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| {{AttackData-DBFZ | | {{AttackData-DBFZ |
| |damage= |guard= | | |damage= |guard= |
| |startup= |active= |recovery= |frameAdv= | | |startup= 4|active= 26|recovery= -|frameAdv= |
| |description= | | |description= |
| * Hit teleports away from his opponent, moving about as far as a backdash. | | * Hit quickly dashes 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 a meaty projectile attack you can block it. |
| * You are safe coming out of this teleport, meaning that if you teleport into an attack you can block it. | | * Special cancellable into any other special move or 5S. Earliest cancel can occur at 15f |
| * 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.
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| * Special cancelable into any other special move. | |
| }} | | }} |
| }} | | }} |
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, 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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- Good grounded neutral with far reaching buttons.
- Unconventional mixup ; has several left/right tools, stance followups allowing easy frametraps, and a 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 the air. Has no aerial special except his level 1 super.
- Unconventional mixup ; very lacking in the high/low department.
- No sliding knockdown special.
- Ground parry followup can be blocked.
- Supers do not hit assist characters, reducing happy birthday potential.
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Template:CharLinks-DBFZ
Normals
5L
5L
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400
|
All
|
-
|
6
|
3
|
12
|
-
|
-
|
700
|
All
|
-
|
10
|
3
|
18
|
-
|
-
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350*2, 450
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All
|
-
|
10
|
3
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18
|
-
|
-
|
|
5M
5H
5S
5S
Come at me bro.
|
|
|
-
|
4
|
15
|
10
|
-
|
-
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850
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All
|
-
|
|
|
|
-
|
-
|
|
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
|
10-51
|
|
-
|
-
|
1000
|
All
|
-
|
7-13
|
4
|
14
|
-
|
-
|
1100
|
All
|
-
|
8
|
3
|
17
|
-
|
-
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1200
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All
|
-
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7
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3
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18
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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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17; 27
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27-51
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20
|
-
|
-
|
|
|
-
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4; 14
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14-40
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15
|
-
|
-
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700*1~3
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All [High]
|
-
|
9, 10, 11
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7, 7, 8
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32
|
-
|
-
|
1100
|
All
|
-
|
20-31
|
3
|
17
|
-
|
-
|
1200
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All
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-
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19-30
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3
|
18
|
-
|
-
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Icy Glare
Icy Glare 214L/M/H
Watashi... VANIRRA ICE Ice, ice, baby...
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200*7
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Unblockable
|
-
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31
|
min 4
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24
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-
|
-
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200*7
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Unblockable
|
-
|
34
|
min 4
|
24
|
-
|
-
|
260*7
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Unblockable
|
-
|
31
|
min 4
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24
|
-
|
-
|
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Deadly Intent
Deadly Intent 236S
Heh, nothin' personnel, kid.
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Mark of an Assassin
Mark of an Assassin 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." "My time skip is unbeatable."
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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 keep improving 214L+M or 214H+S
"This is the stance!" "I continue to improve."
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Template:CharLinks-DBFZ
Template:Navbar-DBFZ