Dragon Ball FighterZ Wiki
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Move List
Frame Data
Combo List

Images sourced from the Dustloop wiki.

Power
 
S
Speed
 
SS
Reach
 
A
Technique
 
S
Energy
 
C
Ease of Use
 
A
Hit's stats from Dragon Ball FighterZ's official website.


Normal Attacks

Input Damage Guard Start-Up Advantage
Input L.png 400 All
Hit 5L.png A quick pressure point jab.
Input L.pngInput L.png 700 All
Hit 5LL.png Teleports forward and does an uppercut.
Input L.pngInput L.pngInput L.png 1070 All
Hit 5LLL.png 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
Input M.png 700 All
Hit 5M.png Teleports forward and does a body blow with his leading fist.
Input Damage Guard Start-Up Advantage
Input H.png 850 All
Hit 5H.png Teleports forward and does a body blow with his non-leading fist.
Input Damage Guard Start-Up Advantage
Input S.png 850 All
Hit 5S.png 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
Input 2.pngInput L.png 700 Stand
Hit 2L.png A downward punch.
Input Damage Guard Start-Up Advantage
Input 2.pngInput M.png 700 Crouch
Hit 2M.png Stomps the ground with one foot.
Input Damage Guard Start-Up Advantage
Input 2.pngInput H.png 850 All
Hit 2H.png An upward punch that launches the opponent. Invulnerable to air-attacks.
Input Damage Guard Start-Up Advantage
Input 6.pngInput M.png 850 Stand
Hit 6M.png A jumping axe kick.
Input Damage Guard Start-Up Advantage
Input L.png (in air) 400 Stand
Hit jL.png 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
Input M.png (in air) 700 Stand
Hit jM.png A downward punch.
Input Damage Guard Start-Up Advantage
Input H.png (in air) 850 Stand
Hit jH.png An axe kick. Will cancel out Hit's backward momentum.
Input Damage Guard Start-Up Advantage
Input S.png (in air)
Hit jS.png Uses his Time Skip ability to move in behind the opponent when struck.
Input Damage Guard Start-Up Advantage
Input 2.pngInput H.png (in air) 850 All
Hit j2H.png 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
Input 236.pngInput L.png
Hit Vital Point Attack.png Stands up and places both hands in his pockets. Inputting Input S.png will make Hit cancel out the stance.
Direct Hit (必然の一撃)
Input Damage Guard Start-Up Advantage
Follow-up icon.png Input L.png 1000 All
Hit Direct Hit.png Teleports forward and does a quick upward jab.
Instant Blow (予備動作無しの一撃)
Hit Instant Blow.png Hits the opponent with a body blow. Causes a wallbounce if the opponent is close to the wall.
Input Damage Guard Start-Up Advantage
Follow-up icon.png Input M.png
(during Vital Point Attack)
1100 All
Teleports forward and attacks.
Follow-up icon.png Input M.png
(during Tides of Time)
1100 All
Teleports behind the opponent and attacks.
Guard Breaker (防御無視の一撃)
Hit Guard Breaker.png Performs a low gut kick. Launches the opponent into the air. Hit is invulnerable while teleporting and attacking.
Input Damage Guard Start-Up Advantage
Follow-up icon.png Input H.png
(during Vital Point Attack)
1200 All
Teleports forward and attacks. Consumes half a Ki gauge.
Follow-up icon.png Input H.png
(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)
Hit Icy Glare.png 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
Input 214.pngInput L.png 1160 Unblockable
The cracks start forming at Hit's feet and covers 90% of the screen at max distance.
Input 214.pngInput M.png 1160 Unblockable
The cracks start forming at approximately 80% forward from Hit's original position.
Input 214.pngInput H.png 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
Input 236.pngInput S.png
Hit Deadly Intent.png 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 Input M.png or Input H.png is held during the dashes, Hit will instead enter his Tides of Time stance, with the Input H.png variant consuming half a Ki gauge. Holding down Input S.png will make Hit perform no stance after dashing.
Mark of an Assassin (殺しの気配)
Input Damage Guard Start-Up Advantage
Input 214.pngInput S.png
Hit Mark of an Assassin.png Teleports one step away from the opponent.
Tides of Time (時の潮溜)
Input Damage Guard Start-Up Advantage
Input 236.pngInput M.png or Input H.png
Hit Tides of Time.png 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 Input S.png. The Input H.png variant has less startup and will consume half a Ki gauge.
Time Release (時の放出)
Input Damage Guard Start-Up Advantage
Input L.png or Input 2.pngInput L.png or Input 8.pngInput L.png
(during Tides of Time)
700 All
Hit Time Release.png 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 Input 8.png fires an upward line that pops the opponent into the air, and inputting Input 2.png 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
Input A1.png/Input A2.png 800 All
Hit Guard Breaker.png Teleports forward and does a low gut kick.


Super Attacks

Realized Power (発揮する力)
Input Damage Guard Start-Up Advantage
Input 236.pngInput L.pngInput M.png (air OK) 2200 All
Hit Realized Power.png 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
Input 236.pngInput H.pngInput S.png 2564 All
Hit Death Blow.png 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 has, the more damage this move does. Requires at least 1 ki gauge to perform. Consumes all Ki gauges on use.


Meteor Attack

I keep improving (「俺は成長を続けている」)
Input Damage Guard Start-Up Advantage
Input 214.pngInput L.pngInput M.png or Input H.pngInput S.png 4300 All
Hit I keep improving.png 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.


Navigation

Playable Characters' Move List in Dragon Ball FighterZ
Base Roster Goku (Super Saiyan)Vegeta (Super Saiyan)PiccoloGohan (Teen)FriezaCaptain GinyuTrunksCellAndroid 18GotenksKrillinKid BuuMajin BuuNappaAndroid 16YamchaTienGohan (Adult)HitGoku (SSGSS)Vegeta (SSGSS)BeerusGoku BlackAndroid 21
DLC Season 1 GokuVegetaBrolyZamasu (Fused)BardockVegito (SSGSS)Android 17Cooler
Season 2 JirenVidelGoku (GT)JanembaGogeta (SSGSS)Broly (DBS)
Season 3 KeflaGoku (Ultra Instinct)Master RoshiSuper Baby 2Gogeta (SS4)
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