
Combo Notation Guide | Character Name Abbreviations | |||||||||
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Midscreen
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
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5H/2H/DR > SD > delay j.LL2H > jc.LMLH | 3490 (with 2H) | +0.7 | All | Very Easy | The most basic combo. Delay after the superdash for the height required for the ending H later on. |
5M > 5H > 236L~M/214M > Super | 4300 (with 236L~M and lvl.1) | -0.65 | All | Very Easy | Basic super combo, good in Limit Break from an M starter. |
236L/M/H~H > delay 5L (whiff) > 5LL > 5LLL > 236L~M | 2850 | -0.45 | All | Easy | Guard Breaker conversion for solo okizeme. |
236L/M/H~H > 2L > 5M > 5H > 236L~L | 2970 | -0.4 | All | Easy | Guard Breaker conversion for assist call. You can then lead with an aerial combo. 5M must come IMMEDIATELY after the 2L |
236L/M/H~H > 2L > 5M > sjc.LL2H > jc.LMLH | 3095 | -0.4 | All | Easy | Guard Breaker conversion for damage. |
... Vanish > 5L (whiff) > 5LL > 5LLL > ... | 2184 (from 214M) | -1 | All | Easy | Basic vanish combo. From 5LLL, you can either go into stance enders or a superdash combo. |
... Vanish > 66 > delay 5L > 5LL > 2L > delay 5M > 5H > ... | 2319 (from 214M) | -1 | All | Medium | Technical vanish combo. Dash up and time the 5L to hit the enemy when they're low to the ground so the 2L will connect later in the combo. This version can only convert into stance enders so use when you lack assists or Hit is solo. |
Corner
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
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5M > 2H > 236M~5LLL dl~5L > 5LL > 5LLL > 236L~L/M | 4285 (with M) | +0.8 | All | Medium | Basic corner combo for good okizeme. |
5M > 2H > 236M~5LLL > 5LL > 2L > 5M > 5H > 236~L/M | 4705 (with M) | +0.9 | All | Medium | A slightly more technical but higher damage version of the basic corner combo. |
5M > 2H > 236M~5LLL > 5LL > 2L > 5M > 5H > j.LL2H > jc > j.LLL | 5237 | +1.3 | All | Medium | Bad oki but better damage than the above combo. Good for assist extensions. |
5M > 2H > 236M~5LLL > (5LLL > 236L~S)x3 5LLL > 236L~M/L | 5534 (with M) | +1.5 | All | Medium | Light stance loops. This is easily Hit's best option in the corner, solo or otherwise. Before a recent buff to the speed at which Hit recovers after cancelling 236L with S, every loop would have to use 236H instead. This used a lot of meter in exchange for good damage, but now the combo gives you good damage and a ton of meter as well. Inputting the stance move while the third hit of 5LLL is playing out and then immediately clicking S is the best timing for this combo. |
Sparking
Hit gains the ability to jump cancel from 5LLL and 5H giving new combo routes.
Combo | Position | Damage | Meter Gain | Works on: | Difficulty | Notes |
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2H > 236M~2L > Sparking! > ... | Anywhere | ? | ? | All | Very Easy | Basic sparking combo starter. Note that letting spark whiff by doing 236M~2L at the peak of the 2H launch is more optimal. |
5M > 5H > jc.66 > delay j.5M > land 5L > 5LL > jc.5LL > j.2H > j.5LLL | Corner | 5016 | +1.90 | All | Easy | Basic Sparking combo using jump cancel from 5H. |
5M > 2H > 236M~5LLL > 5L > 5LL > 5LLL > jc.66 > delay j.5M > land 5L > 5LL > jc.5LL > j.2H > j.5LLL | Corner | 6231 | +2.75 | All | Medium | Sparking combo that uses the 5LLL jump cancel to add in extra damage and remove the need for SD in the normal corner combo route. |
5M > 5H > delay jc.66 > delay j.5M > land 5L > 5LL > 236L~L > 5L > 5LL > 2L > 5M > 5H > 236L~M | Corner | 5715 | +2.3 | All | Hard | Complex Sparking combo that uses Hit being able to combo after a correctly timed 236L~L at just the right level, use this if you want to do more damage than the Non-Sparking routes that give oki. |
5M > 5H > delay jc.66 > delay j.5M > land 5L > 5LL > 236L~L > 5L > 5LL > 5LLL > delay jc.66 > delay j.5M > land 5L > 5LL > 236L~L > 5L > 5LL > 5LLL > 236L~M | Corner | 6435 | +3.3 | All | Hard | Same as the combo before but uses the precisely timed 236L~L twice. Gives Oki, insane solo damage and plenty of bar to even super afterwards though it should really only be used if you really have to. |
Assist
Combo | Position | Damage | Meter Gain | Works on: | Difficulty | Notes |
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... > j.H > Assist > 236L~M | Anywhere | ? | ? | All | Sliding knockdown combo from horizontal-launching assists. | |
... > 236L~L > Assist > 236M~2L5L8L > j.L > ... | Corner | ? | ? | All | At low hitstun decay, Hit can combo off of Time Release. | |
... > 236L~L > Assist > 2L > 5M > ... | Corner | ? | ? | All | 2L does not force a tech on air hit, allowing for you to abuse it's high damage. |
Notes
Most of Hit's combo extensions are in the corner. Other than that, you'll be using an assist to get a slide knockdown.
Combo Theory
Most of Hit's combos will branch into either a damage route with an air combo or an okizeme route with a Vital Blow stance ender. 236L~M is a sliding knockdown from anywhere and 236L~L is a remarkably good soft knockdown in the corner. Hit's air combos can also end in j.236L+M, which will allow for even higher damage from DHC supers. Here are some other things to keep in mind:
- Hit is rarely ever going to land a 2M, but if it does happen, chain into 5M and do the 2H > 236M combo from there.
- His 236L~L has a property where it will re-center the opponent so supers after will always connect.
- Meaty 236L~L will allow a link into 5L.
- Most combos that have 5LL hit while the enemy is in the air can cancel into 2L > 5M > 5H for extra damage unless the hitstun scaling is too high.
Video Examples

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