Stats:
- Attack: (3) (Normal), (4) (Overcharge Art)
- Health: (2)(10,300)
- Footspeed: (3)
- Weight: (2.5)
- Guts: (3.5)
- Attack Boost: (2.5)
- Run Speed Rating: (3.5)
- Air Dash Rating: (3)
Nutshell[]
Hyde is a solid character that is able play on a fundamental level that involves long-ranged sword attacks for physical footsies in the neutral as well as ways to zone his foes with his solid anti-airs and projectiles. But what's more dangerous about him is his ability to apply chip damage on various sword-based attacks of his, including his normals. When properly applied, this gives his blockstrings an extra layer/form of pressure on the defender(s), as well as having solid damage from corner-carrying combos. Despite this, Hyde requires careful play as his moves are quite unsafe if carelessly used, as well as his HP pool being quite low. Hyde requires quite a bit of matchup knowledge as a jack-of-all-trades glass cannon, but he's a solid choice for any standard player who can get reward off of any form of direct offense and fundamentals.
Playstyle:
Well-Rounded, Balanced, Footsies, Pressure
Movement Options:
1 Double Jump, 1 Air Dash and Run-type Dash.
Overall changes[]
- Hyde's normals are notably streamlined to have his already-existing ones and his new ones help compliment each other. While the Strike Chain mechanic removes his ability to Reverse Passing Link, his chain combo routes are now supplemented by various new same cancel routes on his command normals.
- His chip damage trait is now instead a unique buff that can be applied to his sword for 5 seconds when he lands a move on hit. This allows more careful players to be able to have a chance to earn a perfect win against him.
- On the other hand, it is also reworked to give Hyde a new edge for reward; his chip damage mechanic can bypass a lot more compared to other similar mechanics. His Force Function also has a niche to being able to extend the buff's duration.
- The amount of maximum meter built gives Hyde way more frugal freedom with his resources.
- While his original Assault (6D) mechanic from Under Night In-Birth is removed, he now has some grounded mixup tools to help compensate, along with short-hops and long hops being available as a universal mobility option.
- Likewise, while he gains a more horizontal forward air dash in tandem with most fighters, UNIB characters in general have somewhat slightly upward-arcing forward air dashes compared to other characters to play nod to their midair Assaults (j.66/j.AB/j.6D).
Hyde Kido is a balanced footsies character with smart tools to play safe with and enforce either powerful whiff-punishes or generate strong chip damage on block pressure.
Pros[]
- Simple to a Fault: A very basic character, Hyde has tools for a good number of situations and requires little complication.
- Amazing Neutral: A variety of decent mid-range attacks that allow for space control, anti-zoning, or even damage conversions up-close. Sword attacks give him great disjoints in general, and has a great backdash that allows him to easily whiff-punish.
- Chip build-up and pressure: Procing an Insulator buff allows him to pressure his opponent through guaranteed chip damage, shredding through the Guard Gauge in spite of Shield Guards and Just Guards. This also means dropping combos isn't necessarily a bad thing if he can lock his foe into block pressure right after.
- Strong Defensive Mid-Range: Hyde not only possesses strong mid-ranged pokes, but even solid anti-air options in the form of his 3E and 623A/C as DP reversals in regards to no need for meter.
- Compounded Corner Pressure: Can easily carry his foe into the corner for more combo potential, which can also further his pressure all exacerbated by his amazing ground throw.
- Amazing Team Positioning: Works very well as both an anchor and on-point fighter due to his capabilities.
Cons[]
- Low HP: With his low HP amount, it doesn't take long to punish Hyde for a bad read or call.
- Limited pressure and reward mid-screen: Most of Hyde's normals only provide okay blockstun with his special moves leaving him very vulnerable to whiff-punishes himself ironically, and he does not have as many abundantly strong mixup options. Furthermore during mid-screen, when the foe techs away from Hyde when they are downed, Hyde may be forced to take a risk to try and generate more pressure.
- High execution with meter dependency: Requires meter to safely establish heavier pressure with meter cancels and/or EX moves; also has limited damage thresholds without meter. Also for the most part, he requires heavier execution for anything other than basic bread-and-butters (e.g. 214P delays).
- Needs to work for extra chip damage: Insulator buff is rather shortly timed and can only be applied on a hit; experienced blockers against various blockstrings may limit proc chance especially with proper use of Shield Guarding.
- Average mobility: Because Hyde doesn't particularly have better mobility outside of his great backdash, this makes more hardcore zoning matchups difficult to manage on his part.
Hard Counters:
- 2E
E while running
j.2E
PP/KK
3E - Waikyokusareshi Kuugeki: Bend Sinister
Kou Matoishi Yami no Tsubasa: Red-Clad Craver (E version)
Kokuu wo Wakatsu Dansou: Vacant Shift - Issou (E version) - Vacant Shift - Tajuu Kakusou Sediment
Mumei ni Tsuranuku no Shoutotsu: Void Bracer
Critical Hit-based moves:
- Shin'en ni Saku Kokuren: Dark Lotus
Irosareta Shi no Ka'ne: Deadly Bell
Kokuu wo Wakatsu Dansou: Vacant Shift - Issou
Chi wo Ugatsu Kage: Shadow Scare - Shin'en ni Saku Zetsuren: Severing Lotus
Vacant Shift - Tajuu Kakusou Sediment
Mumei ni Tsuranuku no Shoutotsu: Void Bracer
Wazawai Shouseshi Shoukou no Kusabi: Veil Bringer - Shin'en ni Kyousaku Kokuren: Dark Lotus Anthesis
- Ankoku no Yomu de Inori: Shade Chant
Moves with Hard Counter Recovery:
- Shin'en ni Saku Kokuren: Dark Lotus
Kou Matoishi Yami no Tsubasa: Red-Clad Craver (E version)
Kokuu wo Wakatsu Dansou: Vacant Shift - Issou (E version)
Chi wo Ugatsu Kage: Shadow Scare (F version) - Shin'en ni Saku Zetsuren: Severing Lotus
Vacant Shift - Tajuu Kakusou Sediment
Mumei ni Tsuranuku no Shoutotsu: Void Bracer
Wazawai Shouseshi Shoukou no Kusabi: Veil Bringer - Kakusei Wazawai Shouseshi Shoukou no Kusabi: Veil Bringer Arose
Split Cancel-able moves:
- 2PP/KK
- Enkan no Kyouka: Black Orbiter
Chi wo Ugatsu Kage: Shadow Scare - Shin'en ni Saku Zetsuren: Severing Lotus
Wazawai Shouseshi Shoukou no Kusabi: Veil Bringer
Specialty: Insulator (インスレーター, Insureetaa)[]
(All Insulator-charging moves landed on-hit imbue Insulator-unleashing moves with increased chip damage buff for 5 seconds; Strict Daze and Fury Hollow can stack buff duration)
Hyde's original chip damage mechanic. His sword, the Indulgence of Sever Rending AKA the Insulator allows his EXS powers of darkness to be able to harm his foe through mere contact of the blade even if they block it. However, this has been reworked in Fighters World as such (since it should be worthwhile to attempt a perfect win against him):
- Whenever an Insulator-charging move connects on the opponent on hit, Hyde will gain a unique status buff for 5 total seconds that allows him to inflict chip damage on any of his sword-based moves, including his normals.
- Whenever Hyde gains an Insulator buff, his sword gains a slight aura-like glow to it.
- However, there are moves that do not evolve his sword's blade, such as his kicks and his 6A.
- By that proxy, there are also moves that both can charge Hyde with a buff and can inflict increased chip damage.
- However, there also exist moves that involve his sword with no form of physical contact, as they will only apply the buff on hit but do not directly make use of it.
- The buff's timer will pause whenever Hyde is tagged-out in a tag-team setting, but will resume its duration whenever he's tagged back in.
- Insulator-based chip damage is unique in that instead of moves inflicting 5% of their base damage on block, each blow deals around 10% of the respective move's damage instead. This gives Hyde the ability to gain more pressure-based reward off of his blockstrings and more chances to chip damage-K.O. low HP fighters.
- However, the buff will not refresh upon hitting someone with another Insulator charge-based move; the current buff must run out first before it can be reapplied to Hyde's sword.
- The only exception is landing either his Strict Daze (his classic Force Function) and Fury Hollow (replacing Blaring Outrage), both which extend the current active duration + 4 seconds extra, even going over the 5 second limit to continuously add to the currently-active duration if landed for 9 seconds max.
- However, chip damage is negated with Shield Guard, Just Guard or Just Shield.
- Even then, the guard gauge will still lower by an extra 5% whenever any of Hyde's sword-based moves laced with the buff, even if Shield Guarded or Just Shielded against.
- The chip damage is increased by plus 10% through activation of Veil Off Jet-Black: Void Red.
Overcharge Art: ヴェールオフ漆黒: ヴォイドレッド; Veeru Ofu Shikkoku: Voido Reddo (Veil Off Jet-Black: Void Red)[]
Hyde's original Veil Off function reworked into an Overcharge Art. Awakens the full extent of his EXS via floating slightly into the air and with his sword pointed down in front of him via holding up his following hand as he grasps it. Grants him:
- Enhanced hit effects and damage on all of his sword-based attacks that involve physical contact whenever an Insulator buff is applied, as well as increased chip damage + 10% whenever the said buff is applied.
- This does not affect their attack levels and proration values.
- However, enhanced damage done to recoverable-HP amount is cut in half on block compared to on hit.
- This does not affect their attack levels and proration values.
- Allows his Black Orbiter, Shadow Scare and Void Bracer to have their charge/delay times decreased by half.
- This lasts for a total of 13 seconds with a normal Overcharge Art command, and 18 seconds with an Extra Overcharge Art command.
通常技; Tsuujou Waza (Normal Arts/Basic Moves)[]
Note: If a certain type of cancel is not mentioned, then it will apply unless noted otherwise.
Note: (*) is an indicator for any Insulator charge-based moves, while (^) is an indicated for any Insulator unleash-based moves. Any form of bold text applies to both.
Input | Japanese Name | Translation | Damage | Attack Level | Proration | Chain-Cancel | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5A | バックジャブ; Bakku Jabu |
Back Jab | 1 | 100% (P1 and P2 into another A/B normal) 85% (Standard P1) 80% (Standard P2) |
Chain/Cancel/SC | ||||||||||
"A decent jab, at least." Hyde performs a forward jab akin to a backfist punch with his free-leading hand.
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Input | Japanese Name | Translation | Damage | Attack Level | Proration | Chain-Cancel | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5B | ローヒット; Roo Hitto |
Low Hit | 1 | 100% (P1 and P2 into another A/B normal) 85% (Standard P1) 80% (Standard P2) |
Chain/Cancel/SC | ||||||||||
"A bit less range, but more faster. Worthwhile." Hyde kicks a bit forward down to the ground with his leading leg.
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Input | Japanese Name | Translation | Damage | Attack Level | Proration | Chain-Cancel | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5C | スプリット カット; Supuritto Katto |
Split Cut | 2 | 100% (P1), 90% (P2) | Chain/Cancel/SC | ||||||||||
(^) [Insulator unleash-based move] "No doubt a meaty tool, but a crap anti-air." Hyde's classic 5B. Holds his sword two-handed over his head somewhat and directly swings down in front with a chop. Reallocated as his 5C (standing medium punch) but has its hitbox reduced from UNICLR. Can now negate projectiles. No longer jump cancel-able.
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Input | Japanese Name | Translation | Damage | Attack Level | Proration | Chain-Cancel | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5D | ストレート パント; Sutoreeto Panto |
Straight Punt | 2 | 100% (P1), 90% (P2) | Chain/Cancel/SC | ||||||||||
"Kick it forward." Hyde kicks forward with his following leg while leaning forward, akin to his Dash B/66B-turned-running D/F.
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Input | Japanese Name | Translation | Damage | Attack Level | Proration | Chain-Cancel | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5(E) (Hold to charge) | シビア モウアー; Shibia Mouaa |
Severe Mower | 3 | 100% (P1), 95% (P2) | Chain/Cancel/SC | ||||||||||
(^) [Insulator unleash-based move] "Bulky and slow; the way it normally would be." Hyde's classic 5C. Turns around through the background to then face at his foe while holding his sword up above in his following hand while facing forward, then steps forward with a pivoting slash outward and away at his foe. Re-allocated as his 5E (standing heavy punch). Can now negate projectiles.
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Input | Japanese Name | Translation | Damage | Attack Level | Proration | Chain-Cancel | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5F | サイドストンプ; Saido Sutonpu | Side Stomp | 4 | 100% (P1), 90% (P2) | Chain/Cancel/SC | ||||||||||
"Shoot it forward, the leg that is." Hyde faces a bit away and leans a bit to his following side to kick forward with his leading leg, akin to his throw animation's kicking portion.
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Input | Japanese Name | Translation | Damage | Attack Level | Proration | Chain-Cancel | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2A | ローバックジャブ; Roo Bakku Jab |
Low Back Jab | 1 | 100% (P1 and P2 into another A/B normal) 85% (Standard P1) 80% (Standard P2) |
Chain/Cancel/SC | ||||||||||
"Great pressure jabbing ahoy." Hyde while crouching straight-backfists forward with his leading free arm. A crouching version of his 5A.
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Input | Japanese Name | Translation | Damage | Attack Level | Proration | Chain-Cancel | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2B | アンクル プッシュ; Ankuru Pusshu |
Ankle Push | 1 | 100% (P1 and P2 into another A/B normal) 85% (Standard P1) 80% (Standard P2) |
Chain/Cancel/SC | ||||||||||
"One of the few safe blockstring pressure options, even if you can't reverse-cancel into it anymore." Hyde's classic 2A, where he leans a bit back to kick forward with leading leg along the ground while crouching. Reallocated as his 2B (crouching light kick). No longer jump cancel-able.
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Input | Japanese Name | Translation | Damage | Attack Level | Proration | Chain-Cancel | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2C | クリップクリア; Kurippu Kuria | Clip Clear | 2 | 95% (P1), 85% (P2) | Chain/Cancel/SC | ||||||||||
(^) [Insulator unleash-based move] "Cut away just at their knees; not any higher, not any lower." Hyde's classic 2B, where he performs an inward crouching slash via a hooking inward swing forward as his free hand supports his leading side. Reallocated as his 2C (crouching medium punch). Can now negate projectiles. No longer jump cancel-able.
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Input | Japanese Name | Translation | Damage | Attack Level | Proration | Chain-Cancel | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2D | ロー脛キック; Roo Su'ne Kikku | Low Shin Kick | 3 | 95% (P1), 95% (P2) | Chain/Cancel/SC | ||||||||||
"Push it, do kick it." Hyde push-kicks along the ground while crouching with his following hand placed on the ground (with sword in hand) and his leading hand away to the background; resembles Kaijin no Souki's 2M-turned-2D.
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Input | Japanese Name | Translation | Damage | Attack Level | Proration | Chain-Cancel | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2(E) (Hold to charge) | スニーク シェード; Suniiku Sheedo |
Sneak Shade | 4 (Normal), 4+ (Hard Counter) | 90% (P1), 85% (P2) | Chain/Cancel/SC | ||||||||||
(^) [Insulator unleash-based move] "That deadly tip knows little if not, no bounds." Hyde's classic 3B, where while crouching, flips his sword into reverse grip to stab behind himself along/diagonally to the ground from the background. Reworked into his 2E (crouching heavy punch) where he can now chain this more naturally into other heavy normals or command normals. Can now also Hard Counter on counter hit and be charged up. Also has more active frames and a slightly bigger hitbox, as well as 4 more frames of startup.
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Input | Japanese Name | Translation | Damage | Attack Level | Proration | Chain-Cancel | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2F | 足払い; Ashibarai | Leg Sweep | 4 | 95% (P1), 85% (P2) | Chain/Cancel/SC | ||||||||||
"Sweep down, sweep usual." Hyde's classic 2C, where turns around for a back-turning crouching sweep kick forward along the ground with his following leg. Reallocated as his 2F (crouching heavy kick).
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Input | Japanese Name | Translation | Damage | Attack Level | Proration | Chain-Cancel | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
j.A | ジャンピングバックジャブ; Janpingu Bakku Jabu |
Jumping Back Jab | 1 | 100% (P1 and P2 into another A/B normal) 85% (Standard P1) 80% (Standard P2) (Applies once for both hits) |
Chain/Cancel/SC | ||||||||||
"Typing high swift jab." Hyde while in midair punches forward with a straight backfist with his leading-free hand at a small upward angle. A midair version of his 5A.
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Input | Japanese Name | Translation | Damage | Attack Level | Proration | Chain-Cancel | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
j.B | 空中爪先; Kuuchuu Tsumasaki | Midair Tiptoe | 1 | 100% (P1 and P2 into another A/B normal) 90% (Standard P1) 90% (Standard P2) |
Chain/Cancel/SC | ||||||||||
"A small little move that has low commitment." Hyde from midair sticks his following leg outward and downward.
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Input | Japanese Name | Translation | Damage | Attack Level | Proration | Chain-Cancel | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
j.C | スプリット スイング; Supiritto Suingu |
Split Swing | 2 | 95% (P1), 85% (P2) | Chain/Cancel/SC | ||||||||||
(^) [Insulator unleash-based move] "Now cut in that pure isolated angle. That's perpendicular, alright." Hyde's classic j.B, where he swings his blade upward and vertically underneath himself at the foreground, perpendicular of his foe's direction. Reallocated as his j.C (jumping medium punch), and has an altered hitbox that is slightly more bulky just below himself. Can now negate projectiles.
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Input | Japanese Name | Translation | Damage | Attack Level | Proration | Chain-Cancel | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
j.D | 直蹴り; Chokugeri | Straight Kick | 3 | 95% (P1), 95% (P2) | Chain/Cancel/SC | ||||||||||
"Kick away." Hyde kicks forward with his leading leg in midair with both arms flailing a bit upward.
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Input | Japanese Name | Translation | Damage | Attack Level | Proration | Chain-Cancel | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
j.(E) (Hold to charge) | レイドクリア; Reido Kuria | Raid Clear | 4 (Normal), 4+ (Hard Counter) | 90% (P1), 85% (P2) | Chain/Cancel/SC | ||||||||||
(^) [Insulator unleash-based move] "Swing it all out and down." Hyde's classic j.C; while airborne, he faces away as he switches his sword into his leading hand, turning around to swing outward to the background and diagonally downward. Reallocated as his j.E (crouching heavy punch), where it now also inflicts a plummet on airborne hit. Fully charged version however, has more untech time compared to the uncharged version. Can now also negate projectiles.
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Input | Japanese Name | Translation | Damage | Attack Level | Proration | Chain-Cancel | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
j.F | 飛び前蹴り; Tobi Maegeri | Jumping Front Kick | 4 | 100% (P1), 85% (P2) | Chain/Cancel/SC | ||||||||||
"Punt them high with style, while also being high." Hyde flick-kicks forward with his following leg akin to a running punt while in midair.
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