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Hit General Discussion

EntropicByDesign

It's all so very confusing.
I've been watching breakdowns, trying to find who caught me eye (I've purposefully put off learning much about the game until right before release) and Hit is 100% going on my starer team.
 

JBeezYBabY

Mr. Righteous
I've been watching breakdowns, trying to find who caught me eye (I've purposefully put off learning much about the game until right before release) and Hit is 100% going on my starer team.
OH! You're getting this game too ?Question mark? Thats alot of fighters to concentrate on ;)
 

HellblazerHawkman

Confused Thanagarian
I've been watching breakdowns, trying to find who caught me eye (I've purposefully put off learning much about the game until right before release) and Hit is 100% going on my starer team.
Take it with a grain of salt because Maximilian is the only guy I've seen do comprehensive breakdowns, Hit might be the "technical" character in this game. Whether he's technical for DBZF or technical for a general fighter, I'm not sure
 

JBeezYBabY

Mr. Righteous
Take it with a grain of salt because Maximilian is the only guy I've seen do comprehensive breakdowns, Hit might be the "technical" character in this game. Whether he's technical for DBZF or technical for a general fighter, I'm not sure
He does seem a bit complex with his trap set ups, and invisible hit boxes. Im very looking forward to try this character out cuz he seems really unpredictable ;)
 

EntropicByDesign

It's all so very confusing.
OH! You're getting this game too ?Question mark? Thats alot of fighters to concentrate on ;)

I am.. I have a funny feeling the entire FGC is going to disappear into this game - for a bit anyway - and I am super intrigued by an anime fighting, team-based, crazy fighter. MvCI was, for me, an ENORMOUS disappointment on a whole bunch of different levels but I did learn how much fun a game like that can be.. and that sort of set up for DBFZ. One of my best friends and my main training partner/FG rival is a HUGE Dragonball fan too, so he's going in full steam. Originally I had planned to give it a cursory look just for him, but MvCI got me hyped for a team game, then watching the breakdowns and info the last few days has really got me hype for the game. I can take or leave the Dragonball setting - its cool, but I'm no major fan - but everything else about the game (that we know and have seen) is incredible and I really look forward to getting in.

As to juggling too many FGs.. Absolutely.. Something is going to have to be put down. It will probably be SFV - even though I just picked it back up. Dunno though. Maybe DBFZ will blow me away so totally I stop playing anything else and just focus on it. It absolutely has the potential to do that.

Hit was the first character that just blew me away.. Watching Max's breakdown, my jaw was on the floor from his animations and over-all look. Im a HUGE fan of boxer style characters and characters who just mean business and Hit's stance, and everything about him is just business-like (as business-like as the DBz universe ever is anyway). Love it.

As for him being difficult/technical.. Who knows.. and this game seems VERY heavily designed to be accessible, so he may be difficult in comparison to others of the cast, but I'm betting he wont be too horrible in the grand scheme of fighting games.
 

Juggs

Lose without excuses
Lead Moderator
Yeah Hit is my favorite DBS character, always loved time control as a power (complete time manipulation is the best power you could have, objectively speaking). And his design in DBFZ looks incredible and unique, can’t wait to lab him.

Once I get home I’ll add some stuff to the OP.
 

EntropicByDesign

It's all so very confusing.
Yeah Hit is my favorite DBS character, always loved time control as a power (complete time manipulation is the best power you could have, objectively speaking). And his design in DBFZ looks incredible and unique, can’t wait to lab him.

Once I get home I’ll add some stuff to the OP.

I dont know much about DB as a series.. if I wanted to find the episodes hes actually in, any idea where Id look?
 

EntropicByDesign

It's all so very confusing.
Does anyone know the inspiration for Hit's stance/style? I've seen a stance like that before, tied to a traditional martial art of some form or another, but cant place it.
 

EntropicByDesign

It's all so very confusing.
Hit is probably the hardest character in the game to play effectively right now. That doesn't mean he's bad or anything like that, just that he takes some work to.. well, make work.

Ive been watching a lot of Hit play, and picking various reasonably talented brains whenever possible as to what they think of him, how they use him, etc. Trying to correlate as much info from the skilled and talented out there who understand these games better than I do, as well as my own problem solving and objective thinking skills.

So, Hit seems to be designed around assists. The more I watch him, the more I think that's the case. Now, obv everyone is to a degree.. But it seems like its more integral to his kit than most/anyone else. He's a creative players playground. He's not meant to be a static, situation repeat character or anything. I think he's designed to play erratically and make strong use of team synergy to kind of pin his kit down. He's meant to work against hyper aggression and I think he's designed for players who can make confident reads and work off them. It's possible he's the most defensive character in the game as well - while still being really strong on offense.

He doesnt have any real high/low mix.. His 2M is really slow, easily reacted to.. but its good damage and hurts like hell if it lands. He has two OHs, the universal everyone has, and another that's not really any faster, (THIS IS CONJECTURE I HAVE NOT TESTED, SIMPLY HEARD) but I think is far better on block. Its a downward punch that visually doesnt seem to telegraph itself as much. He has several extremely fast forward advancing normals that lead to solid damage combos and mean he can engage from extremely far away. He has his stances as well, and a built-in crossup in those stances - but that's not enough to round his neutral out and make it as strong as someone who can just nail you with fast 2Ms or Ls or whatever. He has his command rear dash that seems to just be a fast retreat you can cancel in to, and he has his odd-ball, multi-part forward dash.. This stuff isnt great in comparison to a lot of characters until you start layering it together. You can run blockstrings that end with the back dash, and use odd timings and movement from there to bait the opponent to do something, using your long range normals to punish or engage or catch them. Or just backdash and counter the attempt to run you down. The multipart forward dash cancels into stances, and that lets you run your natural crossup. You can easily dash through them, then cross back to the other side with the crossup, or not. Further you can drop assists onto the screen during this to make the visual language EXTREMELY hard to read. You can - as an example - call in an assist like 21's as you hop over your opponent for a hard to blockable type setup, but you also have the option of stance cancelling your crossup and hitting on the other side.. or just stance cancelling and hold it. While you're in M or H stance, that blue aura makes you invulnerable.. You can use that to let your opponent hang himself and punish accordingly.

Adding assists in lets you do really sneaky shit, like using your ice special move.. this is unblockable btw - a lot of people dont seem to know that. You can call in something like Goku Black's assist as you start casting it, forcing them to stand and block the Kame, into an unblockable he can combo from.

Hit is a very interesting character. No clue how he works in the grand scheme of things, or if hes bad, good or OP broken,. but he seems to be enormously deep and layered in a way a lot of characters arent. That's not a rub vs other characters or anything, nor am i saying everyone is like paper thin and simple, that's absolutely not the case.. Just that I think Hit is a character that is going to take a ton of work and creative play to make work to his full potential, but that his potential is really quite high.

Ive seen some early stuff about him being bad or shitty and a TON of people dont seem to understand how he works. He's my favorite character and my little project. I look forward to seeing where he can be taken with time. What sucks though? He is a huge liability when you're figuring him out.. He is NOT a strong "do stuff" character lol.
 

God Confirm

We're all from Earthrealm. If not, cool pic brah.
Hit is probably the hardest character in the game to play effectively right now. That doesn't mean he's bad or anything like that, just that he takes some work to.. well, make work.

Ive been watching a lot of Hit play, and picking various reasonably talented brains whenever possible as to what they think of him, how they use him, etc. Trying to correlate as much info from the skilled and talented out there who understand these games better than I do, as well as my own problem solving and objective thinking skills.

So, Hit seems to be designed around assists. The more I watch him, the more I think that's the case. Now, obv everyone is to a degree.. But it seems like its more integral to his kit than most/anyone else. He's a creative players playground. He's not meant to be a static, situation repeat character or anything. I think he's designed to play erratically and make strong use of team synergy to kind of pin his kit down. He's meant to work against hyper aggression and I think he's designed for players who can make confident reads and work off them. It's possible he's the most defensive character in the game as well - while still being really strong on offense.

He doesnt have any real high/low mix.. His 2M is really slow, easily reacted to.. but its good damage and hurts like hell if it lands. He has two OHs, the universal everyone has, and another that's not really any faster, (THIS IS CONJECTURE I HAVE NOT TESTED, SIMPLY HEARD) but I think is far better on block. Its a downward punch that visually doesnt seem to telegraph itself as much. He has several extremely fast forward advancing normals that lead to solid damage combos and mean he can engage from extremely far away. He has his stances as well, and a built-in crossup in those stances - but that's not enough to round his neutral out and make it as strong as someone who can just nail you with fast 2Ms or Ls or whatever. He has his command rear dash that seems to just be a fast retreat you can cancel in to, and he has his odd-ball, multi-part forward dash.. This stuff isnt great in comparison to a lot of characters until you start layering it together. You can run blockstrings that end with the back dash, and use odd timings and movement from there to bait the opponent to do something, using your long range normals to punish or engage or catch them. Or just backdash and counter the attempt to run you down. The multipart forward dash cancels into stances, and that lets you run your natural crossup. You can easily dash through them, then cross back to the other side with the crossup, or not. Further you can drop assists onto the screen during this to make the visual language EXTREMELY hard to read. You can - as an example - call in an assist like 21's as you hop over your opponent for a hard to blockable type setup, but you also have the option of stance cancelling your crossup and hitting on the other side.. or just stance cancelling and hold it. While you're in M or H stance, that blue aura makes you invulnerable.. You can use that to let your opponent hang himself and punish accordingly.

Adding assists in lets you do really sneaky shit, like using your ice special move.. this is unblockable btw - a lot of people dont seem to know that. You can call in something like Goku Black's assist as you start casting it, forcing them to stand and block the Kame, into an unblockable he can combo from.

Hit is a very interesting character. No clue how he works in the grand scheme of things, or if hes bad, good or OP broken,. but he seems to be enormously deep and layered in a way a lot of characters arent. That's not a rub vs other characters or anything, nor am i saying everyone is like paper thin and simple, that's absolutely not the case.. Just that I think Hit is a character that is going to take a ton of work and creative play to make work to his full potential, but that his potential is really quite high.

Ive seen some early stuff about him being bad or shitty and a TON of people dont seem to understand how he works. He's my favorite character and my little project. I look forward to seeing where he can be taken with time. What sucks though? He is a huge liability when you're figuring him out.. He is NOT a strong "do stuff" character lol.
You're very right, Hit has a great design and will take some time.

I can't fathom the amount of stupidity it takes to look at this characters tool set and start talking about being bad or shitty. I'm guessing it's the first fighter guys, certainly hope so. Hit in the hands of a good player has potential to annihilate entire teams
 

EntropicByDesign

It's all so very confusing.
You're very right, Hit has a great design and will take some time.

I can't fathom the amount of stupidity it takes to look at this characters tool set and start talking about being bad or shitty. I'm guessing it's the first fighter guys, certainly hope so. Hit in the hands of a good player has potential to annihilate entire teams

Yeah. Im not gonna lie, he's been a huge liability for me early on, lol. A lot of characters in this game, at mid and low skill levels, get a ton of mileage out of just doing shit and if it works - great, you do some more shit and you're golden. Hit's conversions and confirms are VERY different, and if you just throw out a special and its blocked, you're almost always going to take serious punishment.

In the hands of a good player, I think he has enormous potential.. Setting up unblockable/extremely hard to blockable situations with several of his tools, his erratic and very unpredictable pressure, all of that is going to make him a very serious threat.

I'm going to keep grinding him, but I am going to run a sub for a while as well. Originally was gonna probably run Goku Black, but Im tired of seeing him already - EVERY DAMN TEAM I SEE runs him it feels like and I just dont care to jump on the bandwagon really. I'm probably going to run Adult Gohan, or Frieza maybe. 16 is a possibility. Not entirely sure yet.
 

God Confirm

We're all from Earthrealm. If not, cool pic brah.
Goku Black is incredibly strong. He's like a mix of all the best stuff that makes Cell and Goku top tier at once. He's like in every team in all the top 10 on different platforms.
 

Juggs

Lose without excuses
Lead Moderator
Goku Black is incredibly strong. He's like a mix of all the best stuff that makes Cell and Goku top tier at once. He's like in every team in all the top 10 on different platforms.
Hmm, did you know you posted this in the Hit forum? Lol
 
Speaking on some of hits Auto Crossups, you can actually do an assist on the light auto combo during the first side switch, and when the autocombo launches to the wallbounce, the assist character will actually stick to their back from full screen. Some can’t do anything with this like Android 16, but Cell’s Diagonal Kamehameha actually pushes them back to you, allowing a combo.


This example in specific doesn’t do a ton of damage, but I figured it’d be nice to share this assist idea.

Here’s a video demonstrating it.

 
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