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{{Description|8|text= | {{Description|8|text= | ||
* Universal overhead. | * Universal overhead. | ||
1F more active than other 6M, allowing Hit to do 2L (hit) > 6M or 2M as a soft knockdown mixup. Hit will be at +6 if 6M is blocked with this setup. | |||
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======<font style="visibility:hidden;font-size:0">j.L</font>====== | ======<font style="visibility:hidden;font-size:0">j.L</font>====== | ||
{{MoveData | {{MoveData |
Revision as of 11:37, 17 September 2020
Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Discord |
Overview
Donuts.
"My time skip is unbeatable." | |
Lore: | 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). |
Pros
Cons
- Deadly Range: 5LL, 5M, 5H, and all stance follow-ups have very wide reach and are resistant to reflect.
- Command Movement: Deadly Intent and Mark of an Assassin give him unparalleled ground maneuverability and make any normal safe on block.
- Screen Presence: Extremely fast teleporting attacks Instant Blow and Guard Breaker are both safe on block. The latter is invincible on start-up.
- Left/Right: Stance follow-ups double as left/right weapons and easy frametraps in conjunction with the command dashes and full-screen unblockable, Icy Glare.
- Combo Parry: Unique airborne parry j.S makes him immune to superdash.
- Extraordinary Neutral: All of these factors amalgamate Hit into having an unmatched grounded neutral.
- Aerial Game: Almost all his special moves are ground-only, limiting him in the air despite his j.S parry.
- High/Low: Has only one low in 2M, and it's the slowest low in the game, weakening on otherwise great mix-up game.
- Low Damage: Hit's damage is on the lower end of the cast without the corner.
- Anomaly: Initially hard character to play due to how different he is to everybody, and has a high skill floor.
Normal Moves
5L
5L | Template:AttackDataHeader-DBFZ |
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5M
5M | Template:AttackDataHeader-DBFZ |
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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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2M
2M | Template:AttackDataHeader-DBFZ |
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2H
2H | Template:AttackDataHeader-DBFZ |
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6M
6M | Template:AttackDataHeader-DBFZ |
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j.L
j.L | Template:AttackDataHeader-DBFZ |
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j.M
j.M | Template:AttackDataHeader-DBFZ |
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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 | Template:AttackDataHeader-DBFZ |
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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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Assist C
Time Release Assist C |
Template:AttackDataHeader-DBFZ |
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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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To edit frame data, edit values in DBFZ/Hit/Data. Be sure to update both the
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.