< DBFZ
Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Discord |
Hit | |
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Play-style | Defensive/Counter, Footsies |
Team Role | Point |
Overview
"My time skip is unbeatable." | |
Lore: | 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). |
Playstyle
Hit 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.
Pros
Cons
- Incredible Grounded Neutral: Lots of Hit's moves use his Time Stop abilities, which translates to pseudo-teleports. This makes his pressure remarkably resistant to reflect because of how far he scoots forward. Hit also has access to a Parry with 5S and an invincible stance with 236M/H that have fullscreen options out of them.
- Unconventional Mixup: Has several left/right tools, stance followups allowing easy frametraps, and a command grab. Everything but a fast low.
- Airborne Anti-Superdash: Unique 4F airborne parry 5S gives him a way around superdash not many characters have.
- Fantastic Safety Net: 214S (and 236S) can make any ground normal safe on block, making it very hard for close range characters to punish Hit.
- Limited Air Presence: Hit has very few options in the air. Has no aerial special except his level 1 super.
- Underwhelming Parry: Ground parry followup can be blocked, neither 5S or j.S are frame 1.
- Unconventional Character: Very hard character to play, as his pressure and combos are unlike anyone in the game. A lot of time has to be dedicated into playing Hit to make him work, as he has a very high skill ceiling.
Normal Moves
5L
5L | Template:AttackDataHeader-DBFZ |
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5M
5M | Template:AttackDataHeader-DBFZ |
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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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2M
2M | Template:AttackDataHeader-DBFZ |
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2H
2H | Template:AttackDataHeader-DBFZ |
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6M
6M | Template:AttackDataHeader-DBFZ |
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j.L
j.L | Template:AttackDataHeader-DBFZ |
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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 |
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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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Z Assists
Assist A
Guard Breaker Assist A |
Template:AttackDataHeader-DBFZ |
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Assist B
Instant Blow Assist B |
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Assist C
Time Release Assist C |
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 |
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I keep improving
I keep improving 214L+M or 214H+S |
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