Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Discord |
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 > 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 |
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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 > 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)x3 5LLL > 236L~M | 5512 | -0.8 | 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. If scaled, do only two loops. |
Sparking
Hit doesn't gain anything noticeable from Sparking other than the damage boost.
Combo | Position | Damage | Meter Gain | Works on: | Difficulty | Notes |
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5H > 236M~2L > Sparking! > ... | Anywhere | ? | ? | All | Basic Sparking combo starter. |
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.
Video Examples
Rath's Hit Tips and Tricks:
TinyTorgue's Full Guide, Combos and BnB: