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Matchups
Scale | Matchup Legend | ||||
---|---|---|---|---|---|
Very Favorable | Favorable | Even | Unfavorable | Very Unfavorable |
- Replay Theater is a great resource to find high-level matchup footage.
- High-level replays may also be found in-game.
- Character Strategy pages generally have at least some basic counter-strategy.
- Please keep in mind the matchup chart is subjective and not all players may agree.
Berserker
- Berserker's superior midrange options can be a struggle to fight against as Hitman.
- Berserker can safely back away and enter frenzy from fullscreen as Hitman has no options to challenge it
- Frenzy makes it even more difficult to challenge Berserker in neutral thanks to his massive movement speed increase and access to Bloody Twister
- The pace of the neutral is generally set by the Berserker player, forcing Hitman to be defensive.
Overview | Frame Data | Matchups | Strategy | Reverse Matchup Return to Top
Neutral
Berserker is annoyingly able to play neutral at a much faster pace then Hitman, with Berserker's 5B having relatively the same range as Hitmans 2B, but besting it in speed. Additionally, Berserker's 6S projectile works threefold against Hitman. At a base, the projectile sits still, letting it work both as a wall and as a meaty option on oki. If the Berserker presses S again, it will act as a standard projectile and can be used for zoning.
Offense
Berserker has lackluster defense however, with his reversal being narrow in size and also one of the most punishable on block, giving Hitman a free counterhit 5MS starter. Additionally, while Berserker's 6S can act as a wall in neutral, if its placement is rolled through, Hitman gets a free punish.
His j.MS has a hit box on both sides once he lands, drastically reducing Hitman's whiff punish options
Defense
Berserker's Frenzy buff gives him a much faster run speed and extra hits on certain moves, drastically improving his approach and pressure game. A Berserker in Frenzy forces Hitman to play defensively as hitman's neutral tools become too slow to stop him, backed with the threat of Bloody Twister making even throwing out a neutral poke high risk.
Berserker's ability to gain conversion on demand also lets him run some scary mixups, through Hitman can reversal through a lot of reset attempts. On block, Berserker's 236M will push their opponent to almost full screen, a position where is is favored against Hitman due to being able to throw projectiles to zone or safely enter Frenzy.
While all these combined is very potent, Berserker needs to spend a large amount of his life in Frenzy to maintain his pressure options, leaving a careless Berserker player at the mercy of Hitman's awakening options - he cannot challenge 623M into Shattering StrikeGuardAllStartupVariesRecoveryAdvantage-5 with His DPGuardMidStartup16RecoveryAdvantage-40 most of the time due to its small horizontal reach.
Crusader
- Neutral will be fairly even, both being slow and wanting to get the big first hit with lengthy hitboxes.
- Crusader's 6S Fireball will be easily counterable on reaction with 5M, leading to crumple.
- Hitman 6S will be very solid in whiff punishing most of Crusader's long normals in neutral, such as 5A and 2B.
Overview | Frame Data | Matchups | Strategy | Reverse Matchup Return to Top
Neutral
- Neutral can be tossed in either character's favor, with Hitman's Meter Specials (e.g. 5M, 236M) being able to be thrown out as a read, usually leading to combos. While Crusader 5M is projectile invincible, Hitman has one projectile, and you generally aren't using it in neutral, meaning you can stuff out Crusader 5M in neutral with things like 2B and 5S.
Offense
- Crusader's defense is definitely lacking in certain areas, leading for big opportunities for Hitman to expand on. Crusader DP only has armor and a small horizontal range, meaning it can be called out with a grab or spaced combo starters. While size doesn't make the largest difference, you may be able to extend your combos at further ranges due to Crusader's large hurtbox, as well as very easy instant overhead j.B because his crouch is so large.
Defense
- On the defensive end, it can be a struggle, especially since Crusader can destroy you off blocking DP. If you are in the corner, expect a mix of meaty Fireball, overheads with j.B, and lows with 2B. Hitman DP struggles in the vertical department, which can mean j.B or j.S can outrange and start more pressure for Crusader. In terms of the very close-range, you can out-speed Crusader well, with his fastest option being frame 8 2A and having bad range, things like Hitman 5A, 2A, and 5B being able to beat it. (Note that Crusader 2A is faster than Hitman 5B, but has the shorter range, so it can be beat out some ranges.) Also take into account that Crusader counter (4S) can actually punish his Shatter Strike Awakening Skill on block after certain moves from Hitman.
Dragon Knight
- Matchup overview, overall scope, and other key matchup points go in this box
Overview | Frame Data | Matchups | Strategy | Reverse Matchup Return to Top
Neutral
- Placeholder, elaboration goes here
Offense
- Placeholder, elaboration goes here
Defense
- Placeholder, elaboration goes here
Enchantress
- Matchup overview, overall scope, and other key matchup points go in this box
Overview | Frame Data | Matchups | Strategy | Reverse Matchup Return to Top
Neutral
- Placeholder, elaboration goes here
Offense
- Placeholder, elaboration goes here
Defense
- Placeholder, elaboration goes here
Ghostblade
- Matchup overview, overall scope, and other key matchup points go in this box
Overview | Frame Data | Matchups | Strategy | Reverse Matchup Return to Top
Neutral
- Placeholder, elaboration goes here
Offense
- Placeholder, elaboration goes here
Defense
- Placeholder, elaboration goes here
Grappler
- Matchup overview, overall scope, and other key matchup points go in this box
Overview | Frame Data | Matchups | Strategy | Reverse Matchup Return to Top
Neutral
- Placeholder, elaboration goes here
Offense
- Placeholder, elaboration goes here
Defense
- Placeholder, elaboration goes here
Hitman
- Hitman mirrors usually revolve around playing safely and whiff punishing the opponent
Overview | Frame Data | Matchups | Strategy | Reverse Matchup Return to Top
Neutral
The mirror. 6S is a great at whiff punishing most of Hitman's moves that miss, as they tend to have pretty high recovery. 2B does a great job at poking under the opponent's 5S and preemptively stopping their 6S attempts. 5S is also great at acting as a wall, stopping a 6S or any option the opponent wants to use that requires a run up.
Offense
Hitman's reversal outside of awakening has a slight deadzone around a 45 degree angle above him, allowing a neutral jump bait and punish with j.B > j.S
Defense
Thanks to the extraordinarily deep vertical reach hitbox of j.B, it can be surprisingly hard to anti air a fellow Hitman with normal options like 5A. Instead, go for pre-emptive options like 2S, 5M, and rising j.A.
Inquisitor
- Matchup overview, overall scope, and other key matchup points go in this box
Overview | Frame Data | Matchups | Strategy | Reverse Matchup Return to Top
Neutral
- Placeholder, elaboration goes here
Offense
- Placeholder, elaboration goes here
Defense
- Placeholder, elaboration goes here
Kunoichi
- Matchup overview, overall scope, and other key matchup points go in this box
Overview | Frame Data | Matchups | Strategy | Reverse Matchup Return to Top
Neutral
- Placeholder, elaboration goes here
Offense
- Placeholder, elaboration goes here
Defense
- Placeholder, elaboration goes here
Launcher
- Matchup overview, overall scope, and other key matchup points go in this box
Overview | Frame Data | Matchups | Strategy | Reverse Matchup Return to Top
Neutral
- Placeholder, elaboration goes here
Offense
- Placeholder, elaboration goes here
Defense
- Placeholder, elaboration goes here
Lost Warrior
- Matchup overview, overall scope, and other key matchup points go in this box
Overview | Frame Data | Matchups | Strategy | Reverse Matchup Return to Top
Neutral
- Placeholder, elaboration goes here
Offense
- Placeholder, elaboration goes here
Defense
- Placeholder, elaboration goes here
Ranger
- Hitman has no means of fighting projectiles, forcing him to rely on universal system mechanics to close distance.
- Ranger can reliably bait and beat hitman's DP thanks to pressure options like 214M and his disjointed air options stalling his trajectory.
Overview | Frame Data | Matchups | Strategy | Reverse Matchup Return to Top
Neutral
Ranger is one of the archetypical zoners of DNFD, and Hitman is a character that struggles at fullscreen which is where every mistake vs Ranger will put Hitman. Expect to dash block frequently until the Ranger is close enough where Hitman can threaten jumping over or rolling through the next projectile, or contesting with Hitman's 2B or 6S.
Offense
- Placeholder, elaboration goes here
Defense
- Placeholder, elaboration goes here
Striker
- Matchup overview, overall scope, and other key matchup points go in this box
Overview | Frame Data | Matchups | Strategy | Reverse Matchup Return to Top
Neutral
- Placeholder, elaboration goes here
Offense
- Placeholder, elaboration goes here
Defense
- Placeholder, elaboration goes here
Swift Master
- Matchup overview, overall scope, and other key matchup points go in this box
Overview | Frame Data | Matchups | Strategy | Reverse Matchup Return to Top
Neutral
- Placeholder, elaboration goes here
Offense
- Placeholder, elaboration goes here
Defense
- Placeholder, elaboration goes here
Troubleshooter
- Matchup overview, overall scope, and other key matchup points go in this box
Overview | Frame Data | Matchups | Strategy | Reverse Matchup Return to Top
Neutral
- Placeholder, elaboration goes here
Offense
- Placeholder, elaboration goes here
Defense
- Placeholder, elaboration goes here
Vanguard
- Matchup overview, overall scope, and other key matchup points go in this box
Overview | Frame Data | Matchups | Strategy | Reverse Matchup Return to Top
Neutral
- Placeholder, elaboration goes here
Offense
- Placeholder, elaboration goes here
Defense
- Placeholder, elaboration goes here