DBFZ/Hit: Difference between revisions

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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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  |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.
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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* 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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====== <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=
* Important points go here
* 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=
*Hit's only long-range attack.
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


Placeholder
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
DBFZ Hit Portrait.png
Movement Options
  • Double Jump, 1 Airdash
  

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
  • 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.
  • 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.


Normals

5L
5L
DBFZ Hit 5L.png
DBFZ Hit 5LL.png
DBFZ Hit 5LLL.png
400 All - 6 - - 700 All - 10 - - 1070 All - 10 - -
5M
5M
DBFZ Hit 5M.png
700 All - 10 - -
5H
5H
DBFZ Hit 5H.png
850 All - 14 - -
5S
5S
DBFZ Hit 5S.png
Come at me bro.
- 4 - - 850 All - - -
2L
2L
DBFZ Hit 2L.png
700 H - 20 - -
2M
2M
DBFZ Hit 2M.png
700 L - 27 - -
2H
2H
DBFZ Hit 2H.png
850 All - 13 - -
6M
6M
850 H - 24 - -
j.L
j.L
DBFZ Hit jL.png
400 H - - -
j.M
j.M
DBFZ Hit jM.png
700 H - - -
j.H
j.H
DBFZ Hit jH.png
850 H - - -
j.S
j.S
DBFZ Hit jS.png
- - -
j.2H
j.2H
DBFZ Hit j2H.png
850 All - - -

Specials

Vital Point Attack
Vital Point Attack
236L
DBFZ Hit VitalPointAtack.png
DBFZ Hit DirectHit.png
DBFZ Hit InstantBlow.png
DBFZ Hit GuardBreaker.png
- 10 - - 1000 All - 6 - - 1100 All - 8 - - 1200 All - 7 - -
Tides of Time
Tides of Time
236M/H
DBFZ Hit TidesOfTime.png
DBFZ Hit TimeReleaseL.png
DBFZ Hit TimeRelease8L.png
DBFZ Hit TimeRelease2L.png
- 27 - - 700 All - - - 1100 All - 19 - - 1200 All - 20 - -
Icy Glare
Icy Glare
214L/M/H
DBFZ Hit IcyGlare.png
Ice ice baby
1160 UNB - 31 - - 1160 UNB - 35 - - 1508 UNB - 31 - -
Deadly Intent
Deadly Intent
236S
DBFZ Hit DeadlyIntent.png
- - -
Mark of an Assassin
Mark of an Assasin
214S
DBFZ Hit MarkOfAnAssassin.png
- - -

Assist

Guard Breaker
A1/A2
DBFZ Hit GuardBreaker.png
800 All - - -

Supers

Realized Power
Realized Power
236L+M (Air OK)
DBFZ Hit RealizedPower.png
BIONIC
DBFZ Hit RealizedPower2.png
ARRRRRRRRRM
2200 All - - - 2200 All - - -
Death Blow
Death Blow
236H+S
DBFZ Hit DeathBlow.png
DBFZ Hit DeathBlow2.png
SNIPED!
2564 All - - -
I keep improving
I Keep Improving
214L+M or 214H+S
DBFZ Hit IKeepImproving.png
"You're misreading the situation..."
DBFZ Hit IKeepImproving2.png
"...Cause I'm not done improving."
4300 All - - -

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