* Hit goes into a stance which causes his body to emit blue flames after a few seconds.
* Hit goes into a stance which causes his body to emit blue flames after a few frames.
* M Version has a small start up, while H Version is a lot faster. Both of them do the same amount of damage.
* M Version has a small start up, while H Version is a lot faster. Both of them do the same amount of damage.
* Once blue flames are active (17f), Hit is projectile and strike invulnerable. He also becomes immaterial, allowing his opponent to walk right through him.
* Once blue flames are active (17f), Hit is projectile and strike invulnerable. He also becomes immaterial, allowing his opponent to walk right through him.
Revision as of 00:11, 6 April 2020
Hit
Play-style
Defensive/Counter, Footsies
Team Role
Point
Overview
"My time skip is unbeatable."
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
Good grounded neutral with far reaching buttons
Unconventional mixup ; has several left/right tools, stance followups allowing easy frametraps, and a command grab
Pressure tends to ignore opponent's 4S (Reflect), negating the pushback
Different invuln attributes on many of his specials
A command backdash to make any normal safe on block
Unique 4F airborne parry gives him a way around superdash
His level 3 ignores Sparking healing
Now has a sliding knockdown special with his light stance's medium attack
Limited options in the air. Has no aerial special except his level 1 super.
Unconventional mixup ; very lacking in the high/low department.
Ground parry followup can be blocked.
Supers do not hit assist characters, reducing happy birthday potential.
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.
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.
Hit poses with an aura around him. If he's hit with an attack he stops time and teleports in front of the opponent with an attack.
This unique parry is one of the things that really separates him from the rest of the cast. His neutral can be played around this, making the opponent hesitant about how to approach Hit. The long recovery also makes it very risky if it's baited, especially since the punish can be much more brutal than the reward for successfully parrying an attack.
Can parry physical attacks, ki-blasts and projectiles.
Can not parry grabs or supers.
The punch is not guaranteed - if an assist is parried the opponent can still block the followup, or even avoid it if he's in movement.
Requires use of vanish or a super to followup with anything midscreen.
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.
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.
Standing low. Hit's only low, and one of the slowest lows in the game.
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.
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.
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.
Aerial version of his parry. Doesn't attack afterwards but rather teleports behind the opponent. Doesn't freeze time as much either making it more or less a very different move from the grounded counterpart.
Invincible for a few frames after teleporting, but not enough to guarantee any air normals afterwards.
Doesn't stop opponent characters gatlings, if they are pressing buttons they will automatically autocorrect to turn and face Hit before attacking.
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.
This stance might look like a taunt as Hit puts his hands into his pockets. Essential to a lot of his gameplay.
Stance can be cancelled by pressing S. Stance cancel recovery lasts 20f.
If holding 4 when doing any followups, they will not come out.
Direct Hit > L
Fast long-ranged attack.
Does not spend the wallbounce.
Has the same Re-center property as Smash! attacks, meaning the opponent is put in the same position on hit every time
Can be comboed from midscreen with the help of assists.
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.
Instant Blow > M
Longer range and harder hitting.
On hit will cause a sliding knockdown
Due to recent patch will no longer wall bounce the opponent
Due to no longer causing a wall bounce, if Hit combos after the attack he can still use his smash attack for the likes of a 2H
After using it once and spending the sliding knockdown any other hits will not cause sliding knockdown
Guard Breaker > H
Hit teleports towards the opponent and kicks upwards where it hurts the most.
Appears in front of the opponent, but the range is limited to around 75% of the screen length, where the attack will then whiff.
Launches, allowing followups on successful hit.
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.
Hit goes into a stance which causes his body to emit blue flames after a few frames.
M Version has a small start up, while H Version is a lot faster. Both of them do the same amount of damage.
Once blue flames are active (17f), Hit is projectile and strike invulnerable. He also becomes immaterial, allowing his opponent to walk right through him.
L and M followups do not carry invincibility. Hit can be struck out of them before they come out.
H followup will carry invincibility.
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.
Time Release > L
Can be repeated up to three times.
2L is an overhead, L and 8L are mids.
Counts as strikes. Broly's powered shell ain't got no shit on Hit
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.
Instant Blow > M
No longer wall bounces, instead causing sliding knockdown
Very similar to the Instant Blow from Vital Point Attack with the small exception that when you do it from this stance, it'll "teleport" you behind your opponent before doing the attack.
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.
Guard Breaker > H
Fully invincible until Hit enters recovery
Launches enemy directly up on hit
Very similar to the Guard Breaker from Vital Point Attack with the small exception that when you do it from this stance, it'll teleport you behind your opponent before doing the attack
Because of the property of the move, 236H-H can be used as a 1-bar (now 1-bar due to patch making EX moves 0.5 bars) reversal that is safe on block
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.
Plays out all three hits on hit/block, only one on whiff
It tracks the opponent
Arguably one of the better C-Assists in the game due to it's ability to track the opponent anywhere and Hit's safety when using it. Since Hit doesn't approach the opponent, Hit is usually safe when doing this assist, making it a C-assist you can throw out without much worry. Also because of it's ability to track and it's safety, it can be really good for neutral.
Ground version pops the opponent up. Can DHC another super before or after the animation, allowing you to either stay or switch sides with the opponent.
Air version dumps the opponent straight down. Hit also teleports on the ground afterwards.
Minimum damage is 203*4.
Hit's main air combo ender for when you won't get a knockdown and you just want the damage. Can now DHC into most supers on air hit.
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.
A very fast fullscreen projectile that will make people think twice about shooting those pesky beams.
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.
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.
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.
To edit frame data, edit values in DBFZ/Hit/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.