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Posted

That's pretty much the preferred pressure to do with Hyde. All of the high level Japanese players even do it. I think it's really strong.

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Posted

Read my signature.

 

I've already compiled his framedata and corrected it twice. He doesn't have so many frametraps to begin with.

Posted

Read my signature.

I've already compiled his framedata and corrected it twice. He doesn't have so many frametraps to begin with.

Sorry I'm on tapatalk so I can't see your signature but thanks for letting me know it's there I'll have to look at it when I get to an actual computer.
Posted

Speaking of frame traps, tk. orb > 66C is a very tight one. If you do tk. B orb > 66C, you cross up their DP input with it too, they have to input it the other way.

Another random thing I learned recently is you can get 6B to come out of a dash instead of 66B (knee) by inputting as 6646B.

Posted

I need to use more 6B. I barely use it, and it's his best punish move, and a great zoning tool.

 

Also, less 2A in blockstring and more in whiff. Man, reverse beating is so hard, my brain is too used to autopiloting stuff.

 

3C needs more head invul frames. It gets beaten too easily :( And I need to find a sure combo route, whether it hits CH or not, and whatever the height and position of the opponent. 3C > j.[C], while being the best combo route, will not work if the opponent is directly above Hyde. 

Posted

Double post :3

 

Found my combo : 3C > vertical jump [C] > 66C > 214B > 4B (delay) > 4B (delay) > land > 3B > 2C > #1 ender or #2 ender**

 

**#1 ender : 214B > 4B > 4B : 3041 damage

**#2 ender > 236A > 236A > 66C > 623A > 214C  > 3797 damage

Posted

Yeah 6B is easily one of his best moves. Only drawback is if you manage to whiff it somehow it's got a lot of recovery.

3C is wonky as an anti air I'm noticing too. I get hit out of it a lot. Seems like it's only great for hitting them very high up otherwise you tend to lose or trade to stuff. 623B way more reliable for opponents already coming down on you it seems. As for comboing off very high vertical hits, I think the best you can get is 3C > 623B, or 623A to an EXS if it hit a bit lower. That is, unless you confirmed it was CH.

Posted

214B will whiff if the opponent is just above Hyde.

 

vertical jump [C] looks like the safest route (even on whiff it's safe, unlike 214B)

Posted

A good combo off of 3c would be 2a whiff on counter hit and while they are falling, you time 5b and charged 5c. After which, you do delayed rekka you can pick them up. Good corner carry too.

Posted

You have to know when it will CH, because the normal hit confirm is completely different.

I just dp.

Posted

A good combo off of 3c would be 2a whiff on counter hit and while they are falling, you time 5b and charged 5c. After which, you do delayed rekka you can pick them up. Good corner carry too.

j.[C] works whether it's a CH or not.

 

So why would I bother doing something that works half of the time only ?

 

 

Anyway, 3C is unreliable most of the time. It's supposed to have Head invul frames, but it will very often trade against jump attacks... Where the hell are those invul frames????

 

And the horizontal hitbox is really terrible.

Posted

Found my combo : 3C > vertical jump [C] > 66C > 214B > 4B (delay) > 4B (delay) > land > 3B > 2C > #1 ender or #2 ender**

 

**#1 ender : 214B > 4B > 4B : 3041 damage

**#2 ender > 236A > 236A > 66C > 623A > 214C  > 3797 damage

 

Seems pretty good and reliable  :yaaay: thanks for sharing! Will this work midscreen? I have a lot of trouble hitting the orbiter + explode after the 3B > 2C OTG. The explode always seems to whiff... idk what thats about  :?:

Posted

Seems pretty good and reliable :yaaay: thanks for sharing! Will this work midscreen? I have a lot of trouble hitting the orbiter + explode after the 3B > 2C OTG. The explode always seems to whiff... idk what thats about :?:

I had a problem similar to this, it just means your not doing the a rekka fast enough.
Posted

Seems pretty good and reliable  :yaaay: thanks for sharing! Will this work midscreen? I have a lot of trouble hitting the orbiter + explode after the 3B > 2C OTG. The explode always seems to whiff... idk what thats about  :?:

I don't use the #2 ender midscreen, 236A.A will often whiff as you noticed. You can skip 236A and got directly for 3B > 2C > 214C or 214B*3 if you don't want / can't use ressources

Posted

I too wish 3C hit a bit further horizontally, but it's still pretty good compared to the other AA normals in the game. Gotta also use shield (force landing recovery)/DP/run under/backdash when you know 3C won't reach or is too slow to AA, etc.

 

I'll have to learn that j[C] confirm. Getting a lot of 3C ch > 2a whiff confirms on people jumping or assaulting recklessly, but I'm sure people will stop jumping so much as the game goes on.

Posted

On another note.

Is doing empty jump (/w assault) low doesn't seem to work at all, ever. Does it have to be a done off a specific setup? If so, could you possibly do it off the corner safejump set up off a grab posted a couple of pages back?

Posted

Doing it off safejump is fine. The problem with going for empty low off an assault is that if you don't do an air normal or special after the assault, you get additional landing recovery iirc. So it's much easier to react to an empty low that way. Still, it's good to go for occasionally to hit people out of attempting to shield your assault, or mix up with assault > A lotus, assault > empty throw, etc.

 

Another nice way to sneak in empty jump mix up is with charged jC, either off a jump in or assault. It's something you'll see Carmine or Hilda players go for as well. You can do the j[C] regularly to overhead, then mix it up by delaying it so it whiffs (but still shows the white flash) and then landing for a 2A or throw. You'll avoid the assault landing recovery this way, since you still did a move even if it whiffed. Once the opponent is aware of that mixup, you can go deeper and land and assault > lotus to bait a throw break attempt 

Posted

Here is some tech Grover shared with me, when using Orb for frame traps you can option-select so that Dark Lotus comes out on block and Chain Shift on hit. It's most useful in corner where gaining meter from GRD after the CS can lead to significant damage.

Input is 236A/B~A+D~236A+D. Or you can do 236A/B~5D~236A+D if you prefer, but A+D~236A+D is simpler. You can 236A/B~236A+D if the orb connects very close, otherwise the time between 5D inputs is too long.

Video: https://www.youtube.com/watch?v=Pse3ND9t3_U

Posted

Hey guys I'm sorry for being lazy but is there some kind of document or link to Hyde's optimized combos? I don't really feel like messing around with fancy combos that are hard to do and only end up doing about 2.5k

Posted

Hey guys I'm sorry for being lazy but is there some kind of document or link to Hyde's optimized combos? I don't really feel like messing around with fancy combos that are hard to do and only end up doing about 2.5k

Not yet (that I know of), but the mizuumi wiki page should be a good list eventually. Right now, there's a few on there and worthwhile combos are being added slowly. There are more on the wikia page (lots of irrelevant ones if I recall but nice for comparison purposes) http://in-birth.wikia.com/wiki/Hyde_(Gameplay). Combo vids linked in early posts have lots too.

His combos are pretty simple once you get a handle on what routes you can do when, which for now will take some looking around.

Posted

Here is some tech Grover shared with me, when using Orb for frame traps you can option-select so that Dark Lotus comes out on block and Chain Shift on hit. It's most useful in corner where gaining meter from GRD after the CS can lead to significant damage.

Input is 236A/B~A+D~236A+D. Or you can do 236A/B~5D~236A+D if you prefer, but A+D~236A+D is simpler. You can 236A/B~236A+D if the orb connects very close, otherwise the time between 5D inputs is too long.

Video: https://www.youtube.com/watch?v=Pse3ND9t3_U

That's actually pretty cool.

 

I'm stealing this :P

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