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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. Hyde also sports an excellent anti-air in 2B: it's one of the best 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. Because of his assault-style air dash and his longer range normals being relatively slow, he 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.

BBTag Hyde Portrait.png
22F (1~7F Inv All)
Fastest Attack
5A (7F)
2A (7F)
A+D (10F)
236B+C (11F)
214B+C (9F)

 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 anti-air game 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.

EXS of Jet Black: Void Red
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


Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5A 1000 All 7 2 18 -6 B
5AA 1000 All 9 4 18 -8 B
5AAA 1500×2 All 8 2(10)2 24 -9 B
5AAAA 2000 All 11+Until Landing 2 30 -11 H
  • Jump cancelable.
  • Throw cancelable.

5A 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.

  • Knocks down on air hit.
  • Throw cancelable.

5AA 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.

  • Hits twice.
  • Jump cancelable on hit on both hits.
  • Launches on hit on both hits.

5AAA 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.

  • Knockdown on hit.
  • Opponent cannot Cross Burst during this attack.
  • 30% chip damage.

5AAAA 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.

Version Level P1 P2
5A 2 100 75
5AA 2 100 75
5AAA 3 100 70
5AAAA 5 100 90



Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5B 1500 All 13 5 19 -7 B
5BB 1700 All 15 2 35 -16 B
5BBB 1500 All 18 9 Total 53 -15 P1
  • Jump cancelable on hit.

5B is a 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.

  • Jump cancelable on hit.
  • Pushes airborne opponents away on hit.

5BB is Hyde's best overall combo starter but requires the 5B before to have been blocked in order for this move to hit first. Pushes opponents back a moderate distance which can make the following hits of a blockstring or combo difficult to connect. Can whiff after 5B against airborne opponents if they were too high in the air.

  • Launches on hit.

In pressure, 5BBB 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.

Version Level P1 P2
5B 3 100 80
5BB 5 100 90
5BBB 3 80 80



Damage Guard Startup Active Recovery On-Block Attribute Invuln
800+ High 26 3 18 -4 H
  • 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.

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 move's long start-up and inability to extend combos.

Level P1 P2
3 100 100


Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 Low 7 2 16 -4 F
  • 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.

Level P1 P2
2 90 75


Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 All 11 2 23 -6 B 5~12 H
  • Jump cancelable on hit.

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.

Level P1 P2
4 90 85


Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 Low 12 5 17 -3 F
  • 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.

Level P1 P2
4 90 75


Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.A 1500 High 11 3 19 H
j.AA 1500 High 12 3 19 H
  • Hits high.
  • Double jump cancelable.

j.A is 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.

  • Hits high.
  • Double jump cancelable.

As j.AA can only be done as a follow-up to j.A, this move is strictly combo and blockstring filler.

Version Level P1 P2
j.A 3 80 80
j.AA 3 80 80



Damage Guard Startup Active Recovery On-Block Attribute Invuln
1100×2 High 14 2,2 23 H
  • Hits high.
  • Hits twice.
  • Double jump cancelable on both hits.

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.

Level P1 P2
3 80 80


Air Dark Lotus

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000, 1700 All 9 3(14)6 21 H, P1
  • 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.

Can be used multiple times in midair until Hyde touches the ground. Does excellent damage but doesn't combo well late in the timer. Can start combos on its own if it is used close to the ground on counter hit. Low enough recovery to use other air actions when at at normal jump height.

Level P1 P2
4 80 85

Universal Mechanics

Ground Throw


Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 2000 Throw 7-30 3 23 T
  • 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.

Level P1 P2
0, 4 100 50
  • Minimum damage 2000

Red-Clad Craver

5A+D (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
AD 680×7 Air Unblockable 10 5, 2×6 (42+)22L -47 B 1~28 All
j.AD 680×7 All 7 2×7 Until L+17 H 1~22 All

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, though 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.

Version Level P1 P2
AD 4 80 60
j.AD 4 80 60


  • Minimum Damage 34×7 (238)


  • Minimum Damage 34×7 (238)


Black Orbiter


Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236A 1500 All 14 Until Hit Total 46 -5 P1
236B 1500 All 12 Until Hit Total 48 -9 P1

A version is good for Active Switch 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 version is a 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.

Version Level P1 P2
236A 3 80 80
236B 3 80 80


  • Minimum Damage 75


  • Minimum Damage 75

Dark Lotus

Black Orbiter -> 236A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800×3 All 17 3×2,8 Total 63 -12 P1
  • Can be used regardless of whether or not Black Orbiter hit, was blocked, or whiffed.
  • Hits 3 times.
  • Launches grounded opponents on hit.

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.

Level P1 P2
3 80 80
  • Minimum Damage 40×3 (120)

Bend Sinister

Black Orbiter -> 236B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2000 All 20 2 31 -12 H
  • Airborne on frame 4.
  • Knocks down on 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.

Level P1 P2
5 100 90
  • Minimum Damage 100

Vacant Shift

214A/B (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214A 1100 All 15 4 16+7L -8 B
214B 1300 All 18 4 26+9L -20 B
j.214A 1100 All 12 4 Until L+9L H
j.214B 1300 All 12 4 Until L+9L H
214A/B > X 1100 [1300] All 13 3 Until L+15L H
214A/B > X > X 1700 All 15 4 Until L+18L H
  • Launches grounded opponents.
  • B version travels farther diagonally than the A 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.

As the B 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.

  • Values in [] are when done from B Vacant Shift.
  • 2nd hit Launches grounded opponents.
  • 3rd hit knocks down on hit.

The followup attacks of Vacant Shift rekka are 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.

Version Level P1 P2
214A 4 80 85
214B 4 80 85
j.214A 4 80 85
j.214B 4 80 85
214A/B > X 4 64 100
214A/B > X > X 4 80 75


  • Minimum Damage 55


  • Minimum Damage 65


  • Minimum Damage 55


  • Minimum Damage 65

214A/B > X:

  • Values in [] are when done from B Vacant Shift
  • Minimum Damage 55 [65]

214A/B > X > X:

  • Minimum Damage 85

Extra Skills

EX Black Orbiter


Damage Guard Startup Active Recovery On-Block Attribute Invuln
750×5 All 11 Until Hit×5 Total 51 -17 P
  • Hits 5 times.
  • Launches grounded opponents on hit.
  • Cannot be followed up with Dark Lotus or Bend Sinister.

Fastest start-up but slowest travel speed version of Black Orbiter. Used to cover Hyde while trying to approach from full screen. Its multi-hit 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.

Level P1 P2
3 80 80
  • Minimum Damage 75×5 (375)

EX Bend Sinister

Black Orbiter -> 236C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2500 All 24 2 23L -4 H 1~25 P
  • Airborne on frame 4.
  • Ground bounces opponents on hit.

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.

Level P1 P2
5 80 80
  • Minimum Damage 250

Vacant Shift - Sediment

214C (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214C 800×5, 2000 All 6 4(10)2 [(6)2(7)2(10)2(23)4] 28+18L [21+18L] -23 B
j.214C 800×4, 2000 All 6 4(10)2 [(6)2(7)2(10)2(23)4] Until L+18L -23 B
  • Hits 6 times.
  • Only the first two hits come out on block or whiff.
  • Only the final hit can K.O. an opponent.
  • Initial hits launch grounded opponents on hit, final hit knocks down on hit.
  • Opponents cannot burst during this attack.

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 opponent's punish combo.

Version Level P1 P2
214C 5 80 90×6
j.214C 5 80 90×5


  • Minimum Damage 80×5, 200 (600)


  • Minimum Damage 80×5, 200 (600)

Partner Skills


Pale Bringer

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700×2 All (18)+13 6 [(14)4(2)2(2)2] 23+17L -33 B
  • Hits 2 times.
  • Launches grounded opponents on hit.
  • Travels up to half-screen.

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.

Level P1 P2
4 70 85×2
  • Immediately transitions into values in [] on hit/block. Else goes into [] after first set of active frames
  • Minimum Damage 85×2 (170)


Black Orbiter

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000×3 All (18)+16 Until Hit Total: (18)+53 +9 P
  • Hits 3 times.
  • Launches grounded opponents on hit.

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.

Level P1 P2
3 70 80
  • Minimum Damage 50×3 (150)


Dark Lotus

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800×3 All (18)+17 3,3,8 Total: (18)+63 -18 P1
  • Hits 3 times.
  • Launches grounded opponents on hit.

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 (outside of anti-airs) or in mid-screen combos.

Level P1 P2
3 70 80
  • Minimum Damage 40×3 (120)

Distortion Skills

Gyre Vortex


Damage Guard Startup Active Recovery On-Block Attribute Invuln
2000, 790×10
[2000, 510×20]
All 1+(62 Flash)+10 5,3×4,5,3,2×4
70 [73] -52 [-51] B, P3×10 [×20] 1~24 All

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)!

Level P1 P2
5 80 90, 96×10
[90, 98×20]
  • Values in [] are for Enhanced version
  • Minimum Damage: 600, 134×10 (1940)
  • [Minimum Damage: 600, 76×20 (2120)]

Pale Bringer Arose


Damage Guard Startup Active Recovery On-Block Attribute Invuln
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
  • Preforms follow-up uppercut on hit, block, and whiff
  • Resonance Axe Kick only happens on hit

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 with it's 9F startup and 28F of invul, though it is horribly unsafe on block so use this wisely.

Level P1 P2
4 80 100, 100×N, 60
  • 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

Distortion Skill Duo

Gyre Vortex

P during Partner's Distortion Skill

Damage Guard Startup Active Recovery On-Block Attribute Invuln
600, 140×10 [700, 90×20] All 1+(89 Flash)+1 5,3×4,5,3,2×4
58 [67] -38 [-53] B, P3×10 [×20] 1~20 All
  • Identical to Hyde's solo version of Gyre Vortex except it deals slightly higher minimum damage.

Only use this super if it will K.O. an opponent or if the opponent is caught in a happy birthday situation.

Level P1 P2
5 100 100, 96×10 [×20]
  • Values in [] are for Enhanced version
  • Minimum Damage: 2000 [2500]

Astral Heat

Raging Roar

222B+C when Astral Conditions are met

Damage Guard Startup Active Recovery On-Block Attribute Invuln
All 1+(90 Flash)+19 6 39 -24 B 1~25 All
  • Requires 9 bars of meter, level 4 Resonance Blaze, and the opponent must have one character remaining.
  • 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 is guaranteed to hi

Level P1 P2



To edit frame data, edit values in BBTag/Hyde/Data.


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