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DBFZ Hit Portrait.png
Movement Options
  • Double Jump, 1 Airdash


The Legendary Assassin from Universe 6, Hit is infamous for his successes; once he is given a target, he will execute them without fail. He would go on to fight Goku in a tournament between Universes 6 and 7, where he pushed Goku's powers to their very limits and beyond with his time-skip abilities.

In Dragon Ball FighterZ, Hit is unique in having no real projectile attacks, no fast lows and no air specials. Most of his specials are based around his stances, command-dashes and a unique parry. On the ground he also has the longest reaching normals in the game.


Strengths Weaknesses
  • Possibly the best neutral in the game, especially with proper assists.
  • Some of the longest reaching normals in the game with 5M and 5H making him scary at all ranges.
  • Strong stances with good followups.
  • A command backdash to make any normal safe on block.
  • Unique parry makes throwing projectiles and using assists somewhat risky against him.
  • Can convert stray hits into absurdly high damage with proper assists and when he has the resources to burn.
  • Both his supers hit fullscreen and can beat out almost any attack, including supers in the game.
  • Limited options in and against air due to lack of aerial specials.
  • With his low being his slowest normal he can have difficulties opening up opponents without assists.
  • A lot of his hits spends the wallbounce, giving him limited options to get a hard knockdown.
  • His parry can be a huge risk to throw out if baited, with the reward being much lower than a potential punish.
  • Air parry very limited.
  • Stubby 2H and crossup protection gives him no mixup after a snapback.


DBFZ Hit 5L.png
DBFZ Hit 5LL.png
DBFZ Hit 5LLL.png
Version Damage Guard Startup Active Recovery Frame Adv.
5L 400 All 6 - - -3
  • Fastest attack Hit has making it his go-to for punishes and abare.
  • Can be risky in certain gaps since the short range can be baited, and with his longer reaching moves being much slower.
5LL 700 All 10 - - -5
  • Second part of his auto-combo.
  • Teleports hit decently far giving it a very long range.
  • Comes out even if first jab whiffs. Commonly used mid-combo after a vanish.
5LLL 1070 All 10 - - -5
  • Third hit of his autocombo.
  • Hits 3 times if it connects, with Hit teleporting behind the opponent for the second hit.
    • All 3 hits can be special-cancelled, so it's possible to side-switch after the second with a special.
  • All 3 hits are always guaranteed and doesn't scale if the first connects, making this an essential part of his combos.
  • Like with all L-autocombos it can give a wallbounce even if wallbounce was used earlier in the combo.
  • Can be superdashed afterwards, either by pressing an additional L or manually.

DBFZ Hit 5M.png
Damage Guard Startup Active Recovery Frame Adv.
700 All 10 - - -2
  • Teleports Hit forward about 45% of the screen forward before the attack

A simple punch but because of the teleport forward that happens before it, it has a lot of reach. Be careful though, as you can be hit out of it even if it looks like Hit is teleporting.

DBFZ Hit 5H.png
Damage Guard Startup Active Recovery Frame Adv.
850 All 14 - - -8
  • Teleports Hit forward about 75% of the screen before the attack


DBFZ Hit 5S.png
Come at me bro.
Version Damage Guard Startup Active Recovery Frame Adv.
Catch - - 4 - - -
Attack 850 All - - - -

Hit poses with an aura around him. If he's hit with an attack he stops time and teleports in front of the opponent with an attack. This unique parry is one of the things that really separates him from the rest of the cast. His neutral can be played around this, making the opponent hesitant about how to approach Hit. The long recovery also makes it very risky if it's baited, especially since the punish can be much more brutal than the reward for successfully parrying an attack.

  • Can parry physical attacks, ki-blasts and projectiles.
  • Can not parry grabs or supers.
  • The punch is not guaranteed - if an assist is parried the opponent can still block the followup, or even avoid it if he's in movement.
  • Requires use of vanish or a super to followup with anything midscreen.
  • Wallbounces if the opponent hits a wall, allowing meterless followups.
  • Like other 5S-specials you can vanish-cancel it on whiff, and even option-select it to reduce the risk.

DBFZ Hit 2L.png
Damage Guard Startup Active Recovery Frame Adv.
700 H 20 - - -5

Standing overhead. At 20 frames, it is not the common abare button most characters can use. On hit, it's impossible to combo afterwards, even with the use of assists or supers. Being a command normal you can still gatling into other normals on block or hit. This makes it more useful in combos rather as a mixup, as it doesn't knock down on air hit.

DBFZ Hit 2M.png
Damage Guard Startup Active Recovery Frame Adv.
700 L 27 - - -5

Standing low. Hits only low, and one of the slowest lows in the game. Can gatling both to and from with other normals.

With such a slow low it's hard to open up anyone with this without having an assist or previously establishing strong conditioning. Being the only low threat from Hit it's a generally strong strategy to avoid crouching against him and rather try to react to the low.

DBFZ Hit 2H.png
Damage Guard Startup Active Recovery Frame Adv.
850 All 13 - - -14

Hit's universal anti air. With assists and bar for vanish, it has strong potential for super dash punishes. The launching smash effect allows hit to confirm into M Stance > Projectiles, making it a very strong combo tool, even if the range is rather poor compared to other 2Hs.

Essentially, 5M > 2H is Hit's go to combo route most of the time, especially when he has the opponent in the corner, but sometimes the 2H might whiff, making 5M > 5H the better choice for confirming it but losing a bit of damage.

DBFZ Hit 6M.png
Damage Guard Startup Active Recovery Frame Adv.
850 H 24 - - 0
  • Universal overhead
  • Air dash cancelable while Sparking Blast is active

DBFZ Hit jL.png
Damage Guard Startup Active Recovery Frame Adv.
400 H - - - -

Good air to air button, which can also be used as a IAD meaty to cover up wakeup. Unlike other characters, Hit cannot do jump M > jump L > jump L as a combo, with only the first L normal coming out.

DBFZ Hit jM.png
Damage Guard Startup Active Recovery Frame Adv.
700 H - - - -
  • Important points go here

DBFZ Hit jH.png
Damage Guard Startup Active Recovery Frame Adv.
850 H - - - -

Stalls Hit's air momentum for a brief moment. Causes knockdown state even on a grounded opponent.

DBFZ Hit jS.png
Version Damage Guard Startup Active Recovery Frame Adv.
Catch - - - - - -

Aerial version of his parry. Doesn't attack afterwards but rather teleports behind the opponent. Doesn't freeze time as much either making it more or less a very different move from the grounded counterpart.

  • Invincible for a few frames after teleporting, but not enough to guarantee any air normals afterwards.
  • Doesn't stop opponent characters gatlings, if they are pressing buttons they will automatically autocorrect to turn and face Hit before attacking.
  • Against certain attacks however it can give better meterless rewards if used against slower attacks, like beam attacks. With Hit appearing behind he can then punish with whichever normal he likes.
  • Although you might be tempted to punish super dashes with this at close ranges, you must press L very fast after parrying it since the opponent can actually block rather quickly. Nevertheless, it's a strong punish with the proper air combo.

DBFZ Hit j2H.png
Damage Guard Startup Active Recovery Frame Adv.
850 All - - - -
  • Important points go here


Vital Point Attack[edit]
Vital Point Attack
DBFZ Hit VitalPointAtack.png
DBFZ Hit DirectHit.png
DBFZ Hit InstantBlow.png
DBFZ Hit GuardBreaker.png
Version Damage Guard Startup Active Recovery Frame Adv.
Stance - - 10 - - -

This stance might look like a taunt as Hit puts his hands into his pockets. Essential to a lot of his gameplay.

  • Stance can be cancelled by pressing S.
  • If holding 4 when doing any followups, they will not come out.
Direct Hit
L during Vital Point Attack
1000 All 6 - - -2

Fast long-ranged attack.

  • Does not spend the wallbounce.
  • Can be comboed from midscreen with the help of assists.


Instant Blow
M during Vital Point Attack
1100 All 8 - - -4

Longer range and harder hitting.

  • Spends wallbounce, even if they don't reach a wall.
  • If it's the first hit you can followup after it in the corner.
Guard Breaker
H during Vital Point Attack
1200 All 7 - - -5

Hit teleports towards the opponent and kicks upwards where it hurts the most.

  • Appears in front of the opponent, but the range is limited to around 75% of the screen length, where the attack will then whiff.
  • Launches, allowing followups on successful hit.
  • Fully invincible against anything from frame 1 making this a huge threat in the neutral game.
  • Despite its name it does not break the opponents guard.

Tides of Time[edit]
Tides of Time
DBFZ Hit TidesOfTime.png
DBFZ Hit TimeReleaseL.png
DBFZ Hit TimeRelease8L.png
DBFZ Hit TimeRelease2L.png
Version Damage Guard Startup Active Recovery Frame Adv.
Stance - - 27 - - -
  • Hit goes into a stance which causes his body to emit blue flames after a few seconds.
  • M Version has a small start up, while H Version is a lot faster. Both of them do the same amount of damage.
  • Once blue flames are active, Hit is projectile and strike invulnerable


Time Release
L, 8L or 2L during Tides of Time
700 All - - - -
  • Can be repeated up to three times.

Fires sharp lines towards the opponent, with deceptively large hitboxes. Unlike Direct hit, this can be followed up with 3 slashes. Downward angled slashes are overheads.

Instant Blow
M during Tides of Time
1100 All 19 - - -
  • Wall bounces in the corner

It's very similar to the Instant Blow from Vital Point Attack with the small exception that when you do it from this stance, it'll teleport you behind your opponent before doing the attack

Guard Breaker
H during Tides of Time
1200 All 20 - - -
  • Launches and knocks back on hit
  • Wall bounces in the corner

It's very similar to the Guard Breaker from Vital Point Attack with the small exception that when you do it from this stance, it'll teleport you behind your opponent before doing the attack. This version of Guard Breaker will also knock back the opponent away from Hit after it launches them, making it a bit harder to convert into a combo.

Icy Glare[edit]
Icy Glare
DBFZ Hit IcyGlare.png
Ice ice baby
Version Damage Guard Startup Active Recovery Frame Adv.
L 1160 UNB 31 - - -
  • On hit, you can convert it into a combo by using vanish


M 1160 UNB 35 - - -
  • Important points go here


H 1508 UNB 31 - - -
  • Important points go here


Deadly Intent[edit]
Deadly Intent
DBFZ Hit DeadlyIntent.png
Damage Guard Startup Active Recovery Frame Adv.
- - - - - -
  • Hit starts teleport dash forwards, in small bursts. When standing still, he enters into his Vital Point Attack stance (which allows followups). If M or H is pressed while dashing, he goes into his Tides of Time stance.


Mark of an Assassin[edit]
Mark of an Assasin
DBFZ Hit MarkOfAnAssassin.png
Damage Guard Startup Active Recovery Frame Adv.
- - - - - -
  • Special cancelable into any other special move

Hit will teleport away from his opponent (the length being the equivalent of a backdash). Unlike his Deadly Intent move, holding the backwards input will not increase the distance. The same rules involving how he would go into his Vital Point Attack stance apply, as well as holding the medium and heavy button would let him go into his Tides of Time stance.


Guard Breaker
DBFZ Hit GuardBreaker.png
Damage Guard Startup Active Recovery Frame Adv.
800 All - - - -

Comes out fast and launches the opponent on hit to allow for additional combos. Pretty good in blockstrings too, allowing some characters to go for high / low mixups


Realized Power[edit]
Realized Power
236L+M (Air OK)
DBFZ Hit RealizedPower.png
DBFZ Hit RealizedPower2.png
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 2200 All - - - -
Air 2200 All - - - -
  • Hit's main air combo ender for when you won't get a knockdown and you just want the damage. With some supers, it's a bit weird to DHC into. If blocked, Hit will bounce off the opponent, which can grant them a punish.
  • Optimal followup after a succesful ground counter. Although you might be tempted to vanish, do it only if it will get your opponent in the corner, since the scaling as well as Hit's poor air options will remove most of the route's effectiveness.

Death Blow[edit]
Death Blow
DBFZ Hit DeathBlow.png
DBFZ Hit DeathBlow2.png
Damage Guard Startup Active Recovery Frame Adv.
2564 All - - - -

A very fast fullscreen projectile that will make people think twice about shooting those pesky beams.

In the corner, it can be used as combo filler with the proper assists if they are called before the super and hit after it ends, allowing you to recover from the super and continue the combo.

I keep improving[edit]
I Keep Improving
214L+M or 214H+S
DBFZ Hit IKeepImproving.png
"You're misreading the situation..."
DBFZ Hit IKeepImproving2.png
"...Cause I'm not done improving."
Damage Guard Startup Active Recovery Frame Adv.
4300 All - - - -
  • Costs 3 Ki Gauge

High damage combo ender. Its main utility lies in the fact that it ignores sparking blast's healing effect, making it a very good choice for killing characters that would otherwise survive the combo.

Dragon Ball FighterZe
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