DBFZ/Hit: Difference between revisions

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|summary= is a unique assassin who uses a variety of stances to penetrate defenses.
|summary= is a unique assassin who uses a variety of stances to penetrate defenses.
|pros=
|pros=
* '''Deadly Range:''' {{MiniMoveCard|game=DBFZ|chara=Hit|input=5LL|label={{clr|1|5LL}}}}, {{MiniMoveCard|game=DBFZ|chara=Hit|input=5M|label={{clr|2|5M}}}}, {{MiniMoveCard|game=DBFZ|chara=Hit|input=5H|label={{clr|3|5H}}}}, and all stance follow-ups have very wide reach and are resistant to reflect.
* '''Deadly Range:''' {{MiniMoveCard|game=DBFZ|chara=Hit|input=5LL|label={{clr|L|5LL}}}}, {{MiniMoveCard|game=DBFZ|chara=Hit|input=5M|label={{clr|M|5M}}}}, {{MiniMoveCard|game=DBFZ|chara=Hit|input=5H|label={{clr|H|5H}}}}, and all stance follow-ups have very wide reach and are resistant to reflect.
* '''Command Movement:''' {{MiniMoveCard|game=DBFZ|chara=Hit|input=236S|label=Deadly Intent}} and {{MiniMoveCard|game=DBFZ|chara=Hit|input=214S|label=Mark of an Assassin}} give him unparalleled ground maneuverability and make any normal safe on block.
* '''Command Movement:''' {{MiniMoveCard|game=DBFZ|chara=Hit|input=236S|label=Deadly Intent}} and {{MiniMoveCard|game=DBFZ|chara=Hit|input=214S|label=Mark of an Assassin}} give him unparalleled ground maneuverability and make any normal safe on block.
* '''Screen Presence:''' Extremely fast teleporting attacks in {{MiniMoveCard|game=DBFZ|chara=Hit|input=236L > M|label=Instant Blow}} and {{MiniMoveCard|game=DBFZ|chara=Hit|input=236L > H|label=Guard Breaker}} are both safe on block. The latter is invincible on start-up.
* '''Screen Presence:''' Extremely fast teleporting attacks in {{MiniMoveCard|game=DBFZ|chara=Hit|input=236L > M|label=Instant Blow}} and {{MiniMoveCard|game=DBFZ|chara=Hit|input=236L > H|label=Guard Breaker}} are both safe on block. The latter is invincible on start-up.
* '''Left/Right:''' Stance follow-ups double as left/right weapons and easy frametraps in conjunction with the command dashes and full-screen unblockable, {{MiniMoveCard|game=DBFZ|chara=Hit|input=214L|label=Icy Glare}}.
* '''Left/Right:''' Stance follow-ups double as left/right weapons and easy frametraps in conjunction with the command dashes and full-screen unblockable, {{MiniMoveCard|game=DBFZ|chara=Hit|input=214L|label=Icy Glare}}.
* '''Combo Parry:''' Unique airborne parry {{MiniMoveCard|game=DBFZ|chara=Hit|input=j.S Attack|label={{clr|4|j.S}}}} makes you think twice before using Superdash against Hit.
* '''Combo Parry:''' Unique airborne parry {{MiniMoveCard|game=DBFZ|chara=Hit|input=j.S Attack|label={{clr|S|j.S}}}} makes you think twice before using Superdash against Hit.
* '''Extraordinary Neutral:''' All of these factors amalgamate Hit into having an unmatched grounded neutral.
* '''Extraordinary Neutral:''' All of these factors amalgamate Hit into having an unmatched grounded neutral.
|cons=
|cons=
* '''Aerial Game:''' Almost all his special moves are ground-only, limiting him in the air despite his {{MiniMoveCard|game=DBFZ|chara=Hit|input=j.S Catch|label={{clr|4|j.S}}}} parry.
* '''Aerial Game:''' Almost all his special moves are ground-only, limiting him in the air despite his {{MiniMoveCard|game=DBFZ|chara=Hit|input=j.S Catch|label={{clr|S|j.S}}}} parry.
* '''High/Low:''' Has only one low in {{MiniMoveCard|game=DBFZ|chara=Hit|input=2M|label={{clr|2|2M}}}}, and it's the slowest low in the game, weakening an otherwise great mix-up game.
* '''High/Low:''' Has only one low in {{MiniMoveCard|game=DBFZ|chara=Hit|input=2M|label={{clr|M|2M}}}}, and it's the slowest low in the game, weakening an otherwise great mix-up game.
* '''Low Damage:''' Hit's damage is on the lower end of the cast without the corner.
* '''Low Damage:''' Hit's damage is on the lower end of the cast without the corner.
* '''Anomaly:''' Initially hard character to play due to how different he is to everybody, and has a high skill floor.
* '''Anomaly:''' Initially hard character to play due to how different he is to everybody, and has a high skill floor.
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==Normal Moves==
==Normal Moves==
===<big>{{clr|1|5L}}</big>===
===<big>{{clr|L|5L}}</big>===
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<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
DBFZ_Hit_5L.png | Only really used because of {{clr|1|5LL}}
DBFZ_Hit_5L.png | Only really used because of {{clr|L|5LL}}
DBFZ_Hit_5LL.png | You should really think about reflecting
DBFZ_Hit_5LL.png | You should really think about reflecting
DBFZ_Hit_5LLL.png | Mostly used for left-right mixups on hit
DBFZ_Hit_5LLL.png | Mostly used for left-right mixups on hit
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==== ====
==== ====
* {{clr|1|5L}} is Hit's fastest button at 6f.
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* {{clr|L|5L}} is Hit's fastest button at 6f.
Fastest attack Hit has making it his go-to for punishes and abare. Can be risky in certain gaps since the short range can be baited, and with his longer reaching moves being much slower.
Fastest attack Hit has making it his go-to for punishes and abare. Can be risky in certain gaps since the short range can be baited, and with his longer reaching moves being much slower.
----
----
* {{clr|1|5LL}} teleports Hit decently far giving it a very long range.
* {{clr|L|5LL}} teleports Hit decently far giving it a very long range.
* Comes out even if first jab whiffs. Commonly used mid-combo after a vanish.
* Comes out even if first jab whiffs. Commonly used mid-combo after a vanish.
* Surprisingly good anti-air, as it has a very high vertical hitbox and tracks. Easy confirm to {{clr|1|j.L}}.
* Surprisingly good anti-air, as it has a very high vertical hitbox and tracks. Easy confirm to {{clr|L|j.L}}.
This is Hit's first line of offense against Reflect. It also shines after a Vanish, as it catches both reflect > mash AND backdash which will discourage your opponent from trying to take their turn or disengage.
This is Hit's first line of offense against Reflect. It also shines after a Vanish, as it catches both reflect > mash AND backdash which will discourage your opponent from trying to take their turn or disengage.
----
----
* {{clr|1|5LLL}} hits 3 times if it connects, with Hit teleporting behind the opponent for the second hit.
* {{clr|L|5LLL}} hits 3 times if it connects, with Hit teleporting behind the opponent for the second hit.
* All 3 hits can be special-cancelled, so it's possible to side-switch after the second with a special.
* All 3 hits can be special-cancelled, so it's possible to side-switch after the second with a special.
All 3 hits are always guaranteed, making this an essential part of his combos. First two hits and the third scale seperately. Like with all L-autocombos it can give a wallbounce even if wallbounce was used earlier in the combo. It will always combo into superdash or {{clr|1|236L}} stance follow-ups.
All 3 hits are always guaranteed, making this an essential part of his combos. First two hits and the third scale seperately. Like with all L-autocombos it can give a wallbounce even if wallbounce was used earlier in the combo. It will always combo into superdash or {{clr|L|236L}} stance follow-ups.
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===<big>{{clr|2|5M}}</big>===
===<big>{{clr|M|5M}}</big>===
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* Hit swiftly moves forward about 55% of the screen before the attack.
* Hit swiftly moves forward about 55% of the screen before the attack.
* -2, the magic number: allows Hit to safely backdash.
* -2, the magic number: allows Hit to safely backdash.
* Arguably the best {{clr|2|5M}} in the game. Use it and use it a lot.
* Arguably the best {{clr|M|5M}} in the game. Use it and use it a lot.
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.
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.
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===<big>{{clr|3|5H}}</big>===
===<big>{{clr|H|5H}}</big>===
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==== ====
==== ====
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* Hit moves forward invisibly about 75% of the screen before the attack.
* Hit moves forward invisibly about 75% of the screen before the attack.
* As with {{clr|2|5M}}, can be struck out of.
* As with {{clr|M|5M}}, can be struck out of.
* Hit's {{clr|2|5M}} autocombo uses this instead of {{clr|2|2M}} because of how slow {{clr|2|2M}} is.
* Hit's {{clr|M|5M}} autocombo uses this instead of {{clr|M|2M}} because of how slow {{clr|M|2M}} is.
You're more likely to use {{clr|2|5M}} than this, but it also makes a great poke. You won't actually be using this normal a lot because of how difficult it is for hit to keep his Smash sliding knockdown, but it still shines as an anti-reflect tool. As with other {{clr|3|5H}} normals, it's great for corner carry and works well with assists to secure the corner where Hit can sustain his offense.
You're more likely to use {{clr|M|5M}} than this, but it also makes a great poke. You won't actually be using this normal a lot because of how difficult it is for hit to keep his Smash sliding knockdown, but it still shines as an anti-reflect tool. As with other {{clr|H|5H}} normals, it's great for corner carry and works well with assists to secure the corner where Hit can sustain his offense.
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===<big>{{clr|4|5S}}</big>===
===<big>{{clr|S|5S}}</big>===
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==== ====
==== ====
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* Can parry physical attacks, ki-blasts and projectiles.
* Can parry physical attacks, ki-blasts and projectiles.
* Can not parry grabs or supers.
* 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.
* 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.
* Can be followed up midscreen with {{clr|1|236L}}~{{clr|1|L}} or {{clr|1|236L}}~{{clr|2|M}}.
* Can be followed up midscreen with {{clr|L|236L}}~{{clr|L|L}} or {{clr|L|236L}}~{{clr|M|M}}.
* Wallbounces if the opponent hits a wall, allowing meterless followups.
* Wallbounces if the opponent hits a wall, allowing meterless followups.
* Like other {{clr|4|5S}}-specials you can vanish-cancel it on whiff, and even option-select it to reduce the risk.
* Like other {{clr|S|5S}}-specials you can vanish-cancel it on whiff, and even option-select it to reduce the risk.
 
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.
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.


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===<big>{{clr|1|2L}}</big>===
===<big>{{clr|L|2L}}</big>===
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==== ====
==== ====
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* Standing overhead.
* Standing overhead.
* Forces a tech on hit. No combos :'(
* Forces a tech on hit. No combos :'(
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===<big>{{clr|2|2M}}</big>===
===<big>{{clr|M|2M}}</big>===
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==== ====
==== ====
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* Standing low. Hit's only low, and the slowest low in the game.
* Standing low. Hit's only low, and the slowest low in the game.
* Can gatling both to and from with other normals.
* Can gatling both to and from with other normals.
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</div>


===<big>{{clr|3|2H}}</big>===
===<big>{{clr|H|2H}}</big>===
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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.
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, {{clr|2|5M}} > {{clr|3|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 {{clr|3|2H}} might whiff, making {{clr|2|5M}} > {{clr|3|5H}} the better choice for confirming it but losing a bit of damage.
Essentially, {{clr|M|5M}} > {{clr|H|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 {{clr|H|2H}} might whiff, making {{clr|M|5M}} > {{clr|H|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 {{clr|3|2H}} if you want to keep proper pressure without assists available after the combo.
Due to Hit's difficulties scoring a hard knockdown, it is recommended to go for the standard super dash after a {{clr|H|2H}} if you want to keep proper pressure without assists available after the combo.
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===<big>{{clr|2|6M}}</big>===
===<big>{{clr|M|6M}}</big>===
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* Universal overhead.
* Universal overhead.
1F more active than other {{clr|2|6M}}, allowing Hit to do {{clr|1|2L}} (hit) > {{clr|2|6M}} or {{clr|2|2M}} as a soft knockdown mixup in the corner. From this setup, {{clr|2|6M}} will hit so meaty that:
1F more active than other {{clr|M|6M}}, allowing Hit to do {{clr|L|2L}} (hit) > {{clr|M|6M}} or {{clr|M|2M}} as a soft knockdown mixup in the corner. From this setup, {{clr|M|6M}} will hit so meaty that:
:On block, can truestring into {{clr|1|5L}}
:On block, can truestring into {{clr|L|5L}}
:On hit, can solo extend with {{clr|1|5L}} against forward/back tech or {{clr|3|2H}} against up tech
:On hit, can solo extend with {{clr|L|5L}} against forward/back tech or {{clr|H|2H}} against up tech
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===<big>{{clr|1|j.L}}</big>===
===<big>{{clr|L|j.L}}</big>===
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==== ====
==== ====
* Incredible reach, can stuff Superdash on reaction but {{clr|4|j.S}} is better served for that purpose.
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* Incredible reach, can stuff Superdash on reaction but {{clr|S|j.S}} is better served for that purpose.
* Cannot gatling into itself like most other characters.
* Cannot gatling into itself like most other characters.
Amazing air to air button, which can also be used as a IAD meaty to cover uptech. Unlike other characters, Hit cannot do jump M > jump L > jump L as a combo, with only the first L normal coming out. This is actually good for hit, as {{clr|1|j.LL}}~{{clr|2|M}} will option select an L auto combo on hit and a {{clr|2|j.M}} on block.
Amazing air to air button, which can also be used as a IAD meaty to cover uptech. Unlike other characters, Hit cannot do jump M > jump L > jump L as a combo, with only the first L normal coming out. This is actually good for hit, as {{clr|L|j.LL}}~{{clr|M|M}} will option select an L auto combo on hit and a {{clr|M|j.M}} on block.
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===<big>{{clr|2|j.M}}</big>===
 
===<big>{{clr|M|j.M}}</big>===
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* Good downward range.
* Good downward range.
* Weirdly enough, also a good crossup button.
* Weirdly enough, also a good crossup button.
Since it has higher hitstun and blockstun than {{clr|1|j.L}}, this is Hit's primary crossup normal despite {{clr|1|j.L}} having better range. You'll either be converting with microdash {{clr|1|5L}} or {{clr|2|5M}}.
Since it has higher hitstun and blockstun than {{clr|L|j.L}}, this is Hit's primary crossup normal despite {{clr|L|j.L}} having better range. You'll either be converting with microdash {{clr|L|5L}} or {{clr|M|5M}}.
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===<big>{{clr|3|j.H}}</big>===
 
===<big>{{clr|H|j.H}}</big>===
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<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-DBFZ|version=yes}}
{{FrameDataHeader-DBFZ}}
|-
|-
{{#cargo_query:tables=MoveData_DBFZ
{{#cargo_query:tables=MoveData_DBFZ
|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and (input="5LLLLLLL" or input="j.H")
|where=chara="{{SUBPAGENAME}}" and input="j.H"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
|}
==== ====
==== ====
* [] is on Smash hit.
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* Stalls Hit's air momentum for a brief moment. The opponent can tech immediately after getting hit, limiting the move's uses as a jump-in.
* Stalls Hit's air momentum for a brief moment. The opponent can tech immediately after getting hit, limiting the move's uses as a jump-in.
* Due to it stalling air momentum, it can be used as a surprise overhead when pressuring the opponent via jMLH
* Due to it stalling air momentum, it can be used as a surprise overhead when pressuring the opponent via jMLH
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===<big>{{clr|4|j.S}}</big>===
===<big>{{clr|S|j.S}}</big>===
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* Invincible for a few frames after teleporting, but not enough to guarantee any air normals afterwards.
* 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.
* Doesn't stop opponent characters gatlings, if they are pressing buttons they will automatically autocorrect to turn and face Hit before attacking.
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===<big>{{clr|3|j.2H}}</big>===
===<big>{{clr|H|j.2H}}</big>===
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* Jump cancellable.
* Jump cancellable.
Entirely combo filler. Situational, but vital to Hit's post-{{clr|4|j.S}} combos as it allows for {{clr|3|j.H}}'s sliding knockdown.
Entirely combo filler. Situational, but vital to Hit's post-{{clr|S|j.S}} combos as it allows for {{clr|H|j.H}}'s sliding knockdown.
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==Special Moves==
==Special Moves==
===<big>Vital Point Attack</big>===
===<big>Vital Point Attack</big>===
<span class="input-badge">'''{{clr|1|236L}}'''</span>
<span class="input-badge">'''{{clr|L|236L}}'''</span>
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This stance might look like a taunt as Hit puts his hands into his pockets. Essential to a lot of his gameplay.
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 19f.
* Stance can be cancelled by pressing S. Stance cancel recovery lasts 19f.
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Fast long-ranged attack.
Fast long-ranged attack.
* Has the same Re-center property as Smash! attacks, meaning the opponent is put in the same position on hit every time
* 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.
* 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.
* 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 {{clr|1|214L}} to mixup. is also plus on block if the opponent is in the air when blocked. Being -2, it's also safe to backdash after, a property that is made even more potent by {{clr|2|5M}}'s massive range to punish whiffs.
Can be used to frametrap people during a blockstring. Mostly used in conjunction with {{clr|L|214L}} to mixup. is also plus on block if the opponent is in the air when blocked. Being -2, it's also safe to backdash after, a property that is made even more potent by {{clr|M|5M}}'s massive range to punish whiffs.


{| class="wikitable attack-data"
{| class="wikitable attack-data"
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}}
}}
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|}
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Full-screen and harder hitting.
Full-screen and harder hitting.
* On hit will cause a sliding knockdown.
* On hit will cause a sliding knockdown.
* If Hit combos after the attack, he can still use his smash attack for the likes of a {{clr|3|2H}}.
* If Hit combos after the attack, he can still use his smash attack for the likes of a {{clr|H|2H}}.
* After using it once and spending the sliding knockdown, any other hits will not cause sliding knockdown.
* After using it once and spending the sliding knockdown, any other hits will not cause sliding knockdown.


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}}
}}
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Hit teleports towards the opponent and kicks upwards where it hurts the most.
Hit teleports towards the opponent and kicks upwards where it hurts the most.
* Appears in front of the opponent, range is around 75% of the screen length.
* Appears in front of the opponent, range is around 75% of the screen length.
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===<big>Tides of Time</big>===
===<big>Tides of Time</big>===
<span class="input-badge">'''{{clr|2|236M}}/{{clr|3|H}}'''</span>
<span class="input-badge">'''{{clr|M|236M}}/{{clr|H|H}}'''</span>
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* Hit goes into a stance which causes his body to emit blue flames after a few frames.
* 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.
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* S stance cancel for both L and M stances are 20f, but H stance recovers faster at 15f:
* 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.
* L and M stances S earliest cancel window is 10f, whereas H stance cancel window is 8f.
{| class="wikitable attack-data"
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* Can be repeated up to three times.
* Can be repeated up to three times.
* {{clr|1|2L}} is an overhead, {{clr|1|L}} and {{clr|1|8L}} are mids.
* {{clr|L|2L}} is an overhead, {{clr|L|L}} and {{clr|L|8L}} are mids.
* '''Counts as strikes.''' Broly's powered shell ain't got no shit on Hit
* '''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.
* 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.
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.
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* Causes a sliding knockdown.
* Causes a 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.
* 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.
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* Good move for short conversions where it takes little damage to kill an opponent. Death Blow is an excellent move in tandem with this.
* Good move for short conversions where it takes little damage to kill an opponent. Death Blow is an excellent move in tandem with this.
In terms of mix-up, Instant Blow is no where near as potent as Guard Breaker due to it being slower, being vulerable to mashing, and requiring the use of vanish to combo off of.
In terms of mix-up, Instant Blow is no where near as potent as Guard Breaker due to it being slower, being vulerable to mashing, and requiring the use of vanish to combo off of.
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* Fully invincible until Hit enters recovery
* Fully invincible until Hit enters recovery
* Launches enemy directly up on hit
* 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
* 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, {{clr|3|236H~H}} can be used as a 1-bar reversal that is safe on block.
* Because of the property of the move, {{clr|H|236H~H}} can be used as a 1-bar reversal that is safe on block.
 
Contender for the best move in the game. Guard Breaker has it all; It's combination of full invincibility, fast start-up, and safeness on block make it a force to be reckoned with in neutral and on offense. In neutral, Guard Breaker can be used to snuff out opponents from doing anything on the ground. On block, Guard Breaker is safe and Hit can call his assists to take his turn. 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.
Contender for the best move in the game. Guard Breaker has it all; It's combination of full invincibility, fast start-up, and safeness on block make it a force to be reckoned with in neutral and on offense. In neutral, Guard Breaker can be used to snuff out opponents from doing anything on the ground. On block, Guard Breaker is safe and Hit can call his assists to take his turn. 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.
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===<big>Icy Glare</big>===
===<big>Icy Glare</big>===
<span class="input-badge">'''{{clr|1|214L}}/{{clr|2|M}}/{{clr|3|H}}'''</span>
<span class="input-badge">'''{{clr|L|214L}}/{{clr|M|M}}/{{clr|H|H}}'''</span>
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* L version has ice originates from Hit himself.
* L version has ice originates from Hit himself.
* On hit, you can convert it into a combo by using an assist or vanish.
* On hit, you can convert it into a combo by using an assist or vanish.
----
----
* M version has ice originates from slightly less than fullscreen distance.
* M version has ice originates from slightly less than fullscreen distance.
* Can combo into from midscreen after a {{clr|3|5H}}.
* Can combo into from midscreen after a {{clr|H|5H}}.
----
----
* H version has ice originates from about ¾ screen distance.
* H version has ice originates from about ¾ screen distance.
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===<big>Deadly Intent</big>===
===<big>Deadly Intent</big>===
<span class="input-badge">'''{{clr|4|236S}}'''</span>
<span class="input-badge">'''{{clr|S|236S}}'''</span>
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* Hit does 3 short dashes (2 if first dash bypasses opponent), can pass through opponent, projectile, and any Super projectile type attacks.
* Hit does 3 short dashes (2 if first dash bypasses opponent), can pass through opponent, projectile, and any Super projectile type attacks.
* Hit enters Vital Point Attack stance after finishing his dashes.  
* Hit enters Vital Point Attack stance after finishing his dashes.  
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===<big>Mark of an Assassin</big>===
===<big>Mark of an Assassin</big>===
<span class="input-badge">'''{{clr|4|214S}}'''</span>
<span class="input-badge">'''{{clr|S|214S}}'''</span>
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* Projectile invincible from 5f forward
* Projectile invincible from 5f forward
* Hit quickly dashes away from his opponent, moving about as far as a backdash.
* Hit quickly dashes away from his opponent, moving about as far as a backdash.
* You are safe coming out of this teleport, meaning that if you teleport into a meaty projectile attack you can block it.
* You are safe coming out of this teleport, meaning that if you teleport into a meaty projectile attack you can block it.
* Special cancellable into any other special move or {{clr|4|5S}}. Earliest cancel can occur at 14f
* Special cancellable into any other special move or {{clr|S|5S}}. Earliest cancel can occur at 14f
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* Invincible from 17f to 31f
* 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.
* 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.
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===<big>Assist B</big>===
===<big>Assist B</big>===
<span class="input-badge">'''Instant Blow'''</span>
<span class="input-badge">'''Instant Blow'''</span>
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* Hit launches forward and strikes the opponent with an attack similar to his medium attack from light stance.
* Hit launches forward and strikes the opponent with an attack similar to his medium attack from light stance.
* Causes a wall bounce on hit.
* Causes a wall bounce on hit.
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* Plays out all three hits on hit, two hits on block, only one on whiff.
* 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.
* 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.
* Projectile and strike invuln like Tides of Time during the blue flames. Can still be hit during the startup, and just before striking.
Arguably one of the better C-Assists in the game due to its 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 its ability to track and its safety, it can be really good for neutral.
Arguably one of the better C-Assists in the game due to its 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 its ability to track and its safety, it can be really good for neutral.
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==Super Moves==
==Super Moves==
===<big>Realized Power</big>===
===<big>Realized Power</big>===
<span class="input-badge">'''{{clr|1|236L}}+{{clr|2|M}} (Air OK)'''</span>
<span class="input-badge">'''{{clr|L|236L}}+{{clr|M|M}} (Air OK)'''</span>
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* 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.
* 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.
* 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.
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===<big>Death Blow</big>===
===<big>Death Blow</big>===
<span class="input-badge">'''{{clr|3|236H}}+{{clr|4|S}}'''</span>
<span class="input-badge">'''{{clr|H|236H}}+{{clr|S|S}}'''</span>
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* Combo ender and metered beam.
* Combo ender and metered beam.
* Scales poorly and consumes ALL of your meter. At 4 levels it becomes more damaging than his level 3.
* Scales poorly and consumes ALL of your meter. At 4 levels it becomes more damaging than his level 3.
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===<big>I keep improving</big>===
===<big>I keep improving</big>===
<span class="input-badge">'''{{clr|1|214L}}+{{clr|2|M}} or {{clr|3|214H}}+{{clr|4|S}}'''</span>
<span class="input-badge">'''{{clr|L|214L}}+{{clr|M|M}} or {{clr|H|214H}}+{{clr|S|S}}'''</span>
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* Costs 3 Ki Gauges.
* Costs 3 Ki Gauges.
* Minimum damage: 1755.
* Minimum damage: 1755.

Revision as of 23:32, 13 May 2022

Overview

Template:CharaOverview

Normal Moves

5L

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
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 is Hit's fastest button at 6f.

Fastest attack Hit has making it his go-to for punishes and abare. Can be risky in certain gaps since the short range can be baited, and with his longer reaching moves being much slower.


  • 5LL teleports Hit decently far giving it a very long range.
  • Comes out even if first jab whiffs. Commonly used mid-combo after a vanish.
  • Surprisingly good anti-air, as it has a very high vertical hitbox and tracks. Easy confirm to j.L.

This is Hit's first line of offense against Reflect. It also shines after a Vanish, as it catches both reflect > mash AND backdash which will discourage your opponent from trying to take their turn or disengage.


  • 5LLL hits 3 times if it connects, with Hit teleporting behind the opponent for the second hit.
  • All 3 hits can be special-cancelled, so it's possible to side-switch after the second with a special.

All 3 hits are always guaranteed, making this an essential part of his combos. First two hits and the third scale seperately. Like with all L-autocombos it can give a wallbounce even if wallbounce was used earlier in the combo. It will always combo into superdash or 236L stance follow-ups.

5M

5H

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
850 / 1000 All U1 11-17 5 21 -7

  • Hit moves forward invisibly about 75% of the screen before the attack.
  • As with 5M, can be struck out of.
  • Hit's 5M autocombo uses this instead of 2M because of how slow 2M is.

You're more likely to use 5M than this, but it also makes a great poke. You won't actually be using this normal a lot because of how difficult it is for hit to keep his Smash sliding knockdown, but it still shines as an anti-reflect tool. As with other 5H normals, it's great for corner carry and works well with assists to secure the corner where Hit can sustain his offense.

5S

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
Catch All 4 15 21 4-18 Guard Point
Attack 850 All U1+ 10 -7

  • 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.
  • Can be followed up midscreen with 236L~L or 236L~M.
  • 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.

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.

2L

2M

2H

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
850 / 1000 All U1+ 13 3 27 -14 4-15 Head

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.

6M

j.L

j.M

j.H

j.S

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
Catch 4 15 27 4-18 Guard Point
Attack

No results

  • 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.

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. It can give better meterless rewards if used against slower attacks like beam attacks but a punish after a countered superdash is almost guaranteed. 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. Be careful countering assists as countering things like GT A might end up with you inside the beam.

j.2H

Special Moves

Vital Point Attack

236L

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
11 11-50 70

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 19f.
  • If holding 4 when doing any followups, they will not come out.
Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
Direct Hit
> L
900 All 5-12 4 14 -2

Fast long-ranged attack.

  • 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. Being -2, it's also safe to backdash after, a property that is made even more potent by 5M's massive range to punish whiffs.

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
Instant Blow
> M
1450 All D1 8-15 3 17 -4

Full-screen and harder hitting.

  • On hit will cause a sliding knockdown.
  • 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.
Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
Guard Breaker
> H
1500 All U1+ 7-14 6 18 -5 1-9~19 All

Hit teleports towards the opponent and kicks upwards where it hurts the most.

  • Appears in front of the opponent, range is around 75% of the screen length.
  • Launches, allowing followups on successful hit.
  • Fully invincible against anything from frame 1 making this a huge threat in the neutral game.

Tides of Time

236M/H

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
M Stance 28 28-51 20 18-60 All
H Stance 14 14-40 15 4-? All

  • 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 invulnerable to everything except grabs. 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.
Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
Time Release
> L
700×1~3 All [High] 9, 10, 11 7, 7, 8 32 -18

  • 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.

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
Instant Blow
> M
1450 All D1 20-31 3 17 -4

  • Causes a 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.

In terms of mix-up, Instant Blow is no where near as potent as Guard Breaker due to it being slower, being vulerable to mashing, and requiring the use of vanish to combo off of.

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
Guard Breaker
> H
1500 All U1+ 19-30 3 18 -5

  • 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 reversal that is safe on block.

Contender for the best move in the game. Guard Breaker has it all; It's combination of full invincibility, fast start-up, and safeness on block make it a force to be reckoned with in neutral and on offense. In neutral, Guard Breaker can be used to snuff out opponents from doing anything on the ground. On block, Guard Breaker is safe and Hit can call his assists to take his turn. 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.

Icy Glare

214L/M/H

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
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

  • L version has ice originates from Hit himself.
  • On hit, you can convert it into a combo by using an assist or vanish.

  • M version has ice originates from slightly less than fullscreen distance.
  • Can combo into from midscreen after a 5H.

  • H version has ice originates from about ¾ screen distance.
  • Pops the opponent up. Can follow up without the need of a vanish or assist.

  • Hit's command grab. Button can be held to extend the move's range.
  • Important tool for opening people up.

Deadly Intent

236S

Mark of an Assassin

214S

Z Assists

Assist A

Guard Breaker

Assist B

Instant Blow

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
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 GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
450, 350×2 All 50 [20] 10 +32

  • 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.

Arguably one of the better C-Assists in the game due to its 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 its ability to track and its safety, it can be really good for neutral.

Super Moves

Realized Power

236L+M (Air OK)

No results
Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.

  • 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.

Death Blow

236H+S

No results
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.

  • Combo ender and metered beam.
  • Scales poorly and consumes ALL of your meter. At 4 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

Colors

1Seasonal colors that can be unlocked at different times of the year.

External References

Navigation

 Hit
To edit frame data, edit values in DBFZ/Hit/Data.

DBFZ/Navigation