< DBFZ
(Undo revision 91707 by 45.48.246.27 (talk)) |
(This order of Specials doesn't match up with the game's list. It does make more sense but is not accurate.) |
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{{CharData-DBFZ | {{CharData-DBFZ|Hit}} | ||
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;Movement Options | ;Movement Options | ||
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run | :Double Jump, Super Jump, 1 Airdash, Dash Type: Run | ||
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<div style="float:left; margin-right:25px;"> | <div style="float:left; margin-right:25px;"> | ||
{{TOC limit|2}} | {{TOC limit|2}} | ||
</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 | 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. | ||
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|- style="vertical-align:top;text-alighn:left" | |- style="vertical-align:top;text-alighn:left" | ||
| style="width: 50%;"| | | style="width: 50%;"| | ||
* | *Good grounded neutral with far reaching buttons. | ||
* | *Command grab. | ||
*Pressure tends to ignore opponent's 4S (Reflect), negating the pushback. | *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. | *A command backdash to make any normal safe on block. | ||
*Unique parry | *Unique 4F airborne parry gives him a way around superdash. | ||
* | *His level 3 ignores Sparking healing. | ||
| style="width: 50%;"| | | style="width: 50%;"| | ||
*Limited options in | *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. | |||
|- | |- | ||
|} | |} | ||
{{CharLinks-DBFZ|Hit}} | |||
<br clear=all/> | <br clear=all/> | ||
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====== <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= | ||
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|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. | ||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">2M</font> ====== | ====== <font style="visibility:hidden" size="0">2M</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_Hit_2M.png | |image=DBFZ_Hit_2M.png |caption=ew a spider | ||
|name=2M | |name=2M | ||
|data= | |data= | ||
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====== <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 | ||
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====== <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= | |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= | ||
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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= | |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= | ||
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*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. | ||
}} | }} | ||
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====== <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= | |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 | ||
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{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|version=L | |version=L | ||
|damage=1160 |guard= | |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 | ||
}} | }} | ||
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|header=no | |header=no | ||
|version=M | |version=M | ||
|damage=1160 |guard= | |damage=1160 |guard=Unblockable | ||
|startup= 35|active= |recovery= |frameAdv= | |startup= 35|active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* | * Can combo after a 5H | ||
}} | }} | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|header=no | |header=no | ||
|version=H | |version=H | ||
|damage=1508 |guard= | |damage=1508 |guard=Unblockable | ||
|startup= 31|active= |recovery= |frameAdv= | |startup= 31|active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* | * Pops the opponent up. Can follow up without the need of a vanish. | ||
}} | }} | ||
}} | }} | ||
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|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. | |||
}} | }} | ||
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====== <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= | |image=DBFZ_Hit_RealizedPower.png |caption=''"You won't be able to block this."'' | ||
|image2=DBFZ_Hit_RealizedPower2.png |caption2= | |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 | ||
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====== <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 | ||
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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. | |||
}} | }} | ||
}} | }} | ||
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====== <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=''" | |image=DBFZ_Hit_IKeepImproving.png |caption=''"This is the stance!"'' | ||
|image2=DBFZ_Hit_IKeepImproving2.png |caption2=''" | |image2=DBFZ_Hit_IKeepImproving2.png |caption2=''"I continue to improve."'' | ||
|input=214L+M or 214H+S | |input=214L+M or 214H+S | ||
|name=I | |name=I keep improving | ||
|data= | |data= | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
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---- | ---- | ||
{{CharLinks | {{CharLinks-DBFZ|Hit}} | ||
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}} | |||
{{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 |
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Prejump: Assist Cooldown:
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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, 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 |
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Normals
5L
5L |
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5M
5M |
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5H
5H |
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5S
5S |
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2L
2L |
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2M
2M |
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2H
2H |
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6M
6M |
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j.L
j.L |
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j.M
j.M |
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j.H
j.H |
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j.S
j.S |
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j.2H
j.2H |
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Specials
Vital Point Attack
Vital Point Attack 236L |
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Tides of Time
Tides of Time 236M/H |
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Icy Glare
Icy Glare 214L/M/H |
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Deadly Intent
Deadly Intent 236S |
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Mark of an Assassin
Mark of an Assasin 214S |
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Assist
Guard Breaker A1/A2 |
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Supers
Realized Power
Realized Power 236L+M (Air OK) |
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Death Blow
Death Blow 236H+S |
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I keep improving
I keep improving 214L+M or 214H+S |
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