BBTag/Hyde/Combos

From Dustloop Wiki
< BBTag‎ | Hyde
Jump to navigation Jump to search
  Overview   Combos   Strategy/Counter Strategy   Full Frame Data    
Combo Notation Guide
7 InputIcon 7.png 8 InputIcon 8.png 9 InputIcon 9.png
4 InputIcon 4.png 5 InputIcon 5.png 6 InputIcon 6.png
1 InputIcon 1.png 2 InputIcon 2.png 3 InputIcon 3.png
Numbers represent direction on a keyboard numpad. For example InputIcon 236.pngA.png becomes 236A
> = cancel into the next attack
, = link the next attack after preceding move's recovery
jc = jump cancel
hjc = high jump cancel
CH = Counter Hit
IAD = Instant Air Dash
(N) = only use the Nth attack of the move (for example, if j.B(2) is written, you only use the first two hits of j.B)
(CSpec) = Contains a part that only works on some characters, refer to the combo thread on Dustloop for more details.
If you have notations that are not listed here but are necessary, feel free to add them as you see fit.


Combo List[edit]

Routes[edit]

Solo[edit]
  • Like most UNI characters, Hyde has multiple starters that determine combo potential and damage output.
# Basic Starters Position Damage Difficulty Notes
# 5AAA (5AA/5A > 2B > 2C) > 5BBB > 214B~X~X Any 4682 (4774/5236) [1] Very Easy Basic confirm off of A Smart combo.
# 5AAA > 2B > hjcBA > jcBC > j214B~X~X Any 5248 [1] Very Easy Basic air combo off of A Smart Combo.
# 5A > 2C > 2B > hjcBA > jcB > j.6C*2 > j.4C > j214B~X~X Any 6167 [3] Intermediate Advanced air combo utilizing multiple Dark Lotus in the air. Requires some timing.
# 5AAA > 5B > 2B (5A > 2C > 2B > 5B) > 214A~X~dl.X > 6AA > delay 2C > 5BBB > j214B~X~X Any 5193 (5480) [3] Intermediate String that uses delayed A Vacant Shift Third to extend the combo. Works best at 5A's max range.
# 5AAA (5A > 2C > delay 2B) > 5BBB > [delay 5A > 5BBB]*2 > 214B~X~X Corner 5222 (5744) [2] Easy Corner combo that ulitizes Smart Combo loops.
# 5AAA (5A > 2C > delay 2B) > 5BBB > delay 236A~236A > 5A > 5BBB > 214B~X~X Corner 5229 (5767) [2] Easy Corner combo that ulitizes delayed Black Orbiter.
# IAD j.B > 2B > 2C > 5BBB > j214B~X~X Any 5278 [1] Very Easy Simple air to ground combo.
# IAD j.B > 2C > 5B > 2B > hjcBA > jcB > j.6C*2 > j.4C > j214B~X~X Any 5937 [3] Intermediate Advanced air to ground combo.
# Grab > 5B > 2B > hjcBA > jcB > j.6C*2 > j.4C > j214B~X~X Any 5547 [3] Intermediate Basic grab combo.
# Grab > dash 5BB > 2B > hjcB > jcB > j.6C*3 > j214B~X~x Corner 5850 [2] Easy Corner throw combo utilizing multiple air Dark Lotus.
# 2B Starters Position Damage Difficulty Notes
# 2B > 2C > 5BBB > 214B~X~X Any 5563 [2] Easy Easiest 2B starter. Could be used as an alternative to starting 5B.
# 2B > 2C > 5B > hjcAB > jcB > j.6C*2 > j.4C > j214B~X~X Any 6639 [2] Easy Air combo from 2B starter.
# 2B > hjcBA > jcBA > j214B~X~X Any 5849 [1] Very Easy Hyde's easiest anti-air combo.
# 2B > hjcBA > jcB > j.6C*2 > j.4C > j214B~X~X Any 7120 [3] Intermediate Advanced anti-air combo with respectable damage.
# CH 2B > delay 2B > (5BBB > 5A)*2 > 5BBB > j214B~X~X Corner 6868 [2] Easy Advanced anti-air combo in the corner.
# 2C Starters Position Damage Difficulty Notes
# 2C > delay 2B > 5BBB > 214B~X~X Any 5440 [1] Very Easy Basic 2C low starter. Can be used as an alternative to starting 5A.
# 2C > 2B > hjcBA > jcB > j.6C*2 > j.4C > j214B~X~X Any 6680 [2] Easy Advanced air combo off of 2C.
# 2C > delay 2B > 5BBB > 214B~X~dl.X > 6AA > 2C > 5BBB > 214B~X~X Any 6386 [3] Intermediate Delayed Vacant Shift Third combo starting with 2C.
# Punish (5B) Starters Position Damage Difficulty Notes
# 5B > 2C > 2B > hjcBA > jcBA j214B~X~X Any 6167 [1] Very Easy Basic 5B punish into an air combo.
# 5B > 2C > 2B > hjcBA > jcB > j.6C*2 > j.4C > j214B~X~X Any 7014 [2] Easy Variation of the previous combo utilizing multiple air Dark Lotus.
# 5B > 2C > 2B > 236A > 6B > 2B > delay hjcBA > jcBA > j214B~X~X Any 6450 [2] Easy 5B punish using a Black orbiter to extend the combo. In order to work, the first 5B must be done at a close range but not point-blank.
# 5B > 2C > 2B > 236A > 6B > 2B > 214A~X~dl.X > 6AA > 2C > 5BBB > 214B~X~X Any 6545 [3] Intermediate Variation of the previous combo using a delayed Vacant Shift Third extension.
# 5BBB > 236B > 236C > delay 2B > hjcBA > jcBC > j214B~X~X Any 7404 [3] Intermediate Max range 5B starter into EX Bend Sinister. Must time j214B carefully.
# 5BBB > 236C > 5B > 2B > hjcBA > jcB > j.6C*2 > j214B~X~X Corner 7994 [3] Intermediate Corner EX Black Orbiter extension after Shadow Scare. Works best at max range 5B.
With Assists[edit]
  • Exact damage and the assist needed for proper extension varies depending on partner choice.
# Combo Position Damage Difficulty Notes
1 5BB > 236B > 236B > [Assist Call] > 2B > 214A~A/B/C(delay)~A/B/C > dash 5A > 5BBB > 214B~A/B/C~A/B/C Any 7972 [3] Intermediate 5B punish extended with an assist and a delayed Vacant Shift Third.
2 5BB > 236B > 236B > [Assist Call] > 2B > 5B > hjc > j.A > j.B > djc > j.B > j.A > j.214B~A/B/C~A/B/C Any 7922 [2] Easy 5B punish extended with an assist into an air combo.
3 5BB > 236B > 236B > [Assist Call] > hjc > j.B > djc > j.B > j.6C > j.6C > j.4C > j.214B~A/B/C~A/B/C Any 8273 [2] Easy 5B punish extended with an assist into an air combo utilizing multiple air Dark Lotus.
4 5BB > 236B > 236B > [Assist Call] > 5B > 2B > 214A~A/B/C(delay)~A/B/C > dash 5A > 5BBB > 214B~A/B/C~A/B/C Any 8417 [3] Intermediate Strict Daze starter extended with an assist and a delayed Vacant Shift Third.
5 5BB > 236B > 236B > [Assist Call] > 2B > 5B > hjc > j.A > j.B > djc > j.B > j.A > j.214B~A/B/C~A/B/C Any 8369 [2] Easy Strict Daze starter extended with an assist into an air combo.
6 5BB > 236B > 236B > [Assist Call] > hjc > j.B > djc > j.B > j.6C > j.6C > j.4C > j.214B~A/B/C~A/B/C Any 8810 [2] Easy Strict Daze starter extended with an assist into an air combo utilizing multiple air Dark Lotus.
7 5AAAA or (236B > 236B) > [Assist Call] > 5B > 2B > 214A~A/B/C(delay)~A/B/C > dash 5AA > 2C > delay 2B > 5BBB > 214B~A/B/C~A/B/C Any 8276 [3] Intermediate Bend Sinister starter extended with an assist and a delayed Vacant Shift Third.
8 5AAAA or (236B > 236B) > [Assist Call] > 2B > 5B > hjc > j.A > j.B > djc > j.B > j.A > j.214B~A/B/C~A/B/C Any 8170 [2] Easy Bend Sinister starter extended with an assist into an air combo.
9 5AAAA or (236B > 236B) > [Assist Call] > 2B > hjc > j.B > djc > j.B > j.6C > j.6C > j.4C > j.214B~A/B/C~A/B/C Any 9160 [2] Easy Bend Sinister starter extended with an assist into an air combo utilizing multiple air Dark Lotus.
10 B+C > 5BBB > 214B~A/B/C~A/B/C > [Assist Call] > 2C > delay 2B > 5BBB > 214B~A/B/C~A/B/C Any 5714 [2] Easy Basic throw combo extended with an assist.


Combo Theory[edit]


Hyde has many different ways of extending combos which is helped by the "unique beat" mechanic he shares with all other UNIEL characters. This flexible cancel system, when combined with the many ways his specials can link back into normals and the ability to simply call for an assist means that Hyde doesn't struggle to use up all the hitstun available in any given combo. Hyde's main issue is the fact that all routes but one deal subpar damage. You can flawlessly execute a delayed Vacant Shift Third extension or a corner Dark Lotus - 2B link but the damage and metergain of a simple air combo using multiple air Dark Lotus attacks will always be better. Using a single A normal (other than j.A) will also completely butcher a combo's scaling with Shadow Scare suffering from a similar (though less intense) problem.

Thus Hyde's goal for non-corner carry and oki focused combos will be to get a launcher that can cancel into 2B, like 5AAA or 2C, as soon as possible to preserve hitstun and combo scaling. After 2B, use a high jump cancel into j.B, double jump j.B (if Hyde is too high to combo into two j.B's, use (sjc > j.B > j.A > djc > j.B) to bring the opponent up higher), use air Dark Lotus as many times as hitstun and height will permit (usually 3 of them), then end the combo with Vacant Shift.

Essentially: xx 5AAA or 2C > 2B > hjc > j.B > (j.A) > j.B > j.6C > j.6C > j.4C > j.214B~A/B/C~A/B/C

Don't think that Hyde has no reason to use any other combo, however, as this route does have a few issues. First, it must be started early into a combo as air Dark Lotus doesn't work with low hitstun. Second, this route lacks any room for additional resources like assists, Cross Combos, supers, and EX moves (except at the end with EX Vacant Shift). Note that Resonance Blaze can only add a super at the end of this combo by using EX Vacant Shift as the A and B versions don't have enough hitstun for it mid-screen. Third, it doesn't provide good oki. Grounded Vacant Shift, Bend Sinister, and Pale Bringer Arose can provide safe-jump oki, none of which are moves that are included in this route.

Delayed Vacant Shift Third combos provide tons of corner carry without using resources so use them if corner pressure is vital to the current match-up. Use A Vacant Shift for close range extensions (like after a juggling 2B or 5B) and use the B version for long range extensions (like after shadow scare).

Black Orbiter and Dark Lotus routes in the corner can still end with safe-jumps while keeping their combo scaling by using Shadow Scare sparingly and avoiding the entirety of Hyde's A Smart Combo.

TLDR; Air Dark Lotus combos are Hyde's best routes damage wise but are lacking in other aspects like oki and corner carry. Use Vacant Shift extensions for corner carry and use Black Orbiter / Dark Lotus for oki in the corner. A Smart Combo and Shadow Scare (5BBB) scale combos harshly and should only be used as necessary. Conversely, 5B, Strict Daze (5BB), Bend Sinister, and air Dark Lotus should be used whenever possible thanks to their fantastic damage and scaling.

Video Examples[edit]

Hyde Safejumps by Shiki

https://twitter.com/EX_Shiki_/status/1099603108907438081

Basic Hyde Combos by Meno

Hyde Difficult combos by yuki_kazea

https://twitter.com/yuki_kazea/status/1045287869210755073


External Documents and References[edit]


Navigation[edit]


BlazBlue Cross Tag Battlee
BlazBlue
Persona 4 Arena
Under Night In-Birth
RWBY
Guest Entries
Single Entries
Akatsuki/En-Eins
Click [★] for character's frame data
System Explanations

HUDControlsFrame Data & System DataPatch Notes


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesSkill/Cross/Resonance GaugeMisc