Teleports towards the opponent and performs a backfist, then teleports behind the opponent with another backfist, and then teleports back to his original position and does a third backfist.
Input
Damage
Guard
Start-Up
Advantage
700
All
—
—
Teleports forward and does a body blow with his leading fist.
Input
Damage
Guard
Start-Up
Advantage
850
All
—
—
Teleports forward and does a body blow with his non-leading fist.
Input
Damage
Guard
Start-Up
Advantage
850
All
—
—
Uses his Time Skip ability to foresee an opponent's attack and then strikes back with a body blow.
Input
Damage
Guard
Start-Up
Advantage
700
Stand
—
—
A downward punch.
Input
Damage
Guard
Start-Up
Advantage
700
Crouch
—
—
Stomps the ground with one foot.
Input
Damage
Guard
Start-Up
Advantage
850
All
—
—
An upward punch that launches the opponent. Invulnerable to air-attacks.
Input
Damage
Guard
Start-Up
Advantage
850
Stand
—
—
A jumping axe kick.
Input
Damage
Guard
Start-Up
Advantage
(in air)
400
Stand
—
—
A side kick. Unlike other characters who can use two of these moves, Hit can only use one of these moves instead of two in succession.
Input
Damage
Guard
Start-Up
Advantage
(in air)
700
Stand
—
—
A downward punch.
Input
Damage
Guard
Start-Up
Advantage
(in air)
850
Stand
—
—
An axe kick. Will cancel out Hit's backward momentum.
Input
Damage
Guard
Start-Up
Advantage
(in air)
—
—
—
—
Uses his Time Skip ability to move in behind the opponent when struck.
Input
Damage
Guard
Start-Up
Advantage
(in air)
850
All
—
—
Spins and does an upward kick. Will cancel out Hit's backward momentum.
Special Moves[]
Vital Point Attack (急所の見極め)
Input
Damage
Guard
Start-Up
Advantage
—
—
—
—
Stands up and places both hands in his pockets. Inputting will make Hit cancel out the stance.
Direct Hit (必然の一撃)
Input
Damage
Guard
Start-Up
Advantage
1000
All
—
—
Teleports forward and does a quick upward jab.
Instant Blow (予備動作無しの一撃)
Hits the opponent with a body blow. Causes a wallbounce if the opponent is close to the wall.
Input
Damage
Guard
Start-Up
Advantage
(during Vital Point Attack)
1100
All
—
—
Teleports forward and attacks.
(during Tides of Time)
1100
All
—
—
Teleports behind the opponent and attacks.
Guard Breaker (防御無視の一撃)
Performs a low gut kick. Launches the opponent into the air. Hit is invulnerable while teleporting and attacking.
Input
Damage
Guard
Start-Up
Advantage
(during Vital Point Attack)
1200
All
—
—
Teleports forward and attacks. Consumes half a Ki gauge.
(during Tides of Time)
1200
All
—
—
Teleports behind the opponent and attacks. Additionally, Hit will be invulnerable until after he delivers the kick. Consumes half a Ki gauge.
Icy Glare (冷たい眼光)
Turns his back to the camera with both hands in his pockets, causing the ground to crack from his feet. Hitting the opponent with the cracks will make Hit deliver instantaneous blows at them, making them pop up into the air.
Input
Damage
Guard
Start-Up
Advantage
1160
Unblockable
—
—
The cracks start forming at Hit's feet and covers 90% of the screen at max distance.
1160
Unblockable
—
—
The cracks start forming at approximately 80% forward from Hit's original position.
1508
Unblockable
—
—
The cracks will forming at 50% forward from Hit's original position. The cracks extends faster compared to the other variants.
Deadly Intent (鋭い殺気)
Input
Damage
Guard
Start-Up
Advantage
—
—
—
—
Does three short dashes forward and then enters his Vital Point Attack stance. If the first dash goes through the opponent, Hit will only perform one additional dash rather than two. If or is held during the dashes, Hit will instead enter his Tides of Time stance, with the variant consuming half a Ki gauge. Holding down will make Hit perform no stance after dashing.
Mark of an Assassin (殺しの気配)
Input
Damage
Guard
Start-Up
Advantage
—
—
—
—
Teleports one step away from the opponent.
Tides of Time (時の潮溜)
Input
Damage
Guard
Start-Up
Advantage
or
—
—
—
—
Places both hands in his pockets while being enveloped in a blue aura. During this time, Hit will be invulnerable against any attacks thrown at him. The stance can be canceled out by inputting . The variant has less startup and will consume half a Ki gauge.
Time Release (時の放出)
Input
Damage
Guard
Start-Up
Advantage
or or (during Tides of Time)
700
All
—
—
Throws a punch that emits a blue sharp line at the opponent's position. No directinal input will make Hit fire a straight line, inputting fires an upward line that pops the opponent into the air, and inputting fires a downward line that sends the opponent to the ground or bounce them up into the air. Up to three blows can be performed, with only one of the three blows being useable in one combo string.
Z-Assist[]
Guard Breaker (防御無視の一撃)
Input
Damage
Guard
Start-Up
Advantage
/
800
All
—
—
Teleports forward and does a low gut kick.
Super Attacks[]
Realized Power (発揮する力)
Input
Damage
Guard
Start-Up
Advantage
(air OK)
2200
All
—
—
Uses his Time-Skip ability and dashes straight through his opponent with a powerful punch. On hit, there will be a slight pause before the opponent gets struck multiple times. This move pops grounded opponents up into the air, while airborne opponents will be knocked straight down toward the ground. Consumes one Ki gauge.
Death Blow (殺しの一撃)
Input
Damage
Guard
Start-Up
Advantage
25646564 with 7 Ki Gauges.
All
—
—
Throws a punch that emits a purple sharp line that covers the whole screen. The opponent will get launched away when hit and will bounce off the wall. The more ki gauges the user uses, the more damage this move does. Requires at least 1 ki gauge to perform. You can now choose how many bars of ki you wish you use by continually pressing (or simply holding) .
Meteor Attack[]
I keep improving (「俺は成長を続けている」)
Input
Damage
Guard
Start-Up
Advantage
or
4300
All
—
—
Evolves into a brand new stance and teleports forward with an arm swing. On connecting, Hit proceeds to use his Time-Skip ability to rapidly attack his opponents' vitals from many different angles that ends with a body blow that sends them flying. Consumes three Ki gauges.