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Overview
Fitting for the legendary hitman from Universe 6, Hit is an oppressive offense-heavy neutral character with a wide variety of options for closing the gap, putting on the pressure, and shutting down your opponent - sometimes all at once.
Hit has a number of powerful offensive techniques, like a fullscreen ground-based command grab and an unconventional focus on Stances for his special moves that allow him to attack from all ranges. He also has a good amount of defensive options, such as a counter for his special move and a good series of dashes with Deadly Intent and Mark of an Assassin. All of these tools make it so that Hit can own the neutral game like few others on the roster, especially if backed with assists.
Despite his oppressive tools, Hit's approach isn't completely sure-kill, as his damage is rather low without assists. Additionally, his entire kit is ground based, meaning some forms of aerial zoning can stuff him. His focus on stances makes him odd to play as well, and learning how to effectively use the options said stances give you for comboing and pressure require some practice. If you want an unconventional but scarily effective ground-based fighter who rewards smart play, foresight, and grappling with unconventional techniques to obliterate just about anything in his path, consider hiring this assassin to do business on your enemies.
Hit is a unique assassin who uses a variety of stances to penetrate defenses.
- Deadly Range: 5LL
Guard:
AllStartup:
11-13Recovery:
18Advantage:
-5, 5MGuard:
AllStartup:
9-13Recovery:
15Advantage:
-2, 5HGuard:
AllStartup:
11-17Recovery:
21Advantage:
-7, and all stance follow-ups have deceptively long reach and are resistant to Reflect. - Command Movement: Deadly Intent
Guard:
Startup:
5Recovery:
(stance)Advantage:
and Mark of an AssassinGuard:
Startup:
5Recovery:
Advantage:
give him unparalleled ground maneuverability and make any normal safe on block. - Commanding Screen Presence: Extremely fast and long-reaching attacks in Direct Hit
Guard:
AllStartup:
5-12Recovery:
14Advantage:
-2 and Guard BreakerGuard:
AllStartup:
7-14Recovery:
18Advantage:
-5 demand constant consideration from the opponent, lest they accidentally block them and immediately lose neutral - or worse. - Strong Left/Right: Stance follow-ups double as left/right weapons and easy frametraps in conjunction with the command dashes and full-screen unblockable, Icy Glare
Guard:
ThrowStartup:
26Recovery:
24Advantage:
. - Combo Parry: Unique airborne parry j.S
Guard:
Startup:
4Recovery:
27Advantage:
makes you think twice before using Superdash against Hit. - Always My Turn: With outstanding frame data, his best buttons and specials are not only safe, but plus on airblock - including his invincible launcher
Guard:
AllStartup:
7-14Recovery:
18Advantage:
-5. All of these factors amalgamate Hit into having an unmatched grounded neutral. - Anti-Meta: Everything above combined means Hit always has an answer to even the strongest options in the game. His very presence alone can neutralize your opponent's options when played correctly.
- Versatile Assists: A Assist
Guard:
AllStartup:
25Recovery:
Advantage:
+29 has decent range, high blockstun, is invincible on some frames and easily combos. B AssistGuard:
AllStartup:
30Recovery:
Advantage:
+29 reaches fullscreen and wallbounces, and C AssistGuard:
AllStartup:
50 [20]Recovery:
Advantage:
+32 is arguably one of the better C assists in the game for a multitude of reasons.
- Aerial Game?: Almost all his special moves are ground-only, limiting him in the air despite his j.S
Guard:
Startup:
4Recovery:
27Advantage:
parry. - Weak High/Low: Has only one low in 2M
Guard:
LowStartup:
27Recovery:
18Advantage:
-5 and it's the slowest low in the game, forcing him to use it as a conditioning tool and weakening an otherwise great mix-up game. - Low Midscreen Damage: Hit's damage is on the lower end of the cast without the corner, especially if he can't invest resources.
- Specialist Anomaly: Initially hard character to play due to how different he is to everybody, possessing a high skill floor - his strong tools are specific in what they cover, and require a time investment to be adept at using him to his full potential.
- Assassins are Expensive: Hit's most threatening options cost meter, such as Guard Breaker
Guard:
AllStartup:
7-14Recovery:
18Advantage:
-5 and H Tides of TimeGuard:
Startup:
14Recovery:
15Advantage:
. His main (albeit frame 4) reversal 236H~H also requires a whole bar, further bottle-necking his options if he's low on resources. This limits his choice of position on a team to mid or anchor to ensure he has some meter to spend. While not totally unviable to run him point, he will struggle to contend with aggressive round start options.
Normal Moves
5L
Version | Damage | Guard | Smash | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|---|
5L | 400 | All | 6 | 3 | 8 | ±0 | ||
5LL | 700 | All | 11-13 | 3 | 18 | -5 | ||
5LLL | 350×2, 450 | All | U3+ | 10-12 | 3 | 18 | -5 |
- 5L
Fastest attack Hit has making it his go-to for punishes and abare. Being +0, starting staggers with 5L is a viable strategy when mixed in with other pressure. Can be risky to mash on defense since the short range can be baited, with his longer reaching moves being much slower.
- Can be chained into itself once with 4L.
- 5LL
Hit's first line of offense against Reflect. Shines after a Vanish as it catches both Reflect > buttons AND backdash, which will discourage your opponent from trying to take their turn or disengage without risking a reversal.
- Teleports Hit decently far giving it a very long range. Commonly used mid-combo after a vanish.
- Vertically deceptive hitbox, making it a good (if not accidental) anti-air. Very easy to confirm into j.L if you're ready.
- 5LLL
Essential 3-hit combo filler and extender. Always allows Superdash or 236L followups, which lets it double as a soft knockdown enabler when comboed into 236L~LGuard:
AllStartup:
5-12Recovery:
14Advantage:
-2 or a sliding knockdown with 236L~MGuard:
AllStartup:
8-15Recovery:
17Advantage:
-4.
Only drops very rarely when combo scaling is extremely high, and is also loopable a few times in the corner with 5LLL > 236L~S > 5LLL.
- Will hit 3 times if it connects, with Hit teleporting behind the opponent for the second hit. Only performs the first hit on block.
- First two hits and the third scale damage separately.
- All 3 hits are special cancellable, making it possible to side-switch after the second hit with a special, or even perform a reset on a grounded opponent.
5M
Damage | Guard | Smash | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|
700 | All | 9-13 | 3 | 15 | -2 |
A simple punch with some invisibility. Great staple of his neutral due to it's high speed, good range, and easy confirms on hit or block. Yet another normal Hit can use to stay in after Reflect. Unfortunately, he only strikes AFTER reaching the opponent, making clashing with other buttons near impossible and leaving Hit susceptible to running headfirst into attacks if used improperly. If you anticipate the opponent attacking first, you should consider 236L~HGuard:
AllStartup:
7-14Recovery:
18Advantage:
-5 instead. Despite this, it's still arguably one of the better 5M's in the game. Use it, and use it a lot.
- Hit swiftly moves forward about 55% of the screen before the attack.
- Not invincible, despite the appearance of teleporting.
- Only -2 on block, allowing a safe backdash.
5H
Damage | Guard | Smash | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|
850 / 1000 | All | U1 | 11-17 | 5 | 21 | -7 |
You're more likely to use 5M than this, but it still makes an equally great poke due to the minimal startup differences between them. Seldom actually seen because of not keeping your j.H Smash sliding knockdown after, but as with other 5H normals, it's great for corner carry and works well with assists to secure the corner where Hit can reliably sustain his offense.
- Hit moves forward invisibly about 75% of the screen before the attack.
- As with 5M, can be struck out of.
- Hit's M autocombo skips 2M and goes straight to this because of how slow 2M is.
5S
Version | Damage | Guard | Smash | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|---|
5S Catch | All | 4 | 15 | 21 | 4-18 Guard Point | |||
5S Attack | 850 | All | U1+ | 10 | -7 |
Hit poses with an aura around him. If he's hit with an attack, he feints getting hit and teleports to the opponent to strike.
This unique parry is one of the many things that separate him from the rest of the cast, working against any attack that isn't a grab or a Super. His neutral can theoretically be played around this, making the opponent hesitant about how to approach Hit. Unfortunately, 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 - and it's strictly worse than the air version. However, it's not without use,
- For everyone's sake, don't try to use this as a reversal. Trust us.
- Can parry everything except 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 they're moving fast enough.
- Can be followed up midscreen with 236L~L or 236L~M.
- Cornersplats, allowing meterless followups - and a Happy Birthday if you manage it.
- Cancels into Vanish at any point due to being a normal. Does NOT true string on block.
2L
Damage | Guard | Smash | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|
850 | High | 20 | 6 | 16 | -7 |
Hit's standing overhead, replacing your average 2L attack. At 20 frames, it is by no means a button you can mash to get out of pressure, instead being exchanged for a pressure tool. On grounded hit, it's impossible even with Supers or assists to combo afterwards, but it makes great combo filler on air hits if you can fit it in. Hit's high/low game is very weak, but if you can get it to hit into the corner, immediately chain into 6M for a guaranteed meaty - landing so late that 5M can be used to pick up an (albeit scaled) unusual combo starter if it hits, or be +6/+11 on ground/air block respectively.
2M
Damage | Guard | Smash | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|
700 | Low | 27 | 4 | 18 | -5 |
Hit's only low, and the slowest low in the game. With such a slow option, it's hard to imagine opening anyone up with this without having an assist or previously establishing strong conditioning, but it is more than doable with proper pressure. Being the only low threat from Hit, it's a generally strong strategy to avoid crouching against him and try to react to the low instead. However, it's speed can actually become a blessing in disguise, being so slow that some players will instinctively block high against something this slow. If you get hit by this in the corner, Hit's next magic trick will be making your health bar disappear.
- With how insane Hit's kit is, proper pressure can make it feel like it's always his turn. It can be worth sprinkling into strings randomly to make sure your opponent isn't asleep at the wheel.
- Despite it's speed, it can be cancelled like a regular normal.
2H
Damage | Guard | Smash | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|
850 / 1000 | All | U1+ | 13 | 3 | 27 | -14 | 4-15 Head |
Hit's universal Anti-Air. 5M > 2H is Hit's go-to damage combo route most of the time, especially when he has the opponent in the corner. At very specific ranges 2H might whiff, making 5M > 5H the better choice for confirming it but losing a bit of damage. However, this happens so rarely that you shouldn't have to worry about it.
With assists and bar for vanish, it has strong potential for punishes. The launching Smash effect allows Hit to confirm into 236M~LLLGuard:
All [High]Startup:
9, 10, 11Recovery:
32Advantage:
-18, making it a very strong combo tool, even if the range is rather stubby compared to other 2Hs.
Due to Hit's difficulties scoring a sliding knockdown solo, it is recommended to go for the standard superdash after a 2H if you want to keep proper pressure when you don't have assists available.
6M
Damage | Guard | Smash | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|
850 | High | 24 | 7 | 3+6L | ±0 |
- Universal overhead.
1F more active than other 6M, allowing Hit to do 2L (hit) > 6M or 2M as a soft knockdown mixup in the corner. From this setup, 6M will hit so meaty that:
- On block, can truestring into 5L
- On hit, can solo extend with 5L against forward/back tech or 2H against up tech
j.L
Damage | Guard | Smash | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|
400 | High | 6 | 3 | 11 |
Amazing air to air button and IAD crossup tool. Unlike other characters, Hit cannot do j.MLL as a combo, with only the first j.L coming out. This actually has a benefit though, as j.LL~M will option select an j.LL on hit and a j.M on block.
- Incredible reach, able to stuff Superdash on reaction, though j.S is generally better served for that purpose.
- On IAD crossup, microdash 5L will be required. Doesn't always link if you land too far.
- Cannot gatling into itself like most other characters.
j.M
Damage | Guard | Smash | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|
700 | High | 9 | 4 |
Since it has higher hitstun and blockstun than j.L, this is Hit's primary crossup normal despite j.L having better range. 5M or microdash 5L is the main followup.
- Good downward range.
- Weirdly enough, also a good crossup button.
j.H
Damage | Guard | Smash | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|
850 / 1000 | High | D1+ [D3+] | 13 | 4 |
Is almost always combo fodder, or sometimes a meaty on the opponent's wakeup in certain scenarios. Due to it stalling air momentum, it can be used as a surprise overhead when pressuring the opponent via j.M > j.L > j.H, but you can't true string into j.H on block and can be Reflected. Fortunately, Hit has no issues sticking to the opponent and keeping his turn if they do.
- Stalls Hit's air momentum for a brief moment. The opponent can tech immediately after getting hit on the ground, limiting the move's uses as a jump-in.
j.S
Version | Damage | Guard | Smash | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|---|
j.S Catch | 4 | 15 | 27 | 4-18 Guard Point | ||||
j.S Move | 15-21 |
Aerial version of his counter, teleporting behind his opponent instead of striking back. The time freeze is much shorter as well, making it more or less a very different move from the grounded counterpart. It can give better meterless rewards if used against slower attacks like beam attacks or other specials. After countering a superdash, a j.L must be input quickly to catch them, but it's almost always guaranteed, giving a strong punish with the proper air combo. Be careful countering assists, as countering things like GT A might end up with you inside the beam.
- Invincible for a few frames after teleporting, but not enough to guarantee anything afterwards.
- Doesn't really freeze the opponent, which allows them to buffer Supers or other normals after triggering the counter. Beware if you counter 5L, as eating 5LL will hurt significantly.
j.2H
Special Moves
Vital Point Attack
236L
Version | Damage | Guard | Smash | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|---|
236L | 11 | 11-50 | 70 | |||||
236L > L | 900 | All | 5-12 | 4 | 14 | -2 | ||
236L > M | 1450 | All | D1 | 8-15 | 3 | 17 | -4 | |
236L > H | 1500 | All | U1+ | 7-14 | 6 | 18 | -5 | 1-9~19 All |
- Vital Point Attack
This stance might look like a taunt as Hit puts his hands into his pockets. Essential to the core of his gameplay.
- Stance can be cancelled by pressing S. Stance cancel recovery lasts 14f.
- If holding 4 when attempting any followups, they will NOT come out.
- Hit will never crossup the opponent from this stance. If they end up behind him and a followup is used, Hit will travel the minimum distance, effectively staying in place.
- Direct Hit Vital Point Attack > L
Fast long-ranged attack. Reaches about 95% of the screen.
Can be used to frametrap people during a blockstring by slightly delaying it. Can be used in conjunction with 214L to mixup. Is also plus on block if the opponent blocks in the air. Being -2 on ground block, it's also safe to backdash after against all but the most egregious normals, a property that is made even more potent by 5M's massive range to punish whiffs. Using this move in a blockstring as mentioned above is a very good option for dissuading mashing so you can begin opening your opponent up with 2L, 2M, and other tactics.
Absolutely shines when used as a meaty, being up to +1 on ground block and a very powerful +7 on air block. Hitting meaty in the corner also allows Hit to link a 5L. This gives it the multi-purpose role of being a powerful meaty option, combo starter, and combo extender all in one. Learning the window for landing a meaty Direct Hit is extremely important to mastering Hit.
- Has the same Re-center property as Smash! attacks, meaning the opponent is put in the same position on hit every time.
- Hit's main combo extender 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.
- Not a true teleport - Hit can be hit during the travel time.
- Instant Blow Vital Point Attack > M
Full-screen and harder hitting.
Generally not as useful as Direct Hit, due to not being as safe on block, and almost always requiring Vanish to convert into a bigger combo. Unfortunately, doing so will use up all of your Smash potential, needing even more resources in order to get any knockdown that is in Hit's favor. You're usually better off going into Realized PowerGuard:
AllStartup:
7+4Recovery:
Advantage:
-18 immediately after, unless the resulting combo will kill.
Has a slightly unorthodox use in being a guaranteed combo into Death BlowGuard:
AllStartup:
16+4Recovery:
22Advantage:
-16 on Smash hit, should the need arise to dump all of your meter into one character.
- Causes an unusually fast sliding knockdown on hit, flinging the opponent to the other side of the screen.
- After using it once and spending the sliding knockdown, any other hits will not cause sliding knockdown.
- If Hit combos with an assist after the attack, he can still use his smash attack for the likes of a 2H, but can't get a sliding knockdown solo without Vanish -> DR.
- Not a true teleport - Hit can be hit during the travel time.
- Guard Breaker Vital Point Attack > H
The reason you play Hit. Hit teleports in and kicks upwards where it hurts the most. Contender for one of the best moves in the game. Guard Breaker has it all; The combination of full invincibility, fast start-up, and safeness on block make it a force to be reckoned with in neutral and on offense. It's ability to both snuff out opponents from doing anything on the ground and also allowing Hit to call his assists to take his turn on block (or even basically by itself on air block) make a Hit with meter nigh unapproachable.
For the cherry on top, it has the hilarious property of being able to clash with physical hits of even Level 3 Supers, giving Hit the ability to even ignore moves such as Justice RushGuard:
AllStartup:
13Recovery:
Advantage:
-15 and Gigantic RoarGuard:
AllStartup:
10+3Recovery:
31Advantage:
-25.
Also has the gimmick interaction where Hit is so invincible that kicking into just about any part of Great Ape AssaultGuard:
AllStartup:
18Recovery:
36Advantage:
-29 will either leave Hit at +11 to +24, or just blast right past the active frames and hit Baby anyways. It's that good. Abuse it.
- Appears in front of the opponent, range is around 75% of the screen.
- Launches straight up on hit, leading to easy conversions.
- Fully invincible until Hit enters recovery(!), making it functionally impossible to trade with unless Hit recovers into a projectile.
Tides of Time
236M/H
Version | Damage | Guard | Smash | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|---|
236M | 28 | 28-51 | 20 | 18-60 All | ||||
236H | 14 | 14-40 | 15 | 4-? All | ||||
236M > L | 700×1~3 | All [High] | 9, 10, 11 | 7, 7, 8 | 32 | -18 | ||
236M > M | 1450 | All | D1 | 20-31 | 3 | 17 | -4 | |
236M > H | 1500 | All | U1+ | 19-30 | 3 | 18 | -5 |
- Tides of Time
Hit goes into a stance which causes his body to emit blue flames after a short moment. Once they're visible, Hit is invulnerable to everything except grabs. He also becomes immaterial, allowing his opponent to walk right through him.
- M Version has a small start up, while H Version is much faster. Both of them are identical, except for the speed of going in and out of stance.
- Once blue flames are active (17f/4f), Hit is invulnerable to everything except grabs.
- 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 Tides of Time > L
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, especially in the corner.
- Can be repeated up to three times.
- 2L is an overhead, L and 8L are mids.
- Counts as physical strikes. Goes right through
Broly's Powered Shell
Guard:
Startup:
29Recovery:
Total 40Advantage:
, but teleports Hit into the loving arms of physical counters likeSS4 Gogeta's Punisher Guard
Guard:
Startup:
4Recovery:
20Advantage:
andJiren's Shock Tornado
Guard:
AllStartup:
1Recovery:
15Advantage:
. - Highly unsafe on block, so be sure to cover failed attempts with an assist.
- Never true strings into Vanish.
- Instant Blow Tides of Time > M
In terms of mix-up, Instant Blow is nowhere near as potent as Guard Breaker due to it being slower, being vulnerable to mashing, and requiring the use of Vanish to combo off of.
- Same as Instant Blow from Vital Point Attack, except Hit teleports behind the opponent before doing the attack. Variable startup based on how long it takes for him to get behind them.
- Hit appears on the opposite side of the opponent based on where he's standing, not where he's facing (i.e, Hit on the left side of the opponent will always appear on the right side, regardless of facing direction.)
- 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, due to even harsher scaling. Death Blow is an excellent move in tandem with this.
- Guard Breaker Tides of Time > H
Just as powerful as Guard Breaker from 236L~H. On offense, the start-up is significantly faster when Hit is in close proximity to the opponent, so it can be used as a fast cross-up that leads into good reward.
- Same as Guard Breaker from Vital Point Attack, except Hit teleports behind the opponent before doing the attack. Variable startup based on how long it takes for him to get behind them.
- Hit appears on the opposite side of the opponent based on where he's standing, not where he's facing (i.e, Hit on the left side of the opponent will always appear on the right side, regardless of facing direction.)
- Because this move is frame 1 invincible and carries the invulnerability from 236M/H, 236H~H can be used as a 1-bar frame 4 reversal that is safe on block.
Icy Glare
214L/M/H (Hold OK)
Version | Damage | Guard | Smash | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|---|
214L | 230×7 | Throw | U2+ | 26 | min 4 | 24 | ||
214M | 230×7 | Throw | U2+ | 34 | min 4 | 24 | ||
214H | 260×7 | Throw | U1+ | 24 | min 4 | 24 |
- All
Hit's command grab. Extremely important for opening people up, since his high/low game is non-existant without prior conditioning.
- Summons ice below a given point, growing outwards the longer you hold the button. Only grabs once the button is released, if held.
- Always appears in the same spot relative to Hit, not the opponent.
- Recovers deceptively fast, allowing for a counter 2H if the opponent happens to react with Super Dash too slowly.
- 214L
- Ice originates from directly under Hit's feet.
- 214M
- Ice originates from slightly less than fullscreen distance, but will still grab a fullscreen opponent.
- 214H
Pops the opponent far up, allowing for a solo followup. Spaced perfectly to catch an opponent from 214S, if started point blank.
- Ice originates from about 3/4 screen distance, a bit behind where 214M starts.
Deadly Intent
236S
Damage | Guard | Smash | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|
5 | 22-31 | (stance) | 5-Recovery Projectile |
Hit does 3 short dashes towards the opponent (2 if the first dash goes through them), immediately transitioning to his stance at the end. Hit is intangible during this move, allowing him to pass through opponents, but he CAN still be hit by any physical strikes in his way.
Decent for crossups or neutral bypassing if the opponent has been conditioned not to mash or randomly swing moves, while also serving to nullify zoning and reactable projectiles (like Supers).
- Intangible and Projectile immune during the dashes.
- Immediately enters L stance after finishing his dashes. If M or H is pressed while dashing, he goes into the respective Tides of Time stance instead.
- If S is held at the end of the dashes, will instead immediately cancel whatever stance was buffered.
Mark of an Assassin
214S
Damage | Guard | Smash | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|
5 | 25 | 5-29 Projectile |
Identical to Deadly Intent, except he takes one dash backwards instead. Covers similar distance as a backdash, but it's important to note that he stands still for a bit before stepping back, so it's not a substitute for backdash at all. Trying to use it like one will get you hit.
Special cancellable immediately after the dash, allowing Hit to cancel into a perfectly spaced command grab or right back into a stance followup to make them flinch. Often used in blockstrings to make almost any normal safe. Also occasionally useful if you wish to invalidate projectiles while still moving backwards.
- Projectile invincible from 5f onwards.
- You are safe coming out of this teleport, meaning that if you teleport into an active projectile attack, you can block it.
- Special cancellable into any other special move or 5S at any point after the dash.
Z Assists
Assist A
Guard Breaker
Damage | Guard | Smash | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|
800 | All | 25 | 6 | +29 |
- Invincible from 17f to 31f
- 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.
Assist B
Instant Blow
Damage | Guard | Smash | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|
800 | All | 30 | 6 | +29 |
- Hit launches forward and strikes the opponent with an attack similar to his medium attack from light stance.
- Causes a wall bounce on hit.
- Unlike his A assist will attack the opponent even from full screen.
- Has the exact same blockstun as his A-Assist but takes longer to come out.
This assist trades Hit's A Assist's invincible and fast start-up for a slightly slower attack that will now reach full-screen, allowing for some new conversions thanks to the wallbounce as well as a nice assist to throw out in neutral as a way to catch some opponents mashing or using certain moves.
Assist C
Time Release
Damage | Guard | Smash | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|
450, 350×2 | All | 50 [20] | 10 | +32 |
Easily 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. The only C assist in the game that always drags the opponent down completely from double jump height. Since Hit doesn't approach the opponent, he's usually safe when striking, making it a C assist you can throw out without much worry. Also because of its ability to track and its safety, it can be really good for neutral. Unlike the parent special move, this does NOT count as physical strikes, only an assist. Assist and/or projectile invincible moves such as Broly's Powered Shell
Guard:
Startup:
29Recovery:
Total 40Advantage:
will stop this assist.
- Plays out all three hits on hit, two hits on block, only one on whiff.
- Fullscreen tracks the opponent, even if they're behind him.
- Projectile and strike invuln like Tides of Time during the blue flames. Can still be hit during the startup, and just before striking.
Super Moves
Realized Power
236L+M (Air OK)
Version | Damage | Guard | Smash | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|---|
236L+M | 550×4 | All | UDV | 7+4 | -18 | ?-? All | ||
j.236L+M | 550×4 | All | UDV | 7+4 | -18 | ?-? All |
- 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, with Hit moving past them. DHC'ing early will pop the opponent up behind Hit, allowing for some niche super combos. Hit also teleports on the ground afterwards.
- Minimum damage: 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 metered 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.
- Easily DHC's into Base Goku's Super Spirit Bomb from anywhere, if you're into that sorta thing.
Death Blow
236H+S
Damage | Guard | Smash | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|
2564 | All | UDV | 16+4 | 1 | 22 | -16 | ?-? All |
- Combo ender and metered beam.
- Minimum damage: lvl 1 (564), lvl 2 (683, total: 1247), lvl 3 (532, total: 1779), lvl 4 (398, total: 2177), lvl 5 (417, total: 2594) lvl 6 (562, total: 3156), lvl 7 (519, total: 3675).
- Consumes ALL of your meter. At 3 levels it becomes more damaging than his level 3.
- Can be DHC'd into after a character has been KO'd by using the KO'd character's super input.
- Causes a sliding knockdown on hit.
Consumes all of your available 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. While this damage is great, its meterburn capabilities can make it tricky to use from a lack of control over the amount that's used. It's amazing at finishing off an opponent if Hit is solo, also works great against Sparking by doing all the damage in one hit, or you can use it to burn the meter just to look cool, which is always a good option. It also has amazing comeback capability by doing apocalyptic damage when Limit Break and Sparking are activated, letting Hit rapidly mount a comeback from a single combo, potentially instantly killing an enemy character.
I keep improving
214L+M or 214H+S
Damage | Guard | Smash | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|
4300 | All | UDV | 9+3 | -14 | 1-? All |
- Costs 3 Ki Gauges.
- Minimum damage: 1755.
- Advantage on hit: +42.
- Standard level 3 reversal.
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.
Colors
