DBFZ/Hit: Difference between revisions

From Dustloop Wiki
No edit summary
(This order of Specials doesn't match up with the game's list. It does make more sense but is not accurate.)
(48 intermediate revisions by 22 users not shown)
Line 7: Line 7:
|-
|-
||
||
{{CharData-DBFZ
{{CharData-DBFZ|Hit}}
|health=10,000
|jumpStartup=4F
|backdashTime=
|backdashInv=
}}
;Movement Options
;Movement Options
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Line 20: Line 15:
<div style="float:left; margin-right:25px;">
<div style="float:left; margin-right:25px;">
{{TOC limit|2}}
{{TOC limit|2}}
</div>
{{CharNav |charMainPage=DBFZ/Hit
|videos=
}}
<!--USE THIS STYLING FOR SHORT NAVIGATION-->
<div style="height:200px; width:1px;">
  &nbsp;
</div>
</div>
==Overview==
==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.
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.
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.
Line 39: Line 27:
|- style="vertical-align:top;text-alighn:left"
|- style="vertical-align:top;text-alighn:left"
| style="width: 50%;"|
| style="width: 50%;"|
*Possibly the best 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.
| style="width: 50%;"|
| style="width: 50%;"|
*Limited options in and against air due to lack of aerial specials.
*Limited options in the air.
*With his low being his slowest normal, he can have difficulties opening up opponents without assists.
*Unconventional mixup. Lacking in the high / low department.
*Struggles to score a sliding knockdown with combo extensions, especially since a lot of his attacks spend the wallbounce.
*No sliding knockdown special.
*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 posses a hitbox.
*Ground parry followup can be blocked.
*Stubby 2H and crossup protection gives him no mixup after a snapback.
*DHC has a fixed animation, negating potential synergies.
*Supers do not hit assist characters, reducing happy birthday potential.
|-
|-
|}
|}
{{CharLinks-DBFZ|Hit}}
<br clear=all/>
<br clear=all/>


Line 80: Line 69:
  |description=
  |description=
* Second part of his auto-combo.
* Second part of his auto-combo.
* Teleports hit decently far giving it a very long range.
* Teleports Hit decently far giving it a very long range.
* Comes out even if first jab whiffs. Commonly used mid-combo after a vanish.
* Comes out even if first jab whiffs. Commonly used mid-combo after a vanish.
  }}
  }}
Line 100: Line 89:
====== <font style="visibility:hidden" size="0">5M</font> ======
====== <font style="visibility:hidden" size="0">5M</font> ======
{{MoveData
{{MoveData
|image=DBFZ_Hit_5M.png |caption=
|image=DBFZ_Hit_5M.png |caption= Nyoom Punch
|name=5M
|name=5M
|data=
|data=
Line 168: Line 157:
  |description=
  |description=
Standing overhead. 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.
Standing overhead. 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.
  }}
  }}
}}
}}
Line 173: Line 163:
====== <font style="visibility:hidden" size="0">2M</font> ======
====== <font style="visibility:hidden" size="0">2M</font> ======
{{MoveData
{{MoveData
|image=DBFZ_Hit_2M.png |caption=Unblockable.
|image=DBFZ_Hit_2M.png |caption=ew a spider
|name=2M
|name=2M
|data=
|data=
Line 258: Line 248:
====== <font style="visibility:hidden" size="0">j.S</font> ======
====== <font style="visibility:hidden" size="0">j.S</font> ======
{{MoveData
{{MoveData
|image=DBFZ_Hit_jS.png |caption=
|image=DBFZ_Hit_jS.png |caption= STOP RIGHT THERE CRIMINAL SCUM!
|image2=DBFZ_Hit_jS-trigger.png |caption2=
|image2=DBFZ_Hit_jS-trigger.png |caption2=
|name=j.S
|name=j.S
Line 292: Line 282:
====== <font style="visibility:hidden" size="0">Vital Point Attack</font> ======
====== <font style="visibility:hidden" size="0">Vital Point Attack</font> ======
{{MoveData
{{MoveData
|image=DBFZ_Hit_VitalPointAtack.png |caption=This is the stance.
|image=DBFZ_Hit_VitalPointAtack.png |caption=''ゴゴゴゴゴゴ...''
|image2=DBFZ_Hit_DirectHit.png |caption2=
|image2=DBFZ_Hit_DirectHit.png |caption2=
|image3=DBFZ_Hit_InstantBlow.png |caption3=
|image3=DBFZ_Hit_InstantBlow.png |caption3=
Line 353: Line 343:
====== <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=
|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=
|image4=DBFZ_Hit_TimeRelease2L.png |caption4=
|image4=DBFZ_Hit_TimeRelease2L.png |caption4=
Line 370: Line 360:
*L and M followups do not carry invincibility. Hit can be struck out of them before they come out.
*L and M followups do not carry invincibility. Hit can be struck out of them before they come out.
*H followup will carry invincibility.
*H followup will carry invincibility.
Placeholder


  }}
  }}
Line 413: Line 401:
====== <font style="visibility:hidden" size="0">Icy Glare</font> ======
====== <font style="visibility:hidden" size="0">Icy Glare</font> ======
{{MoveData
{{MoveData
|image=DBFZ_Hit_IcyGlare.png |caption=Ice ice baby
|image=DBFZ_Hit_IcyGlare.png |caption= Watashi... VANIRRA ICE
|image2=DBFZ_Hit_IcyGlare-positions.png |caption2=
|image2=DBFZ_Hit_IcyGlare-positions.png |caption2= Ice, ice, baby...
|input=214L/M/H  
|input=214L/M/H  
|name=Icy Glare
|name=Icy Glare
Line 420: Line 408:
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |version=L
  |version=L
  |damage=1160 |guard=UNB
  |damage=1160 |guard=Unblockable
  |startup= 31|active= |recovery= |frameAdv=
  |startup= 31|active= |recovery= |frameAdv=
  |description=
  |description=
* On hit, you can convert it into a combo by using vanish
* On hit, you can convert it into a combo by using vanish


Placeholder


  }}
  }}
Line 431: Line 418:
  |header=no
  |header=no
  |version=M
  |version=M
  |damage=1160 |guard=UNB
  |damage=1160 |guard=Unblockable
  |startup= 35|active= |recovery= |frameAdv=
  |startup= 35|active= |recovery= |frameAdv=
  |description=
  |description=
* Important points go here
* Can combo after a 5H


Placeholder
  }}
  }}
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |header=no
  |header=no
  |version=H
  |version=H
  |damage=1508 |guard=UNB
  |damage=1508 |guard=Unblockable
  |startup= 31|active= |recovery= |frameAdv=
  |startup= 31|active= |recovery= |frameAdv=
  |description=
  |description=
* Important points go here
* Pops the opponent up. Can follow up without the need of a vanish.


Placeholder
  }}
  }}
}}
}}
Line 460: Line 445:
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Hit does 3 short dashes, can pass through opponent.
* Hit does 3 short dashes, can pass through opponent, projectile, and any Super projectile type attacks.
* Hit enters Vital Point Attack stance after finishing his dashes.
* Hit enters Vital Point Attack stance after finishing his dashes.  
* If M or H is pressed while dashing, he goes into his Tides of Time stance.  
* If M or H is pressed while dashing, he goes into his Tides of Time stance.  
* If S is pressed while dashing, will cancel stance.


  }}
  }}
Line 502: Line 488:
====== <font style="visibility:hidden" size="0">Realized Power</font> ======
====== <font style="visibility:hidden" size="0">Realized Power</font> ======
{{MoveData
{{MoveData
|image=DBFZ_Hit_RealizedPower.png |caption=BIONIC
|image=DBFZ_Hit_RealizedPower.png |caption=''"You won't be able to block this."''
|image2=DBFZ_Hit_RealizedPower2.png |caption2=ARRRRRRRRRM
|image2=DBFZ_Hit_RealizedPower2.png |caption2='''''(Blocks it anyway)'''''
|input=236L+M (Air OK)
|input=236L+M (Air OK)
|name=Realized Power
|name=Realized Power
Line 526: Line 512:
====== <font style="visibility:hidden" size="0">Death Blow</font> ======
====== <font style="visibility:hidden" size="0">Death Blow</font> ======
{{MoveData
{{MoveData
|image=DBFZ_Hit_DeathBlow.png |caption=
|image=DBFZ_Hit_DeathBlow.png |caption=''"Now then, it's time for me to make the donuts."''
|image2=DBFZ_Hit_DeathBlow2.png |caption2=SNIPED!
|image2=DBFZ_Hit_DeathBlow2.png |caption2='''''SNIPED!'''''
|input=236H+S
|input=236H+S
|name=Death Blow
|name=Death Blow
Line 538: Line 524:


In the corner, it can be used as combo filler with the proper assists if they are called before the super and hit after it ends, allowing you to recover from the super and continue the combo.
In the corner, it can be used as combo filler with the proper assists if they are called before the super and hit after it ends, allowing you to recover from the super and continue the combo.
You can do another Death Blow midscreen. During the M Stance L rekka, you can setup an assist. For example: Rekka > Broly assist between the second and third hit > Death Blow > Assist hits after the super > Death Blow or lvl 3.
  }}
  }}
}}
}}
Line 543: Line 531:
====== <font style="visibility:hidden" size="0">I keep improving</font> ======
====== <font style="visibility:hidden" size="0">I keep improving</font> ======
{{MoveData
{{MoveData
|image=DBFZ_Hit_IKeepImproving.png |caption=''"You're misreading the situation..."''
|image=DBFZ_Hit_IKeepImproving.png |caption=''"This is the stance!"''
|image2=DBFZ_Hit_IKeepImproving2.png |caption2=''"...Cause I'm not done improving."''
|image2=DBFZ_Hit_IKeepImproving2.png |caption2=''"I continue to improve."''
|input=214L+M or 214H+S
|input=214L+M or 214H+S
|name=I Continue to Improve
|name=I keep improving
|data=   
|data=   
  {{AttackData-DBFZ
  {{AttackData-DBFZ
Line 560: Line 548:


----
----
{{CharLinks
{{CharLinks-DBFZ|Hit}}
|charMainPage=DBFZ/Hit
|videos=
}}
{{Navbar-DBFZ}}
{{Navbar-DBFZ}}
[[Category:Dragon Ball FighterZ]]
[[Category:Dragon Ball FighterZ]]
[[Category: Hit]]
[[Category: Hit]]

Revision as of 04:15, 7 November 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, 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
  • 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.
  • Limited options in the air.
  • Unconventional mixup. Lacking in the high / low department.
  • No sliding knockdown special.
  • Ground parry followup can be blocked.
  • DHC has a fixed animation, negating potential synergies.
  • Supers do not hit assist characters, reducing happy birthday potential.

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
Nyoom Punch
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
STOP RIGHT THERE CRIMINAL SCUM!
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
ゴゴゴゴゴゴ...
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
Watashi... VANIRRA ICE
DBFZ Hit IcyGlare-positions.png
Ice, ice, baby...
1160 Unblockable - 31 - - 1160 Unblockable - 35 - - 1508 Unblockable - 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
"You won't be able to block this."
DBFZ Hit RealizedPower2.png
(Blocks it anyway)
2200 All - - - 2200 All - - -
Death Blow
Death Blow
236H+S
DBFZ Hit DeathBlow.png
"Now then, it's time for me to make the donuts."
DBFZ Hit DeathBlow2.png
SNIPED!
2564 All - - -
I keep improving
I keep improving
214L+M or 214H+S
DBFZ Hit IKeepImproving.png
"This is the stance!"
DBFZ Hit IKeepImproving2.png
"I continue to improve."
4300 All - - -

Template:CharLinks-DBFZ Template:Navbar-DBFZ