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{{#lst:BBTag/Hyde/Data|5A}} | {{#lst:BBTag/Hyde/Data|5A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Jump cancelable. | * Jump cancelable. | ||
* Throw cancelable. | * Throw cancelable. | ||
Line 92: | Line 92: | ||
{{#lst:BBTag/Hyde/Data|5AA}} | {{#lst:BBTag/Hyde/Data|5AA}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Knocks down on air hit. | * Knocks down on air hit. | ||
* Throw cancelable. | * Throw cancelable. | ||
Line 102: | Line 102: | ||
{{#lst:BBTag/Hyde/Data|5AAA}} | {{#lst:BBTag/Hyde/Data|5AAA}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Hits twice. | * Hits twice. | ||
* Jump cancelable on hit on both hits. | * Jump cancelable on hit on both hits. | ||
Line 113: | Line 113: | ||
{{#lst:BBTag/Hyde/Data|5AAAA}} | {{#lst:BBTag/Hyde/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. | ||
Line 134: | Line 134: | ||
{{#lst:BBTag/Hyde/Data|5B}} | {{#lst:BBTag/Hyde/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. | ||
Line 143: | Line 143: | ||
{{#lst:BBTag/Hyde/Data|5BB}} | {{#lst:BBTag/Hyde/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. | ||
Line 153: | Line 153: | ||
{{#lst:BBTag/Hyde/Data|5BBB}} | {{#lst:BBTag/Hyde/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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{{#lst:BBTag/Hyde/Data|5C}} | {{#lst:BBTag/Hyde/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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{{#lst:BBTag/Hyde/Data|2A}} | {{#lst:BBTag/Hyde/Data|2A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Hits low. | * Hits low. | ||
* Jump cancelable. | * Jump cancelable. | ||
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{{#lst:BBTag/Hyde/Data|2B}} | {{#lst:BBTag/Hyde/Data|2B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Head attribute invulnerable. | * Head attribute invulnerable. | ||
* Jump cancelable on hit. | * Jump cancelable on hit. | ||
Line 224: | Line 224: | ||
{{#lst:BBTag/Hyde/Data|2C}} | {{#lst:BBTag/Hyde/Data|2C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Hits low. | * Hits low. | ||
* Jump cancelable on hit. | * Jump cancelable on hit. | ||
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{{#lst:BBTag/Hyde/Data|j.A}} | {{#lst:BBTag/Hyde/Data|j.A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Hits high. | * Hits high. | ||
* Double jump cancelable. | * Double jump cancelable. | ||
Line 253: | Line 253: | ||
{{#lst:BBTag/Hyde/Data|j.AA}} | {{#lst:BBTag/Hyde/Data|j.AA}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Hits high. | * Hits high. | ||
* Double jump cancelable. | * Double jump cancelable. | ||
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{{#lst:BBTag/Hyde/Data|j.B}} | {{#lst:BBTag/Hyde/Data|j.B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Hits high. | * Hits high. | ||
* Hits twice. | * Hits twice. | ||
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{{#lst:BBTag/Hyde/Data|j.C}} | {{#lst:BBTag/Hyde/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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{{#lst:BBTag/Hyde/Data|BC}} | {{#lst:BBTag/Hyde/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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{{#lst:BBTag/Hyde/Data|AD}} | {{#lst:BBTag/Hyde/Data|AD}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Invincible on start-up. | * Invincible on start-up. | ||
* Air unblockable. | * Air unblockable. | ||
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{{#lst:BBTag/Hyde/Data|j.AD }} | {{#lst:BBTag/Hyde/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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{{#lst:BBTag/Hyde/Data|236A}} | {{#lst:BBTag/Hyde/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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{{#lst:BBTag/Hyde/Data|236B}} | {{#lst:BBTag/Hyde/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. | ||
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{{#lst:BBTag/Hyde/Data|236A 236A}} | {{#lst:BBTag/Hyde/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. | ||
Line 410: | Line 410: | ||
{{#lst:BBTag/Hyde/Data|236A 236B}} | {{#lst:BBTag/Hyde/Data|236A 236B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Airborne on frame 4. | * Airborne on frame 4. | ||
* Knocks down on hit. | * Knocks down on hit. | ||
Line 432: | Line 432: | ||
{{#lst:BBTag/Hyde/Data|j.214A}} | {{#lst:BBTag/Hyde/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. | ||
Line 444: | Line 444: | ||
{{#lst:BBTag/Hyde/Data|j.214B}} | {{#lst:BBTag/Hyde/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. | ||
Line 454: | Line 454: | ||
{{#lst:BBTag/Hyde/Data|j.214A X}} | {{#lst:BBTag/Hyde/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. | ||
Line 464: | Line 464: | ||
{{#lst:BBTag/Hyde/Data|j.214A X X}} | {{#lst:BBTag/Hyde/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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{{#lst:BBTag/Hyde/Data|236C}} | {{#lst:BBTag/Hyde/Data|236C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Hits 5 times. | * Hits 5 times. | ||
* Launches grounded opponents on hit. | * Launches grounded opponents on hit. | ||
Line 504: | Line 504: | ||
{{#lst:BBTag/Hyde/Data|236A 236C}} | {{#lst:BBTag/Hyde/Data|236A 236C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Projectile invulnerable from frame 1. | * Projectile invulnerable from frame 1. | ||
* Airborne on frame 4. | * Airborne on frame 4. | ||
Line 528: | Line 528: | ||
{{#lst:BBTag/Hyde/Data|j.214C}} | {{#lst:BBTag/Hyde/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 552: | Line 552: | ||
{{#lst:BBTag/Hyde/Data|6P}} | {{#lst:BBTag/Hyde/Data|6P}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Hits 3 times. | * Hits 3 times. | ||
* Launches grounded opponents on hit. | * Launches grounded opponents on hit. | ||
Line 570: | Line 570: | ||
{{#lst:BBTag/Hyde/Data|4P}} | {{#lst:BBTag/Hyde/Data|4P}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Hits 3 times. | * Hits 3 times. | ||
* Launches grounded opponents on hit. | * Launches grounded opponents on hit. | ||
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{{#lst:BBTag/Hyde/Data|5P }} | {{#lst:BBTag/Hyde/Data|5P }} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Hits 2 times. | * Hits 2 times. | ||
* Launches grounded opponents on hit. | * Launches grounded opponents on hit. | ||
Line 610: | Line 610: | ||
{{#lst:BBTag/Hyde/Data|236BC}} | {{#lst:BBTag/Hyde/Data|236BC}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Invincible on start up. | * Invincible on start up. | ||
* Hits 11 times. | * Hits 11 times. | ||
Line 632: | Line 632: | ||
{{#lst:BBTag/Hyde/Data|214BC}} | {{#lst:BBTag/Hyde/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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{{#lst:BBTag/Hyde/Data|Distortion Skill Duo}} | {{#lst:BBTag/Hyde/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. | ||
Line 678: | Line 678: | ||
{{#lst:BBTag/Hyde/Data|222BC}} | {{#lst:BBTag/Hyde/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. |
Revision as of 06:00, 16 April 2020
Hyde |
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Overview
"Get in my way and I'll get rid of you!"
Backstory
Hyde Kido was once a normal high school boy until one night, he is attacked by the Void; creatures of the Hollow Night. He is able to barely escape death due to the help of a girl he met named Linne, but the attack causes him to become an In-Birth. Soon after, Linne, her pet Dragon Kuu and Waldstein move into Hyde's home to teach and train Hyde about the Hollow Night and how to use his Power of Existence (EXS). When the Hollow Night returns and Linne and Waldstein disappear, Hyde sets out into the night in search of them.
Playstyle
Hyde is a basic and well-rounded character, but unlike Yu and Ruby who lean towards a more aggressive playstyle, Hyde is more balanced between offense and defense. His great ground normals dominate close and mid-ranges thanks to their combination of range and speed, and you can get a lot of value simply out of poking and whiff punishing. At longer ranges, he can use his fireball to control the ground, tack on chip damage (particularly using dark lotus), and encourage the opponent to approach. However, possibly Hyde's most important tool of all his 2B: it's one of the best anti-airs in the game and leads to a lot of damage on counterhit, making Hyde very dangerous to jump in on. By presenting the threat of 2B, Hyde can force the opponent to play more grounded, which is where he excels. However, Hyde does have weaknesses that can cause him to struggle in certain matchups and situations. Because of his assault-style air dash, he can't move forward as fast as other characters, and can have difficulty getting in if he is forced to approach. He also has limited ways of controlling the air other than directly above him, having weak air to airs and no air projectile. Still, Hyde is a solid character and great pick if you want to play a more balanced footsies style.
Strengths/Weaknesses
Strengths | Weaknesses |
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|
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EXS of Jet Black : Void Red
Hyde's EXS allows him to summon a sword from within his hand called the Indulgence of Sever Rending or "Insulator". It has the power to rend things apart and can kill even immortal beings. In Under Night in Birth, this power was adapted into Hyde's gameplay by making all his sword normals deal chip damage on block. In BlazBlue Cross Tag Battle, Hyde has the same unique ability. As of 2.0, 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. Only 4 of Hyde's moves are unaffected by his EXS; Throw, 2A, 2C, and Raging Roar.
Normal Moves
5A
5A | Template:AttackDataHeader-BBTag |
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5B
5B | Template:AttackDataHeader-BBTag |
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5C
5C | Template:AttackDataHeader-BBTag |
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2A
2A | Template:AttackDataHeader-BBTag |
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2B
2B | Template:AttackDataHeader-BBTag |
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2C
2C | Template:AttackDataHeader-BBTag |
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j.A
j.A | Template:AttackDataHeader-BBTag |
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j.B
j.B | Template:AttackDataHeader-BBTag |
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j.C
j.C Dark Lotus (midair) |
Template:AttackDataHeader-BBTag |
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Universal Mechanics
Ground Throw
Ground Throw 5B+C |
Template:AttackDataHeader-BBTag |
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Red-Clad Craver
Red-Clad Craver 5A+D (Air OK) |
Template:AttackDataHeader-BBTag |
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Skills
Black Orbiter
Black Orbiter 236A/B |
Template:AttackDataHeader-BBTag |
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Dark Lotus
Dark Lotus After Black Orbiter 236A |
Template:AttackDataHeader-BBTag |
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Bend Sinister
Bend Sinister After Black Orbiter 236B |
Template:AttackDataHeader-BBTag |
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Vacant Shift
Vacant Shift 214A/B (Air OK) |
Template:AttackDataHeader-BBTag |
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Extra Skills
EX Black Orbiter
EX Black Orbiter 236C |
Template:AttackDataHeader-BBTag |
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EX Bend Sinister
EX Bend Sinister After Black Orbiter 236C |
Template:AttackDataHeader-BBTag |
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EX Vacant Shift
Vacant Shift - Sediment 214C (Air OK) |
Template:AttackDataHeader-BBTag |
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Partner Skills
5P
6P Black Orbiter |
Template:AttackDataHeader-BBTag |
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6P
4P Dark Lotus |
Template:AttackDataHeader-BBTag |
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4P
5P Pale Bringer |
Template:AttackDataHeader-BBTag |
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Distortion Skills
Gyre Vortex
Gyre Vortex 236B+C |
Template:AttackDataHeader-BBTag |
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Pale Bringer
Pale Bringer Arose 214B+C |
Template:AttackDataHeader-BBTag |
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Distortion Skill Duo
Gyre Vortex P during Main Character's Distortion Skill |
Template:AttackDataHeader-BBTag |
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Astral Heat
Raging Roar 222B+C |
Template:AttackDataHeader-BBTag |
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move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- Azrael [★]
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- Jubei [★]
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- Makoto Nanaya [★]
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- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
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Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •