How To Play Hit In Dragon Ball: Sparking Zero

How To Play Hit In Dragon Ball: Sparking Zero



Dragon Ball’s is stacked with many deadly fighters, many of whom have crossed paths with Goku. From behemoths like Janemba or Great Ape Vegeta to Frieza or Cell. Yet, there is only one who’s ever managed to kill Goku in combat.

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Hit, the silent assassin, time skips into Dragon Ball: Sparking Zero ready to eliminate all targets in his path. This guide will go over his entire kit, including combos, skills and special moves. By the end, you will have the knowledge needed to achieve victory against anyone foolish enough to challenge you; after all, his time skip is unbeatable.

Hit

Combos

Move Name

Input

Description

Bicycle Kick

Melee Button + Ki Button

Delivers a flurry of kicks in quick succession, dealing moderate damage.

Knock Back Blast

2x Melee Button + Ki Button

Fires a delayed blast that pushes the opponent away.

Spin Kick

3x Melee Button + Ki Button

Forces the enemy to spin around, making it much more difficult to defend against further melee attacks.

Gut Punch

4x Melee Button + Ki Button

A quick attack that will stun the opponent for a short moment and prevent them from countering follow-up attacks.

Skills and Special Moves

Move Name

Input

Cost

Description

Ki Clone

R2/RT + Up on the D-Pad

2 Skill Points

Automatically dodge and counterattack the next melee attack from the opponent.

Time Skip

R2/RT + Left on the D-Pad

2 Skill Points

Instantly teleport right behind the opponent, causing them to lose visual for a few seconds.

Assassin’s Art

R2/RT + Melee Button

3 Ki Gauges

Throw a ranged jab that deals moderate damage.

Time Skip/Jump Spike

R2/RT + Ki Button

4 Ki Gauges

Instantly teleport to the opponent, hitting them with a flurry of blows and dealing high damage

Time Prison

R2/RT + Perception Button

Sparking Mode

Rush directly at the opponent, striking them with precision and dealing major damage.

Hit In Versus And Online Matches

A stats screen for Hit in Dragon Ball: Sparking Zero.

Hit retains his reputation of being an efficient assassin by boasting some of the highest stats in the game. Due to having such high stats, his DP cost is seven, leaving you with slightly limited options for teams. Hit is best played as a rusher, never giving your opponent a second to recuperate.

Time Skip allows Hit to instantly teleport behind the opponent, causing them to lose visual, making it difficult to defend against any attacks for a short while. This can be used defensively as well against ranged attacks. Alternatively, Ki Clone will automatically dodge and counterattack the next melee attack the opponent throws.

Ki Clone can be preemptively used and will activate on the first melee attack from the opponent.

Assassin’s Art fires a ranged jab at your opponent, dealing moderate damage. This can be used at the end of your combo or alternatively to prevent the opponent from charging Ki at a distance. If you have some Ki to spare, you may opt out of Assassin’s Art and instead use Time Skip/Jump Spike as it will always put you in front of the opponent, no matter their range or location.

It may be tempting to boost the damage of your Time Skip/Jump Spike. However, this should only be done if the opponent is near death or if you are in Sparking Mode.

Time Prison works differently to Time Skip/Jump as, rather than instantly teleporting to the opponent, Hit will fly directly at them instead. This should never be used from neutral as it will leave you defenseless should the opponent fire a beam attack. Instead, it should always be used at the end of a combo launch.

It is possible to combo a Time Skip/Jump Spike with Time Prison, but be mindful as the window is rather small and could miss if not careful.

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