DBFZ/Hit/Combos

From Dustloop Wiki
< DBFZ‎ | Hit
Revision as of 11:44, 25 January 2021 by ThyFluffyDolphin (talk | contribs)
  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Discord    
Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+L becomes 236L.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
DR = Dragon Rush
SD = Super Dash
A16 = Android 16
A17 = Android 17
A18 = Android 18
A21 = Android 21
L21 = Android 21 (Lab Coat)
AGH = Gohan (Adult)
BDK = Bardock
BGK = Goku (SSGSS)
BLK = Goku Black
BRO = Broly
BRS = Beerus
BVG = Vegeta (SSGSS)
CEL = Cell
CLR = Cooler
FRZ = Frieza
GKN = Goku
GKU = Goku (Super Saiyan)
GNY = Captain Ginyu
GT4 = Gogeta (SS4)
GTA = Gogeta (SSGSS)
GTG = Goku (GT)
GTK = Gotenks
GUI = Goku (Ultra Instinct)
HIT = Hit
JNB = Janemba
JRN = Jiren
KBU = Kid Buu
KEF = Kefla
KRL = Krillin
L21 = Android 21 (Lab Coat)
MBU = Majin Buu
NAP = Nappa
PIC = Piccolo
RSH = Master Roshi
SB2 = Super Baby 2
SBR = Broly (DBS)
TEN = Tien
TNK = Trunks
VDL = Videl
VGN = Vegeta
VGT = Vegeta (Super Saiyan)
VTO = Vegito (SSGSS)
YAM = Yamcha
YGH = Gohan (Teen)
ZAM = Zamasu (Fused)

Midscreen

Combo Damage Meter Gain Works on: Difficulty Notes
5H/2H/DR > SD > j.LML2H > jc.LLL 3415 (with 2H) +0.7 All Very Easy The most basic combo.
5M > 5H > 236L~M/214M > Super 4180 (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 2705 -0.45 All Easy Guard Breaker conversion for solo okizeme.
236L/M/H~H > delay 2L > 5M > 5H > 236L~L 2870 -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 > delay 2L > 5M > sjc.LML2H > jc.LLL 2990 -0.4 All Easy Guard Breaker conversion for damage.
... Vanish > 665L (whiff) > 5LL > delay 5LLL > ... 2184 (from 214M) -1 All Easy Basic vanish combo. From 5LLL, you can either go into stance enders or a superdash combo.

Corner

Combo Damage Meter Gain Works on: Difficulty Notes
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 > 5LLL > SD > j.LL2H > jc > j.LLL 4902 +1.2 All Medium Bad oki but better damage than the above combo. Good for assist extensions.
5M > 2H > 236M~5LLL > 5LLL > 236H~S > 5LLL > 236H~S > 5LLL > 236L~M 5176 -0.3 All Hard Stance cancel loops. Easily Hit's best option in corner if you have the resources to spend, and does massive damage. The 236L~M at the end can be replaced with any ideal follow up.
5M > 2H > 236M~5LLL > 5LLL > 236H~S > 5LLL > 236H~S > 5LLL > SD > j.LLL 5318 -0.3 All Hard Stance cancel loops for more damage. Terrible oki, but leaves you with double jump, and the ability to assist call right after for j.DR

Sparking

Hit doesn't gain anything noticeable from Sparking other than the damage boost.

Combo Position Damage Meter Gain Works on: Difficulty Notes
5H > 236M~2L > Sparking! > ... Anywhere ? ? All Basic Sparking combo starter.

Assist

Combo Position Damage Meter Gain Works on: Difficulty Notes
... > 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.

Video Examples

Rath's Hit Tips and Tricks:

Rooflemonger's Hit Tips and Tricks:

Navigation

Template:Navbar-DBFZ