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{{#lsth: | {{#lsth:{{PAGENAME}}/Data|SystemData}} | ||
;Movement Options | ;Movement Options | ||
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run | :Double Jump, Super Jump, 1 Airdash, Dash Type: Run | ||
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|- | |- | ||
|} | |} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|Links}} | ||
<br style="clear:both;"/> | <br style="clear:both;"/> | ||
== | ==Normal Moves== | ||
======<font style="visibility:hidden;font-size:0">5L</font>====== | |||
====== <font style="visibility:hidden | |||
{{MoveData | {{MoveData | ||
|name=5L | |||
|image=DBFZ_Hit_5L.png |caption= | |image=DBFZ_Hit_5L.png |caption= | ||
|image2=DBFZ_Hit_5LL.png |caption2= | |image2=DBFZ_Hit_5LL.png |caption2= | ||
|image3=DBFZ_Hit_5LLL.png |caption3= | |image3=DBFZ_Hit_5LLL.png |caption3= | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | {{AttackDataHeader-DBFZ|version=yes}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=5L}} | {{AttackVersion|name=5L}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|5L}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Fastest attack Hit has making it his go-to for punishes and abare. | * Fastest attack Hit has making it his go-to for punishes and abare. | ||
* Can be risky in certain gaps since the short range can be baited, and with his longer reaching moves being much slower. | * Can be risky in certain gaps since the short range can be baited, and with his longer reaching moves being much slower. | ||
}} | |||
{{AttackVersion|name=5LL}} | {{AttackVersion|name=5LL}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|5LL}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 77: | Line 76: | ||
* 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. | ||
* Surprisingly good anti-air, as it has a very high vertical hitbox and tracks. Easy confirm to j.L | * Surprisingly good anti-air, as it has a very high vertical hitbox and tracks. Easy confirm to j.L | ||
}} | |||
{{AttackVersion|name=5LLL}} | {{AttackVersion|name=5LLL}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|5LLL}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 88: | Line 87: | ||
* Like with all L-autocombos it can give a wallbounce even if wallbounce was used earlier in the combo. | * Like with all L-autocombos it can give a wallbounce even if wallbounce was used earlier in the combo. | ||
* Can be superdashed afterwards, either by pressing an additional L or manually. | * Can be superdashed afterwards, either by pressing an additional L or manually. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">5M</font>====== | ||
{{MoveData | {{MoveData | ||
|name=5M | |name=5M | ||
|image=DBFZ_Hit_5M.png |caption=Nyoom Punch | |||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|5M}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Hit swiftly moves forward about 45% of the screen before the attack | * Hit swiftly moves forward about 45% of the screen before the attack | ||
A simple punch with some invisibility that has 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. | A simple punch with some invisibility that has 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. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">5H</font>====== | ||
{{MoveData | {{MoveData | ||
|name=5H | |||
|image=DBFZ_Hit_5H.png |caption=ZOOM PUNCH | |image=DBFZ_Hit_5H.png |caption=ZOOM PUNCH | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|5H}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Hit moves forward invisibly about 75% of the screen before the attack. | * Hit moves forward invisibly about 75% of the screen before the attack. | ||
* As with 5M, can be struck out of. | * As with 5M, can be struck out of. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">5S</font>====== | ||
{{MoveData | {{MoveData | ||
|name=5S | |||
|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= | |image2=DBFZ_Hit_5S-trigger.png |caption2= | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | {{AttackDataHeader-DBFZ|version=yes}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Catch}} | {{AttackVersion|name=Catch}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|5S Catch}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Attack}} | {{AttackVersion|name=Attack}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|5S Attack}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 145: | Line 144: | ||
* 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. | * Like other 5S-specials you can vanish-cancel it on whiff, and even option-select it to reduce the risk. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">2L</font>====== | ||
{{MoveData | {{MoveData | ||
|name=2L | |name=2L | ||
|image=DBFZ_Hit_2L.png |caption=''"I can't crouch down for some reason...!"'' | |||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|2L}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Standing overhead. | * Standing overhead. | ||
At 20 frames, it is not the common abare button most characters can use. On hit, it's impossible to combo afterwards, even with the use of assists or supers. Being a command normal you can still gatling into other normals on block or hit. This makes it more useful in combos rather as a mixup, as it doesn't knock down on air hit. | At 20 frames, it is not the common abare button most characters can use. On hit, it's impossible to combo afterwards, even with the use of assists or supers. Being a command normal you can still gatling into other normals on block or hit. This makes it more useful in combos rather as a mixup, as it doesn't knock down on air hit. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">2M</font>====== | ||
{{MoveData | {{MoveData | ||
|name=2M | |||
|image=DBFZ_Hit_2M.png |caption=ew a spider | |image=DBFZ_Hit_2M.png |caption=ew a spider | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|2M}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Line 176: | Line 175: | ||
* Can gatling both to and from with other normals. | * Can gatling both to and from with other normals. | ||
With such a slow low it's hard to open up anyone with this without having an assist or previously establishing strong conditioning. Being the only low threat from Hit it's a generally strong strategy to avoid crouching against him and rather try to react to the low. | With such a slow low it's hard to open up anyone with this without having an assist or previously establishing strong conditioning. Being the only low threat from Hit it's a generally strong strategy to avoid crouching against him and rather try to react to the low. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">2H</font>====== | ||
{{MoveData | {{MoveData | ||
|name=2H | |||
|image=DBFZ_Hit_2H.png |caption= | |image=DBFZ_Hit_2H.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|2H}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Line 194: | Line 193: | ||
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. | 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. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">6M</font>====== | ||
{{MoveData | {{MoveData | ||
|name=6M | |||
|image=DBFZ_Hit_6M.png |caption= | |image=DBFZ_Hit_6M.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|6M}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Universal overhead. | * Universal overhead. | ||
* Air dash cancelable while Sparking Blast is active. | * Air dash cancelable while Sparking Blast is active. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">j.L</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.L | |||
|image=DBFZ_Hit_jL.png |caption= | |image=DBFZ_Hit_jL.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.L}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Good air to air button, which can also be used as a IAD meaty to cover up wakeup. Unlike other characters, Hit cannot do jump M > jump L > jump L as a combo, with only the first L normal coming out. | Good air to air button, which can also be used as a IAD meaty to cover up wakeup. Unlike other characters, Hit cannot do jump M > jump L > jump L as a combo, with only the first L normal coming out. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">j.M</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.M | |||
|image=DBFZ_Hit_jM.png |caption= | |image=DBFZ_Hit_jM.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.M}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Since it has higher hitstun and blockstun than j.L, this is Hit's primary crossup normal despite j.L having better range. | * Since it has higher hitstun and blockstun than j.L, this is Hit's primary crossup normal despite j.L having better range. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">j.H</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.H | |||
|image=DBFZ_Hit_jH.png |caption= | |image=DBFZ_Hit_jH.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.H}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Line 253: | Line 252: | ||
* 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. | * 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. | ||
* Due to it stalling air momentum, it can be used as a surprise overhead when pressuring the opponent via jMLH | * Due to it stalling air momentum, it can be used as a surprise overhead when pressuring the opponent via jMLH | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">j.S</font>====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_Hit_jS.png |caption= STOP RIGHT THERE CRIMINAL SCUM! | |name=j.S | ||
|image=DBFZ_Hit_jS.png |caption=STOP RIGHT THERE CRIMINAL SCUM! | |||
|image2=DBFZ_Hit_jS-trigger.png |caption2= | |image2=DBFZ_Hit_jS-trigger.png |caption2= | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | {{AttackDataHeader-DBFZ|version=yes}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Catch}} | {{AttackVersion|name=Catch}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.S Catch}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Attack}} | {{AttackVersion|name=Attack}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.S Attack}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 276: | Line 275: | ||
* Against certain attacks however it can give better meterless rewards if used against slower attacks, like beam attacks. With Hit appearing behind he can then punish with whichever normal he likes. | * Against certain attacks however it can give better meterless rewards if used against slower attacks, like beam attacks. With Hit appearing behind he can then punish with whichever normal he likes. | ||
* Although you might be tempted to punish super dashes with this at close ranges, you must press L very fast after parrying it since the opponent can actually block rather quickly. Nevertheless, it's a strong punish with the proper air combo. | * Although you might be tempted to punish super dashes with this at close ranges, you must press L very fast after parrying it since the opponent can actually block rather quickly. Nevertheless, it's a strong punish with the proper air combo. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">j.2H</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.2H | |||
|image=DBFZ_Hit_j2H.png |caption= | |image=DBFZ_Hit_j2H.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.2H}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Jump cancellable. | * Jump cancellable. | ||
}} | |||
}} | }} | ||
== | ==Special Moves== | ||
======<font style="visibility:hidden;font-size:0">Vital Point Attack</font>====== | |||
====== <font style="visibility:hidden | |||
{{MoveData | {{MoveData | ||
|name=Vital Point Attack | |||
|input=236L | |||
|image=DBFZ_Hit_VitalPointAtack.png |caption=''ゴゴゴゴゴゴ...'' | |image=DBFZ_Hit_VitalPointAtack.png |caption=''ゴゴゴゴゴゴ...'' | ||
|image2=DBFZ_Hit_DirectHit.png |caption2= | |image2=DBFZ_Hit_DirectHit.png |caption2= | ||
|image3=DBFZ_Hit_InstantBlow.png |caption3= | |image3=DBFZ_Hit_InstantBlow.png |caption3= | ||
|image4=DBFZ_Hit_GuardBreaker.png |caption4= Yare, yare daze... | |image4=DBFZ_Hit_GuardBreaker.png |caption4=Yare, yare daze... | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | {{AttackDataHeader-DBFZ|version=yes}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Stance|subtitle=236L}} | {{AttackVersion|name=Stance|subtitle=236L}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|236L}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 313: | Line 311: | ||
* Stance can be cancelled by pressing S. Stance cancel recovery lasts 20f. | * Stance can be cancelled by pressing S. Stance cancel recovery lasts 20f. | ||
* If holding 4 when doing any followups, '''they will not come out.''' | * If holding 4 when doing any followups, '''they will not come out.''' | ||
}} | |||
{{AttackVersion|name=Direct Hit|subtitle=> L}} | {{AttackVersion|name=Direct Hit|subtitle=> L}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|236L > L}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 325: | Line 322: | ||
* Hit's main combo extender in the corner with assists. It also acts as his most solid regular combo ender, as it causes a forced soft knockdown and can lead into any of his supers. | * Hit's main combo extender in the corner with assists. It also acts as his most solid regular combo ender, as it causes a forced soft knockdown and can lead into any of his supers. | ||
Can be used to frametrap people during a blockstring. Mostly used in conjunction with 214L to mixup. is also plus on block if the opponent is in the air when blocked. | Can be used to frametrap people during a blockstring. Mostly used in conjunction with 214L to mixup. is also plus on block if the opponent is in the air when blocked. | ||
}} | |||
{{AttackVersion|name=Instant Blow|subtitle=> M}} | {{AttackVersion|name=Instant Blow|subtitle=> M}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|236L > M}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 334: | Line 330: | ||
* Spends wallbounce, even if they don't reach a wall. | * Spends wallbounce, even if they don't reach a wall. | ||
* Causes a wallbounce if opponent reaches the corner and can be comboed from meterlessly. | * Causes a wallbounce if opponent reaches the corner and can be comboed from meterlessly. | ||
}} | |||
{{AttackVersion|name=Guard Breaker|subtitle=> H}} | {{AttackVersion|name=Guard Breaker|subtitle=> H}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|236L > H}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 345: | Line 340: | ||
* Fully invincible against anything from frame 1 making this a huge threat in the neutral game. | * Fully invincible against anything from frame 1 making this a huge threat in the neutral game. | ||
* Despite its name it does not break the opponents guard. | * Despite its name it does not break the opponents guard. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">Tides of Time</font>====== | ||
{{MoveData | {{MoveData | ||
|name=Tides of Time | |||
|input=236M/H | |||
|image=DBFZ_Hit_TidesOfTime.png |caption= '''''ゴゴゴゴゴゴ...''''' | |image=DBFZ_Hit_TidesOfTime.png |caption= '''''ゴゴゴゴゴゴ...''''' | ||
|image2=DBFZ_Hit_TimeReleaseL.png |caption2=Hope you've practiced your Yamcha Spirit Balls | |image2=DBFZ_Hit_TimeReleaseL.png |caption2=Hope you've practiced your Yamcha Spirit Balls | ||
|image3=DBFZ_Hit_TimeRelease8L.png |caption3= | |image3=DBFZ_Hit_TimeRelease8L.png |caption3= | ||
|image4=DBFZ_Hit_TimeRelease2L.png |caption4= | |image4=DBFZ_Hit_TimeRelease2L.png |caption4= | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | {{AttackDataHeader-DBFZ|version=yes}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=M Stance|version=236M}} | {{AttackVersion|name=M Stance|version=236M}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|236M}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=H Stance|version=236H}} | {{AttackVersion|name=H Stance|version=236H}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|236H}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 373: | Line 368: | ||
* S stance cancel for both L and M stances are 20f, but H stance recovers faster at 15f: | * S stance cancel for both L and M stances are 20f, but H stance recovers faster at 15f: | ||
* L and M stances S earliest cancel window is 10f, whereas H stance cancel window is 8f. | * L and M stances S earliest cancel window is 10f, whereas H stance cancel window is 8f. | ||
}} | |||
{{AttackVersion|name=Time Release|subtitle=> L}} | {{AttackVersion|name=Time Release|subtitle=> L}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|236M > L}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 384: | Line 378: | ||
* Highly unsafe on block, so be sure to cover failed attempts with an assist or a vanish. | * Highly unsafe on block, so be sure to cover failed attempts with an assist or a vanish. | ||
Fires sharp lines towards the opponent, with deceptively large hitboxes. Unlike Direct hit, this can be followed up with 3 slashes. Cannot be superdashed through, but the tracking isn't the best. Hit's main combo extension tool when going for good damage. | Fires sharp lines towards the opponent, with deceptively large hitboxes. Unlike Direct hit, this can be followed up with 3 slashes. Cannot be superdashed through, but the tracking isn't the best. Hit's main combo extension tool when going for good damage. | ||
}} | |||
{{AttackVersion|name=Instant Blow|subtitle=> M}} | {{AttackVersion|name=Instant Blow|subtitle=> M}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|236M > M}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 394: | Line 387: | ||
* Not a true teleport; Hit can be interrupted if there are projectiles or any other long actives in his path. | * Not a true teleport; Hit can be interrupted if there are projectiles or any other long actives in his path. | ||
* Good move for short conversions where it takes little damage to kill an opponent. Death Blow is an excellent move in tandem with this. | * Good move for short conversions where it takes little damage to kill an opponent. Death Blow is an excellent move in tandem with this. | ||
}} | |||
{{AttackVersion|name=Guard Breaker|subtitle=> H}} | {{AttackVersion|name=Guard Breaker|subtitle=> H}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|236M > H}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 406: | Line 398: | ||
* Knocks back the opponent away from Hit after it launches them, making it a bit harder to convert into a combo. | * Knocks back the opponent away from Hit after it launches them, making it a bit harder to convert into a combo. | ||
* Because of the property of the move, 236H-H can be used as a 2-bar reversal that is safe on block. | * Because of the property of the move, 236H-H can be used as a 2-bar reversal that is safe on block. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">Icy Glare</font>====== | ||
{{MoveData | {{MoveData | ||
|name=Icy Glare | |name=Icy Glare | ||
|input=214L/M/H | |||
|image=DBFZ_Hit_IcyGlare.png |caption=Watashi... VANIRRA ICE | |||
|image2=DBFZ_Hit_IcyGlare-positions.png |caption2=Ice, ice, baby... | |||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | {{AttackDataHeader-DBFZ|version=yes}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=L}} | {{AttackVersion|name=L}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|214L}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Ice originates from Hit himself. | * Ice originates from Hit himself. | ||
* On hit, you can convert it into a combo by using an assist or vanish. | * On hit, you can convert it into a combo by using an assist or vanish. | ||
}} | |||
{{AttackVersion|name=M}} | {{AttackVersion|name=M}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|214M}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Ice originates from slightly less than fullscreen distance. | * Ice originates from slightly less than fullscreen distance. | ||
* Can combo into from midscreen after a 5H. | * Can combo into from midscreen after a 5H. | ||
}} | |||
{{AttackVersion|name=H}} | {{AttackVersion|name=H}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|214H}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 443: | Line 433: | ||
* Hit's command grab. Button can be held to extend the move's range. | * Hit's command grab. Button can be held to extend the move's range. | ||
* Important tool for opening people up. | * Important tool for opening people up. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">Deadly Intent</font>====== | ||
{{MoveData | {{MoveData | ||
| | |name=Deadly Intent | ||
|input=236S | |input=236S | ||
| | |image=DBFZ_Hit_DeadlyIntent.png |caption=ZOOOOM | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|236S}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Line 461: | Line 451: | ||
* If M or H is pressed while dashing, he goes into his Tides of Time stance. | * If M or H is pressed while dashing, he goes into his Tides of Time stance. | ||
* If S is pressed while dashing, will cancel stance. Cancel recovery is 20f | * If S is pressed while dashing, will cancel stance. Cancel recovery is 20f | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">Mark of an Assassin</font>====== | ||
{{MoveData | {{MoveData | ||
|name=Mark of an Assassin | |||
|input=214S | |||
|image=DBFZ_Hit_MarkOfAnAssassin.png |caption=MOOOOOOOZ | |image=DBFZ_Hit_MarkOfAnAssassin.png |caption=MOOOOOOOZ | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|214S}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Line 479: | Line 469: | ||
* You are safe coming out of this teleport, meaning that if you teleport into a meaty projectile attack you can block it. | * You are safe coming out of this teleport, meaning that if you teleport into a meaty projectile attack you can block it. | ||
* Special cancellable into any other special move or 5S. Earliest cancel can occur at 15f | * Special cancellable into any other special move or 5S. Earliest cancel can occur at 15f | ||
}} | |||
}} | }} | ||
==Assist== | ==Assist== | ||
{{MoveData | {{MoveData | ||
| | |name=Guard Breaker | ||
|input=A1/A2 | |input=A1/A2 | ||
| | |image=DBFZ_Hit_GuardBreaker.png |caption=Yes, good idea, Hit. Kick above your waist with your hands in your pockets, that's real frickin' smart. | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|A1/A2}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Invincible from 22f to 31f | * Invincible from 22f to 31f | ||
* Comes out fast and launches the opponent on hit to allow for additional combos. Pretty good in blockstrings too, allowing some characters to go for high / low mixups. | * Comes out fast and launches the opponent on hit to allow for additional combos. Pretty good in blockstrings too, allowing some characters to go for high / low mixups. | ||
}} | |||
}} | }} | ||
== | ==Super Moves== | ||
======<font style="visibility:hidden;font-size:0">Realized Power</font>====== | |||
====== <font style="visibility:hidden | |||
{{MoveData | {{MoveData | ||
|name=Realized Power | |||
|input=236L+M (Air OK) | |||
|image=DBFZ_Hit_RealizedPower.png |caption=''"You won't be able to block this."'' | |image=DBFZ_Hit_RealizedPower.png |caption=''"You won't be able to block this."'' | ||
|image2=DBFZ_Hit_RealizedPower2.png |caption2=''"My time skip is unbeatable."'' | |image2=DBFZ_Hit_RealizedPower2.png |caption2=''"My time skip is unbeatable."'' | ||
|data= | |||
|data= | |||
{{AttackDataHeader-DBFZ|version=yes}} | {{AttackDataHeader-DBFZ|version=yes}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Ground}} | {{AttackVersion|name=Ground}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|236LM}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air}} | {{AttackVersion|name=Air}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.236LM}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 522: | Line 511: | ||
* If blocked, Hit will bounce off the opponent, which can grant them a punish. | * 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. | * 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. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">Death Blow</font>====== | ||
{{MoveData | {{MoveData | ||
|name=Death Blow | |||
|input=236H+S | |||
|image=DBFZ_Hit_DeathBlow.png |caption=''"Now then, it's time for me to make the donuts."'' | |image=DBFZ_Hit_DeathBlow.png |caption=''"Now then, it's time for me to make the donuts."'' | ||
|image2=DBFZ_Hit_DeathBlow2.png |caption2='''''SNIPED!''''' | |image2=DBFZ_Hit_DeathBlow2.png |caption2='''''SNIPED!''''' | ||
|data= | |||
|data= | |||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|236HS}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Line 540: | Line 529: | ||
* Realized Power is preferable for short conversions from moves like 5S and 236MM, and gives a big damage reward if you have the meter to burn. | * Realized Power is preferable for short conversions from moves like 5S and 236MM, and gives a big damage reward if you have the meter to burn. | ||
* As of the latest patch, consumes all of your meter for extra damage, up to 6564 damage raw if you spend 7 bars. 2564 for 1 bar scaling 1,000 dmg per bar up to 4 bars and 500 dmg per bar every bar after 4. This is great damage, however it's meterburn capabilities can make it tricky to use, and if it doesn't kill the situation afterwards can be a bit messy. It's amazing at finishing off an opponent if Hit is solo, or if the meter you have wouldn't kill an opponent. Or if you just want to burn the meter to look cool, which is also an option. | * As of the latest patch, consumes all of your meter for extra damage, up to 6564 damage raw if you spend 7 bars. 2564 for 1 bar scaling 1,000 dmg per bar up to 4 bars and 500 dmg per bar every bar after 4. This is great damage, however it's meterburn capabilities can make it tricky to use, and if it doesn't kill the situation afterwards can be a bit messy. It's amazing at finishing off an opponent if Hit is solo, or if the meter you have wouldn't kill an opponent. Or if you just want to burn the meter to look cool, which is also an option. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">I Keep Improving</font>====== | ||
{{MoveData | {{MoveData | ||
|name=I Keep Improving | |||
|input=214L+M or 214H+S | |||
|image=DBFZ_Hit_IKeepImproving.png |caption=''"This is the stance!"'' | |image=DBFZ_Hit_IKeepImproving.png |caption=''"This is the stance!"'' | ||
|image2=DBFZ_Hit_IKeepImproving2.png |caption2=''"I continue to improve."'' | |image2=DBFZ_Hit_IKeepImproving2.png |caption2=''"I continue to improve."'' | ||
|data= | |||
|data= | |||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|214HS}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Line 560: | Line 548: | ||
* Standard level 3 reversal. | * 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. Since it also gives a hard knockdown and the animation takes fairly long, it is a very good combo ender all around. | 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. | ||
}} | |||
}} | }} | ||
==Navigation== | ==Navigation== | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|Links}} | ||
{{notice|To edit frame data, edit values in [[ | {{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}} | ||
{{Navbar-DBFZ}} | {{Navbar-DBFZ}} | ||
[[Category:Dragon Ball FighterZ]] | [[Category:Dragon Ball FighterZ]] | ||
[[Category:Hit]] | [[Category:Hit]] |
Revision as of 19:42, 17 December 2019
Hit |
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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, an ability that allows hit to skip to the future for 1/10th of a second (which would gradually decrease to indefinitely).
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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Normal Moves
5L
5L | Template:AttackDataHeader-DBFZ |
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5M
5M |
Template:AttackDataHeader-DBFZ
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A simple punch with some invisibility that has 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. |
5H
5H |
Template:AttackDataHeader-DBFZ
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5S
5S | Template:AttackDataHeader-DBFZ |
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2L
2L |
Template:AttackDataHeader-DBFZ
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At 20 frames, it is not the common abare button most characters can use. On hit, it's impossible to combo afterwards, even with the use of assists or supers. Being a command normal you can still gatling into other normals on block or hit. This makes it more useful in combos rather as a mixup, as it doesn't knock down on air hit. |
2M
2M |
Template:AttackDataHeader-DBFZ
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With such a slow low it's hard to open up anyone with this without having an assist or previously establishing strong conditioning. Being the only low threat from Hit it's a generally strong strategy to avoid crouching against him and rather try to react to the low. |
2H
2H |
Template:AttackDataHeader-DBFZ
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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. 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. |
6M
6M |
Template:AttackDataHeader-DBFZ
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j.L
j.L |
Template:AttackDataHeader-DBFZ
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Good air to air button, which can also be used as a IAD meaty to cover up wakeup. Unlike other characters, Hit cannot do jump M > jump L > jump L as a combo, with only the first L normal coming out. |
j.M
j.M |
Template:AttackDataHeader-DBFZ
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j.H
j.H |
Template:AttackDataHeader-DBFZ
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j.S
j.S | Template:AttackDataHeader-DBFZ |
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j.2H
j.2H |
Template:AttackDataHeader-DBFZ
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Special Moves
Vital Point Attack
Vital Point Attack 236L |
Template:AttackDataHeader-DBFZ |
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Tides of Time
Tides of Time 236M/H |
Template:AttackDataHeader-DBFZ |
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Icy Glare
Icy Glare 214L/M/H |
Template:AttackDataHeader-DBFZ |
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Deadly Intent
Deadly Intent 236S |
Template:AttackDataHeader-DBFZ
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Mark of an Assassin
Mark of an Assassin 214S |
Template:AttackDataHeader-DBFZ
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Assist
Guard Breaker A1/A2 |
Template:AttackDataHeader-DBFZ |
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Super Moves
Realized Power
Realized Power 236L+M (Air OK) |
Template:AttackDataHeader-DBFZ |
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Death Blow
Death Blow 236H+S |
Template:AttackDataHeader-DBFZ |
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I Keep Improving
I Keep Improving 214L+M or 214H+S |
Template:AttackDataHeader-DBFZ |
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move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.