Overview: Kyle Hyde is a character with a focus on close and midranged brawling, and a special mechanic where he can wear down the opponent through debuffs. He's also a very adaptable character in the right hands, and can alter his style of play depending on the foe's own style, such as by using his down special to steal and redirect enemy projectiles. An adaptable brawler who works to wear down his foes to secure his victory.
Jab - A simple three punch combo consisting of two hooks and an uppercut. As an ex-cop, Kyle knows his way around a fight.
Dash Attack - Kyle performs a charging tackle, ramming his shoulder into the foe.
Forward Tilt - Kyle kicks one leg outward in the fashion of a "Sparta kick." Similar to Ganondorf's forward tilt.
Up Tilt - Kyle spins a small metal wire above his head, motioning as if trying to pick a particularly stubborn lock. Similar to Villager's up tilt in execution.
Down Tilt - Kyle crouches down and kicks his leg outwards in a tripping motion. This has a chance of causing any foe hit by it to trip, should they connect with the tip of his foot.
Neutral Air - Kyle does a quick spin in mid air while holding onto his almost comically-worn suitcase, which smacks into foes who stray too close.
Forward Air - Kyle takes his crowbar and swings it upward in a scooping motion, doing high knockback if it hits.
Back Air - Kyle quickly rummages through his pocket and throws a handful of pencil graphite shavings behind him. The dust cloud effect acts as a hitbox...nobody likes getting graphite in their eyes.
Up Air - Kyle swings his crowbar overhead in an arc, smacking foes with it for high knockback.
Down Air - Kyle slams a sledgehammer downwards below him. This move acts much like Byleth's down air, where it has significant start-up but a strong meteor effect.
Forward Smash - Kyle pushes a hotel cleaning cart, letting it barrel forward. The longer the charge, the further the cart will travel. It can also roll off the edge and do damage while falling.
Up Smash - Kyle clasps both hands together and swings a sledgehammer in an upward swing. A strong finishing move showcasing his physical prowess.
Down Smash - Kyle leans down, takes a billiard cue, and lunges it forward. This only hits one side of him, but has a long range, with the tip of the cue doing much more damage, and also launching any object it hits as a projectile.
Pummel - Kyle performs a quick upward punch to the foe's stomach.
Forward Throw - Grabbing the foe by the arm, Kyle swings them forward in an overhead throw.
Back Throw - Kyle swings the foe behind him.
Up Throw - Kyle performs a simple upwards toss on the opponent.
Down Throw - Kyle lunges at the foe and performs a takedown, knocking them into the ground.
Neutral Special - Take Note - Kyle takes out a notebook and jots down a note. If he performs this move right before or while being struck by an attack, a sound effect will play, and a notebook icon will appear next to his HUD. The move that has been noted will have its damage and knockback be greatly reduced on subsequent uses. Up to three notes can be taken at once, and all notes are discarded when Kyle is KO'd. If a new note is taken while three are already held, the oldest note will be overwritten.
Side Special - Gutter Ball - Kyle rolls a bowling ball straight forward as a projectile that travels along the ground. If it falls off the edge, it becomes a heavy, falling projectile.
Up Special - Rope - Kyle takes hold of a bundled up rope he found and tosses a looped end of it upwards. It acts as a tether, so if it connects to the stage, he'll pull himself up. He can also drag airborn opponents down to him.
Down Special - Lost and Found - Kyle pulls out his suitcase. If this happens as Kyle is next to an item or about to be hit by a projectile, the item or attack will enter the case instead. If the button is held down, a pop up menu appears, much like Shulk's Monado Arts wheel. This shows Kyle's inventory, which has three slots, allowing you to pick an item to throw back. In this sense, it is an upgraded version of Villager and Isabelle's Pocket move. However, there is a catch. To make up for having two more slots to hold items or attacks, any non-physical projectile Kyle "finds" will not go as far when thrown back. He's a fairly grounded mortal man, after all. And fear not when facing a foe who has no projectile attacks: Kyle's inventory will always start with two items, a Pinkie Rabbit doll, and a bottle of Cool Pop. The small doll is a physical projectile that can be thrown in an arc, while the Cool Pop is a stationary item that can be placed on stage, and explodes in a flood of fizz after a short time (it can also be launched with Down Smash).
Final Smash - Take a Seat - Kyle Hyde throws a chair forward, and if it hits a foe, a cutscene plays. The chair and the foe crash through a door, dazed on impact and heavily damaged. Kyle, from the end of the hallway, takes the doorstop from the fire door, and the door shuts, locking the foe away forever and launching them.
Taunts:
Up Taunt - Kyle puts his hand on his chin and shakes his head.
Side Taunt - Kyle takes out a paperclip as the Item Collection sound effect plays.
Down Taunt - Kyle pulls out his Pinkie Rabbit Game & Watch game and plays it until the taunt is cancelled.