< 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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* 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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