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| * 10% minimum damage. 75 x 5 = 375. | | * 10% minimum damage. 75 x 5 = 375. |
| * 10% chip damage. | | * 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 always the projectile to beat other projectiles, allowing Hyde to win fireball wars. Also used in corner combos to link into 5A after Shadow Scare. | + | 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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Revision as of 21:01, 8 October 2019
Hyde
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- Movement Options
- Double Jump, 1 Airdash, Dash Type: Run
- Playstyle
- Balanced, Aggressive, Mid-range
- Team role
- Point, Support
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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
Strengths |
Weaknesses
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- 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.
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- 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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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
Not a low but still his best move for picking people up off the ground for combos. Delay follow-ups for combo extensions. Why couldn't you have been a button on your own? I miss you 6B. Bend Sinister
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Version
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Damage
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GuardHow this attack can be guarded. Throws have their throw range listed instead.
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StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames.
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ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup.
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RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance.
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Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
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Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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5A
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- 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.
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5AA
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- 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.
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5AAA
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- 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.
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5AAAA
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- 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.
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5B
5B
No longer chargeable. Strict Daze Shadow Scare
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5C
5C
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Damage
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GuardHow this attack can be guarded. Throws have their throw range listed instead.
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StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames.
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ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup.
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RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance.
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Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
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Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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- 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.
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2A
2B
2B
Stop jumping, for real.
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2C
j.A
j.B
j.C
Universal Mechanics
Ground Throw
Ground Throw 5B+C
Looks like I bent my leg while trying to kick someone.
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Red-Clad Craver
Red-Clad Craver 5A+D (Air OK)
Setsuna would be proud.
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Skills
Black Orbiter
Black Orbiter 236A/B
Throw the pizza.
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Dark Lotus
Dark Lotus After Black Orbiter 236A
Blow up the pizza.
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Bend Sinister
Bend Sinister After Black Orbiter 236B/C
Slice the pizza.
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Vacant Shift
Vacant Shift 214A/B (Air OK)
Rekkas, but with benefits from delaying the extra hits.
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EX Black Orbiter
EX Black Orbiter 236C
When the moon hits your eye, like an EX pizza pie, that's amore.
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EX Vacant Shift
Vacant Shift - Sediment 214C (Air OK)
First, you land the knee. Then you slice 'em up nice and high.
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Partner Skills
5P
6P Black Orbiter
Throw your partner a pizza.
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6P
4P Dark Lotus
Blow up your partner's pizza.
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4P
Distortion Skills
Gyre Vortex
Gyre Vortex 236B+C
Chip them to death. Wait chips don't kill in this game-
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Damage
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GuardHow this attack can be guarded. Throws have their throw range listed instead.
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StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames.
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ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup.
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RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance.
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Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
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Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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- 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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Pale Bringer
Pale Bringer Arose 214B+C
I'm sorry, did you throw a projectile from full-screen? Time to "wake you up" from that bs. Get it?
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Damage
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GuardHow this attack can be guarded. Throws have their throw range listed instead.
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StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames.
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ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup.
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RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance.
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Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
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Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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- 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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Distortion Skill Duo
Gyre Vortex P during Main Character's Distortion Skill
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Astral Heat
Raging Roar 222B+C
"Don't you die on me!" "RAGGINGGGG ROARRRRR!"
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Navigation
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To edit frame data, edit values in BBTag/Hyde/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.
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BlazBlue
Persona 4 Arena
Under Night In-Birth
RWBY
Guest Entries
Single Entries
Akatsuki/En-Eins
Click [★] for character's full frame data
System Explanations