Overview | Combos | Strategy/Counter Strategy | Full Frame Data |
Combo Notation Guide | |||||||||
---|---|---|---|---|---|---|---|---|---|
|
Combo List
Routes
Solo
- 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
- 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
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
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
- 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
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •