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| *Good neutral in the game, especially with proper assists. | | *Good grounded neutral with far reaching buttons. |
| *Some of the longest reaching normals in the game, with 5M and 5H making him scary at all ranges. | | *Command grab. |
| *Pressure tends to ignore opponent's 4S (Reflect), negating the pushback. | | *Pressure tends to ignore opponent's 4S (Reflect), negating the pushback. |
| *Strong stances with good followups. | | *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 parry makes throwing projectiles and using assists somewhat risky against him. | | *Unique 4F airborne parry gives him a way around superdash. |
| *Can convert stray hits into absurdly high damage with proper assists and when he has the resources to burn. | | *His level 3 ignores Sparking healing. |
| *All his supers hit fullscreen and can beat out almost any attack in the game, including other supers.
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| *Limited options in and against air due to lack of aerial specials. | | *Limited options in and against air due to lack of aerial specials. |
Hit
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Health:
Prejump:
Assist Cooldown:
- Movement Options
- Double Jump, Super Jump, 1 Airdash, Dash Type: Run
- Play-style
- Footsies
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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 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
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- Good grounded neutral with far reaching buttons.
- 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.
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- 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.
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Template:CharLinks-DBFZ
Normals
5L
5L
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400
|
All
|
-
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6
|
|
|
-
|
-
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700
|
All
|
-
|
10
|
|
|
-
|
-
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1070
|
All
|
-
|
10
|
|
|
-
|
-
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5M
5H
5S
2L
2L
"I can't crouch down for some reason...!"
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2M
2H
6M
j.L
j.M
j.H
j.S
j.S
STOP RIGHT THERE CRIMINAL SCUM!
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j.2H
Specials
Vital Point Attack
Vital Point Attack 236L
ゴゴゴゴゴゴ...
|
|
|
-
|
10
|
|
|
-
|
-
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1000
|
All
|
-
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6
|
|
|
-
|
-
|
1100
|
All
|
-
|
8
|
|
|
-
|
-
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1200
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All
|
-
|
7
|
|
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-
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-
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Tides of Time
Tides of Time 236M/H
ゴゴゴゴゴゴ... Hope you've practiced your Yamcha Spirit Balls
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|
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-
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27
|
|
|
-
|
-
|
700
|
All
|
-
|
|
|
|
-
|
-
|
1100
|
All
|
-
|
19
|
|
|
-
|
-
|
1200
|
All
|
-
|
20
|
|
|
-
|
-
|
|
Icy Glare
Icy Glare 214L/M/H
Ice ice baby
|
1160
|
UNB
|
-
|
31
|
|
|
-
|
-
|
1160
|
UNB
|
-
|
35
|
|
|
-
|
-
|
1508
|
UNB
|
-
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31
|
|
|
-
|
-
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Deadly Intent
Deadly Intent 236S
ZOOOOOOOM
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Mark of an Assassin
Mark of an Assasin 214S
MOOOOOOOZ
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Assist
Guard Breaker A1/A2
Yes, good idea, Hit. Kick above your waist with your hands in your pockets, that's real frickin' smart.
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Supers
Realized Power
Realized Power 236L+M (Air OK)
"You won't be able to block this." (Blocks it anyway)'
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2200
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All
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-
|
|
|
|
-
|
-
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2200
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All
|
-
|
|
|
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-
|
-
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Death Blow
Death Blow 236H+S
"Now then, it's time for me to make the donuts." SNIPED!
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I keep improving
I Continue to Improve 214L+M or 214H+S
"This is the Stance!" "I continue to improve."
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Template:CharLinks-DBFZ
Template:Navbar-DBFZ