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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 | 1F more active than other 6M, allowing Hit to do 2L (hit) > 6M or 2M as a soft knockdown mixup in the corner. 6M will hit so meaty that not only can Hit solo extend on hit, he will also be able to true string into 5L on block. | ||
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Revision as of 13:35, 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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