From Dustloop Wiki
< DBFZ‎ | Hit
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.
, = LinkTo perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = CancelTo 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. = Jump
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)


Combo Damage Meter Gain Works on: Difficulty Notes
5H/2H/DR > SD > delay j.LL2H > jc.LMLH 3490 (with 2H) +0.7 All Very Easy The most basic combo. Delay after the superdash for the height required for the ending H later on.
5M > 5H > 236L~M/214M > Super 4300 (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 2850 -0.45 All Easy Guard Breaker conversion for solo okizeme.
236L/M/H~H > 2L > 5M > 5H > 236L~L 2970 -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 > 2L > 5M > sjc.LL2H > jc.LMLH 3095 -0.4 All Easy Guard Breaker conversion for damage.
... Vanish > 5L (whiff) > 5LL > 5LLL > ... 2184 (from 214M) -1 All Easy Basic vanish combo. From 5LLL, you can either go into stance enders or a superdash combo.
... Vanish > 66 > delay 5L > 5LL > 2L > delay 5M > 5H > ... 2319 (from 214M) -1 All Medium Technical vanish combo. Dash up and time the 5L to hit the enemy when they're low to the ground so the 2L will connect later in the combo. This version can only convert into stance enders so use when you lack assists or Hit is solo.


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 > 5LL > 2L > 5M > 5H > 236~L/M 4705 (with M) +0.9 All Medium A slightly more technical but higher damage version of the basic corner combo.
5M > 2H > 236M~5LLL > 5LL > 2L > 5M > 5H > j.LL2H > jc > j.LLL 5237 +1.3 All Medium Bad oki but better damage than the above combo. Good for assist extensions.
5M > 2H > 236M~5LLL > (5LLL > 236L~S)x3 5LLL > 236L~M/L 5534 (with M) +1.5 All Medium Light stance loops. This is easily Hit's best option in the corner, solo or otherwise. Before a recent buff to the speed at which Hit recovers after cancelling 236L with S, every loop would have to use 236H instead. This used a lot of meter in exchange for good damage, but now the combo gives you good damage and a ton of meter as well. Inputting the stance move while the third hit of 5LLL is playing out and then immediately clicking S is the best timing for this combo.


Hit gains the ability to jump cancel from 5LLL and 5H giving new combo routes.

Combo Position Damage Meter Gain Works on: Difficulty Notes
2H > 236M~2L > Sparking! > ... Anywhere ? ? All Very Easy Basic sparking combo starter. Note that letting spark whiff by doing 236M~2L at the peak of the 2H launch is more optimal.
5M > 5H > jc.66 > delay j.5M > land 5L > 5LL > jc.5LL > j.2H > j.5LLL Corner 5016 +1.90 All Easy Basic Sparking combo using jump cancel from 5H.
5M > 2H > 236M~5LLL > 5L > 5LL > 5LLL > jc.66 > delay j.5M > land 5L > 5LL > jc.5LL > j.2H > j.5LLL Corner 6231 +2.75 All Medium Sparking combo that uses the 5LLL jump cancel to add in extra damage and remove the need for SD in the normal corner combo route.
5M > 5H > delay jc.66 > delay j.5M > land 5L > 5LL > 236L~L > 5L > 5LL > 2L > 5M > 5H > 236L~M Corner 5715 +2.3 All Hard Complex Sparking combo that uses Hit being able to combo after a correctly timed 236L~L at just the right level, use this if you want to do more damage than the Non-Sparking routes that give oki.
5M > 5H > delay jc.66 > delay j.5M > land 5L > 5LL > 236L~L > 5L > 5LL > 5LLL > delay jc.66 > delay j.5M > land 5L > 5LL > 236L~L > 5L > 5LL > 5LLL > 236L~M Corner 6435 +3.3 All Hard Same as the combo before but uses the precisely timed 236L~L twice. Gives Oki, insane solo damage and plenty of bar to even super afterwards though it should really only be used if you really have to.


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.


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.
  • Most combos that have 5LL hit while the enemy is in the air can cancel into 2L > 5M > 5H for extra damage unless the hitstun scaling is too high.

Video Examples


Systems Pages