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< DBFZ‎ | Hit

General Tactics

Hit as a character is very different from the rest of the cast. His main goal is to play reactive and whiff punish, or use his counters to scare the opponent into blocking. Moves like 5M and 236L~L are excellent for this purpose, as being -2 allows Hit to safely back up and potentially rush back in to punish mashing. Hit also has decent ranged abilities with his stance moves and 5M/5H traveling very far. Tides of Time is also noteable for having Time Release, a tracking pseudo-projectile that allows him to fight characters like Z Broly. Hit's command dashes also aid him when fighting zoners, making him comfortable at almost any range. Once the opponent is conditioned to block, Hit can open them up with either his Tides of Time follow-ups, 214X, 2L, or 2M.

Team positioning


While he can use 2 assists to help with his lower damage output and mix-ups, Hit's lower meter gain and amazing assists means he's typically better played further back.


Arguably the best position to play him. Allowing your point to use his great assists while also giving Hit the opportunity to use both meter and another assist means you can capitalize on many of his strengths, while still mitigating his weaknesses.


If you’re confident in your neutral, hard reads and mixups without assists then feel free to use it but Hit isn’t super reliant on meter. Hit can actually use a lot of meter if you're willing to spend it on vanishes, in order to do 5LLL cancels to mixup and wither down your opponent's healthbar. As of 1.15, he also has his 236HS super which allows him to dump all his meter, potentially winning an otherwise losing fight. However due to how harshly the super scales, this is not a very viable win condition for an Anchor. If you want an anchor that can dump bars for cataclysmic damage, consider looking at Tien and his Neo Tri-Beam

Picking Teammates

Hit isn't really picky when it comes to teammates, but he's typically paired with Beams or outward-launching assists to maximize his corner carry and corner combo damage.


Hit has several mixup possibilities during a blockstring. As a basic example, blocked 5LL can lead to :

  • 2L, an overhead (if blocked, you can cancel it into 5M ; if it hits, it resets your blockstring)
  • 2M, a low (similar startup to 2L), hitconfirm with 5M
  • 214L, command grab
  • 236L~L, frametrap
  • 214S, command backdash.

Canceling any normal in the string into 214S pulls you back to a safe distance, and you have three main options from said distance:

  • 5S - Use this when you think your opponent is going to mash out of your string in any way
  • 214M - It's a command grab from half screen, no one sees this coming. You can also skip the 214S and just use 214L instead.
  • Stance - The alternative to 214X. 236L or 236M can be used, depending on if you want to go left or right.

Because 214S can be special canceled, all of these options are nearly instant, plus the dash itself is completely invincible. You can also use 236S into a stance for more left/right shenanigans, but the delay of exiting stance makes it harder to land 214X moves.


Tips and Tricks

  • 236M stance is completely invincible and has no collision box, making it incredibly easy to bait reversals with and punish with 236M~M > vanish

5LLL Mixups

Because 5LLL can be special canceled and teleports you around, depending on what hit you cancel, you can be on the left or the right. If you cancel the 2nd hit into 236L~L, you get a ridiculously fast left-right mixup, and mixing that with 236M~M will go a long way. On top of all that, 214L is a tick throw option, making 5LLL an incredibly potent tool in Hit's arsenal. This tech is well worth getting used to the tough timing, so keep it in mind.

Fighting Hit

  • Be mindful of the distance covered by his normals.
  • 5S follow-up can be blocked if you use an assist to trigger it, so it's a good option to get out of his blockstring if he tries to bait mash-out. Another good option is using a grab or a super, which could deal to way more damage, but it's more risky and could be a potential waste of meter if he anticipates to a super reversal. In most cases assists are a preferred option.
  • He has no fast lows, his only low (2M) is super slow to the point of being reactable, so avoid crouching and just react to the 2M.
  • Learn the distances that his 214X cover. The blind spot is between half screen distance and himself.
  • Try to bring the fight to the air, where he is lackluster. A very common tactic to counter it that Hit players will use is to try to condition you in return to play more grounded by punishing with 2H, assists, aerials, and sometimes Time Release.


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