< 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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====== <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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|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. | * 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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* 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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