In-depth Character Guide for Hyde Kido (with Narukami Assist) in BlazBlue Cross Tag Battle featuring Combos[basic to kind of advanced], Blockstrings, Mixups, Safejumps & Punishes.
This video doesn't contain Neutral play or gameplan, but for most cases, use the range on Hyde's 5B to control spacing. Make use of your assist and Hyde's projectiles if they are at long range.
If you land a hit, do a combo with a safe-jump or high/low starter on oppponents wakeup. If they block, do the blockstring stuff.
Relatively speaking, Hyde's neutral game is quite a bit of work, but his anti-airing abilities are incredible. If you ever see the opponent flapping around in the sky, be sure to shut them down with 2B. Just remember to always use 2A after 2B when anti-airing.
Doing so makes the anti-air attempt safe if guarded, but it also resets his combo route if the anti-air connects. This means you'll be able to use 2B again in the combo.
Some other good assists that work with Hyde are Jin, Ruby and Orie. Hyde doesn't necessarily rely on his assist outside of blockstring pressure and only really needs someone that can do a decent OTG (Off the Ground pickup).
But his mixup is lackluster without an assist (especially at max 5B range) so be sure to manage you assist gauge and HP accordingly.
This video has a lot of stuff in it, so it may be a bit jarring to watch as if its a CMV. But I feel like it can be very helpful to new Hyde players learning the character if you watch it at a slow pace and take in everything showcased.
With that being said, this video isn't a compilations of optimized things and isn't the be-all-end-all video of Hyde tech. This is just my own case study on the character and exploring a lot of stuff until I feel as if I have a good grasp of him.
Because this video took so long to make, I didn't have time to test everything on every single character. Keep that in mind.
Below is some fighting game words and vocabulary that I may use and never define. This will be helpful to new players of the genre:
Fighting Game terminology:
sj = Super Jump
iad = Instant Air Dash, performed by pressing 9,6 or Jump+A+B
Mixup = making the opponent guess between High, low, throw or crossup
Crossup = attacking from behind the opponent. Because back is block, if you jump over someone who is blocking, they will be walking towards you.
Neutral = midscreen game when either player is trying to get a hit on there other.
Oki/Okizeme = wakeup game, pressing opponents as they wakeup.
Resets = Using sketchy oki to catch the opponent off guard.
Setplay = When you use a cycle of mixups, oki and combos to make it extremely hard for the opponent to do anything other than block and get hit, or take risks to escape.
DP = Dragon Punch or Reversal Action in BBTAG, a move with fast startup and invul, but has long punishable recovery.
Anti-air = Using a move that is invul to head attribute to punish jump-ins
Punish = reacting with a full combo to a risky move by opponent
Blockstring = combos on block, includes mixups or a safe path back to neutral play.
OTG = Off the ground pickup. Mostly refers to hard knockdowns
Hitstun decay = the about of 'combo time' each hit in a combo generates. Generally, as combos go on, the about of stun each hit grants becomes less and less. This is hitstun decay.
....(Just between you and me, you have no idea how happy I am that I was able to sneak in a cover from my favorite band.)
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Music:
-Generic Male Character Beginning (Under Night In-birth Exe:Late[st])
-Agitation Signs (Under Night In-birth])
-Tsurugi's Theme (Under Night In-birth Exe:Late[st])
-Arcueid's Theme (Melty Blood)
-"Arcueid's Theme" - Kishida Kyodan & The Akeboshi Rockets [cover]
-Mutual Situation (Under Night In-birth Exe:Late[st])
-Touch & Go (Under Night In-birth Exe:Late[st])
-Unknown Actor (Under Night In-birth Exe:Late[st])
Thumbnail art by inugoya
Tags:
#BBTAG
#TAG_HY
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This may be a game, but its not just something you play.
5 окт 2024