< DBFZ
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* | *Good 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. | *Pressure tends to ignore opponent's 4S (Reflect), negating the pushback. | ||
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*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. | *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. | ||
*Most mixups are reactable, or easily evaded with jumping. | |||
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Revision as of 10:42, 17 July 2018
Hit |
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Prejump: Assist Cooldown:
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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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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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