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|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* Hit teleports away from his opponent, moving about as far as a backdash. | |||
* Unlike Deadly Intent, holding back will not increase the distance. | |||
* You are safe coming out of this teleport, meaning that if you teleport into an attack you can block it. | |||
* Hit enters Vital Point Attack stance after finishing his dashes. | |||
* If M or H is held while dashing, he goes into his Tides of Time stance. | |||
* Special cancelable into any other special move. | * Special cancelable into any other special move. | ||
}} | }} | ||
}} | }} |
Revision as of 18:15, 3 December 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 Assassin 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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