guarantees a corner position and safe-jump oki while denying all zoning.
*Extremely scary Resonance Blaze game, especially with his natural chip damage
*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.
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*Subpar high-and-low mixups
*Slow and predictable overheads hurt his mix-up game.
*Relatively low damage without committing to specialized routes or assists
*High execution needed for anything more than basic combos.
*Slow utility moves, which make him prone to being whiff punished
*Low damage without meter or assists which also means low meter gain.
*Laughable close range special moves in neutral which don't provide much advantage on their own (save for EX Orbiter)
*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. 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.
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=
* Knockdown on hit.
* 10% chip damage.
* 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.
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. Ignores the combo timer, making it a staple in Hyde's combo game. Can whiff after 5B against airborne opponents if they were too high in the air. The push-back of this move on hit makes it difficult to continue combos.
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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* 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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* 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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* Air unblockable.
* Air unblockable.
* Hits 7 times.
* Hits 7 times.
* Launches grounded opponents on hit.
* Opponents cannot burst during this attack.
* Does 5% minimum damage. 34 x 7 = 238.
* Does 5% minimum damage. 34 x 7 = 238.
* 10% chip damage.
* 10% chip damage.
* Opponents cannnot burst during this attack.
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.
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 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|236A}}
{{#lsth:BBTag/Hyde/Data|236A}}
{{!}}-
{{!}}-
{{Description|6|text=
{{Description|7|text=
* 10% chip damage.
* 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.
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|6|text=
{{Description|7|text=
* 10% chip damage.
* 10% chip damage.
Faster start-up and travel speed version of Black Orbiter with more cooldown and is unsafe on block at point-blank range. Used to harass opponents from a distance.
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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* Can be used regardless of whether or not Black Orbiter hit, was blocked, or whiffed.
* Can be used regardless of whether or not Black Orbiter hit, was blocked, or whiffed.
* Hits 3 times.
* Hits 3 times.
* 10% chip damage
* Launches grounded opponents on hit.
Hyde commands the Black Orbiter projectile to explode, which launches grounded opponents 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.
* 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|version=yes}}
  {{AttackDataHeader-BBTag}}
{{!}}-
{{!}}-
{{AttackVersion|name=B}}
{{#lsth:BBTag/Hyde/Data|236A > 236B}}
{{#lsth:BBTag/Hyde/Data|236A > 236B}}
{{!}}-
{{!}}-
{{AttackVersion|name=C}}
{{Description|6|text=
{{#lsth:BBTag/Hyde/Data|236A > 236C}}
* Airborne on frame 4.
{{!}}-
* Knocks down on hit.
{{Description|7|text=
* 10% chip damage.
* Knocks down on air hit.
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.
* 10% chip damage
Hyde charges to the opponents position and slices downward, resulting 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 to confirm from Black Orbiter without scaling your combo's damage, though an assist is required to futher extend combos.


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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=
* Goes at a 30 or 35 degree angle.
* Launches grounded opponents.
* Shorter horizontal distance then B version
* 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.
Detailed description of the usefulness of the move go here


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{{#lsth:BBTag/Hyde/Data|j.214B}}
{{#lsth:BBTag/Hyde/Data|j.214B}}
{{!}}-
{{!}}-
{{Description|7|text=* 10% chip damage
{{Description|7|text=
* Goes at a 30 or 35 degree angle.
* Launches grounded opponents.
* Good and fast horizontal distance.
* Travels farther diagonally than the A version.
* The main version to use to connect with aerial and ground launching combos.
* 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.
Detailed description of the usefulness of the move go here


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{{!}}-
{{!}}-
{{AttackVersion|name=Second|subtitle=First > A/B/C}}
{{AttackVersion|name=Second|subtitle=First > A/B/C}}
{{#lsth:BBTag/Hyde/Data|j.214A > A/B/C}}
{{#lsth:BBTag/Hyde/Data|j.214A > X}}
{{!}}-
{{!}}-
{{Description|7|text=* 10% chip damage
{{Description|7|text=
* Values in [] are when done from B Vacant Shift
* Values in [] are when done from B Vacant Shift.
* Combo filler.
* Launches grounded opponents.
* Can choose not to do the input.
* 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.
Detailed description of the usefulness of the move go here


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{{!}}-
{{!}}-
{{AttackVersion|name=Third|subtitle=Second > A/B/C}}
{{AttackVersion|name=Third|subtitle=Second > A/B/C}}
{{#lsth:BBTag/Hyde/Data|j.214A > A/B/C > A/B/C}}
{{#lsth:BBTag/Hyde/Data|j.214A > X > X}}
{{!}}-
{{!}}-
{{Description|7|text=* 10% chip damage
{{Description|7|text=
* If in Resonance Blaze, it can connect into Gyre Vortex once landed.
* Knocks down on hit.
* Combo Filler.
* 10% chip damage
* Can choose not to do the input.
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.
Detailed description of the usefulness of the move go here


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{{#lsth:BBTag/Hyde/Data|236C}}
{{#lsth:BBTag/Hyde/Data|236C}}
{{!}}-
{{!}}-
{{Description|6|text=* 10% chip damage
{{Description|6|text=
* Has multiple hits.
* Hits 5 times.
* Very Fast projectile.
* Launches grounded opponents on hit.
* Can't use Dark Lotus or Bend Sinister.
* Cannot be followed up with Dark Lotus or Bend Sinister.
 
* 10% minimum damage. 75 x 5 = 375.
Detailed description of the usefulness of the move go here
* 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=
* Good to beat bad blockstrings/5C users because this is F6
* Hits 6 times.
* Good move to Active Switch from because it is unburstable
* Only the first two hits come out on block or whiff.
 
* Only the final hit can K.O. an opponent.
EX Vacant Shift is faster than DP so it can be used to beat bad blockstrings, also it brings them to the corner
* 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=
* Has EX Orbiter properties
* Hits 3 times.
* Can beat a lot of other fireball assists thanks to EX Orbiter properties
* Launches grounded opponents on hit.
 
* 10% Chip Damage.
Really good to start pressuring your opponent and it lets your point get in, also decent for AS setups
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=* Defensive Assist
{{Description|6|text=
 
* Hits 3 times.
Can start combos, not ideal to extend combos.
* 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=* Covers a large amount of horizontal distance
{{Description|6|text=
* Great assist both at close and long range
* Hits 2 times.
* Good for roundstart situations
* 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.


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.
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{{#lsth:BBTag/Hyde/Data|236BC}}
{{#lsth:BBTag/Hyde/Data|236BC}}
{{!}}-
{{!}}-
{{Description|6|text=* Very tall vertical hitbox.
{{Description|6|text=
* Invulnerable during start up.
* Invincible on start up.
* Perfect for countering distortions that dash forward.
* Hits 11 times.
* Hitbox reaches both sides, allowing it to potentially counter "sandwich" situations where both enemy characters are on opposite sides of Hyde.
* (RB) Hits 21 times.
* Leaves huge endlag if blocked or missed.
* Launches grounded opponents on hit.
* Can connect from Vacant Shift once you land while in Resonance Blaze.
* 30% minimum damage. 600 + (134 x 10) = 1940.
Detailed description of the usefulness of the move go here
* (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=* Can catch opponents slightly above Hyde.
{{Description|6|text=
* Covers large horizontal distance.
* Invincible on startup.
* Can connect with any ground combo while in Resonance Blaze.
* Hits 10 to 22 times depending on the distance Hyde carries the opponent.
* Leaves huge endlag if blocked or missed.
* (RB) Hits 17 to 29 times depending on the distance Hyde carries the opponent.
* Invincible from startup. And will go through projectiles to counter zoners
* Travels full-screen.
* Leaves into a safejump
* 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|Gyre Vortex}}
{{#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.
* If the opponent got happy birthday this DHC hits both characters
* 100% minimum damage. 600 + (140 x 10) = 2000.
 
* (RB) 100% minimum damage. 700 + (90 x 20) = 2500.
Detailed description of the usefulness of the move go here
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=* Only available at lv4 Resonance Blaze, and requires 9 skill meter
{{Description|6|text=
* Has a short start up.
* Requires 9 bars of meter, level 4 Resonance Blaze, and the opponent must have one character remaining.
* Able to hit opponents from far away.
* Invincible on start-up.
* Can connect with the following so far: 5AAA>5BB>Astral, 2C>Astral.
* Grants victory upon a successful hit.
Detailed description of the usefulness of the move go here
* 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.


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Revision as of 21:01, 8 October 2019

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 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
  • Amazing pressure due to having long blockstrings and reverse beat.
  • 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.
  • 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.
  • 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.


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 but still his best move for picking people up off the ground for combos.
BBTag Hyde 5AA.png
Delay follow-ups for combo extensions.
BBTag Hyde 5AAA.png
Why couldn't you have been a button on your own? I miss you 6B.
BBTag Hyde 5AAAA.png
Bend Sinister
Template:AttackDataHeader-BBTag
5A


5A
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1000 All 7 2 18 -6 B - CSTJP 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
75 2 13 14 14 18 26 10 +0 +1
BBTag Hyde 5A.png
Used for pokes and for OTG's after Vacant Shift Third.
BBTag Hyde 5A Hitbox.png
  • Jump cancelable.
  • Throw cancelable.
  • 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. 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.

5AA


5AA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1000 All 9 4 18 -8 B - CST(J)P 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
75 2 13 14 14 18 26 10 +0 +1
BBTag Hyde 5AA.png
Delay follow-ups for combo extensions.
BBTag Hyde 5AA Hitbox.png
  • Knocks down on air hit.
  • Throw cancelable.
  • 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.

5AAA


5AAA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500×2 All 8 2(10)2 24 -9 B - CS(J)P 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
70 3 16 Launch 22 Launch 36 11 +0 +2
BBTag Hyde 5AAA.png
Why couldn't you have been a stand-alone button? I miss you 6B.
BBTag Hyde 5AAA1 Hitbox.pngBBTag Hyde 5AAA2 Hitbox.png
  • Hits twice.
  • Jump cancelable on hit on both hits.
  • Launches on hit on both hits.
  • 10% chip damage.

Hyde swings twice horizontally, lifting grounded opponents into the air. Basic launcher for converting into air combos and filler for blockstrings. Avoid using in longer combos as this attack greatly scales combos.

5AAAA


5AAAA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2000 All 11+Until Landing 2 30 -11 H - P 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
90 5 20 Launch 32 + Down 23 Launch 48 + Down 23 13 +0 +8
BBTag Hyde 5AAAA.png
Bend Sinister, but not actually Bend Sinister.
BBTag Hyde 5AAAA Hitbox.png
  • Knockdown on hit.
  • 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.

5B
5B
BBTag Hyde 5B.png
No longer chargeable.
BBTag Hyde 5BB.png
Strict Daze
BBTag Hyde 5BBB.png
Shadow Scare
Template:AttackDataHeader-BBTag
5B


5B
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 All 13 5 19 -7 B - CS(J)P 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 17 22 31 11 +0 +2
BBTag Hyde 5B.png
BBTag Hyde 5B Hitbox.png
  • Jump cancelable on hit.
  • 10% chip damage.

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.

5BB


5BB
normal
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
BBTag Hyde 5BB.png
BBTag Hyde 5BB Hitbox.png
  • Jump cancelable on hit.
  • Pushes airborne opponents away on hit.
  • 20% chip damage

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.

5BBB


5BBB
normal
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
BBTag Hyde 5BBB.png
BBTag Hyde 5BBB Hitbox.png
  • Launches on hit.
  • 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. Note that this move scales combos quickly and thus should be used primarily near the end of a combo.

5C
5C
BBTag Hyde 5C.png
Template:AttackDataHeader-BBTag
5C
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
800+ High 26 3 18 -4 H - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
100 3 16 - 17 + Down 23 - 31 + Down 23 11 +0 +2
BBTag Hyde 5C.png
BBTag Hyde 5C Hitbox.png
  • Shares the same hitbox and animation as j.A.
  • Airborne on frame 7.
  • On grounded hit, leads into a timed follow-up.
  • Follow-up damage, meter gain, oki, and timing changes if partner is available.
  • 10% chip damage.

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
BBTag Hyde 2A.png
Template:AttackDataHeader-BBTag
2A
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1000 Low 7 2 16 -4 F - CSTJP 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
75 2 13 14 14 18 26 10 +0 +1
BBTag Hyde 2A.png
Use this for pushblock-safe strings.
BBTag Hyde 2A Hitbox.png
  • Hits low.
  • Jump cancelable.
  • Throw cancelable.
  • 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.

2B
2B
BBTag Hyde 2B.png
Stop jumping, for real.
Template:AttackDataHeader-BBTag
2B
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 All 11 2 23 -6 B 5~12 H CS(J)P 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 19 24 24 39 12 +0 +5
BBTag Hyde 2B.png
Stop jumping, for real.
BBTag Hyde 2B Hitbox.png


  • Head attribute invulnerable.
  • Jump cancelable on hit.
  • 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.

2C
2C
BBTag Hyde 2C.png
Template:AttackDataHeader-BBTag
2C
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 Low 12 5 17 -3 F - CS(J)P 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
75 4 18 Launch 26 Launch 41 12 +0 +5
BBTag Hyde 2C.png
When they are too close for 5B, but not close enough for 2A
BBTag Hyde 2C Hitbox.png
  • Hits low.
  • Jump cancelable on hit.

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
BBTag Hyde jA.png
BBTag Hyde jAA.png
Template:AttackDataHeader-BBTag
j.A


j.A
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 High 11 3 19 - H - SJP 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 17 22 31 11 +0 +2
BBTag Hyde jA.png
BBTag Hyde jA Hitbox.png
  • Hits high.
  • Double jump cancelable.
  • 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.

j.AA


j.AA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 High 12 3 19 - H - SJP 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 17 22 31 11 +0 +2
BBTag Hyde jAA.png
BBTag Hyde jAA Hitbox.png
  • Hits high.
  • Double jump cancelable.
  • 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.

j.B
j.B
BBTag Hyde jB.png
Template:AttackDataHeader-BBTag
j.B
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1100×2 High 14 2,2 23 - H - SJP 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 17 22 31 7 +0 +2
BBTag Hyde jB.png
BBTag Hyde jB Hitbox.png


  • Hits high.
  • Hits twice.
  • Double jump cancelable on both hits.
  • 10% chip damage.

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)
BBTag Hyde jC.png
Template:AttackDataHeader-BBTag
j.C
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1000, 1700 All 9 3(14)6 21 - H, P1 - SP 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 19, Launch 19 + Down 23, 24 24, Launch 34 + Down 23, 39 12, 0/+12 +0, +12 +5, +17
BBTag Hyde jC.png
Did I just catch you mashing throw?
BBTag Hyde jC1 Hitbox.pngBBTag Hyde jC2 Hitbox.png


  • 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.


Universal Mechanics

Ground Throw
Ground Throw
5B+C
BBTag Hyde GroundThrow.png
Looks like I bent my leg while trying to kick someone.
Template:AttackDataHeader-BBTag
BC
Ground Throw
other
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
0, 2000 Throw 7-30 3 23 - T - S 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
50 0, 4 - Launch 60 - - - - 0, 12 -
Minimum damage 2000
BBTag Hyde GroundThrow.png
BBTag Hyde Throw Hitbox.png


  • 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.

Red-Clad Craver
Red-Clad Craver
5A+D
(Air OK)
BBTag Hyde RedCladCraver.png
Setsuna would be proud.
Template:AttackDataHeader-BBTag
Ground


AD
Red Clad Craver
other
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
680×7 Air Unblockable 10 5, 2×6 (42+)22L -47 B 1~28 All - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
60 4 18 Launch 52 Launch 67 12, 10, 3×5 +0 +5
Minimum Damage 34×7 (238)
BBTag Hyde RedCladCraver.png
BBTag Hyde RA1 Hitbox.pngBBTag Hyde RA2 Hitbox.png
  • 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.

Air


j.AD
Air Red Clad Craver
other
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
680×7 All 7 2×7 Until L+17 - H 1~22 All - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
60 4 18 Launch 52 Launch 67 12, 10, 3×5 +0 +5
Minimum Damage 34×7 (238)
BBTag Hyde RedCladCraver.png
BBTag Hyde RA1 Hitbox.pngBBTag Hyde RA2 Hitbox.png
  • 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.


Skills

Black Orbiter
Black Orbiter
236A/B
BBTag Hyde BlackOrbiter.png
Throw the pizza.
Template:AttackDataHeader-BBTag
A


236A
A Black Orbiter
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 All 14 Until Hit Total 46 -5 P1 - P 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 24 22 38 0/+11 +11 +13
Minimum Damage 75
BBTag Hyde BlackOrbiter.png
Throw the pizza.
BBTag Hyde 236A Hitbox.png
  • 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).

B


236B
B Black Orbiter
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 All 12 Until Hit Total 48 -9 P1 - P 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 24 22 38 0/+11 +11 +13
Minimum Damage 75
BBTag Hyde BlackOrbiter.png
Throw the pizza.
BBTag Hyde 236A Hitbox.png
  • 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.

Dark Lotus
Dark Lotus
After Black Orbiter 236A
BBTag Hyde DarkLotus.png
Blow up the pizza.
Template:AttackDataHeader-BBTag
  • 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.

Bend Sinister
Bend Sinister
After Black Orbiter 236B/C
BBTag Hyde BendSinister.png
Slice the pizza.
Template:AttackDataHeader-BBTag
  • Airborne on frame 4.
  • Knocks down on hit.
  • 10% chip damage.

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.

Vacant Shift
Vacant Shift
214A/B (Air OK)
BBTag Hyde VacantShift.png
Rekkas, but with benefits from delaying the extra hits.
Template:AttackDataHeader-BBTag
Ground A


214A
A Vacant Shift
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1100 All 15 4 16+7L -8 B - P 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 Launch 24 Launch 39 12 +0 +5
Minimum Damage 55
BBTag Hyde VacantShift.png
Rekkas, but with benefits from delaying the extra hits.
BBTag Hyde 214A Hitbox.png
Air A


j.214A
Air A Vacant Shift
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1100 All 12 4 Until L+9L - H - P 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 Launch 24 Launch 39 12 +0 +5
Minimum Damage 55
BBTag Hyde VacantShift.png
Rekkas, but with benefits from delaying the extra hits.
BBTag Hyde 214A Hitbox.png
  • 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.

Ground B


214B
B Vacant Shift
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1300 All 18 4 26+9L -20 B - P 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 Launch 24 Launch 39 12 +0 +5
Minimum Damage 65
BBTag Hyde VacantShift.png
Rekkas, but with benefits from delaying the extra hits.
BBTag Hyde 214A Hitbox.png
Air B


j.214B
Air B Vacant Shift
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1300 All 12 4 Until L+9L - H - P 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 Launch 24 Launch 39 12 +0 +5
Minimum Damage 65
BBTag Hyde VacantShift.png
Rekkas, but with benefits from delaying the extra hits.
BBTag Hyde 214A Hitbox.png
  • 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.

Second
First > A/B/C
  • 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.

Third
Second > A/B/C
  • 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.


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.
Template:AttackDataHeader-BBTag
236C
EX Black Orbiter
ex
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
750×5 All 11 Until Hit×5 Total 51 -17 P - P 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 Launch 24 Launch 38 0/+3 +3 +5
Minimum Damage 75×5 (375)
BBTag Hyde BlackOrbiter.png
When the moon hits your eye, like an EX pizza pie, that's amore.
BBTag Hyde 236C Hitbox.png
  • 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.

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.
Template:AttackDataHeader-BBTag
Ground


214C
EX Vacant Shift
ex
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
800×5, 2000 All 6 4(10)2 [(6)2(7)2(10)2(23)4] 28+18L [21+18L] -23 B - P 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
90×6 5 20 Launch 60×5, 40 + Down 28 Launch 76×5, 56 + Down 28 13, 8×4, 14 +0 +8, +0×5
Minimum Damage 80×5, 200 (600)
BBTag Hyde VacantShift.png
SHARE IF YOU DON'T THINK
BBTag Hyde 214C1 Hitbox.pngBBTag Hyde 214C2 Hitbox.png
Air


j.214C
Air EX Vacant Shift
ex
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
800×4, 2000 All 6 4(10)2 [(6)2(7)2(10)2(23)4] Until L+18L -23 B - P 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
90×5 5 20 Launch 60×5, 40 + Down 28 Launch 76×5, 56 + Down 28 13, 8×4, 14 +0 +8, +0×5
Minimum Damage 80×5, 200 (600)
BBTag Hyde VacantShift.png
BBTag Hyde 214C1 Hitbox.pngBBTag Hyde 214C2 Hitbox.png
  • Hits 6 times.
  • Only the first two hits come out on block or whiff.
  • Only the final hit can K.O. an opponent.
  • 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.


Partner Skills

5P
6P
Black Orbiter
BBTag Hyde BlackOrbiter.png
Throw your partner a pizza.
Template:AttackDataHeader-BBTag
6P
Black Orbiter
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1000×3 All (18)+16 Until Hit Total: (18)+53 +9 P - - 70
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 Launch 40 - - 0/+3 +3 -
Minimum Damage 50×3 (150)
BBTag Hyde BlackOrbiter.png
Throw your partner a pizza.
BBTag Hyde 236A Hitbox.png
  • 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.

6P
4P
Dark Lotus
BBTag Hyde DarkLotus.png
Blow up your partner's pizza.
Template:AttackDataHeader-BBTag
4P
Dark Lotus
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
800×3 All (18)+17 3,3,8 Total: (18)+63 -18 P1 - - 70
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 Launch 60 - - 0/+2 +2 -
Minimum Damage 40×3 (120)
BBTag Hyde DarkLotus.png
Blow up your partner's pizza.
BBTag Hyde 4P Hitbox.png
  • 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.

4P
5P
Pale Bringer
BBTag Hyde PaleBringer.png
Template:AttackDataHeader-BBTag
5P
Pale Bringer
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700×2 All (18)+13 6 [(14)4(2)2(2)2] 23+17L -33 B - - 70
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85×2 4 18 19, Launch 40 - - 12, 0 +0 -
Immediately transitions into values in [] on hit/block. Else goes into [] after first set of active frames
Minimum Damage 85×2 (170)
BBTag Hyde PaleBringer.png
Putting the pizza in the oven?
BBTag Hyde 5P1 Hitbox.pngBBTag Hyde 5P2 Hitbox.pngBBTag Hyde 5P3 Hitbox.png


  • 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.


Distortion Skills

Gyre Vortex
Gyre Vortex
236B+C
BBTag Hyde GyreVortex.png
Chip them to death.
Wait chips don't kill in this game-
Template:AttackDataHeader-BBTag
236BC
Gyre Vortex
super
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2000, 790×10
[2000, 510×20]
All 1+(62 Flash)+10 5,3×4,5,3,2×4
[5,3×4,5,3,1×4,3,1×4,3,1×4]
70 [73] -52 [-51] B, P3×10 [×20] 1~24 All - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
90, 96×10
[90, 98×20]
5 20 Launch 40, 100×10 [×20] Launch 56, 116×10 [×20] 13, 0/+4×5, 0×2, 0/+2, 0, 0/+2
[13, 0/+4×5, 0, {0, 0/+2}×7]
+0, +4×5, +0×2, +2, +0, +2
[+0, +4×5, +0, {+0, +2}×7]
+8, +4×5, +0×2, +2, +0, +2
[+8, +4×5, +0, {+0, +2}×7]
Values in [] are for Enhanced version
Minimum Damage: 600, 134×10 (1940)
[Minimum Damage: 600, 76×20 (2120)]
BBTag Hyde GyreVortex.png
What if you wanted to do a sandwich mixup on Hyde, but Hyde said-
BBTag Hyde 236BC1 Hitbox.pngBBTag Hyde 236BC2 Hitbox.pngBBTag Hyde 236BC3 Hitbox.png


  • 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)!

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?
Template:AttackDataHeader-BBTag
214BC
Pale Bringer Arose
super
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700, 50×N, 960×8
[1700, 50×N, 600×13, 2150]
All 6+(60 Flash)+3 15,5(2)2,2(2)2(2)2 31+26L -43 B 1~28 All - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
100, 100×N, 60 4 18 Crumple×(N+1), Launch×5 [×14] Stand×(N+1), 60×7 [×13], 60 + Down 23 Crumple×(N+1), Launch×5 [×14] Stand×(N+1), 75×7 [×13], 75 + Down 23 12, 8, 0×4 12, 0×N, 20, 0×7, 12
[12, 0×N, 20, 0×12, 20]
+5
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
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?
BBTag Hyde 214BC1 Hitbox.pngBBTag Hyde 214BC2 Hitbox.pngBBTag Hyde 214BC3 Hitbox.png


  • 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.


Distortion Skill Duo

Gyre Vortex
P during Main Character's Distortion Skill
BBTag Hyde GyreVortex.png
Template:AttackDataHeader-BBTag
Distortion Skill Duo
Gyre Vortex
super
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
600, 140×10 [700, 90×20] All 1+(89 Flash)+1 5,3×4,5,3,2×4
[5,3×4,5,{3,1×4}×3]
58 [67] -38 [-53] B, P3×10 [×20] 1~20 All - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
100, 96×10 [×20] 5 20 Launch 40, 100×10 [×20] Launch 56, 116×10 [×20] 13, 0/+4×5, 0×2, 0/+2, 0, 0/+2
[13, 0/+4×5, 0, {0, 0/+2}×7]
+0, +4×5, +0×2, +2, +0, +2
[+0, +4×5, +0, {+0, +2}×7]
+8, +4×5, +0×2, +2, +0, +2
[+8, +4×5, +0, {+0, +2}×7]
Values in [] are for Enhanced version
Minimum Damage: 2000 [2500]
BBTag Hyde GyreVortex.png
BBTag Hyde 236BC1 Hitbox.pngBBTag Hyde 236BC2 Hitbox.pngBBTag Hyde 236BC3 Hitbox.png


  • 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.


Astral Heat

Raging Roar
222B+C
BBTag Hyde RagingRoar.png
"Don't you die on me!"
BBTag Hyde RagingRoar2.png
"RAGGINGGGG ROARRRRR!"
Template:AttackDataHeader-BBTag
222BC
Raging Roar
astral
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
- All 1+(90 Flash)+19 6 39 -24 B 1~25 All - -
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
- 5 20 - - - - 13 - -
BBTag Hyde RagingRoar.pngBBTag Hyde RagingRoar2.png
"Don't you die on me!""RAGGINGGGG ROARRRRR!"
BBTag Hyde 222BC1 Hitbox.pngBBTag Hyde 222BC2 Hitbox.png


  • 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.


Navigation

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.