< DBFZ
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:Double Jump, Super Jump, 1 Airdash, Dash Type: Run | :Double Jump, Super Jump, 1 Airdash, Dash Type: Run | ||
;Play-style | ;Play-style | ||
: | :Footsies | ||
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<div style="float:left; margin-right:25px;"> | <div style="float:left; margin-right:25px;"> | ||
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*Possibly the best neutral in the game, especially with proper assists. | *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. | ||
*Pressure tends to ignore opponent's 4S (Reflect), negating the pushback. | |||
*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. | *Can convert stray hits into absurdly high damage with proper assists and when he has the resources to burn. | ||
* | *All his supers hit fullscreen and can beat out almost any attack in the game, including other supers. | ||
| style="width: 50%;"| | | style="width: 50%;"| | ||
*Limited options in and against air due to lack of aerial specials. | *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. | *With his low being his slowest normal, he can have difficulties opening up opponents without assists. | ||
* | *Struggles to score a sliding knockdown with combo extensions, especially since a lot of his attacks spend the wallbounce. | ||
*His | *His parries can be a huge risk to throw out if baited, with the reward being much lower than a potential punish. Aditionally, his ground parry is not invincible after being triggered, so it's possible to hit him before the followup strikes. Furthermore, his air parry is very limited and does not possess a hitbox. | ||
*Stubby 2H and crossup protection gives him no mixup after a snapback. | *Stubby 2H and crossup protection gives him no mixup after a snapback. | ||
|- | |- | ||
|} | |} | ||
<br clear=all/> | <br clear=all/> | ||
==Normals== | ==Normals== | ||
====== <font style="visibility:hidden" size="0">5L</font> ====== | ====== <font style="visibility:hidden" size="0">5L</font> ====== | ||
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|description= | |description= | ||
* Second part of his auto-combo. | * Second part of his auto-combo. | ||
* Teleports | * Teleports Hit decently far giving it a very long range. | ||
* Comes out even if first jab whiffs. Commonly used mid-combo after a vanish. | * Comes out even if first jab whiffs. Commonly used mid-combo after a vanish. | ||
}} | }} | ||
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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 | A simple punch with a teleport windup that gives it quite good reach. Be careful though, as you can be hit out of it even if it looks like Hit is teleporting. This normal shines as Hit's main way of sticking to an opponent even if they reflected. | ||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">5H</font> ====== | ====== <font style="visibility:hidden" size="0">5H</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_Hit_5H.png |caption= | |image=DBFZ_Hit_5H.png |caption=ZOOM PUNCH | ||
|name=5H | |name=5H | ||
|data= | |data= | ||
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{{MoveData | {{MoveData | ||
|image=DBFZ_Hit_5S.png |caption=Come at me bro. | |image=DBFZ_Hit_5S.png |caption=Come at me bro. | ||
|image2=DBFZ_Hit_5S-trigger.png |caption2= | |||
|name=5S | |name=5S | ||
|data= | |data= | ||
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====== <font style="visibility:hidden" size="0">2M</font> ====== | ====== <font style="visibility:hidden" size="0">2M</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_Hit_2M.png | |image=DBFZ_Hit_2M.png | ||
|name=2M | |name=2M | ||
|data= | |data= | ||
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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, | Essentially, 5M > 2H is Hit's go-to damage combo route most of the time, especially when he has the opponent in the corner. However, at certain ranges 2H might whiff, making 5M > 5H the better choice for confirming it but losing a bit of damage. | ||
Due to Hit's difficulties scoring a hard knockdown, it is recommended to go for the standard super dash after a 2H if you want to keep proper pressure without assists available after the combo. | |||
}} | }} | ||
}} | }} | ||
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|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
Stalls Hit's air momentum for a brief moment. | Stalls Hit's air momentum for a brief moment. The opponent can tech immediately after getting hit, limiting the move's uses as a jump-in. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=DBFZ_Hit_jS.png |caption= | |image=DBFZ_Hit_jS.png |caption= | ||
|image2=DBFZ_Hit_jS-trigger.png |caption2= | |||
|name=j.S | |name=j.S | ||
|data= | |data= | ||
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* Does not spend the wallbounce. | * Does not spend the wallbounce. | ||
* Can be comboed from midscreen with the help of assists. | * Can be comboed from midscreen with the help of assists. | ||
* Hit's main combo extender in the corner with assists. It also acts as his most solid regular combo ender, as it causes a hard knockdown and can lead into any of his supers. | |||
}} | }} | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
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====== <font style="visibility:hidden" size="0">Tides of Time</font> ====== | ====== <font style="visibility:hidden" size="0">Tides of Time</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_Hit_TidesOfTime.png |caption= This is the other stance | |image=DBFZ_Hit_TidesOfTime.png |caption= This is the... other stance? | ||
|image2=DBFZ_Hit_TimeReleaseL.png |caption2= | |image2=DBFZ_Hit_TimeReleaseL.png |caption2= | ||
|image3=DBFZ_Hit_TimeRelease8L.png |caption3= | |image3=DBFZ_Hit_TimeRelease8L.png |caption3= | ||
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*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 and strike invulnerable | *Once blue flames are active, Hit is projectile and strike invulnerable | ||
*L and M followups do not carry invincibility. Hit can be struck out of them before they come out. | |||
*H followup will carry invincibility. | |||
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. 2L is overhead, L and 8L are mids. These projectiles can not be superdashed through, but the tracking isn't the best. Hit's main combo extension tool when going for good damage. | ||
}} | }} | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
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{{MoveData | {{MoveData | ||
|image=DBFZ_Hit_IcyGlare.png |caption=Ice ice baby | |image=DBFZ_Hit_IcyGlare.png |caption=Ice ice baby | ||
|image2=DBFZ_Hit_IcyGlare-positions.png |caption2= | |||
|input=214L/M/H | |input=214L/M/H | ||
|name=Icy Glare | |name=Icy Glare | ||
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====== <font style="visibility:hidden" size="0">Deadly Intent</font> ====== | ====== <font style="visibility:hidden" size="0">Deadly Intent</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_Hit_DeadlyIntent.png |caption= | |image=DBFZ_Hit_DeadlyIntent.png |caption=ZOOOOOOOM | ||
|input=236S | |input=236S | ||
|name=Deadly Intent | |name=Deadly Intent | ||
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|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* Hit | * Hit does 3 short dashes, can pass through opponent. | ||
* Hit enters Vital Point Attack stance after finishing his dashes. | |||
* If M or H is pressed while dashing, he goes into his Tides of Time stance. | |||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">Mark of an Assassin</font> ====== | ====== <font style="visibility:hidden" size="0">Mark of an Assassin</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_Hit_MarkOfAnAssassin.png |caption= | |image=DBFZ_Hit_MarkOfAnAssassin.png |caption=MOOOOOOOZ | ||
|input=214S | |input=214S | ||
|name=Mark of an Assasin | |name=Mark of an Assasin | ||
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|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 | |name=I Continue to Improve | ||
|data= | |data= | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
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|description= | |description= | ||
* Costs 3 Ki Gauge | * Costs 3 Ki Gauge | ||
* Standard level 3 reversal | |||
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. | 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. Since it also gives a hard knockdown and the animation takes fairly long, it is a very good combo ender all around. | ||
}} | }} | ||
}} | }} | ||
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}} | }} | ||
{{Navbar-DBFZ}} | {{Navbar-DBFZ}} | ||
[[Category:Dragon Ball FighterZ]] | |||
[[Category: Hit]] |
Revision as of 03:06, 22 May 2018
Hit |
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Health: 10,000 Prejump: Assist Cooldown:
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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 Continue to Improve 214L+M or 214H+S |
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