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*Good grounded neutral with far reaching buttons | * Good grounded neutral with far reaching buttons | ||
*Unconventional mixup ; has several left/right tools, stance followups allowing easy frametraps, and a command grab | * 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 | * Pressure tends to ignore opponent's 4S (Reflect), negating the pushback | ||
*Different invuln attributes on many of his specials | * Different invuln attributes on many of his specials | ||
*A command backdash to make any normal safe on block | * A command backdash to make any normal safe on block | ||
*Unique 4F airborne parry gives him a way around superdash | * Unique 4F airborne parry gives him a way around superdash | ||
*His level 3 ignores Sparking healing | * His level 3 ignores Sparking healing | ||
* Now has a sliding knockdown special with his light stance's medium attack | |||
* Will make you donuts. | * Will make you donuts. | ||
* His theme slaps | * His theme slaps | ||
* Has a Gun | * Has a Gun | ||
| style="width: 50%;"| | | style="width: 50%;"| | ||
*Limited options in the air. Has no aerial special except his level 1 super. | * Limited options in the air. Has no aerial special except his level 1 super. | ||
*Unconventional mixup ; very lacking in the high/low department | * Unconventional mixup ; very lacking in the high/low department. | ||
* Ground parry followup can be blocked. | |||
*Ground parry followup can be blocked. | * Supers do not hit assist characters, reducing happy birthday potential. | ||
*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. | ||
*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. | * Arguably has the worst 2M in the game. | ||
*Arguably has the worst 2M in the game. | * His head looks like a purple penis. | ||
*His head looks like a purple penis. | |||
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{{Description|8|text= | {{Description|8|text= | ||
Longer range and harder hitting. | Longer range and harder hitting. | ||
* | * On hit will cause a sliding knockdown | ||
* | * Due to recent patch will no longer wall bounce the opponent | ||
* Due to no longer causing a wall bounce, if Hit combos after the attack he can still use his smash attack for the likes of a 2H | |||
* After using it once and spending the sliding knockdown any other hits will not cause sliding knockdown | |||
}} | }} | ||
{{AttackVersion|name=Guard Breaker|subtitle=> H}} | {{AttackVersion|name=Guard Breaker|subtitle=> H}} | ||
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{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* | * No longer wall bounces, instead causing sliding knockdown | ||
* 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. | * 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. | * Not a true teleport; Hit can be interrupted if there are projectiles or any other long actives in his path. | ||
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{{Description|8|text= | {{Description|8|text= | ||
* Fully invincible until Hit enters recovery | * Fully invincible until Hit enters recovery | ||
* Launches | * Launches enemy directly up on hit | ||
* 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 | |||
* 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 | * Because of the property of the move, 236H-H can be used as a 1-bar (now 1-bar due to patch making EX moves 0.5 bars) reversal that is safe on block | ||
* Because of the property of the move, 236H-H can be used as a | |||
}} | }} | ||
}} | }} | ||
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|name=Instant Blow | |name=Instant Blow | ||
|input=Assist B | |input=Assist B | ||
|image=DBFZ_Hit_TimeRelease8L.png |caption= | |image=DBFZ_Hit_TimeRelease8L.png |caption=You pressing buttons? | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Hit launches forward and strikes the opponent with an attack similar to his medium attack from light stance | |||
* Causes a wall bounce on hit | |||
* Unlike his A assist will attack the opponent even from full screen | |||
This assist is a good way to call out the opponent trying to press buttons from full screen and allowing a conversion off it. | |||
}} | }} | ||
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{{Description|7|text= | {{Description|7|text= | ||
* Plays out all three hits on hit/block, only one on whiff | * Plays out all three hits on hit/block, only one on whiff | ||
* It tracks the opponent | |||
Arguably one of the better C-Assists in the game due to it's ability to track the opponent anywhere and Hit's safety when using it. Since Hit doesn't approach the opponent, Hit is usually safe when doing this assist, making it a C-assist you can throw out without much worry. Also because of it's ability to track and it's safety, it can be really good for neutral. | |||
}} | }} | ||
}} | }} |
Revision as of 13:38, 26 February 2020
Hit |
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Overview
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
Strengths | Weaknesses |
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Normal Moves
5L
5L | Template:AttackDataHeader-DBFZ |
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5M
5M |
Template:AttackDataHeader-DBFZ
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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. |
5H
5H |
Template:AttackDataHeader-DBFZ
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5S
5S | Template:AttackDataHeader-DBFZ |
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2L
2L |
Template:AttackDataHeader-DBFZ
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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. |
2M
2M |
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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. |
2H
2H |
Template:AttackDataHeader-DBFZ
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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. |
6M
6M |
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j.L
j.L |
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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. |
j.M
j.M |
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j.H
j.H |
Template:AttackDataHeader-DBFZ
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j.S
j.S | Template:AttackDataHeader-DBFZ |
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j.2H
j.2H |
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Special Moves
Vital Point Attack
Vital Point Attack 236L |
Template:AttackDataHeader-DBFZ |
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Tides of Time
Tides of Time 236M/H |
Template:AttackDataHeader-DBFZ |
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Icy Glare
Icy Glare 214L/M/H |
Template:AttackDataHeader-DBFZ |
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Deadly Intent
Deadly Intent 236S |
Template:AttackDataHeader-DBFZ
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Mark of an Assassin
Mark of an Assassin 214S |
Template:AttackDataHeader-DBFZ
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Z Assists
Assist A
Guard Breaker Assist A |
Template:AttackDataHeader-DBFZ
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Assist B
Instant Blow Assist B |
Template:AttackDataHeader-DBFZ
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This assist is a good way to call out the opponent trying to press buttons from full screen and allowing a conversion off it. |
Assist C
Time Release Assist C |
Template:AttackDataHeader-DBFZ
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Arguably one of the better C-Assists in the game due to it's ability to track the opponent anywhere and Hit's safety when using it. Since Hit doesn't approach the opponent, Hit is usually safe when doing this assist, making it a C-assist you can throw out without much worry. Also because of it's ability to track and it's safety, it can be really good for neutral. |
Super Moves
Realized Power
Realized Power 236L+M (Air OK) |
Template:AttackDataHeader-DBFZ |
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Death Blow
Death Blow 236H+S |
Template:AttackDataHeader-DBFZ |
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I Keep Improving
I Keep Improving 214L+M or 214H+S |
Template:AttackDataHeader-DBFZ |
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move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.