DBFZ/Hit: Difference between revisions

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{{CharData-DBFZ|Hit}}
{{#lsth:DBFZ/Hit/Data|SystemData}}
;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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| style="width: 50%;"|
| style="width: 50%;"|
*Good grounded neutral with far reaching buttons.
*Good grounded neutral with far reaching buttons.
*Command grab.
*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.
*Pressure tends to ignore opponent's 4S (Reflect), negating the pushback.
*Different invuln attributes on many of his specials.
*Different invuln attributes on many of his specials.
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*His level 3 ignores Sparking healing.
*His level 3 ignores Sparking healing.
| style="width: 50%;"|
| style="width: 50%;"|
*Limited options in the air.
*Limited options in the air. Has no aerial special except his level 1 super.
*Unconventional mixup. Lacking in the high / low department.
*Unconventional mixup ; very lacking in the high/low department.
*No sliding knockdown special.
*No sliding knockdown special.
*Ground parry followup can be blocked.
*Ground parry followup can be blocked.
*DHC has a fixed animation, negating potential synergies.
*Supers do not hit assist characters, reducing happy birthday potential.
*Supers do not hit assist characters, reducing happy birthday potential.
*Very hard character to play, as his pressure and combos are unlike anyone in the game. A lot of time has to be dedicated into playing Hit to make him work, as he has a very high skill ceiling.
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{{CharLinks-DBFZ|Hit}}
{{#lst:DBFZ/Hit/Data|Links}}
<br clear=all/>
<br clear=all/>


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  |version=5L
  |version=5L
  |damage=400 |guard=All
  |damage=400 |guard=All
  |startup= 6|active= |recovery= |frameAdv= -3
  |startup= 6|active= 3|recovery= 12|frameAdv= -3
  |description=
  |description=
* Fastest attack Hit has making it his go-to for punishes and abare.
* Fastest attack Hit has making it his go-to for punishes and abare.
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  |version=5LL
  |version=5LL
  |damage=700 |guard=All
  |damage=700 |guard=All
  |startup= 10 |active= |recovery= |frameAdv= -5
  |startup= 10 |active= 3|recovery= 18|frameAdv= -5
  |description=
  |description=
* 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.
* Surprisingly good anti-air, as it has a very high vertical hitbox and tracks. Easy confirm to j.L
  }}
  }}
  {{AttackData-DBFZ
  {{AttackData-DBFZ
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  |version=5LLL
  |version=5LLL
  |damage=350*2, 450 |guard=All
  |damage=350*2, 450 |guard=All
  |startup= 10 |active= |recovery= |frameAdv= -5
  |startup= 10 |active= 3|recovery= 18|frameAdv= -5
  |description=
  |description=
* Hits 3 times if it connects, with Hit teleporting behind the opponent for the second hit.
* Hits 3 times if it connects, with Hit teleporting behind the opponent for the second hit.
** All 3 hits can be special-cancelled, so it's possible to side-switch after the second with a special.
** All 3 hits can be special-cancelled, so it's possible to side-switch after the second with a special.
* All 3 hits are always guaranteed and doesn't scale if the first connects, making this an essential part of his combos.
* All 3 hits are always guaranteed, making this an essential part of his combos.
* First two hits and the third scale seperately.
* Like with all L-autocombos it can give a wallbounce even if wallbounce was used earlier in the combo.
* Like with all L-autocombos it can give a wallbounce even if wallbounce was used earlier in the combo.
* Can be superdashed afterwards, either by pressing an additional L or manually.
* Can be superdashed afterwards, either by pressing an additional L or manually.
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  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=700 |guard=All
  |damage=700 |guard=All
  |startup= 10|active= |recovery= |frameAdv= -2
  |startup= 10-14|active= 3|recovery= 15|frameAdv= -2
  |description=
  |description=
* Teleports Hit forward about 45% of the screen forward before the attack
* Hit swiftly moves forward about 45% of the screen before the attack
A simple punch with a teleport windup that gives it quite good reach. Be careful though, as you can be hit out of it even if it looks like Hit is teleporting. This normal shines as Hit's main way of sticking to an opponent even if they reflected.
A simple punch with some invisibility that has quite good reach. Be careful though, as you can be hit out of it even if it looks like Hit is teleporting. This normal shines as Hit's main way of sticking to an opponent even if they reflected.
  }}
  }}
}}
}}
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  |startup= 14|active= |recovery= |frameAdv= -8
  |startup= 14|active= |recovery= |frameAdv= -8
  |description=
  |description=
* Teleports Hit forward about 75% of the screen before the attack.
* Hit moves forward invisibly about 75% of the screen before the attack.
* As with 5M, can be struck out of.
  }}
  }}
}}
}}
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  |version=Catch
  |version=Catch
  |damage= |guard=
  |damage= |guard=
  |startup= 4|active= |recovery= |frameAdv=
  |startup= 4|active= 15|recovery= 10|frameAdv=
  |description=
  |description=
  }}
  }}
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  |version=Attack
  |version=Attack
  |damage=850 |guard=All
  |damage=850 |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv= -1
  |description=
  |description=
Hit poses with an aura around him. If he's hit with an attack he stops time and teleports in front of the opponent with an attack.
Hit poses with an aura around him. If he's hit with an attack he stops time and teleports in front of the opponent with an attack.
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  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=700 |guard=High
  |damage=700 |guard=High
  |startup= 20|active= |recovery= |frameAdv= -5
  |startup= 20|active= 3|recovery= 18|frameAdv= -5
  |description=
  |description=
* Standing overhead.
* Standing overhead.
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  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=700 |guard=Low
  |damage=700 |guard=Low
  |startup= 27|active= |recovery= |frameAdv= -5
  |startup= 27|active= 3|recovery= 18|frameAdv= -5
  |description=
  |description=
* Standing low. Hits only low, and one of the slowest lows in the game.
* Standing low. Hits only low, and one of the slowest lows in the game.
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  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=850 |guard=All
  |damage=850 |guard=All
  |startup= 13|active= |recovery= |frameAdv= -14
  |startup= 13|active= 3|recovery= 32|frameAdv= -14
  |description=
  |description=
Hit's universal anti air. With assists and bar for vanish, it has strong potential for super dash punishes. The launching smash effect allows hit to confirm into M Stance > Projectiles, making it a very strong combo tool, even if the range is rather poor compared to other 2Hs.
Hit's universal anti air. With assists and bar for vanish, it has strong potential for super dash punishes. The launching smash effect allows hit to confirm into M Stance > Projectiles, making it a very strong combo tool, even if the range is rather poor compared to other 2Hs.
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  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=400 |guard=High
  |damage=400 |guard=High
  |startup= |active= |recovery= |frameAdv=
  |startup= 6|active= 3|recovery= |frameAdv=
  |description=
  |description=
Good air to air button, which can also be used as a IAD meaty to cover up wakeup. Unlike other characters, Hit cannot do jump M > jump L > jump L as a combo, with only the first L normal coming out.
Good air to air button, which can also be used as a IAD meaty to cover up wakeup. Unlike other characters, Hit cannot do jump M > jump L > jump L as a combo, with only the first L normal coming out.
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  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=700 |guard=High
  |damage=700 |guard=High
  |startup= |active= |recovery= |frameAdv=
  |startup= 9|active= 3|recovery= |frameAdv=
  |description=
  |description=
* Important points go here.
* Important points go here.
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|data=
|data=
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=850 |guard=High
  |damage=850 [1000]|guard=High
  |startup= |active= |recovery= |frameAdv=
  |startup= 13|active= 4|recovery= |frameAdv=
  |description=
  |description=
Stalls Hit's air momentum for a brief moment. The opponent can tech immediately after getting hit, limiting the move's uses as a jump-in.
* [] is on Smash hit.
* Stalls Hit's air momentum for a brief moment. The opponent can tech immediately after getting hit, limiting the move's uses as a jump-in.
* Due to it stalling air momentum, it can be used as a surprise overhead when pressuring the opponent via jMLH
  }}
  }}
}}
}}
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  |version=Catch
  |version=Catch
  |damage= |guard=
  |damage= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup= 4|active= 15|recovery= 28|frameAdv=
  |description=
  |description=
Aerial version of his parry. Doesn't attack afterwards but rather teleports behind the opponent. Doesn't freeze time as much either making it more or less a very different move from the grounded counterpart.
Aerial version of his parry. Doesn't attack afterwards but rather teleports behind the opponent. Doesn't freeze time as much either making it more or less a very different move from the grounded counterpart.
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  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=850 |guard=All
  |damage=850 |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup= 13|active= 3|recovery= |frameAdv=
  |description=
  |description=
* Jump cancellable.
* Jump cancellable.
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  |version=Stance
  |version=Stance
  |damage= |guard=
  |damage= |guard=
  |startup= 10|active= |recovery= |frameAdv=
  |startup= 10|active= 10-51|recovery= |frameAdv=
  |description=
  |description=
This stance might look like a taunt as Hit puts his hands into his pockets. Essential to a lot of his gameplay.
This stance might look like a taunt as Hit puts his hands into his pockets. Essential to a lot of his gameplay.
* Stance can be cancelled by pressing S.
* Stance can be cancelled by pressing S. Stance cancel recovery lasts 20f.
* If holding 4 when doing any followups, '''they will not come out.'''
* If holding 4 when doing any followups, '''they will not come out.'''
  }}
  }}
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  |subtitle=L during Vital Point Attack
  |subtitle=L during Vital Point Attack
  |damage=1000 |guard=All
  |damage=1000 |guard=All
  |startup= 6|active= |recovery= |frameAdv= -2
  |startup= 7-13|active= 4|recovery= 14|frameAdv= -2
  |description=
  |description=
Fast long-ranged attack.
Fast long-ranged attack.
* Does not spend the wallbounce.
* Does not spend the wallbounce.
* Can be comboed from midscreen with the help of assists.
* Can be comboed from midscreen with the help of assists.
* Hit's main combo extender in the corner with assists. It also acts as his most solid regular combo ender, as it causes a hard knockdown and can lead into any of his supers.
* Hit's main combo extender in the corner with assists. It also acts as his most solid regular combo ender, as it causes a forced soft knockdown and can lead into any of his supers.
Can be used to frametrap people during a blockstring. Mostly used in conjunction with 214L to mixup.
  }}
  }}
  {{AttackData-DBFZ
  {{AttackData-DBFZ
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  |subtitle=M during Vital Point Attack
  |subtitle=M during Vital Point Attack
  |damage=1100 |guard=All
  |damage=1100 |guard=All
  |startup= 8|active= |recovery= |frameAdv= -4
  |startup= 8|active= 3|recovery= 17|frameAdv= -4
  |description=
  |description=
Longer range and harder hitting.
Longer range and harder hitting.
* Spends wallbounce, even if they don't reach a wall.
* Spends wallbounce, even if they don't reach a wall.
* If it's the first hit you can followup after it in the corner.
* Causes a wallbounce if opponent reaches the corner and can be comboed from meterlessly.
  }}
  }}
  {{AttackData-DBFZ
  {{AttackData-DBFZ
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  |subtitle=H during Vital Point Attack
  |subtitle=H during Vital Point Attack
  |damage=1200 |guard=All
  |damage=1200 |guard=All
  |startup= 7|active= |recovery= |frameAdv= -5
  |startup= 7|active= 3|recovery= 18|frameAdv= -5
  |description=
  |description=
Hit teleports towards the opponent and kicks upwards where it hurts the most.
Hit teleports towards the opponent and kicks upwards where it hurts the most.
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|data=
|data=
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |version=Stance
  |version=M Stance
|damage= |guard=
|startup= 17; 27|active= 27-51|recovery= 20|frameAdv=
|description=
}}
{{AttackData-DBFZ
|header=no
|version=H Stance
  |damage= |guard=
  |damage= |guard=
  |startup= 27|active= |recovery= |frameAdv=
  |startup= 4; 14|active= 14-40|recovery= 15|frameAdv=
  |description=
  |description=
* Hit goes into a stance which causes his body to emit blue flames after a few seconds.
* Hit goes into a stance which causes his body to emit blue flames after a few seconds.
* M Version has a small start up, while H Version is a lot faster. Both of them do the same amount of damage.
* M Version has a small start up, while H Version is a lot faster. Both of them do the same amount of damage.
* Once blue flames are active, Hit is projectile and strike invulnerable.
* Once blue flames are active (17f), Hit is projectile and strike invulnerable. He also becomes immaterial, allowing his opponent to walk right through him.
* 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.
* S stance cancel for both L and M stances are 20f, but H stance recovers faster at 15f:
* L and M stances S earliest cancel window is 10f, whereas H stance cancel window is 8f.
  }}
  }}
  {{AttackData-DBFZ
  {{AttackData-DBFZ
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  |subtitle=L, 8L or 2L during Tides of Time
  |subtitle=L, 8L or 2L during Tides of Time
  |damage=700*1~3 |guard=All [High]
  |damage=700*1~3 |guard=All [High]
  |startup= |active= |recovery= |frameAdv=
  |startup= 9, 10, 11|active= 7, 7, 8|recovery= 32|frameAdv= -20
  |description=
  |description=
* Can be repeated up to three times.
* Can be repeated up to three times.
* 2L is an overhead, L and 8L are mids.
* 2L is an overhead, L and 8L are mids.
* '''Counts as strikes.'''
* '''Counts as strikes.''' Broly's powered shell ain't got no shit on Hit
* Highly unsafe on block, so be sure to cover failed attempts with an assist or a vanish.
Fires sharp lines towards the opponent, with deceptively large hitboxes. Unlike Direct hit, this can be followed up with 3 slashes. Cannot be superdashed through, but the tracking isn't the best. Hit's main combo extension tool when going for good damage.
Fires sharp lines towards the opponent, with deceptively large hitboxes. Unlike Direct hit, this can be followed up with 3 slashes. Cannot be superdashed through, but the tracking isn't the best. Hit's main combo extension tool when going for good damage.
  }}
  }}
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  |subtitle=M during Tides of Time
  |subtitle=M during Tides of Time
  |damage=1100 |guard=All
  |damage=1100 |guard=All
  |startup= 19|active= |recovery= |frameAdv=
  |startup= 20-31|active= 3|recovery= 17|frameAdv= -4
  |description=
  |description=
* Wall bounces in the corner.
* Wall bounces in the corner.
It's very similar to the Instant Blow from Vital Point Attack with the small exception that when you do it from this stance, it'll teleport you behind your opponent before doing the attack.
* Very similar to the Instant Blow from Vital Point Attack with the small exception that when you do it from this stance, it'll "teleport" you behind your opponent before doing the attack.
* Not a true teleport; Hit can be interrupted if there are projectiles or any other long actives in his path.
* Good move for short conversions where it takes little damage to kill an opponent. Death Blow is an excellent move in tandem with this.
  }}
  }}
  {{AttackData-DBFZ
  {{AttackData-DBFZ
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  |subtitle=H during Tides of Time  
  |subtitle=H during Tides of Time  
  |damage=1200 |guard=All
  |damage=1200 |guard=All
  |startup= 20|active= |recovery= |frameAdv=
  |startup= 19-30|active= 3|recovery= 18|frameAdv= -5
  |description=
  |description=
* Fully invincible until Hit enters recovery
* Launches and knocks back on hit.
* Launches and knocks back on hit.
* Wall bounces in the corner.
* Wall bounces in the corner.
It's very similar to the Guard Breaker from Vital Point Attack with the small exception that when you do it from this stance, it'll teleport you behind your opponent before doing the attack. This version of Guard Breaker will also knock back the opponent away from Hit after it launches them, making it a bit harder to convert into a combo.  
* Very similar to the Guard Breaker from Vital Point Attack with the small exception that when you do it from this stance, it'll teleport you behind your opponent before doing the attack.
* Knocks back the opponent away from Hit after it launches them, making it a bit harder to convert into a combo.
* Because of the property of the move, 236H-H can be used as a 2-bar reversal that is safe on block.
  }}
  }}
}}
}}
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  |version=L
  |version=L
  |damage=200*7 |guard=Unblockable
  |damage=200*7 |guard=Unblockable
  |startup= 31|active= |recovery= |frameAdv=
  |startup= 31|active= min 4|recovery= 24|frameAdv=
  |description=
  |description=
* On hit, you can convert it into a combo by using vanish.
* Ice originates from Hit himself.
* On hit, you can convert it into a combo by using an assist or vanish.
  }}
  }}
  {{AttackData-DBFZ
  {{AttackData-DBFZ
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  |version=M
  |version=M
  |damage=200*7 |guard=Unblockable
  |damage=200*7 |guard=Unblockable
  |startup= 35|active= |recovery= |frameAdv=
  |startup= 34|active= min 4|recovery= 24|frameAdv=
  |description=
  |description=
* Ice originates from slightly less than fullscreen distance.
* Can combo into from midscreen after a 5H.
* Can combo into from midscreen after a 5H.
  }}
  }}
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  |version=H
  |version=H
  |damage=260*7 |guard=Unblockable
  |damage=260*7 |guard=Unblockable
  |startup= 31|active= |recovery= |frameAdv=
  |startup= 31|active= min 4|recovery= 24|frameAdv=
  |description=
  |description=
* Pops the opponent up. Can follow up without the need of a vanish.
* Ice originates from about ¾ screen distance.
* Pops the opponent up. Can follow up without the need of a vanish or assist.
<hr>
* Hit's command grab. Button can be held to extend the move's range.
* Important tool for opening people up.
  }}
  }}
}}
}}
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  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage= |guard=
  |damage= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup= 4|active= 20-29|recovery= (stance)|frameAdv=
  |description=
  |description=
* Hit does 3 short dashes, can pass through opponent, projectile, and any Super projectile type attacks.
* Hit does 3 short dashes (2 if first dash bypasses opponent), 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.
* If S is pressed while dashing, will cancel stance. Cancel recovery is 20f
  }}
  }}
}}
}}
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  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage= |guard=
  |damage= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup= 4|active= 26|recovery= -|frameAdv=
  |description=
  |description=
* Special cancelable into any other special move.
* Projectile invincible from 4f forward
Hit will teleport away from his opponent (the length being the equivalent of a backdash). Unlike his Deadly Intent move, holding the backwards input will not increase the distance. The same rules involving how he would go into his Vital Point Attack stance apply, as well as holding the medium and heavy button would let him go into his Tides of Time stance.
* Hit quickly dashes away from his opponent, moving about as far as a backdash.
* You are safe coming out of this teleport, meaning that if you teleport into a meaty projectile attack you can block it.
* Special cancellable into any other special move or 5S. Earliest cancel can occur at 15f
  }}
  }}
}}
}}
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  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=800 |guard=All
  |damage=800 |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup= 28|active= 3|recovery= |frameAdv= +29
  |description=
  |description=
Comes out fast and launches the opponent on hit to allow for additional combos. Pretty good in blockstrings too, allowing some characters to go for high / low mixups.
* Invincible from 22f to 31f
* Comes out fast and launches the opponent on hit to allow for additional combos. Pretty good in blockstrings too, allowing some characters to go for high / low mixups.
  }}
  }}
}}
}}
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  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Ground version pops the opponent up.
* Ground version pops the opponent up. Can DHC another super before or after the animation, allowing you to either stay or switch sides with the opponent.
* Air version dumps the opponent straight down.
* Air version dumps the opponent straight down. Hit also teleports on the ground afterwards.
* Hit's main air combo ender for when you won't get a knockdown and you just want the damage. With some supers, it's a bit weird to DHC into. If blocked, Hit will bounce off the opponent, which can grant them a punish.
* Minimum damage is 203*4.
* Hit's main air combo ender for when you won't get a knockdown and you just want the damage. Can now DHC into most supers on air hit.  
* If blocked, Hit will bounce off the opponent, which can grant them a punish.
* Optimal followup after a succesful ground counter. Although you might be tempted to vanish, do it only if it will get your opponent in the corner, since the scaling as well as Hit's poor air options will remove most of the route's effectiveness.
* Optimal followup after a succesful ground counter. Although you might be tempted to vanish, do it only if it will get your opponent in the corner, since the scaling as well as Hit's poor air options will remove most of the route's effectiveness.
  }}
  }}
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  |description=
  |description=
* 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.
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|data=   
|data=   
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=500, 80*30, 1350, 50 |guard=All
  |damage=4300 |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Costs 3 Ki Gauges.
* Costs 3 Ki Gauges.
* 1575 minimum damage.
* 1755 minimum damage.
* Standard level 3 reversal.
* Standard level 3 reversal.
High damage combo ender. Its main utility lies in the fact that it ignores sparking blast's healing effect, making it a very good choice for killing characters that would otherwise survive the combo. Since it also gives a hard knockdown and the animation takes fairly long, it is a very good combo ender all around.
High damage combo ender. Its main utility lies in the fact that it ignores sparking blast's healing effect, making it a very good choice for killing characters that would otherwise survive the combo. Since it also gives a hard knockdown and the animation takes fairly long, it is a very good combo ender all around.
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{{CharLinks-DBFZ|Hit}}
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{{Navbar-DBFZ}}
[[Category:Dragon Ball FighterZ]]
[[Category:Dragon Ball FighterZ]]
[[Category: Hit]]
[[Category: Hit]]

Revision as of 05:19, 15 February 2019

Hit
DBFZ Hit Portrait.png
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.
  • 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.
  • 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.
  • Very hard character to play, as his pressure and combos are unlike anyone in the game. A lot of time has to be dedicated into playing Hit to make him work, as he has a very high skill ceiling.


Normals

5L
5L
DBFZ Hit 5L.png
DBFZ Hit 5LL.png
DBFZ Hit 5LLL.png
400 All - 6 3 12 - - 700 All - 10 3 18 - - 350*2, 450 All - 10 3 18 - -
5M
5M
DBFZ Hit 5M.png
Nyoom Punch
700 All - 10-14 3 15 - -
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 15 10 - - 850 All - - -
2L
2L
DBFZ Hit 2L.png
"I can't crouch down for some reason...!"
700 High - 20 3 18 - -
2M
2M
DBFZ Hit 2M.png
ew a spider
700 Low - 27 3 18 - -
2H
2H
DBFZ Hit 2H.png
850 All - 13 3 32 - -
6M
6M
850 High - 24 - -
j.L
j.L
DBFZ Hit jL.png
400 High - 6 3 - -
j.M
j.M
DBFZ Hit jM.png
700 High - 9 3 - -
j.H
j.H
DBFZ Hit jH.png
850 [1000] High - 13 4 - -
j.S
j.S
DBFZ Hit jS.png
STOP RIGHT THERE CRIMINAL SCUM!
DBFZ Hit jS-trigger.png
- 4 15 28 - -
j.2H
j.2H
DBFZ Hit j2H.png
850 All - 13 3 - -

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 10-51 - - 1000 All - 7-13 4 14 - - 1100 All - 8 3 17 - - 1200 All - 7 3 18 - -
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
- 17; 27 27-51 20 - - - 4; 14 14-40 15 - - 700*1~3 All [High] - 9, 10, 11 7, 7, 8 32 - - 1100 All - 20-31 3 17 - - 1200 All - 19-30 3 18 - -
Icy Glare
Icy Glare
214L/M/H
DBFZ Hit IcyGlare.png
Watashi... VANIRRA ICE
DBFZ Hit IcyGlare-positions.png
Ice, ice, baby...
200*7 Unblockable - 31 min 4 24 - - 200*7 Unblockable - 34 min 4 24 - - 260*7 Unblockable - 31 min 4 24 - -
Deadly Intent
Deadly Intent
236S
DBFZ Hit DeadlyIntent.png
Heh, nothin' personnel, kid.
- 4 20-29 (stance) - -
Mark of an Assassin
Mark of an Assassin
214S
DBFZ Hit MarkOfAnAssassin.png
MOOOOOOOZ
- 4 26 - - -

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 - 28 3 - -

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
"My time skip is unbeatable."
550*4 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 - - -


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