DBFZ/Hit: Difference between revisions

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*With his low being his slowest normal, he can have difficulties opening up opponents without assists.
*With his low being his slowest normal, he can have difficulties opening up opponents without assists.
*Struggles to score a sliding knockdown with combo extensions, especially since a lot of his attacks spend the wallbounce.
*Struggles to score a sliding knockdown with combo extensions, especially since a lot of his attacks spend the wallbounce.
*His parries can be a huge risk to throw out if baited, with the reward being much lower than a potential punish. Aditionally, his ground parry is not invincible after being triggered, so it's possible to hit him before the followup strikes. Furthermore, his air parry is very limited and does not possess a hitbox.
*His parries can be a huge risk to throw out if baited, with the reward being much lower than a potential punish. Additionally, his ground parry is not invincible after being triggered, so it's possible to hit him before the followup strikes. Furthermore, his air parry is very limited and does not possess a hitbox.
*Stubby 2H and crossup protection gives him no mixup after a snapback.
*Stubby 2H and crossup protection gives him no mixup after a snapback.
*Most mixups are reactable, or easily evaded with jumping.
*Most mixups are reactable, or easily evaded with jumping.
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====== <font style="visibility:hidden" size="0">Tides of Time</font> ======
====== <font style="visibility:hidden" size="0">Tides of Time</font> ======
{{MoveData
{{MoveData
|image=DBFZ_Hit_TidesOfTime.png |caption= This is the... other stance?
|image=DBFZ_Hit_TidesOfTime.png |caption= '''''ゴゴゴゴゴゴ...'''''
|image2=DBFZ_Hit_TimeReleaseL.png |caption2=Hope you've practiced your Yamcha Spirit Balls
|image2=DBFZ_Hit_TimeReleaseL.png |caption2=Hope you've practiced your Yamcha Spirit Balls
|image3=DBFZ_Hit_TimeRelease8L.png |caption3=
|image3=DBFZ_Hit_TimeRelease8L.png |caption3=

Revision as of 06:12, 18 August 2018

Hit
DBFZ Hit Portrait.png

Health:

Prejump:

Assist Cooldown:

Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Play-style
Footsies

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 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

Strengths Weaknesses
  • Good 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.
  • Pressure tends to ignore opponent's 4S (Reflect), negating the pushback.
  • 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.
  • All his supers hit fullscreen and can beat out almost any attack in the game, including other supers.
  • 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.
  • Struggles to score a sliding knockdown with combo extensions, especially since a lot of his attacks spend the wallbounce.
  • His parries can be a huge risk to throw out if baited, with the reward being much lower than a potential punish. Additionally, his ground parry is not invincible after being triggered, so it's possible to hit him before the followup strikes. Furthermore, his air parry is very limited and does not possess a hitbox.
  • Stubby 2H and crossup protection gives him no mixup after a snapback.
  • Most mixups are reactable, or easily evaded with jumping.

Template:CharLinks-DBFZ

Normals

5L
5L
DBFZ Hit 5L.png
DBFZ Hit 5LL.png
DBFZ Hit 5LLL.png
400 All - 6 - - 700 All - 10 - - 1070 All - 10 - -
5M
5M
DBFZ Hit 5M.png
700 All - 10 - -
5H
5H
DBFZ Hit 5H.png
ZOOM PUNCH
850 All - 14 - -
5S
5S
DBFZ Hit 5S.png
Come at me bro.
DBFZ Hit 5S-trigger.png
- 4 - - 850 All - - -
2L
2L
DBFZ Hit 2L.png
"I can't crouch down for some reason...!"
700 H - 20 - -
2M
2M
DBFZ Hit 2M.png
ew a spider
700 L - 27 - -
2H
2H
DBFZ Hit 2H.png
850 All - 13 - -
6M
6M
850 H - 24 - -
j.L
j.L
DBFZ Hit jL.png
400 H - - -
j.M
j.M
DBFZ Hit jM.png
700 H - - -
j.H
j.H
DBFZ Hit jH.png
850 H - - -
j.S
j.S
DBFZ Hit jS.png
DBFZ Hit jS-trigger.png
- - -
j.2H
j.2H
DBFZ Hit j2H.png
850 All - - -

Specials

Vital Point Attack
Vital Point Attack
236L
DBFZ Hit VitalPointAtack.png
This is the stance.
DBFZ Hit DirectHit.png
DBFZ Hit InstantBlow.png
DBFZ Hit GuardBreaker.png
- 10 - - 1000 All - 6 - - 1100 All - 8 - - 1200 All - 7 - -
Tides of Time
Tides of Time
236M/H
DBFZ Hit TidesOfTime.png
ゴゴゴゴゴゴ...
DBFZ Hit TimeReleaseL.png
Hope you've practiced your Yamcha Spirit Balls
DBFZ Hit TimeRelease8L.png
DBFZ Hit TimeRelease2L.png
- 27 - - 700 All - - - 1100 All - 19 - - 1200 All - 20 - -
Icy Glare
Icy Glare
214L/M/H
DBFZ Hit IcyGlare.png
Ice ice baby
DBFZ Hit IcyGlare-positions.png
1160 UNB - 31 - - 1160 UNB - 35 - - 1508 UNB - 31 - -
Deadly Intent
Deadly Intent
236S
DBFZ Hit DeadlyIntent.png
ZOOOOOOOM
- - -
Mark of an Assassin
Mark of an Assasin
214S
DBFZ Hit MarkOfAnAssassin.png
MOOOOOOOZ
- - -

Assist

Guard Breaker
A1/A2
DBFZ Hit GuardBreaker.png
Yes, good idea, Hit. Kick above your waist with your hands in your pockets, that's real frickin' smart.
800 All - - -

Supers

Realized Power
Realized Power
236L+M (Air OK)
DBFZ Hit RealizedPower.png
BIONIC
DBFZ Hit RealizedPower2.png
ARRRRRRRRRM
2200 All - - - 2200 All - - -
Death Blow
Death Blow
236H+S
DBFZ Hit DeathBlow.png
DBFZ Hit DeathBlow2.png
SNIPED!
2564 All - - -
I keep improving
I Continue to Improve
214L+M or 214H+S
DBFZ Hit IKeepImproving.png
"You're misreading the situation..."
DBFZ Hit IKeepImproving2.png
"...Cause I'm not done improving."
4300 All - - -

Template:CharLinks-DBFZ Template:Navbar-DBFZ