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| |startup= 31|active= |recovery= |frameAdv= | | |startup= 31|active= |recovery= |frameAdv= |
| |description= | | |description= |
| * Command grab that can be held to increase the ice on the screen until it covers the entire floor.
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| * Releasing the button will activate the grab.
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| * On hit, you can convert it into a combo by using vanish | | * On hit, you can convert it into a combo by using vanish |
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| Placeholder | | Placeholder |
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| |startup= 31|active= |recovery= |frameAdv= | | |startup= 31|active= |recovery= |frameAdv= |
| |description= | | |description= |
| * Does not need vanish to follow up with a combo. | | * Important points go here |
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| | Placeholder |
| | }} |
| }} | | }} |
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Hit
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Health: 10,000
Prejump:
Assist Cooldown:
- Movement Options
- Double Jump, Super Jump, 1 Airdash, Dash Type: Run
- Play-style
- Precision
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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 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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- 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.
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- 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.
- Struggles to score a hard knockdown with combo extensions.
- His parry can be a huge risk to throw out if baited, with the reward being much lower than a potential punish.
- Ground parry is not invincible after triggering it. It's possible to hit him before the followup strikes.
- Air parry very limited.
- Stubby 2H and crossup protection gives him no mixup after a snapback.
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Normals
5L
5L
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400
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All
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-
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6
|
|
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-
|
-
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700
|
All
|
-
|
10
|
|
|
-
|
-
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1070
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All
|
-
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10
|
|
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-
|
-
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5M
5H
5S
2L
2L
"I can't crouch down for some reason...!"
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2M
2H
6M
j.L
j.M
j.H
j.S
j.2H
Specials
Vital Point Attack
Vital Point Attack 236L
This is the stance.
|
|
|
-
|
10
|
|
|
-
|
-
|
1000
|
All
|
-
|
6
|
|
|
-
|
-
|
1100
|
All
|
-
|
8
|
|
|
-
|
-
|
1200
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All
|
-
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7
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|
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-
|
-
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Tides of Time
Tides of Time 236M/H
This is the other stance.
|
|
|
-
|
27
|
|
|
-
|
-
|
700
|
All
|
-
|
|
|
|
-
|
-
|
1100
|
All
|
-
|
19
|
|
|
-
|
-
|
1200
|
All
|
-
|
20
|
|
|
-
|
-
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Icy Glare
Icy Glare 214L/M/H
Ice ice baby
|
1160
|
UNB
|
-
|
31
|
|
|
-
|
-
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1160
|
UNB
|
-
|
35
|
|
|
-
|
-
|
1508
|
UNB
|
-
|
31
|
|
|
-
|
-
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Deadly Intent
Mark of an Assassin
Assist
Guard Breaker A1/A2
Yes, good idea, Hit. Kick above your waist with your hands in your pockets, that's real frickin' smart.
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Supers
Realized Power
Realized Power 236L+M (Air OK)
BIONIC ARRRRRRRRRM
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2200
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All
|
-
|
|
|
|
-
|
-
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2200
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All
|
-
|
|
|
|
-
|
-
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Death Blow
I keep improving
I Keep Improving 214L+M or 214H+S
"You're misreading the situation..." "...Cause I'm not done improving."
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