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| * A very fast fullscreen projectile that will make people think twice about shooting those pesky beams. | | * A very fast fullscreen projectile that will make people think twice about shooting those pesky beams. |
| * 564 minimum damage. Realized Power is preferable as a combo ender. | | * 564 minimum damage. Realized Power is preferable for short conversions from moves like 5S and 236MM. |
| * 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 Time Release, you can set up an assist. For example: 236M > L > Broly assist between the second and third hit > Death Blow > Assist hits after the super > Death Blow or lvl 3. | | * You can do another Death Blow midscreen. During Time Release, you can set up an assist. For example: 236M > L > Broly assist between the second and third hit > Death Blow > Assist hits after the super > Death Blow or lvl 3. |
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
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All
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-
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6
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3
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12
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-
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-
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700
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All
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-
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10
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3
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18
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-
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-
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350*2, 450
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All
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-
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10
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3
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18
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-
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-
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5M
5H
5S
5S
Come at me bro.
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|
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-
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4
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15
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10
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-
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-
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850
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All
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-
|
|
|
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-
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-
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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...
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|
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-
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10
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10-51
|
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-
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-
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1000
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All
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-
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7-13
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4
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14
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-
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-
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1100
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All
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-
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8
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3
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17
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-
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-
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1200
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All
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-
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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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-
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17; 27
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27-51
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20
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-
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-
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|
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-
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4; 14
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14-40
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15
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-
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-
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700*1~3
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All [High]
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-
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9, 10, 11
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7, 7, 8
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32
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-
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-
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1100
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All
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-
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20-31
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3
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17
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-
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-
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1200
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All
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-
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19-30
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3
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18
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-
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-
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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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-
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31
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min 4
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24
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-
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-
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200*7
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Unblockable
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-
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34
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min 4
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24
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-
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-
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260*7
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Unblockable
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-
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31
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min 4
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24
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-
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-
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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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