< 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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|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= | ||
* [] 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. | * 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 | * Due to it stalling air momentum, it can be used as a surprise overhead when pressuring the opponent via jMLH | ||
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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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|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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