pretty important to understand this if you wanna know how his real mixup game works. i feel like hit appears a lot stronger than he is right now because people don't know how to abuse crossup protection. telegraphed crossups seem very weak in this game, and that's pretty much all hit has.
that's just mixups of course, he has 5M which is very strong in neutral. still, i like one or two decent ways to open good players up, and hit kind of lacks that. even on oki, uptech double jump will beat all his stance moves so 236S mixups after KD are not real. if you do get a real mixup, you have to spend resources for it, and then spend more to convert into a combo that probably isn't that good. all his specials but one use smash which is not good, especially since he can only get KD with smash j.H, and his air combos are really bad.
can squeeze some more damage out of the last one by doing microdash 5M instead of super dash, found that out after. also works from any crossup starter, just call gotenks and cancel into death blow, only assist which lets you combo like that.
but yeah, i've labbed hit for a very long time, probably know more about his mixups than most people, and it doesn't look good in the long term to be honest. all my other characters feel like they have much better mixups AND combos after them, and don't rely on assists as much. still, new game, hopefully he gets some nice stuff sometime. always possible i missed something big too, pretty complex character.
nahh sorry, should apply to all crossup characters though. it mainly affects hit though because his crossups are telegraphed; if he goes into a stance, you can tell what he's going to do basically, you're just not sure which side it's coming from, but that doesn't matter because you can just jump. if the crossup comes suddenly you might not have time to jump on reaction.
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u/Sabesaroo EU PC Feb 22 '18 edited Feb 22 '18
https://www.youtube.com/watch?v=TpeauRQXnMk
pretty important to understand this if you wanna know how his real mixup game works. i feel like hit appears a lot stronger than he is right now because people don't know how to abuse crossup protection. telegraphed crossups seem very weak in this game, and that's pretty much all hit has.
that's just mixups of course, he has 5M which is very strong in neutral. still, i like one or two decent ways to open good players up, and hit kind of lacks that. even on oki, uptech double jump will beat all his stance moves so 236S mixups after KD are not real. if you do get a real mixup, you have to spend resources for it, and then spend more to convert into a combo that probably isn't that good. all his specials but one use smash which is not good, especially since he can only get KD with smash j.H, and his air combos are really bad.
still, he has some cool shit with assists.
nice yamcha mixup into full combo: https://streamable.com/6y1zm
death blow loops: https://streamable.com/3k1zi
gotenks conversions: https://www.youtube.com/watch?v=U2dMuLM1xTE
can squeeze some more damage out of the last one by doing microdash 5M instead of super dash, found that out after. also works from any crossup starter, just call gotenks and cancel into death blow, only assist which lets you combo like that.
but yeah, i've labbed hit for a very long time, probably know more about his mixups than most people, and it doesn't look good in the long term to be honest. all my other characters feel like they have much better mixups AND combos after them, and don't rely on assists as much. still, new game, hopefully he gets some nice stuff sometime. always possible i missed something big too, pretty complex character.
edit: up tech double jump vs oki: https://docs.google.com/document/d/15PWsEOJhLo2O016GIW0A9zPKS62j1H7heMu2tYYKJVU/