Hyde Kido/Fighters World Move List

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.
* 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.**

* Hyde's new 5A works great as all jabs do for its speed to compensate for its low damage and short range.
* Has head attribute.
* Can be rapid-fired and can cancel into it from another light attack back-and-forth unlike C/D/E/F normals.

* Despite its looks, it doesn't hit low. It has faster frame data than 5A, but notably less range. This is usually a standing tool used to mash against pressure up close.
* Has foot attribute.
* Hits OTG.
* Can cancel into it from another light attack back-and-forth unlike C/D/E/F normals.

* This is usually Hyde's option for both blockstrings and quick combo confirms, as well as when spaced properly making it hard to punish. It also is notable for its 5 frames-active hitbox which makes it great for meaty setups.
* Despite its looks, this move's hitbox does not reach that high above Hyde, nor does it hit overhead.
* Has body attribute.
* Scoots Hyde slightly forward, but then makes him retreat back to his exact previous position.
* **Inflicts chip damage when powered-up by the Insulator buff, which is enhanced by his Overcharge Art.**
* Can negate projectiles on hit.
* Hits OTG.

* One of Hyde's main footsie tools that trades range for speed. While it doesn't have as much of a bulky hitbox as with his sword-based moves, the speed makes it a very solid in-and-out poke that can lead into a variety of combos and helps with Hyde's up-close pressure.
	+ However, it's around -3 on block, so reckless usage of it can easily warrant a punish if not respected well-enough during blockstrings. Using it alone doesn't grant much merit.
		- Not to mention, the hitbox may also warrant some trades due to Hyde's teenage size, so be wary of using this in footsie wars where Hyde's sword-based normals are more worthwhile.
* Has body attribute.
* Scoots Hyde forward, but then makes him retreat back to his exact previous position.
* Can late chain.

* Chargeable normal on frame 10. Can hold down E to charge up for 1 second to make it inflict more damage and reduce more of the opponent's guard gauge on block.
* One of Hyde's largest normals, and by far is also an important combo option due to being laggy on startup and around -6 on block if uncharged.
	+ When charged however, it ends up being one of Hyde's more frame-heavy tools that's both essential to his combos and his blockstring pressure. Note that if spaced however, there's plenty of reward when it comes to using this to win out footsie wars into a conversion.
		- Regardless, it still is one of his more committing pokes due to the lack of Reverse Passing Link, but can at least be chained into some more solid safe-on-block options (but it must be considered beforehand regardless).
* Has body attribute.
* Moves Hyde slightly forward.
* **Inflicts chip damage when powered-up by the Insulator buff, which is enhanced by his Overcharge Art.**
* Knocks down on air hit.
* Can negate projectiles on hit.
* Hits OTG.
* Jump Cancel-able.

* A more notable stationary poke for Hyde, where he can easily land notable hit confirms off of this attack without needing to extend himself in comparison to his 5C-turned-5E.
	+ Regardless, it is a damaging play-feel-type of attack in the neutral, but is still rather solid for non-OTG-based combos.
	+ Even then, its animation also makes it a decent anti-air at the tip if timed and used right.
* Has body attribute.
* Longer and higher hitbox on the later active frames.
* Knocks down on air hit.
* Jump Cancel-able.
* Can late chain.

* While it lacks range vs. his 2B, the frame data is far more favorable when Hyde is applying pressure with this, and while the lack of a Reverse Passing Link option hurts its uses, it still is a great stagger pressure tool.
* Has foot attribute.
* Can be rapid-fired and can cancel into it from another light attack back-and-forth unlike C/D/E/F normals.

* Hyde's classic 2A-turned-2B still has its uses in making his pressure game decent, despite the fact that its range is lacking compared to his more bulkier buttons.
	+ However, the other advantages that it offers is that it can lead to more safer blockstring/frame trap setups at the cost of range compared to his 2A due to faster startup and recovery.
* Has foot attribute.
* Hits low.
* Hits OTG.
* Can be rapid-fired and can cancel into it from another light attack back-and-forth unlike C/D/E/F normals.
* Can late chain.

* A decently-bulky normal that normally focuses on pushing his foe far out enough on block to enforce a possible whiff punish. However, while it has decent speed and recovery, its range isn't something to write home about.
	+ Thus, its hitbox is mainly used to whiff punish large-hurtbox attacks, though it can be used to lead into combos.
* Has foot attribute.
* **Inflicts chip damage when powered-up by the Insulator buff, which is enhanced by his Overcharge Art.**
* Can negate projectiles on hit.
* Hits OTG.

* A decent yet somehow easy-to-disrespected footsie tool that works its job well. While it doesn't do much in terms of overall range, it still has its merits as one of Hyde's notable lows. Most of the time, it's combo-filler.
* Has foot attribute.
* Scoots Hyde forward, but then makes him retreat back to his exact previous position.
* Hits low.
* Hits OTG.

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.
* Chargeable normal on frame 12. Can hold down E to charge up for 1 second to make it inflict more damage and reduce more of the opponent's guard gauge on block.
* Hyde's most notable frame-trap tool. Due to how large of a window it has for late chains and its new attributes as a footsie tool. Due to the longer active windows and the attack level being clarified, this move is much more neutral on block at further distances.
	+ However, it has slightly more startup frames to compensate, but is still nonetheless a vital tool to Hyde's blockstring pressure. When charged up, it can easily be a very rewarding tool to combo off of. Thus in blockstrings, even without the ability to Reverse Passing Link, this normal is still a not-as-heavy-committal button compared to others due to the aforementioned late chain window.
* Has foot attribute.
* **Inflicts chip damage when powered-up by the Insulator buff, which is enhanced by his Overcharge Art.**
* Scoots Hyde forward, but then makes him retreat back to his exact previous position.
* Hits low.
* Hits OTG. Can pick-up downed opponents.
* Can Hard Counter.
* Can late chain.
* Jump Cancel-able.

* A standard sweep that leads into combos and knockdown setups. However, Hyde's moves him a bit forward, which gives it a bit more range than one would expect.
	+ Regardless, it is still unsafe on block, though on hit, it can easily lead into either a combo into another heavy attack and so forth, or a safe jump option in the corner.
* Has foot attribute.
* Scoots Hyde forward.
* Knocks down via sweep effect.
* Hits low.
* Hits OTG. Can pick-up downed opponents.
* Jump Cancel-able.

* While the angle makes it not very favorable for most things, air-to-air in the foe's face or aerial anti-airing is the best usage for this move.
* Has head attribute.
* Hits overhead at the apex and when falling.
* Can be rapid-fired and can cancel into it from another light attack back-and-forth unlike C/D/E/F normals.
* Jump Cancel-able. Not into an air dash however.
* Can chain into air throw. Only on hit.

* A simple jumping light kick normal out of many, but what separates it from his j.A is that the hitbox is a bit bulkier. Regardless, it can still trade with the most devoted of anti-airs, so it must be used with caution out in the open.
* Has head attribute.
* Hits overhead at the apex and when falling.
* Hits OTG when used close to the ground.
* Can cancel into it from another light attack back-and-forth unlike C/D/E/F normals.
* Jump Cancel-able. Not into an air dash however.
* Can chain into air throw. Only on hit.

* Hyde's primary jump-in normal, especially during Assault usage/pressure back in *Under Night In-Birth*. Thanks to having a better hitbox, it can easily be used as an anti-cross-under normal in such cases.
	+ However, it must be noted that most of the time if it hits too early on the ground, there normally isn't enough advantage on hit that can allow you to follow up from this, often requiring a late hit and/or a crouching hit.
* Has head attribute.
* Knocks down on counter hit.
* Hits overhead at the apex and when falling.
* **Inflicts chip damage when powered-up by the Insulator buff, which is enhanced by his Overcharge Art.**
* Hits OTG when used close to the ground.
* Can negate projectiles on hit.
* Jump Cancel-able. Not into an air dash however.
* Can chain into air throw. Only on hit.

* Hyde's primary new air-to-air normal. While it looks akin to a cross-up, it isn't.
	+ Of course, it works solely as a combo filler, but the range isn't to be looked down upon in terms of its speed, through the range isn't as solid as his j.E when it comes to overall hitbox length.
* Has head attribute.
* Knocks down on air hit.
* Launches on counter hit.
* Hits overhead at the apex and when falling.
* Jump Cancel-able. Not into an air dash however.
* Can chain into air throw. Only on hit.

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.
* Chargeable normal on frame 12. Can hold down E to charge up for 1 second to make it inflict more damage and reduce more of the opponent's guard gauge on block.
* One of Hyde's air-to-ground tools with a laggy price, since it reaches much lower than j.B in comparison, which also makes it a decent jump-in when timed right.
* Has head attribute.
* **Inflicts chip damage when powered-up by the Insulator buff, which is enhanced by his Overcharge Art.**
* Plummets on air hit; fully charged version has more untech time.
* Hits overhead at the apex and when falling.
* Can negate projectiles on hit.
* Hits OTG when used close to the ground.
* Cancel-able into anything but other air normals, air throw or midair movement options.

* Hyde's unique air normal that can start some unique juggles when landed close to the ground. Of course, it also functions as his primary aerial anti-air due to the angle it kicks up at, even though j.E has a more downward reach.
	+ It also serves as a nice opener to a j.2E-into-a jump cancel, especially on counter hit and if Hyde hasn't done a double jump beforehand. Otherwise, it can serve as a way to setup a landing tech chase.
* Has head attribute.
* Plummets on air hit.
* Launches on ground counter hit.
* Hits overhead at the apex and when falling.
* Hits OTG when used close to the ground.
* Cancel-able into anything but other air normals, air throw or midair movement options.