Zouf Posted August 2, 2014 Posted August 2, 2014 No she won't get it by orbiters. First, you can't run behind orbiter A (where did you see that? this move has like 50 recovery frames, and you can't run cancel it). Second, if you do orbiter, she will jump + laser and hit you before you can recover, which will cancel the fireball obviously. His DP is useless against her, due to her long ass range normals. Her 2A is way better than ours (not hard), so she also wins in the mashing contest. This is probably one of the worst MU for Hyde. I played against all characters and this one was the most annoying of all. If i missed something huge against her, please feel free to fill me in.
Skye Posted August 2, 2014 Posted August 2, 2014 It's not that bad, just takes patience as does all MUs vs zoners. If she's fullscreen throwing projectiles, just block them. Get your grd vorpal, then inch your way in, at midrange you can 41236c her, 22a her (which is also a good round start option), or wait for her to come to you. With grd vorpal you can cs to see what she's doing and act accordingly. It's an uphill battle for sure, but not terrible. Your problems aren't when you're fullscreen, but mid range when she's pressuring you, you just have to learn what you can get through and guess. Once you have her though, her only reversal I hear is her exsiw, so go ham. Get that knockdown and go nuts, Hyde has amazing oki.
Tenryuga Posted August 2, 2014 Posted August 2, 2014 No she won't get it by orbiters. First, you can't run behind orbiter A (where did you see that? this move has like 50 recovery frames, and you can't run cancel it). Second, if you do orbiter, she will jump + laser and hit you before you can recover, which will cancel the fireball obviously. His DP is useless against her, due to her long ass range normals. Her 2A is way better than ours (not hard), so she also wins in the mashing contest. This is probably one of the worst MU for Hyde. I played against all characters and this one was the most annoying of all. If i missed something huge against her, please feel free to fill me in. Maybe I was trippin. But I'll get you some Hyde vs Hilda vids later; Maybe you can get some ideas from them. EDIT: I wasn't trippin. Hyde does it in these matches against HIlda. Sometimes it's a free get in for him: https://www.youtube.com/watch?v=-WoV7pyPyTg (Starts at 4:20) https://www.youtube.com/watch?v=t4_CofBRohQ (Starts 6:40) Sent from my BlackBerry 9780 using Tapatalk
Vhaeraun Posted August 3, 2014 Posted August 3, 2014 Is Kumichou like the Konan/Kuresu of Hyde vids? I can only find his matches on the OVER THE WORLD 2 and nothing else. Would like to watch how he pressures his opponents and what confirms he's using. Jin's is kinda luckluster now, at least on the pressure side
Zouf Posted August 3, 2014 Posted August 3, 2014 Maybe I was trippin. But I'll get you some Hyde vs Hilda vids later; Maybe you can get some ideas from them. EDIT: I wasn't trippin. Hyde does it in these matches against HIlda. Sometimes it's a free get in for him: https://www.youtube.com/watch?v=-WoV7pyPyTg (Starts at 4:20) https://www.youtube.com/watch?v=t4_CofBRohQ (Starts 6:40) Sent from my BlackBerry 9780 using Tapatalk Thanks for the vid, but I find it hard to be a proof that Hyde does well against Hilda. In the first vid, Hilda completely crushes Rion in the first two rounds, by making mistakes such as combo dropping and not punishing 236B.236B which is -10 on guard. She would have won easily if it were an normal match. In the second vid, let's be honest, this hilda is not so good. I've watched several matches against her from top jp players. While i might have exaggerated, I keep thinking this matchup SUX for Hyde. It's a contest of patience and I severely lack in this field :P
Zouf Posted August 3, 2014 Posted August 3, 2014 (Sorry for the double post) On another note, i've completed Hyde frame data. It should be accurate now with no or a few mistakes only I've uploaded the .xls file for those who want it http://www.mediafire.com/view/zu042d1yvnb5e6w/Hyde.xlsx
jailhousefrog89 Posted August 3, 2014 Posted August 3, 2014 214a.a is not -9 if you delay properly .. Looks 0 to me. Also hydes 2a is way faster than Hilda's her shit is wayyy slow.
Zouf Posted August 3, 2014 Posted August 3, 2014 Read the notes on the side.... 214A.A delayed is +2 on guard. Hilda's 2A is 7f, but has much more range than hyde's
Hollow Exia Posted August 3, 2014 Posted August 3, 2014 Can anyone help me with getting 66C to connect after 236A/B~236A please. I have such a hard time doing that consistantly.
Fatalis Posted August 3, 2014 Posted August 3, 2014 You have to delay it just a little bit. Once you recover from 236A, just wait for a short moment before doing 66C.
VR-Raiden Posted August 3, 2014 Posted August 3, 2014 (Sorry for the double post) On another note, i've completed Hyde frame data. It should be accurate now with no or a few mistakes onlyThanks for finding all that, I'll work it all into the mizuumi wiki soon.Made a more detailed video on his corner safejumps: https://www.youtube.com/watch?v=byJLeZp2k8A
Skye Posted August 3, 2014 Posted August 3, 2014 Thanks for the data, but I can't help but notice that his 22 series isn't listed at all.
Zouf Posted August 3, 2014 Posted August 3, 2014 Thanks for the data, but I can't help but notice that his 22 series isn't listed at all. You are right i forgot about them lol I'll do them tomorrow, thanks for noticing ^^
ipirate9 Posted August 3, 2014 Posted August 3, 2014 also whats the best follow up for hitting them with 3C when they in the air? I second that question, I assume that 3C is Hyde's best anti-air but I have no idea how to follow it up. Any ideas?
Zouf Posted August 3, 2014 Posted August 3, 2014 3C > j.[C] > land > 2C > 5C > rekka*3 > land > 3B > 5C > rekka / other stuff > best use when 3C hits counter, otherwise 3C > j.[C] can be a little tricky Can also do j.B > j.C > j.6C > dash > j.A > j.B > j.C > land > 5B > rekka*3 > safe route, always works Or 3C > rekka*3 > land > 3B > 5C > stuff > when you are sure 3C will hit
Zeromus_X Posted August 3, 2014 Posted August 3, 2014 3C (CH) > 5B > 5[C] > 214B~4B~4B(delayed) > 3B > 5[C] > 214B~4B~4B does 3,050. If you get into the corner you can do 3B > 2C > ORBITAHH > etc. instead. If you get a really high non-CH 3C air hit (i.e. merkava being annoying at the top of the screen), seems harder to confirm. Lower air hits can still confirm into 5B > 5C or go into a blockstring if they landed and block your anti-air. Thankfully in this game you can't do anything when you air tech until you land on the ground so even if you fail to confirm into a combo off a 3C hit you can still run in and pressure. Edit: Here is a good video with a 3C confirm: http://www.youtube.com/watch?v=vgIrhaXcSJ4#t=13m19s Looks like 3C > rebeat 2A is a better way to confirm. Near the corner you can do 3C > 2A(whiff) > 5B > 5[C] > 214B~4B~4B (delayed)> 5C > FF > 236B~236A > dash 3C > 214B~4B~4B for 3,354. I like the 2A whiff confirm the best, but depending on height or if you're sure it'll hit, better to go straight into rekkas or do jB jC j6C stuff instead. EDIT: Oh yeah, if you're playing against vatista, remember she can't be counter hit ( )so you definitely have to use one of those routes on her
ipirate9 Posted August 4, 2014 Posted August 4, 2014 EDIT: Oh yeah, if you're playing against vatista, remember she can't be counter hit ( )so you definitely have to use one of those routes on her .... wait wait wait.... so like... she cant be counter hit at all... ever?
Zeromus_X Posted August 4, 2014 Posted August 4, 2014 Exactly. ;( http://in-birth.wikia.com/wiki/Vatista_%28Gameplay%29 Specialty: Counter NullifyingVatista nullifies the properties opponent would gain from a counter hit. Meaning the opponent's combos will be shorter since they don't get long hitstun, and that the opponent can't pick Vatista up from a downed state. Though she can be otg'd just fine so idk what the last part is about.
Hollow Exia Posted August 4, 2014 Posted August 4, 2014 I have a lot of Hyde vids and I can link them. But the problem is I don't know which Hyde players they are, and which version of the game, although I'm pretty sure it's all EX LATE.
Zouf Posted August 4, 2014 Posted August 4, 2014 Added 22A/B/C in the framedata + updated .xls in the mediafire http://www.mediafire.com/view/3wrbrqvm1h770bn/Hyde.xlsx Suprisingly, 22B is +2 on guard at any range. Could have some use in corner to reset pressure and frametrap. Also, 22C is a low hit
danna45 Posted August 5, 2014 Posted August 5, 2014 Got the game yesterday, was trying out the BnBs and for some reason I can't link Hyde's projectile followup to DC(Was doing that very first combo listed in the wiki page). No matter what I do it just whiffs because the opponent's already in landing recovery. Am I doing something wrong or is Black Orbiter's followup dash-cancellable or something?
Zeromus_X Posted August 5, 2014 Posted August 5, 2014 The dashing C link timing is kind of weird, you have to slightly delay the dash C so the opponent falls into it after orbiter, but too early and you'll miss. Just have to grind it out to get a feel for the timing. If you want to sacrifice some damage you can just go right into rekkas after orbiter instead.
danna45 Posted August 5, 2014 Posted August 5, 2014 Rekka sounds good enough. Maybe if I have a stick then I'll practice the timing for first thing.
Zouf Posted August 5, 2014 Posted August 5, 2014 Rekka is not good. The fact that 66C is so important in this combo is that it allows you to do the DP A into EXS, adding a rough 800 damage in your combo. I don't know what combo you are trying to do, but i suggest you to train on this one : 2A 5B 2B 5C 236B > 236A 66C rekka The timing here isn't too hard. You just have to delay it a little bit and it will always hit. Also, the longer the combo, the closest the timing for 66C is. It has a pretty crappy vertical hitbox.
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