BBTag/Hyde

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Overview[edit]
Overview

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.
Playstyle
BBTag Hyde Icon.png 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 Cons
  • 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.
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[edit]

5A[edit]

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. 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. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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 -

[edit]

  • 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.

5B[edit]

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. 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. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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 -

[edit]

  • 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.

5C[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. 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. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
800+ High 26 3 18 -4 H -

[edit]

  • 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.

2A[edit]

2B[edit]

2C[edit]

j.A[edit]

j.B[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. 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. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1100*2 High 14 2,2 23 - H -

[edit]

  • 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.

j.C[edit]

Air Dark Lotus


Universal Mechanics[edit]

Ground Throw[edit]

5B+C

Red-Clad Craver[edit]

5A+D (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. 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. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground 680*7 Air Unblockable 10 5, 2*6 (42+)22L -47 B 1~28 All
Air 680*7 All 7 2*7 Until L+17 - H 1~22 All

[edit]

  • Invincible on start-up.
  • Air unblockable.
  • Hits 7 times.
  • Launches grounded opponents on hit.
  • Opponents cannot burst during this attack.
  • 5% minimum damage. 34 x 7 = 238

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.


Skills[edit]

Black Orbiter[edit]

236A/B

Dark Lotus[edit]

Black Orbiter -> 236A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. 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. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
800*3 All 17 3*2,8 Total 63 - P1 -

[edit]

  • 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.

Bend Sinister [edit]

Black Orbiter -> 236B

Vacant Shift[edit]

214A/B (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. 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. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground A 1100 All 15 4 16+7L -8 B -
Air A 1100 All 12 4 Until L+9L - H -
Ground B 1300 All 18 4 26+9L -20 B -
Air B 1300 All 12 4 Until L+9L - H -
Second
First > A/B/C
1100 [1300] All 13 3 Until L+15L - H -
Third
Second > A/B/C
1700 All 15 4 Until L+18L - H -

[edit]

  • 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.


Extra Skills[edit]

EX Black Orbiter[edit]

236C

EX Bend Sinister [edit]

Black Orbiter -> 236C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. 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. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
2500 All 24 2 23L -4 H 1~25 P

[edit]

  • 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.

Vacant Shift - Sediment[edit]

214C (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. 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. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground 800*5, 2000 All 6 4(10)2 [(6)2(7)2(10)2(23)4] 28+18L [21+18L] -23 B -
Air 800*4, 2000 All 6 4(10)2 [(6)2(7)2(10)2(23)4] Until L+18L -23 B -

[edit]

  • 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.
  • 10% minimum damage. 80 x 5 + 200 = 600
  • Does no red health

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.


Partner Skills[edit]

6P[edit]

Black Orbiter

4P[edit]

Dark Lotus

5P [edit]

Pale Bringer


Distortion Skills[edit]

Gyre Vortex[edit]

236B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. 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. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
2000, 790*10
[2000, 510*20]
All 1+(62 Flash)+10 5,3*4,5,3,2*4
[5,3*4,5,3,1*4,3,1*4,3,1*4]
70 [73] -52 [-51] B, P3*10 [*20] 1~24 All

[edit]

  • Invincible on start up.
  • Hits 11 times.
  • (RB) Hits 21 times.
  • Launches opponents on hit.
  • 30% minimum damage. 600 + (134 x 10) = 1940.
  • (RB) 30% minimum damage. 600 + (76 x 20) = 2120.

Hyde stabs the ground with his sword, causing a geyser of energy to erupt upward and around himself, reaching high into the air. Hyde's most damaging super but also his slowest and most unsafe. Go-to super for Distortion Skill Duos, happy birthday situations, or for finishing off an opponent. While it is very unsafe on block this super does great chip damage, even more so in Resonance Blaze. At level 4, it can do about 6,300 chip damage if all hits connect! That's almost as much damage as it does on a raw hit (about 6,800 damage)!

Pale Bringer Arose[edit]

214B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. 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. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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

[edit]

  • 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.

Hyde rushes the opponent with his sword and drags them to the corner where he follows-up with a rising uppercut. A successful hit always corners the opponent and grants Hyde safe-jump oki making this his most powerful combo ender, one which should be used whenever possible. Deals more damage the farther Hyde drags the opponent. In Resonance Blaze, this super ends with an axe kick that adds more damage but doesn't change his frame advantage. Can be used as a reversal though it is horribly unsafe on block so use this wisely.


Distortion Skill Duo[edit]

Gyre Vortex[edit]

P during Partner's Distortion Skill


Astral Heat[edit]

Raging Roar[edit]

222B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. 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. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
- All 1+(90 Flash)+19 6 39 -24 B 1~25 All

[edit]

  • Requires 9 bars of meter, level 4 Resonance Blaze, and the opponent must have one character remaining.
  • Invincible on start-up.
  • Grants victory upon a successful hit.
  • Lazer travels about 80% of the screen.
  • Deals no chip damage.

Hyde fires a beam from his sword that insta-kills opponents on hit. As it is only usable in Resonance Blaze, Hyde can cancel his specials into this super for easy confirms. Cannot hit opponents who are flat on the ground so this move won't connect after Bend Sinister and all versions of Vacant Shift. Use this super to end combos whenever possible. Can be used as a reversal but this isn't recommend unless it is guaranteed to hit.


External References[edit]

Navigation[edit]

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