< DBFZ
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{{ | {{#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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*Ground parry followup can be blocked. | *Ground parry followup can be blocked. | ||
*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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|} | |} | ||
{{ | {{#lst:DBFZ/Hit/Data|Links}} | ||
<br clear=all/> | <br clear=all/> | ||
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* 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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* 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 | * 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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|startup= 10-14|active= 3|recovery= 15|frameAdv= -2 | |startup= 10-14|active= 3|recovery= 15|frameAdv= -2 | ||
|description= | |description= | ||
* | * Hit swiftly moves forward about 45% of the screen before the attack | ||
A simple punch with | 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= | ||
* | * Hit moves forward invisibly about 75% of the screen before the attack. | ||
* As with 5M, can be struck out of. | |||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage=850 |guard=High | |damage=850 [1000]|guard=High | ||
|startup= 13|active= 4|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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|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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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. | ||
* | * Causes a wallbounce if opponent reaches the corner and can be comboed from meterlessly. | ||
}} | }} | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
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}} | }} | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|header=no | |||
|version=H Stance | |version=H Stance | ||
|damage= |guard= | |damage= |guard= | ||
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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. | ||
* 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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* 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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|description= | |description= | ||
* Wall bounces in the corner. | * Wall bounces in the corner. | ||
* 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 in his path. | * 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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|startup= 19-30|active= 3|recovery= 18|frameAdv= -5 | |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. | ||
* 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. | * 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. | * 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. | * 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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* Ice originates from about ¾ screen distance. | * Ice originates from about ¾ screen distance. | ||
* Pops the opponent up. Can follow up without the need of a vanish or assist. | * Pops the opponent up. Can follow up without the need of a vanish or assist. | ||
<hr> | <hr> | ||
* Hit's command grab. Button can be held to extend the move's range. | * Hit's command grab. Button can be held to extend the move's range. | ||
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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= | ||
* Hit | * Projectile invincible from 4f forward | ||
* 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 | * 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 | |||
* Special | |||
}} | }} | ||
}} | }} | ||
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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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|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 | * 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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|description= | |description= | ||
* Costs 3 Ki Gauges. | * Costs 3 Ki Gauges. | ||
* | * 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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{{ | {{#lsth:DBFZ/Hit/Data|Links}} | ||
{{Navbar-DBFZ}} | {{Navbar-DBFZ}} | ||
[[Category:Dragon Ball FighterZ]] | [[Category:Dragon Ball FighterZ]] | ||
[[Category: Hit]] | [[Category: Hit]] |
Revision as of 05:19, 15 February 2019
Hit |
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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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