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DBFZ Hit Portrait.png

Health: 10,000

Jump Startup: 4F

Assist Cooldown:

Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run


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, an ability that allows hit to skip to the future for 1/10th of a second (which would gradually decrease to indefinitely).

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
  • Good grounded neutral with far reaching buttons.
  • Unconventional mixup ; has several left/right tools, stance followups allowing easy frametraps, and a command grab.
  • Pressure tends to ignore opponent's 4S (Reflect), negating the pushback.
  • Different invuln attributes on many of his specials.
  • A command backdash to make any normal safe on block.
  • Unique 4F airborne parry gives him a way around superdash.
  • His level 3 ignores Sparking healing.
  • Limited options in the air. Has no aerial special except his level 1 super.
  • Unconventional mixup ; very lacking in the high/low department.
  • No sliding knockdown special.
  • Ground parry followup can be blocked.
  • Supers do not hit assist characters, reducing happy birthday potential.
  • Very hard character to play, as his pressure and combos are unlike anyone in the game. A lot of time has to be dedicated into playing Hit to make him work, as he has a very high skill ceiling.


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 12 -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 3 18 -5
  • Teleports Hit decently far giving it a very long range.
  • Comes out even if first jab whiffs. Commonly used mid-combo after a vanish.
  • Surprisingly good anti-air, as it has a very high vertical hitbox and tracks. Easy confirm to j.L
5LLL 350*2, 450 All 10 3 18 -5
  • 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, making this an essential part of his combos.
  • First two hits and the third scale seperately.
  • 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
Nyoom Punch
Damage Guard Startup Active Recovery Frame Adv.
700 All 10-14 3 15 -2
  • Hit swiftly moves forward about 45% of the screen before the attack

A simple punch with some invisibility that has quite good reach. Be careful though, as you can be hit out of it even if it looks like Hit is teleporting. This normal shines as Hit's main way of sticking to an opponent even if they reflected.

DBFZ Hit 5H.png
Damage Guard Startup Active Recovery Frame Adv.
850 All 14 - - -8
  • Hit moves forward invisibly about 75% of the screen before the attack.
  • As with 5M, can be struck out of.

DBFZ Hit 5S.png
Come at me bro.
DBFZ Hit 5S-trigger.png
Version Damage Guard Startup Active Recovery Frame Adv.
Catch - - 4 15 10 -
Attack 850 All - - - -1

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
"I can't crouch down for some reason...!"
Damage Guard Startup Active Recovery Frame Adv.
700 High 20 3 18 -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
ew a spider
Damage Guard Startup Active Recovery Frame Adv.
700 Low 27 3 18 -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 3 32 -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 damage combo route most of the time, especially when he has the opponent in the corner. However, at certain ranges 2H might whiff, making 5M > 5H the better choice for confirming it but losing a bit of damage.

Due to Hit's difficulties scoring a hard knockdown, it is recommended to go for the standard super dash after a 2H if you want to keep proper pressure without assists available after the combo.

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

DBFZ Hit jL.png
Damage Guard Startup Active Recovery Frame Adv.
400 High 6 3 - -

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 High 9 3 - -
  • Important points go here.

DBFZ Hit jH.png
Damage Guard Startup Active Recovery Frame Adv.
850 [1000] High 13 4 - -
  • [] is on Smash hit.
  • Stalls Hit's air momentum for a brief moment. The opponent can tech immediately after getting hit, limiting the move's uses as a jump-in.
  • Due to it stalling air momentum, it can be used as a surprise overhead when pressuring the opponent via jMLH

DBFZ Hit jS.png
DBFZ Hit jS-trigger.png
Version Damage Guard Startup Active Recovery Frame Adv.
Catch - - 4 15 28 -

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 13 3 - -
  • Jump cancellable.


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 10-51 - -

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. Stance cancel recovery lasts 20f.
  • If holding 4 when doing any followups, they will not come out.
Direct Hit
L during Vital Point Attack
1000 All 7-13 4 14 -2

Fast long-ranged attack.

  • Does not spend the wallbounce.
  • Can be comboed from midscreen with the help of assists.
  • Hit's main combo extender in the corner with assists. It also acts as his most solid regular combo ender, as it causes a forced soft knockdown and can lead into any of his supers.

Can be used to frametrap people during a blockstring. Mostly used in conjunction with 214L to mixup.

Instant Blow
M during Vital Point Attack
1100 All 8 3 17 -4

Longer range and harder hitting.

  • Spends wallbounce, even if they don't reach a wall.
  • Causes a wallbounce if opponent reaches the corner and can be comboed from meterlessly.
Guard Breaker
H during Vital Point Attack
1200 All 7 3 18 -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
Hope you've practiced your Yamcha Spirit Balls
DBFZ Hit TimeRelease8L.png
DBFZ Hit TimeRelease2L.png
Version Damage Guard Startup Active Recovery Frame Adv.
M Stance - - 17; 27 27-51 20 -
H Stance - - 4; 14 14-40 15 -
  • 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 (17f), Hit is projectile and strike invulnerable. He also becomes immaterial, allowing his opponent to walk right through him.
  • L and M followups do not carry invincibility. Hit can be struck out of them before they come out.
  • H followup will carry invincibility.
  • S stance cancel for both L and M stances are 20f, but H stance recovers faster at 15f:
  • L and M stances S earliest cancel window is 10f, whereas H stance cancel window is 8f.
Time Release
L, 8L or 2L during Tides of Time
700*1~3 All [High] 9, 10, 11 7, 7, 8 32 -20
  • Can be repeated up to three times.
  • 2L is an overhead, L and 8L are mids.
  • Counts as strikes. Broly's powered shell ain't got no shit on Hit
  • Highly unsafe on block, so be sure to cover failed attempts with an assist or a vanish.

Fires sharp lines towards the opponent, with deceptively large hitboxes. Unlike Direct hit, this can be followed up with 3 slashes. Cannot be superdashed through, but the tracking isn't the best. Hit's main combo extension tool when going for good damage.

Instant Blow
M during Tides of Time
1100 All 20-31 3 17 -4
  • Wall bounces in the corner.
  • 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.
  • Not a true teleport; Hit can be interrupted if there are projectiles or any other long actives in his path.
  • Good move for short conversions where it takes little damage to kill an opponent. Death Blow is an excellent move in tandem with this.
Guard Breaker
H during Tides of Time
1200 All 19-30 3 18 -5
  • Fully invincible until Hit enters recovery
  • Launches and knocks back on hit.
  • Wall bounces in the corner.
  • 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.
  • Knocks back the opponent away from Hit after it launches them, making it a bit harder to convert into a combo.
  • Because of the property of the move, 236H-H can be used as a 2-bar reversal that is safe on block.

Icy Glare[edit]
Icy Glare
DBFZ Hit IcyGlare.png
Watashi... VANIRRA ICE
DBFZ Hit IcyGlare-positions.png
Ice, ice, baby...
Version Damage Guard Startup Active Recovery Frame Adv.
L 200*7 Unblockable 31 min 4 24 -
  • Ice originates from Hit himself.
  • On hit, you can convert it into a combo by using an assist or vanish.
M 200*7 Unblockable 34 min 4 24 -
  • Ice originates from slightly less than fullscreen distance.
  • Can combo into from midscreen after a 5H.
H 260*7 Unblockable 31 min 4 24 -
  • Ice originates from about ¾ screen distance.
  • Pops the opponent up. Can follow up without the need of a vanish or assist.

  • Hit's command grab. Button can be held to extend the move's range.
  • Important tool for opening people up.

Deadly Intent[edit]
Deadly Intent
DBFZ Hit DeadlyIntent.png
Heh, nothin' personnel, kid.
Damage Guard Startup Active Recovery Frame Adv.
- - 4 20-29 (stance) -
  • Hit does 3 short dashes (2 if first dash bypasses opponent), can pass through opponent, projectile, and any Super projectile type attacks.
  • Hit enters Vital Point Attack stance after finishing his dashes.
  • If M or H is pressed while dashing, he goes into his Tides of Time stance.
  • If S is pressed while dashing, will cancel stance. Cancel recovery is 20f

Mark of an Assassin[edit]
Mark of an Assassin
DBFZ Hit MarkOfAnAssassin.png
Damage Guard Startup Active Recovery Frame Adv.
- - 4 26 - -
  • Projectile invincible from 4f forward
  • Hit quickly dashes away from his opponent, moving about as far as a backdash.
  • You are safe coming out of this teleport, meaning that if you teleport into a meaty projectile attack you can block it.
  • Special cancellable into any other special move or 5S. Earliest cancel can occur at 15f


Guard Breaker
DBFZ Hit GuardBreaker.png
Yes, good idea, Hit. Kick above your waist with your hands in your pockets, that's real frickin' smart.
Damage Guard Startup Active Recovery Frame Adv.
800 All 28 3 - +29
  • Invincible from 22f to 31f
  • 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
"You won't be able to block this."
DBFZ Hit RealizedPower2.png
"My time skip is unbeatable."
Damage Guard Startup Active Recovery Frame Adv.
550*4 All - - - -
  • Ground version pops the opponent up. Can DHC another super before or after the animation, allowing you to either stay or switch sides with the opponent.
  • Air version dumps the opponent straight down. Hit also teleports on the ground afterwards.
  • Minimum damage is 203*4.
  • Hit's main air combo ender for when you won't get a knockdown and you just want the damage. Can now DHC into most supers on air hit.
  • 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
"Now then, it's time for me to make the donuts."
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.
  • 564 minimum damage. Realized Power is preferable for short conversions from moves like 5S and 236MM.
  • 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.
  • You can do another Death Blow midscreen. During Time Release, you can set up an assist. For example: 236M > L > Broly assist between the second and third hit > Death Blow > Assist hits after the super > Death Blow or lvl 3.

I Keep Improving[edit]
I keep improving
214L+M or 214H+S
DBFZ Hit IKeepImproving.png
"This is the stance!"
DBFZ Hit IKeepImproving2.png
"I continue to improve."
Damage Guard Startup Active Recovery Frame Adv.
4300 All - - - -
  • Costs 3 Ki Gauges.
  • 1755 minimum damage.
  • Standard level 3 reversal.

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. Since it also gives a hard knockdown and the animation takes fairly long, it is a very good combo ender all around.

Dragon Ball FighterZe
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