< DBFZ
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*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. | *Some of the longest reaching normals in the game with 5M and 5H making him scary at all ranges. | ||
*Strong stances with good followups. | *Strong stances with good followups. | ||
*A command backdash to make any normal safe on block. | *A command backdash to make any normal safe on block. | ||
*Unique parry makes throwing projectiles and using assists somewhat risky against him. | *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. | *Both his supers hit fullscreen and can beat out almost any attack, including supers in the game. | ||
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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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* Requires use of vanish or a super to followup with anything midscreen. | * Requires use of vanish or a super to followup with anything midscreen. | ||
* Wallbounces if the opponent hits a wall, allowing meterless followups. | * 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= 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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* Doesn't stop opponent characters gatlings, if they are pressing buttons they will automatically autocorrect to turn and face Hit before attacking. | * 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. | * 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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* Stance can be cancelled by pressing S. | * Stance can be cancelled by pressing S. | ||
* If holding 4 when doing any followups, '''they will not come out.''' | |||
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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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====== <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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|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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* 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. | |||
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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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