< DBFZ
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</div> | </div> | ||
==Overview== | ==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 abilities. | |||
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=== | |||
{| | |||
|-style="text-align:left;" | |||
! Strengths !! Weaknesses | |||
|- style="vertical-align:top;text-alighn:left" | |||
| style="width: 50%;"| | |||
*Possibly the best neutral in the game, especially with proper assists. | |||
*Some of the longest reaching normals in the game with 5M and 5H making him scary at all ranges. | |||
*Strong stances with good followups. | |||
*A command backdash to make any normal safe on block. | |||
*Unique parry makes throwing projectiles and using assists somewhat risky against him. | |||
*Can convert stray hits into absurdly high damage with proper assists and when he has the resources to burn. | |||
*Both his supers hit fullscreen and can beat out almost any attack, including supers in the game. | |||
| style="width: 50%;"| | |||
*Limited options in and against air due to lack of aerial specials. | |||
*With his low being his slowest normal he can have difficulties opening up opponents without assists. | |||
*A lot of his hits spends the wallbounce, giving him limited options to get a hard knockdown. | |||
*His parry can be a huge risk to throw out if baited, with the reward being much lower than a potential punish. | |||
*Air parry very limited. | |||
*Stubby 2H and crossup protection gives him no mixup after a snapback. | |||
|- | |||
|} | |||
<br clear=all/> | <br clear=all/> | ||
==Normals== | ==Normals== | ||
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|startup= 6|active= |recovery= |frameAdv= -3 | |startup= 6|active= |recovery= |frameAdv= -3 | ||
|description= | |description= | ||
* | * Fastest attack Hit has making it his go-to for punishes and abare. | ||
* Can be risky in certain gaps since the short range can be baited, and with his longer reaching moves being much slower. | |||
}} | }} | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
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|startup= 10 |active= |recovery= |frameAdv= -5 | |startup= 10 |active= |recovery= |frameAdv= -5 | ||
|description= | |description= | ||
* | * Second part of his auto-combo. | ||
* Teleports hit decently far giving it a very long range. | |||
* Comes out even if first jab whiffs. Commonly used mid-combo after a vanish. | |||
}} | }} | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
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|startup= 10 |active= |recovery= |frameAdv= -5 | |startup= 10 |active= |recovery= |frameAdv= -5 | ||
|description= | |description= | ||
* | * Third hit of his autocombo. | ||
* 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 are always guaranteed and doesn't scale if the first connects, making this an essential part of his combos. | |||
* 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. | |||
}} | }} | ||
}} | }} | ||
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* Teleports Hit forward about 45% of the screen forward before the attack | * Teleports Hit forward about 45% of the screen forward before the attack | ||
A simple punch but because of the teleport forward that happens before it, it has a lot of reach. | A simple punch but because of the teleport forward that happens before it, it has a lot of reach. Be careful though, as you can be hit out of it even if it looks like Hit is teleporting. | ||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">5S</font> ====== | ====== <font style="visibility:hidden" size="0">5S</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_Hit_5S.png |caption= | |image=DBFZ_Hit_5S.png |caption=Come at me bro. | ||
|name=5S | |name=5S | ||
|data= | |data= | ||
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|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|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. | |||
This unique parry is one of the things that really separates him from the rest of the cast. His neutral can be played around this, making the opponent hesitant about how to approach Hit. The long recovery also makes it very risky if it's baited, especially since the punish can be much more brutal than the reward for successfully parrying an attack. | |||
* Can parry physical attacks, ki-blasts and projectiles. | |||
* Can not parry grabs or supers. | |||
* The punch is not guaranteed - if an assist is parried the opponent can still block the followup, or even avoid it if he's in movement. | |||
* Requires use of vanish or a super to followup with anything midscreen. | |||
* Wallbounces if the opponent hits a wall, allowing meterless followups. | |||
* Like other 5S-specials you can vanish-cancel it on whiff, and even option-select it to reduce the risk. | |||
}} | }} | ||
}} | }} | ||
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|startup= 20|active= |recovery= |frameAdv= -5 | |startup= 20|active= |recovery= |frameAdv= -5 | ||
|description= | |description= | ||
Standing overhead. | Standing overhead. At 20 frames, it is not the common abare button most characters can use. On hit, it's impossible to combo afterwards, even with the use of assists or supers. Being a command normal you can still gatling into other normals on block or hit. This makes it more useful in combos rather as a mixup, as it doesn't knock down on air hit. | ||
}} | }} | ||
}} | }} | ||
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|startup= 27|active= |recovery= |frameAdv= -5 | |startup= 27|active= |recovery= |frameAdv= -5 | ||
|description= | |description= | ||
Standing low. | Standing low. Hits only low, and one of the slowest lows in the game. Can gatling both to and from with other normals. | ||
With such a slow low it's hard to open up anyone with this without having an assist or previously establishing strong conditioning. Being the only low threat from Hit it's a generally strong strategy to avoid crouching against him and rather try to react to the low. | |||
}} | }} | ||
}} | }} | ||
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|startup= 13|active= |recovery= |frameAdv= -14 | |startup= 13|active= |recovery= |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. | |||
Essentially, 5M > 2H is Hit's go to combo route most of the time, especially when he has the opponent in the corner, but sometimes the 2H might whiff, making 5M > 5H the better choice for confirming it but losing a bit of damage. | |||
}} | }} | ||
}} | }} | ||
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|startup= |active= |recovery= |frameAdv= | |startup= |active= |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. | |||
}} | }} | ||
}} | }} | ||
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|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |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. | |||
* Invincible for a few frames after teleporting, but not enough to guarantee any air normals afterwards. | |||
* Doesn't stop opponent characters gatlings, if they are pressing buttons they will automatically autocorrect to turn and face Hit before attacking. | |||
* Against certain attacks however it can give better meterless rewards if used against slower attacks, like beam attacks. With Hit appearing behind he can then punish with whichever normal he likes. | |||
* Although you might be tempted to punish super dashes with this at close ranges, you must press L very fast after parrying it since the opponent can actually block rather quickly. Nevertheless, it's a strong punish with the proper air combo. | |||
* | |||
}} | }} | ||
}} | }} | ||
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|startup= 10|active= |recovery= |frameAdv= | |startup= 10|active= |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. | |||
* Stance can be cancelled by pressing S. | |||
* If holding 4 when doing any followups, '''they will not come out.''' | |||
}} | }} | ||
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|startup= 6|active= |recovery= |frameAdv= -2 | |startup= 6|active= |recovery= |frameAdv= -2 | ||
|description= | |description= | ||
Fast long-ranged attack. | |||
* Does not spend the wallbounce. | |||
* Can be comboed from midscreen with the help of assists. | |||
Placeholder | Placeholder | ||
}} | }} | ||
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|startup= 8|active= |recovery= |frameAdv= -4 | |startup= 8|active= |recovery= |frameAdv= -4 | ||
|description= | |description= | ||
Longer range and harder hitting. | |||
* Spends wallbounce, even if they don't reach a wall. | |||
* If it's the first hit you can followup after it in the corner. | |||
}} | }} | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
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|startup= 7|active= |recovery= |frameAdv= -5 | |startup= 7|active= |recovery= |frameAdv= -5 | ||
|description= | |description= | ||
Hit teleports towards the opponent and kicks upwards where it hurts the most. | |||
Despite it | * Appears in front of the opponent, but the range is limited to around 75% of the screen length, where the attack will then whiff. | ||
* Launches, allowing followups on successful hit. | |||
* Fully invincible against anything from frame 1 making this a huge threat in the neutral game. | |||
* Despite its name it does not break the opponents guard. | |||
}} | }} | ||
}} | }} | ||
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* 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 invulnerable | *Once blue flames are active, Hit is projectile and strike invulnerable | ||
Placeholder | Placeholder | ||
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* Can be repeated up to three times. | * Can be repeated up to three times. | ||
Fires sharp lines towards the opponent, with deceptively large hitboxes. Unlike Direct hit, this can be followed up with 3 slashes. | Fires sharp lines towards the opponent, with deceptively large hitboxes. Unlike Direct hit, this can be followed up with 3 slashes. Downward angled slashes are overheads. | ||
}} | }} | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
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====== <font style="visibility:hidden" size="0">Icy Glare</font> ====== | ====== <font style="visibility:hidden" size="0">Icy Glare</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_Hit_IcyGlare.png |caption= | |image=DBFZ_Hit_IcyGlare.png |caption=Ice ice baby | ||
|input=214L/M/H | |input=214L/M/H | ||
|name=Icy Glare | |name=Icy Glare | ||
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|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
Comes out fast and launches the opponent on hit to allow for additional combos. | 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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====== <font style="visibility:hidden" size="0">Realized Power</font> ====== | ====== <font style="visibility:hidden" size="0">Realized Power</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_Hit_RealizedPower.png |caption= | |image=DBFZ_Hit_RealizedPower.png |caption=BIONIC | ||
|image2=DBFZ_Hit_RealizedPower2.png |caption2= | |image2=DBFZ_Hit_RealizedPower2.png |caption2=ARRRRRRRRRM | ||
|input=236L+M (Air OK) | |input=236L+M (Air OK) | ||
|name=Realized Power | |name=Realized Power | ||
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|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* | * 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. | ||
* 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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{{MoveData | {{MoveData | ||
|image=DBFZ_Hit_DeathBlow.png |caption= | |image=DBFZ_Hit_DeathBlow.png |caption= | ||
|image2=DBFZ_Hit_DeathBlow2.png |caption2= | |image2=DBFZ_Hit_DeathBlow2.png |caption2=SNIPED! | ||
|input=236H+S | |input=236H+S | ||
|name=Death Blow | |name=Death Blow | ||
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|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
A very fast fullscreen projectile that will make people think twice about shooting those pesky beams. | |||
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. | |||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">I keep improving</font> ====== | ====== <font style="visibility:hidden" size="0">I keep improving</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_Hit_IKeepImproving.png |caption=''"You're misreading the situation...'' | |image=DBFZ_Hit_IKeepImproving.png |caption=''"You're misreading the situation..."'' | ||
|image2=DBFZ_Hit_IKeepImproving2.png |caption2=''"...Cause I'm not done improving.'' | |image2=DBFZ_Hit_IKeepImproving2.png |caption2=''"...Cause I'm not done improving."'' | ||
|input=214L+M or 214H+S | |input=214L+M or 214H+S | ||
|name=I Keep Improving | |name=I Keep Improving | ||
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* Costs 3 Ki Gauge | * Costs 3 Ki Gauge | ||
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. | |||
}} | }} | ||
}} | }} |
Revision as of 06:31, 17 February 2018
Hit |
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Navigation
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 abilities.
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 Assasin 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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