EX Hit (Red)

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Table of Contents

Character Tier


Character Stats

Soul Boost
Power Level
HP 2,312,413
Strike ATK 241,862
Blast ATK 213,578
Strike DEF 155,308
Blast DEF 158,419
Ki Restore Speed

Character Info

Battle Style
Arts Cards Held


EX Hit RED is not a bad Fighter, he's just a bad Fighter in context. Hit shares his lot with many of the Red fighters in the Meta, in that in a vacuum he's perfectly serviceable as an all-rounder Fighter, but he lacks staying power in a landscape so inhospitable to him. 

To make matters worse, his Universe 6 Tag is painfully sparse, with the two notable exceptions being one of the game's strongest Green Fighters, SP SSJ2 Kefla GRN, and Hit's own alter ego SP Hit YEL. Unfortunately for the assassin, Hit isn't enough to pull this disparate Tag together by himself, and his toolkit's awkward fascination with pushing the Red Color Counter Team doesn't help matters either. 

He has decent damage and Defense, but neither the Teams nor Stats to make use of his personal Buffs, and aside from his Unique Abilities, there's nothing unique about him. He'll be a decent bench and primary Red option once Universe 6 receives more Support, but until then, he'll be relegated to novelty status. 


Sturdy Professional

SP Hit RED is surprisingly durable given the character of Hit. He's got 40% Sustained Damage Cut when cover-changing, which combos with his 20% Sustained Damage Cut Buff that he receives for simply entering the field. He also seals and enemy card slot, making him a strong Defensive Pivot when the situation calls for it. 

Additionally, to supplement his role, Hit is able to Heal 25% of his Health with his Main Ability, which even has the courtesy to cancel all enemy attribute upgrades and inflict all enemies with -100% Ki Recovery. After tanking an enemy combo, there's arguably nothing better than this as a means of re-stabilization. 

Swift Strikes

Though he's Defensive in nature, Hit's Offensive prowess is not bad by any means. He enters the field with 25% Damage Inflicted, and gains up to 40% additional Inflicted Damage if he's used with two Red or Universe 6 characters. The 40% Ki Recovery he gives himself keeps his combos fluid and leaves some resources left over after they're completed.


Dwindling Efficacy

When firing on all cylinders, Hit is a very strong Fighter. As the mach progresses though, the archaic aspects of his design become undeniable. He inflicts himself with 3 Timer Counts when his Cover Cut is active, which is just not cutting it in this day and age. He also loses an absurd amount of combat effectiveness as his allies fall. 

As a crisis fighter, EX Hit RED is laughably weak. His Damage Buffs require teammates to activate, so he's even weaker in the late-game than most Defensive Pivot archetype Fighters. This wouldn't be too much of an issue if Hit's kit provided something to make up for how terrible he is as a standalone character, but it doesn't, so he's unfortunately a late-game liability. 

Team Synergy

Universe 6

This is the Team Hit is designed to be used on. It's frankly not awful, but it's far from competitive or "meta". The aforementioned SP Hit YEL and SP SSJ2 Kefla GRN supply the Team with late-game potential and excellent explosive offense respectively. Just these two fighters plus EX Hit RED is a solid trio, but what makes this team so middling is its lack of variety. 

To fill out this Team's bench, SP SSJ2 Cabba GRN, SP SSJ2 Caulifla PUR, and SP SSJ Kale (Berserk) RED are used, and none can be brought into battle. They're all far too weak to hang with any of the Tag's more contemporary Fighters and none of them, sans Cabba, offer a decent Z-Ability that justifies their placement. 

This Tag has potential for certain, but it hasn't lived up to it yet. 

Equippable Items

Main Ability

Composed Gaze

Restores own health by 25%.
Inflicts all enemies with Attribute Downgrade "-100% to Ki Recovery" for 10 timer counts.
Cancels enemy Attribute Upgrades.

Requirements: 25 timer counts must elapse.

Unique Ability

Natural-Born Warrior

The following effects occur when this character enters the battlefield:

Seals 1 enemy card slot randomly. The sealed card slot cannot be used for 10 timer counts (activates 3 times).
+25% to damage inflicted for 15 timer counts.
Reduces damage received by 20% for 10 timer counts.

A Job Well Done

Reduces damage received by 40% until combo ends when changing cover.
+3 to own substitution count when activated.

Applies the following effects to self when battle starts per "Element: RED" or "Tag: Universe 6" battle member in the party other than this character:

+20% to damage inflicted.
+20% to Ki Recovery.

Z Power [Yamcha] +2

+2 to Z Power [Yamcha] dropped during the "Yamcha's Home Run★Derby" Event.
Active Period: -

Z Ability

+20% to "Element: RED" base Strike & Blast Defense during battle. Character(s) Affected
+22% to "Element: RED" or "Tag: Universe 6" base Strike & Blast Defense during battle. Character(s) Affected
+28% to "Element: RED" or "Tag: Universe 6" base Strike & Blast Defense during battle. Character(s) Affected
+30% to "Element: RED" or "Tag: Universe 6" base Strike & Blast Defense during battle. Character(s) Affected


Assassin Strike

Deals major Impact damage.
Randomly destroys 2 enemy cards on hit.

Cost 50


Torrential Ki: Lowered Speed

Reduces enemy Ki by 30.
Inflicts enemy with Attribute Downgrade "-1 Arts Card Draw Speed level" for 20 timer counts.

Cost 15



Soul Boost Stats

Stat 100% 200% 300% 400% 500% 600% 698%
Health 19476 40332 71212 109912 158720 221540 294052
Strike Attack 1637 3387 5985 9246 13358 18654 24767
Blast Attack 1637 3387 5985 9246 13358 18650 24763
Strike Defense 1362 2823 4986 7704 11131 15543 20631
Blast Defense 1408 2915 5145 7944 11473 16721 21267
Critical 170 374 682 1024 1400 1792 2194
Strike Art Level 2 3 4 5 5 5 5
Blast Art Level 2 3 4 5 5 5 5
Special Art Level 1 1 2 2 2 2 2
Extra Art Level 1 1 2 2 2 2 2
Equipment Slots 1 2 2 2 3 3 3

Recommended Soul Boosts