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{ | {{InvisibleHeader}}{{NavTabs|game=BBTag|chara=Hyde}} | ||
{ | |||
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======<span style="visibility:hidden;font-size:0">Overview</span>====== | |||
{{FlexContainer}} | |||
{{FlexTopContainer}}<!-- BEGIN TOP SECTION --> | |||
{{FP Box|header=Overview | |||
|content= | |||
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. | |||
{{Bio | |||
| name = Hyde | |||
| game = BBTag | |||
| quote = Get in my way and I'll get rid of you! | |||
| lore = | |||
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. | 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. | ||
= | }} | ||
{{StrengthsAndWeaknesses | |||
|intro= Hyde is a solid character and great pick if you want to play a more balanced footsies style that will slowly deal lots of chip damage to the opponent by playing safe and smart. | |||
|pros= | |||
| | |||
*Amazing pressure due to having long blockstrings and reverse beat. | *Amazing pressure due to having long blockstrings and reverse beat. | ||
*All sword attacks deal chip damage on block. | *All sword and energy attacks deal chip damage on block (but will not kill). | ||
*Excellent aerial oppression thanks to his fast and long reaching 2B. | *Excellent aerial oppression thanks to his fast and long reaching 2B. | ||
*Great range with both his sword and his projectile, Black Orbiter. | *Great range with both his sword and his projectile, Black Orbiter. | ||
*Has access to many unconventional combo extensions. | *Has access to many unconventional combo extensions. | ||
*Can end nearly every combo with safe-jump oki. | *Can end nearly every combo with safe-jump oki. | ||
*EX Bend Sinister can shut down zoning of any kind and is plus on block at full-screen. | |||
*Pale Bringer Arose guarantees a corner position and safe-jump oki while denying all zoning. | *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. | *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. | *Extremely scary in Resonance Blaze thanks to its chip damage modifier scaling with Void Red EXS. | ||
| | |cons= | ||
*Slow and predictable overheads hurt his mix-up game. | *Slow and predictable overheads hurt his mix-up game. | ||
*High execution needed for anything more than basic combos. | *High execution needed for anything more than basic combos. | ||
*Low damage without meter or assists which also means low meter gain. | *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 | *All of his damage is locked behind his B Smart Combo which is difficult to use outside the corner. | ||
*Any use of his A Smart Combo scales combos drastically. | *Any use of his A Smart Combo scales combos drastically. | ||
* | *Almost all of his special moves are unsafe on block at close range. | ||
*Reject Guard prevents him from building chip damage on defending opponents. | *Reject Guard prevents him from safely building chip damage on defending opponents. | ||
}} | |||
| | }} | ||
|} | {{Closediv}}<!--END TOP SECTION--> | ||
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{{FP TOC}} | |||
===EXS of Jet Black : Void Red | {{FP Box | ||
Hyde's EXS | | padding=no | ||
| content={{CharaInfo | |||
| game=BBTag | |||
| fullname=Hyde | |||
| health={{#lst:{{PAGENAME}}/Data|health}} | |||
| comborate={{#lst:{{PAGENAME}}/Data|comborate}} | |||
| prejump={{#lst:{{PAGENAME}}/Data|prejump}} | |||
| backdash={{#lst:{{PAGENAME}}/Data|backdash}} | |||
| movement={{#lst:{{PAGENAME}}/Data|movementoptions}} | |||
}} | |||
}} | |||
{{Closediv}}<!--END FLEX OTHER SECTION--> | |||
{{Closediv}} | |||
{{FP Box | |||
| header=EXS of Jet Black : Void Red | |||
| content= | |||
Hyde's EXS gives all of his sword attack damage on block. All of his normals deal 20% chip damage while all of his specials and supers deal 30% chip damage. His EXS stacks with the bonus chip damage of Resonance Blaze and scales accordingly, with level 4 RB providing ludicrously high chip damage on block. | |||
}} | |||
==Normal Moves== | ==Normal Moves== | ||
====== < | ====== <span style="visibility:hidden;font-size:0">5A</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Hyde_5A.png |caption=Used for pokes and for OTG's after Vacant Shift Third. | |image=BBTag_Hyde_5A.png |caption=Used for pokes and for OTG's after Vacant Shift Third. | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=5A}} | {{AttackVersion|name=5A}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|5A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Jump cancelable. | * Jump cancelable. | ||
* Throw cancelable. | * Throw cancelable. | ||
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 | 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. This move is also vital for extending combos after Vacant Shift Third anywhere or after Shadow Scare in the corner. Keep in mind that its lack of vertical reach makes this attack useless against jumping foes and that the gleaming tip of the blade has no hitbox, meaning the animation doesn't match the actual range of the attack. | ||
}} | }} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=5AA}} | {{AttackVersion|name=5AA}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|5AA}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Knocks down on air hit. | * Knocks down on air hit. | ||
* Throw cancelable. | * Throw cancelable. | ||
Downward slash that drags airborne opponents down. Pressure filler and combo tool used to control the | Downward slash that drags airborne opponents down. Pressure filler and combo tool used to control the opponent's height, useful for ending combos with 2C safe-jump oki or for setting-up delayed Vacant Shift Third combo extensions. | ||
}} | }} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=5AAA}} | {{AttackVersion|name=5AAA}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|5AAA}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Hits twice. | * Hits twice. | ||
* Jump cancelable on hit on both hits. | * Jump cancelable on hit on both hits. | ||
* Launches on hit on both hits. | * Launches on hit on both hits. | ||
Hyde swings twice horizontally, lifting grounded opponents into the air. Basic launcher for converting into air combos and filler for blockstrings. Avoid using in | Hyde swings twice horizontally, lifting grounded opponents into the air. Basic launcher for converting into air combos and filler for blockstrings. Avoid using this attack in combos whenever 2C is still available to cancel into as it is also a launcher but has similar cancel options and way better damage and scaling. | ||
}} | }} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=5AAAA}} | {{AttackVersion|name=5AAAA}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|5AAAA}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Knockdown on hit. | * Knockdown on hit. | ||
* Opponent cannot Cross Burst during this attack. | * Opponent cannot Cross Burst during this attack. | ||
* 30% chip damage. | * 30% 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 though note that at the end of scaled combos the opponent will recover before this attack comes out, leaving Hyde | 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 though note that at the end of scaled combos the opponent will recover before this attack comes out, leaving Hyde open to a counter attack. Should be used early into a combo if a Cross Raid is desired. Has fantastic damage and scaling, making it great for starting combos if an assist is available. 5AAA to Bend Sinister is a natural frame trap but that same gap makes it vulnerable to reversals. | ||
}} | }} | ||
}} | }} | ||
====== < | ====== <span style="visibility:hidden;font-size:0">5B</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Hyde_5B.png |caption=No longer chargeable. | |image=BBTag_Hyde_5B.png |caption=No longer chargeable. | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=5B}} | {{AttackVersion|name=5B}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|5B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Jump cancelable on hit. | * Jump cancelable on hit. | ||
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. Contrary to the animation, 5B does not hit behind himself. | 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. Contrary to the animation, 5B does not hit behind himself. | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=5BB}} | {{AttackVersion|name=5BB}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|5BB}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Jump cancelable on hit. | * Jump cancelable on hit. | ||
* Pushes airborne opponents away on hit. | * Pushes airborne opponents away on hit. | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=5BBB}} | {{AttackVersion|name=5BBB}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|5BBB}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Launches on hit. | * Launches on hit. | ||
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. As of 2.0, Shadow Scare has improved scaling both as a starter and as a combo part, meaning it can be used more frequently in combos without impacting Hyde's combo scaling. | 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. As of 2.0, Shadow Scare has improved scaling both as a starter and as a combo part, meaning it can be used more frequently in combos without impacting Hyde's combo scaling. | ||
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}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">5C</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|image=BBTag_Hyde_5C.png |caption= | |image=BBTag_Hyde_5C.png |caption= | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|5C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Shares the same hitbox and animation as j.A. | * Shares the same hitbox and animation as j.A. | ||
* Airborne on frame 7. | * Airborne on frame 7. | ||
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}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">2A</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|image=BBTag_Hyde_2A.png |caption= | |image=BBTag_Hyde_2A.png |caption= | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|2A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Hits low. | * Hits low. | ||
* Jump cancelable. | * Jump cancelable. | ||
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}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">2B</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|image=BBTag_Hyde_2B.png |caption=Stop jumping, for real. | |image=BBTag_Hyde_2B.png |caption=Stop jumping, for real. | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|2B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Head attribute invulnerable. | * Head attribute invulnerable. | ||
* Jump cancelable on hit. | * Jump cancelable on hit. | ||
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}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">2C</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|image=BBTag_Hyde_2C.png |caption= When they are too close for 5B, but not close enough for 2A | |image=BBTag_Hyde_2C.png |caption= When they are too close for 5B, but not close enough for 2A | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|2C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Hits low. | * Hits low. | ||
* Jump cancelable on hit. | * Jump cancelable on hit. | ||
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}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">j.A</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|image=BBTag_Hyde_jA.png |caption= | |image=BBTag_Hyde_jA.png |caption= | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=j.A}} | {{AttackVersion|name=j.A}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|j.A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Hits high. | * Hits high. | ||
* Double jump cancelable. | * Double jump cancelable. | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=j.AA}} | {{AttackVersion|name=j.AA}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|j.AA}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Hits high. | * Hits high. | ||
* Double jump cancelable. | * Double jump cancelable. | ||
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}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">j.B</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|image=BBTag_Hyde_jB.png |caption=Narukami called, said he wants Flying Jesus back. | |image=BBTag_Hyde_jB.png |caption=Narukami called, said he wants Flying Jesus back. | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|j.B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Hits high. | * Hits high. | ||
* Hits twice. | * Hits twice. | ||
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}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">j.C</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|image=BBTag_Hyde_jC.png |caption= Did I just catch you mashing throw? | |image=BBTag_Hyde_jC.png |caption= Did I just catch you mashing throw? | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|j.C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Hits twice, once by the sword and once by the orb. | * Hits twice, once by the sword and once by the orb. | ||
* First hit knocks down on air hit. | * First hit knocks down on air hit. | ||
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==Universal Mechanics== | ==Universal Mechanics== | ||
====== < | ====== <span style="visibility:hidden;font-size:0">Ground Throw</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Hyde_GroundThrow.png |caption=Looks like I bent my leg while trying to kick someone. | |image=BBTag_Hyde_GroundThrow.png |caption=Looks like I bent my leg while trying to kick someone. | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|BC}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* 100% minimum damage. (2000) | * 100% minimum damage. (2000) | ||
* Holding back while pressing throw results in a back throw. | * Holding back while pressing throw results in a back throw. | ||
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}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">Red-Clad Craver</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|image=BBTag_Hyde_RedCladCraver.png |caption=Setsuna would be proud. | |image=BBTag_Hyde_RedCladCraver.png |caption=Setsuna would be proud. | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=Ground}} | {{AttackVersion|name=Ground}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|AD}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Invincible on start-up. | * Invincible on start-up. | ||
* Air unblockable. | * Air unblockable. | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air }} | {{AttackVersion|name=Air }} | ||
{{# | {{#lst:{{PAGENAME}}/Data|j.AD }} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Same parameters as the ground version, only now it is air blockable. | * 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. | Has very similar uses as the grounded version but is less practical thanks to the increased endlag. | ||
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==Skills== | ==Skills== | ||
====== < | ====== <span style="visibility:hidden;font-size:0">Black Orbiter</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Hyde_BlackOrbiter.png |caption=Throw the pizza. | |image=BBTag_Hyde_BlackOrbiter.png |caption=Throw the pizza. | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=A}} | {{AttackVersion|name=A}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|236A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
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). | 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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{{!}}- | {{!}}- | ||
{{AttackVersion|name=B}} | {{AttackVersion|name=B}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|236B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
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. | 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. | ||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">Dark Lotus</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|image=BBTag_Hyde_DarkLotus.png |caption=Blow up the pizza. | |image=BBTag_Hyde_DarkLotus.png |caption=Blow up the pizza. | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|236A 236A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* 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. | ||
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}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">Bend Sinister</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|image=BBTag_Hyde_BendSinister.png |caption=Slice the pizza. | |image=BBTag_Hyde_BendSinister.png |caption=Slice the pizza. | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|236A 236B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Airborne on frame 4. | * Airborne on frame 4. | ||
* Knocks down on hit. | * Knocks down on hit. | ||
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}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">Vacant Shift</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|image=BBTag_Hyde_VacantShift.png |caption=Rekkas, but with benefits from delaying the extra hits. | |image=BBTag_Hyde_VacantShift.png |caption=Rekkas, but with benefits from delaying the extra hits. | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=Ground A}} | {{AttackVersion|name=Ground A}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|214A}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air A}} | {{AttackVersion|name=Air A}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|j.214A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Launches grounded opponents. | * Launches grounded opponents. | ||
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. | 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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{{!}}- | {{!}}- | ||
{{AttackVersion|name=Ground B}} | {{AttackVersion|name=Ground B}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|214B}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air B}} | {{AttackVersion|name=Air B}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|j.214B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Launches grounded opponents. | * Launches grounded opponents. | ||
* Travels farther diagonally than the A version. | * Travels farther diagonally than the A version. | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=Second|subtitle=First > A/B/C}} | {{AttackVersion|name=Second|subtitle=First > A/B/C}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|j.214A X}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Values in [] are when done from B Vacant Shift. | * Values in [] are when done from B Vacant Shift. | ||
* Launches grounded opponents. | * Launches grounded opponents. | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=Third|subtitle=Second > A/B/C}} | {{AttackVersion|name=Third|subtitle=Second > A/B/C}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|j.214A X X}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Knocks down on hit. | * Knocks down on hit. | ||
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. | 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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==Extra Skills== | ==Extra Skills== | ||
====== < | ====== <span style="visibility:hidden;font-size:0">EX Black Orbiter</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Hyde_BlackOrbiter.png |caption=When the moon hits your eye, like an EX pizza pie, that's amore. | |image=BBTag_Hyde_BlackOrbiter.png |caption=When the moon hits your eye, like an EX pizza pie, that's amore. | ||
Line 483: | Line 466: | ||
{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|236C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Hits 5 times. | * Hits 5 times. | ||
* Launches grounded opponents on hit. | * Launches grounded opponents on hit. | ||
Line 494: | Line 477: | ||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">EX Bend Sinister</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|image=BBTag_Hyde_BendSinister.png |caption= | |image=BBTag_Hyde_BendSinister.png |caption=ZONERS BEGONE | ||
|input=After Black Orbiter 236C | |input=After Black Orbiter 236C | ||
|name=EX Bend Sinister | |name=EX Bend Sinister | ||
Line 503: | Line 485: | ||
{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|236A 236C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Projectile invulnerable from frame 1. | |||
* Airborne on frame 4. | |||
* Ground bounces opponents on hit. | |||
* 10% minimum damage. '''250''' | |||
Hyde's most useful EX move as it gives him solo combo extensions and can go through projectiles to punish zoning, even from full screen. Since the move goes airborne, it can also punish many throws and lows, allowing Hyde to bully his way through a variety of different attacks. If this attack is done as soon as possible after A Black Orbiter is done at full screen, Hyde will be plus on block due to projectile hitting after. Even if this move hits first, Hyde will still be safe on block. | |||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">EX Vacant Shift</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|image=BBTag_Hyde_VacantShift.png |caption= | |image=BBTag_Hyde_VacantShift.png |caption=SHARE IF YOU DON'T THINK | ||
|input= 214C (Air OK) | |input= 214C (Air OK) | ||
|name=Vacant Shift - Sediment | |name=Vacant Shift - Sediment | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=Ground}} | {{AttackVersion|name=Ground}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|214C}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air}} | {{AttackVersion|name=Air}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|j.214C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Hits 6 times. | * Hits 6 times. | ||
* Only the first two hits come out on block or whiff. | * Only the first two hits come out on block or whiff. | ||
Line 538: | Line 524: | ||
==Partner Skills== | ==Partner Skills== | ||
====== < | ====== <span style="visibility:hidden;font-size:0">5P</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Hyde_BlackOrbiter.png |caption=Throw your partner a pizza. | |image=BBTag_Hyde_BlackOrbiter.png |caption=Throw your partner a pizza. | ||
Line 546: | Line 532: | ||
{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|6P}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Hits 3 times. | * Hits 3 times. | ||
* Launches grounded opponents on hit. | * Launches grounded opponents on hit. | ||
Line 555: | Line 541: | ||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">6P</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|image=BBTag_Hyde_DarkLotus.png |caption=Blow up your partner's pizza. | |image=BBTag_Hyde_DarkLotus.png |caption=Blow up your partner's pizza. | ||
Line 564: | Line 549: | ||
{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|4P}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Hits 3 times. | * Hits 3 times. | ||
* Launches grounded opponents on hit. | * Launches grounded opponents on hit. | ||
Line 573: | Line 558: | ||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">4P</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|image=BBTag_Hyde_PaleBringer.png |caption= | |image=BBTag_Hyde_PaleBringer.png |caption=Putting the pizza in the oven? | ||
|input=Pale Bringer | |input=Pale Bringer | ||
|name=5P | |name=5P | ||
Line 582: | Line 566: | ||
{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|5P }} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Hits 2 times. | * Hits 2 times. | ||
* Launches grounded opponents on hit. | * Launches grounded opponents on hit. | ||
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==Distortion Skills== | ==Distortion Skills== | ||
====== < | ====== <span style="visibility:hidden;font-size:0">Gyre Vortex</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Hyde_GyreVortex.png |caption=What if you wanted to do a sandwich mixup on Hyde, but Hyde said- | |image=BBTag_Hyde_GyreVortex.png |caption=What if you wanted to do a sandwich mixup on Hyde, but Hyde said- | ||
Line 604: | Line 588: | ||
{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|236BC}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Invincible on start up. | * Invincible on start up. | ||
* Hits 11 times. | * Hits 11 times. | ||
Line 617: | Line 601: | ||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">Pale Bringer</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|image=BBTag_Hyde_PaleBringer.png |caption= I'm sorry, did you throw a projectile from full-screen? Time to "wake you up" from that bs. Get it? | |image=BBTag_Hyde_PaleBringer.png |caption= 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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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|214BC}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Invincible on startup. | * Invincible on startup. | ||
* Hits 10 to 22 times depending on the distance Hyde carries the opponent. | * Hits 10 to 22 times depending on the distance Hyde carries the opponent. | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|Distortion Skill Duo}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Identical to Hyde's solo version of Gyre Vortex except it deals slightly higher minimum damage. | * Identical to Hyde's solo version of Gyre Vortex except it deals slightly higher minimum damage. | ||
* 100% minimum damage. 600 + (140 x 10) = 2000. | * 100% minimum damage. 600 + (140 x 10) = 2000. | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|222BC}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Requires 9 bars of meter, level 4 Resonance Blaze, and the opponent must have one character remaining. | * Requires 9 bars of meter, level 4 Resonance Blaze, and the opponent must have one character remaining. | ||
* Invincible on start-up. | * Invincible on start-up. | ||
Line 680: | Line 663: | ||
* Lazer travels about 80% of the screen. | * Lazer travels about 80% of the screen. | ||
* Deals no chip damage. | * 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 | 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 is guaranteed to hit. | ||
}} | }} | ||
}} | }} | ||
<br style="clear:both;"/> | <br style="clear:both;"/> | ||
==External References== | |||
==Navigation== | ==Navigation== | ||
{{# | {{#lst:{{PAGENAME}}/Data|Links}} | ||
{{notice|To edit frame data, edit values in [[ | {{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}} | ||
{{Navbar-BBTag}} | {{Navbar-BBTag}} | ||
Revision as of 02:57, 12 October 2020
Overview | Combos | Strategy/Counter Strategy | Full Frame Data |
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.
"Get in my way and I'll get rid of you!" | |
Lore: | 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. |
Hyde Hyde is a solid character and great pick if you want to play a more balanced footsies style that will slowly deal lots of chip damage to the opponent by playing safe and smart.
- Amazing pressure due to having long blockstrings and reverse beat.
- All sword and energy attacks deal chip damage on block (but will not kill).
- 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.
- EX Bend Sinister can shut down zoning of any kind and is plus on block at full-screen.
- 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 outside the corner.
- Any use of his A Smart Combo scales combos drastically.
- Almost all of his special moves are unsafe on block at close range.
- Reject Guard prevents him from safely building chip damage on defending opponents.
Normal Moves
5A | Template:AttackDataHeader-BBTag |
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5B | Template:AttackDataHeader-BBTag |
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5C | Template:AttackDataHeader-BBTag |
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2A | Template:AttackDataHeader-BBTag |
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2B | Template:AttackDataHeader-BBTag |
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2C | Template:AttackDataHeader-BBTag |
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j.A | Template:AttackDataHeader-BBTag |
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j.B | Template:AttackDataHeader-BBTag |
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j.C Dark Lotus (midair) |
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Universal Mechanics
Ground Throw 5B+C |
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Red-Clad Craver 5A+D (Air OK) |
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Skills
Black Orbiter 236A/B |
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Dark Lotus After Black Orbiter 236A |
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Bend Sinister After Black Orbiter 236B |
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Vacant Shift 214A/B (Air OK) |
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Extra Skills
EX Black Orbiter 236C |
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EX Bend Sinister After Black Orbiter 236C |
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Vacant Shift - Sediment 214C (Air OK) |
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Partner Skills
6P Black Orbiter |
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4P Dark Lotus |
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5P Pale Bringer |
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Distortion Skills
Gyre Vortex 236B+C |
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Pale Bringer Arose 214B+C |
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Distortion Skill Duo
Gyre Vortex P during Main Character's Distortion Skill |
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Astral Heat
Raging Roar 222B+C |
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External References
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- Azrael [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Iron Tager [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Susano'o [★]
Click [★] for character's full frame data
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Frame Data & System Data •
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Defense •
Damage/Combo •
Attack Attributes •
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