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==Overview== | |||
{{DNFD/CharacterLinks}} | |||
{{ | <div id="home-content" class="home-grid"> | ||
= | {{card|width=4 | ||
{{Overview | |header = Overview | ||
| | |content=Hitman is a mid-range generalist, with strong neutral, pressure, and mixup. | ||
In neutral, Hitman has above average range on his pokes - {{clr|A|5A}} and {{clr|B|2B}} both have very high range for their speed, and {{clr|M|5M}} is a nearly full-screen disjoint that can lead to full combos on counter hit. He can also turn aggressive on a dime by skipping neutral with {{clr|S|6S}}, especially with conversion cancel. This allows him to play an effective neutral gameplan against most characters despite his low run speed. | |||
When pressuring, Hitman can reset effectively with {{clr|B|5B}} and {{clr|M|236M}}, check rolls and frame trap with {{clr|S|5S}}, and bring himself closer with {{clr|S|6S}}. | |||
| | |||
Hitman also has effective vortex: He can utilize the multi hitting properties of {{clr|A|j.A}} and {{clr|B|j.B}} during a safe jump to mix the opponent up - The later he does this jump in, the less overheads will occur before he lands and hits the opponent low with {{clr|A|2A}}. With conversion, he can also threaten rising {{clr|B|j.B}} as an instant overhead. This mixup can be accessed via many of his knockdowns, {{clr|M|236M}} jump cancel on block, and {{clr|A|j.A}} combo ender air resets in the corner. | |||
With Gold Cube Awakening, Hitman gains access to the ability to whiff cancel all {{clr|M|MP}} moves into {{MMC|input=~5M|label={{clr|M|Shattering Strike}}}} (except {{clr|M|623M}}, which needs to hit or be blocked), a fully disjointed, safe-on-block attack that reaches slightly longer than {{clr|M|5M}} while acting as one of his most potent combo starters and extenders. Savvy opponents will try to kill Hitman without ever letting him enter awakening, as this special turns Hitman into the one of the most threatening characters in the game. If the opponent tries to leave Hitman slightly above the Awakening threshold, he can also utilize conversion to activate it himself. | |||
}} | |||
{{DNFD/Infobox | |||
|fastestAttack={{clr|A|2A}} (7f) | |||
|reversal={{Clr|M|623M}} (12f) | |||
}} | |||
{{ProsAndCons | |||
|intro = is classified as a '''''{{clr|#159964|Standard}}''''' type. He is a well rounded character that fights with a sword and submachine gun, sporting many multi-hitting pressure moves. | |||
| pros = | | pros = | ||
* '''Comeback King:''' Hitman's Awakening passive is one of the strongest in the game, gaining the versatile move {{MMC|input=~5M|label=Shattering Strike}}. This lets him massively extend combos, enforce safe pressure, and even make his {{keyword|DP}} a safe-on-block combo starter. | * '''Comeback King:''' Hitman's Gold Cube Awakening passive is one of the strongest in the game, gaining the versatile move {{MMC|input=~5M|label=Shattering Strike}}. This lets him massively extend combos, enforce safe pressure, and even make his {{keyword|DP}} a safe-on-block combo starter at most ranges. | ||
* '''On-Block Bully:''' {{clr|4|236M}} being highly active and plus on block lets Hitman enforce his turn, with {{clr|3|6S}} letting him get closer | * '''On-Block Bully:''' {{clr|4|236M}} being highly active and plus on block lets Hitman enforce his turn or force mixups, with {{clr|3|6S}} letting him get closer from most hits to ensure the jump cancellable strike connects. A lot of his moves are safe on block or hard to contest due to their multi-hitting and variable cancel nature. | ||
* '''Instant Overhead:''' Hitman is one of the only characters able to perform a rising overhead Conversionless, using his {{clr|B|j.B}}. While it requires Conversion to combo, it is fully unreactable and doesn't require Conversion to maintain pressure. | * '''Instant Overhead:''' Hitman is one of the only characters able to perform a rising overhead Conversionless, using his {{clr|B|j.B}}. While it requires Conversion to combo, it is fully unreactable and doesn't require Conversion to maintain pressure. | ||
* '''Knockdown Vortex:''' Combos easily lead into a hard knockdowns, advantageous pressure, and safejumps. Combined with his overheads and combos leading into more knockdowns, opponents can be trapped in Hitman's offense. | * '''Knockdown Vortex:''' Combos easily lead into a hard knockdowns, advantageous pressure, and safejumps. Combined with his overheads and combos leading into more knockdowns, opponents can be trapped in Hitman's offense. | ||
| cons = | | cons = | ||
* '''Weak to Zoning:''' While Hitman doesn't mind a bit of space from his opponent, he lacks | * '''Weak to Zoning:''' While Hitman doesn't mind a bit of space from his opponent, he lacks options at the longest ranges. Due to his movement speed being on the slower side, any character that can zone effectively will force him to patiently get in using run blocks, dodges, and jumps until he is in range to contest with moves like {{clr|2|2B}} and {{clr|3|6S}}. | ||
}} | |||
| | </div> | ||
| | |||
===Unique Mechanics=== | |||
| | {{card | ||
|header= [[File:DNFD_Gold_Cube.png|40px]] Awakening Effect: [[File:DNFD_Hitman_Awakening_Icon.png|40px]] Battle Command | |||
|content=<div style="text-align: center"> | |||
{{FrameDataNotes|DNFD|Awakening Overview}} | {{FrameDataNotes|DNFD|Awakening Overview}} | ||
After any MP Skill, Hitman can cancel into {{MMC|input=~5M|label=Shattering Strike}} by pressing {{clr|M|5M}}.</div> | After any MP Skill, Hitman can cancel into {{MMC|input=~5M|label=Shattering Strike (Battle Command)}} by pressing {{clr|M|5M}}.</div> | ||
}} | |||
{{clear}} | |||
{{card | |||
|header= [[File:DNFD_Clear_Cube.png|40px]] Awakening Effect: [[File:DNFD_Hitman_Awakening_Icon2.png|40px]] Mission in Action | |||
|content=<div style="text-align: center"> | |||
{{FrameDataNotes|DNFD|Awakening Overview2}} | |||
{{MMC|input=]M[|label=Shattering Strike (Mission in Action)}} can be used after holding {{Prompt|DNFD|MS}} for a certain period of time and then releasing it.</div> | |||
}} | }} | ||
==Normal Moves== | ==Normal Moves== | ||
===<big>5A</big>=== | ===<big>{{clr|A|5A}}</big>=== | ||
{{DNFD_Move_Card | {{DNFD_Move_Card | ||
|input=5A | |input=5A | ||
|description= | |description= | ||
One of Hitman's better pokes. {{clr|1|5A}} has good vertical and horizontal range for the speed, as well as the ability to whiff cancel into {{clr|1|5AA}} to catch attempts to roll through. | One of Hitman's better pokes. {{clr|1|5A}} has good vertical and horizontal range for the speed, as well as the ability to whiff cancel into {{clr|1|5AA}} to catch attempts to roll through. | ||
[[/Frame_Data#Cancel Table|Cancel Options:]] {{clr|A|5AA<sup>[+]</sup>}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|S|Skills}}, {{clr|M|MP Skills}}, Throw | |||
}} | }} | ||
===<big>5AA</big>=== | ===<big>{{clr|A|5AA}}</big>=== | ||
{{DNFD_Move_Card | {{DNFD_Move_Card | ||
|input=5AA | |input=5AA | ||
|description= | |description= | ||
{{clr|1|5AA}} has slightly less range than 5A, but can be whiff cancelled into to catch rolls. | {{clr|1|5AA}} has slightly less range than {{clr|A|5A}}, but can be whiff cancelled into to catch rolls. | ||
[[/Frame_Data#Cancel Table|Cancel Options:]] {{clr|B|5B}}, {{clr|B|2B}}, {{clr|S|Skills}}, {{clr|M|MP Skills}}, Throw | |||
}} | }} | ||
===<big>5B</big>=== | ===<big>{{clr|B|5B}}</big>=== | ||
{{DNFD_Move_Card | {{DNFD_Move_Card | ||
|input=5B | |input=5B | ||
|description= | |description= | ||
A good pressure tool and punish starter. It | A good pressure tool and punish starter. It has significantly slower startup and shorter range than {{clr|1|5A}}, so avoid using this as a poke in neutral. | ||
{{clr|B|5B}} is also Hitman's only grounded normal that is completely safe on block point blank. At -2, it's a great option for tick throws, especially against characters that do not have a 7f or faster {{keyword|abare}} option. | {{clr|B|5B}} is also Hitman's only grounded normal that is completely safe on block point blank. At -2, it's a great option for tick throws, especially against characters that do not have a 7f or faster {{keyword|abare}} option. | ||
[[/Frame_Data#Cancel Table|Cancel Options:]] {{clr|B|2B}}, {{clr|S|Skills}}, {{clr|M|MP Skills}}, Throw | |||
}} | }} | ||
===<big>2A</big>=== | ===<big>{{clr|A|2A}}</big>=== | ||
{{DNFD_Move_Card | {{DNFD_Move_Card | ||
|input=2A | |input=2A | ||
|description= | |description= | ||
Hitman's fastest attack and fastest low. | Hitman's fastest attack and fastest low. Its properties as a multi-hitting low allows it to be used to beat out super armored opponents, such as Grappler, Crusader, or Vanguard. | ||
[[/Frame_Data#Cancel Table|Cancel Options:]] {{clr|B|5B}}, {{clr|B|2B}}, {{clr|S|Skills}}, {{clr|M|MP Skills}}, Throw | |||
}} | }} | ||
===<big>2B</big>=== | ===<big>{{clr|B|2B}}</big>=== | ||
{{DNFD_Move_Card | {{DNFD_Move_Card | ||
|input=2B | |input=2B | ||
|description= | |description= | ||
Incredible long range sweep that converts into full combos on hit and pressure on block. Due to the height that this pops the opponent up by on hit, it will always combo into {{clr|S|6S}}. | |||
Besides {{clr|S|6S}}, at almost all ranges except the absolute furthest, this will combo into {{clr|S|5S}}(1), {{clr|M|4M}}, or {{clr|S|2S}}. Amazing poke, but should be used with caution as it has enough recovery to be punished after a preemptive jump or roll. | |||
[[/Frame_Data#Cancel Table|Cancel Options:]] {{clr|S|Skills}}, {{clr|M|MP Skills}}, Throw | |||
}} | }} | ||
===<big>j.A</big>=== | ===<big>{{clr|A|j.A}}</big>=== | ||
{{DNFD_Move_Card | {{DNFD_Move_Card | ||
|input=j.A | |input=j.A | ||
|description= | |description= | ||
{{clr|A|j.A}} is a great air to air. It's fast, disjointed and fairly active, but will whiff against most crouching characters even when performed deep. If the opponent does stand block it, all three hits are overheads, which will hit them if they attempt to crouch block too soon. Can be followed up by {{clr|S|j.S}} and {{clr|M|j.M}} on air to air hits but may whiff depending on the opponent's height. | {{clr|A|j.A}} is a great air to air. It's fast, disjointed and fairly active, but will whiff against most crouching characters even when performed deep. If the opponent does stand block it, all three hits are overheads, which will hit them if they attempt to crouch block too soon. Can be followed up by {{clr|S|j.S}} and {{clr|M|j.M}} on air to air hits but may whiff depending on the opponent's height. | ||
Like {{clr|B|j.B}}, {{clr|A|j.A}} can be canceled into a whiffed {{clr|S|j.S}} to mix up the number of hits that must be blocked overhead. | |||
[[/Frame_Data#Cancel Table|Cancel Options:]] {{clr|B|j.B}}, {{clr|S|j.S}}, {{clr|M|j.M}} | |||
}} | }} | ||
===<big>j.B</big>=== | ===<big>{{clr|B|j.B}}</big>=== | ||
{{DNFD_Move_Card | {{DNFD_Move_Card | ||
|input=j.B | |input=j.B | ||
|description= | |description= | ||
{{clr|B|j.B}} is | {{clr|B|j.B}} is Hitman's primary jump-in. It hits overhead twice, has enormous vertical range and hits crossup. Since the second hit will whiff when done low to the ground, Hitman can mix the opponent up between one or two hits of {{clr|B|j.B}} before landing and doing {{clr|A|2A}}. Alternatively, the number of hits can be changed using the lengthy startup of {{clr|S|j.S}}. | ||
Also sees use as an instant overhead, as it hits all crouching characters when done rising. Hitman can conversion cancel {{clr|B|j.B(1)}} to convert into a full combo, making this a terrifying option in the corner or in Awakening | Also sees use as an instant overhead, as it hits all crouching characters when done rising. Hitman can conversion cancel {{clr|B|j.B(1)}} to convert into a full combo, making this a terrifying option in the corner or in Gold Awakening. | ||
Against taller characters, it can also be used as a slightly slower overhead by doing delayed rising {{clr|B|j.B}} instead. This lets Hitman confirm into {{clr|S|j.S(1)}} > {{clr|M|j.M}}, but is easier for the opponent to block and does not work on short characters. | |||
[[/Frame_Data#Cancel Table|Cancel Options:]] {{clr|S|j.S}}, {{clr|M|j.M}} | |||
}} | }} | ||
==Universal Mechanics== | ==Universal Mechanics== | ||
===<big>Throw</big>=== | ===<big>Throw</big>=== | ||
{{InputBadge|'''{{clr|A|A}}+{{clr|B|B}}'''}} | |||
{{DNFD_Move_Card | {{DNFD_Move_Card | ||
|input=A+B | |input=A+B | ||
|description= | |description= | ||
A very standard throw. Like all other throws, it's Hitman's fastest attack. Hitman can mix up between throw and {{keyword|IAS}} {{clr|M|j.M}}, if the opponent tries to tech. | A very standard throw. Like all other throws, it's Hitman's fastest attack. Hitman can mix up between throw and {{keyword|IAS}} {{clr|M|j.M}}, if the opponent tries to tech. | ||
*[[DNFD/ | *[[DNFD/Mechanics#Throws| Works the same as every other throw.]] | ||
*+3 on Hit. | *+3 on Hit. | ||
}} | }} | ||
===<big>Dodge</big>=== | |||
{{InputBadge|'''{{clr|W|6G}}'''}} | |||
{{DNFD_Move_Card | |||
|input=6G | |||
|description= | |||
}} | |||
===<big>Backwards Dodge</big>=== | |||
{{InputBadge|'''{{clr|W|4G}}'''}} | |||
{{DNFD_Move_Card | |||
|input=4G | |||
|description= | |||
* Has 7 frames more recovery than forward dodge, but the same Invulnerability. | |||
}} | |||
===<big>Guard Cancel</big>=== | ===<big>Guard Cancel</big>=== | ||
{{InputBadge|'''{{clr|B|6B}}+{{clr|S|S}}'''}} | |||
{{DNFD_Move_Card | {{DNFD_Move_Card | ||
|input=6B+S | |input=6B+S | ||
|description= | |description= | ||
As with all guard cancels, use this to escape during | As with all guard cancels, use this to escape during mix-up or guard break strings. It has excellent horizontal and vertical range, and will sometimes even hit opponents behind him. Since it moves him forward slightly, hitting an opponent behind him with guard cancel can net him both the corner and a free mixup, oftentimes backed up with grey life to use on a Conversion cancel. It can't be Conversion cancelled, costs 100 MP, and is unsafe on block, so be careful doing this against attacks with low recovery. | ||
* | |||
*[[DNFD/ | * At +21 on hit, it allows Hitman to immediately steal a turn back with {{MMC|input=6S|label={{clr|S|6S}}}} > Conversion | ||
* Its large hitbox allows his guard cancel to connect in situations where many others could not. | |||
*[[DNFD/Mechanics#Guard_Cancel| Works the same as every other guard cancel.]] | |||
}} | }} | ||
== | ==Skills== | ||
===<big>Surprise Cut</big>=== | ===<big>Surprise Cut</big>=== | ||
{{InputBadge|'''{{clr|S|5S}}'''}} | |||
{{DNFD_Move_Card | {{DNFD_Move_Card | ||
|input=5S | |input=5S | ||
|description= | |description= | ||
{{clr| | {{clr|S|5S}} is an extremely active pressure tool that is airtight into and out of most cancels, with very generous cancel windows. The long active frames mean it can punish rolls when delayed enough to frame trap, and if spaced there is a rollable frame trap between the last few stabs and the gunfire. However, Hitman can react to rolls by whiff canceling into {{clr|M|214M}} for a guaranteed punish. If the opponent is frame trapped at any point, Hitman can confirm into {{clr|S|6S}}. | ||
In combos, it is generally fodder to bridge from normals via {{clr|S|5S(1)}} > {{clr|S|6S(1)}} | In combos, it is generally fodder to bridge from normals via {{clr|S|5S(1)}} > {{clr|S|6S(1)}}, though this will result in less damage then routes that do {{clr|S|2S(1)}} > {{clr|S|6S(1)}} in exchange for reaching a bit farther then {{clr|S|2S(1)}}. | ||
The first stab has longer reach than the rest of the stabs, so when confirming into this after {{clr|B|2B}} make sure to cancel immediately into {{clr|S|6S}}. | The first stab has longer reach than the rest of the stabs, so when confirming into this after {{clr|B|2B}} make sure to cancel immediately into {{clr|S|6S}}. | ||
[[/Frame_Data#Cancel Table|Cancel Options:]] {{clr|S|6S}}, {{clr|S|4S}}, {{clr|M|MP Skills}} | |||
}} | }} | ||
===<big>Dead Lift</big>=== | ===<big>Dead Lift</big>=== | ||
{{InputBadge|'''{{clr|S|2S}}'''}} | |||
{{DNFD_Move_Card | {{DNFD_Move_Card | ||
|input=2S | |input=2S | ||
|description= | |description= | ||
Great combo fodder, useful for confirming after {{clr|B|2B}} at most ranges. {{clr|S|2S}} launches on the second hit allowing it to combo into {{clr|S|4S}} 66 {{clr|S|4S}} on close hit and {{clr|M|5M}} at any range, which lets Hitman safe jump or get extremely good damage in Awakening. Without Awakening, Hitman can loop (66) {{clr|S|2S}} {{clr|M|5M}} to dump meter for damage. While powerful on read due to its | Great combo fodder, useful for confirming after {{clr|B|2B}} at most ranges. {{clr|S|2S}} launches on the second hit allowing it to combo into {{clr|S|4S}} 66 {{clr|S|4S}} on close hit and {{clr|M|5M}} at any range, which lets Hitman {{keyword|safe jump}} or get extremely good damage in Gold Cube Awakening. Without Awakening, Hitman can loop (66) {{clr|S|2S}} {{clr|M|5M}} to dump meter for damage. | ||
While powerful on read due to its very large vertical hitbox on the second hit and devastating damage routes as combo starter, the slow startup makes this not viable as reactionary an anti air. Consider rising {{clr|A|j.A}} instead. | |||
* The second hit will whiff if the first one hits at max range | * The second hit will whiff if the first one hits at max range. | ||
* Moves Hitman forward slightly | * Moves Hitman forward slightly. | ||
* The second hit is jump cancelable if either hit connects, allowing for alternate combo routes such as air extensions for more corner carry, or new mixups if only the first hit lands. | |||
[[/Frame_Data#Cancel Table|Cancel Options:]] {{clr|S|6S}}, {{clr|S|4S}}, {{clr|M|MP Skills}} | |||
}} | }} | ||
===<big>Agile Maneuver</big>=== | ===<big>Agile Maneuver</big>=== | ||
{{InputBadge|'''{{clr|S|6S}}'''}} | |||
{{DNFD_Move_Card | {{DNFD_Move_Card | ||
|input=6S | |input=6S | ||
|description= | |description= | ||
An advancing attack primarily used for closing distance in combos or blockstrings. It has long startup and recovery, so avoid using this raw in neutral unless concentration cancel is available | An advancing attack primarily used for closing distance in combos or blockstrings. It has long startup and recovery, so avoid using this raw in neutral unless concentration cancel is available. | ||
The first hit has very high hitstun, allowing for grounded combos into {{clr|M|5M}} on hit, and often leaves Hitman advantageous enough on {{keyword|trade}} to allow him combo into another attack. | |||
Against airborne opponents, {{clr|S|6S}} launches them high enough to cancel into a jump normal. In cornered juggles, ending a combo with {{clr|S|6S}} > {{clr|A|j.A}} resets the opponent and allows Hitman to perform a falling mixup between overhead, empty low, and throw. | |||
* Lowers Hitman's hurtbox slightly during the dash, allowing it to {{keyword|low profile}} certain moves, most notably {{Character_Label|DNFD|Ranger}}'s {{MiniMoveCard|chara=Ranger|input=5A|label={{clr|A|5A}}}}. | |||
[[/Frame_Data#Cancel Table|Cancel Options]]: {{clr|M|MP Skills}}, Jump | |||
}} | }} | ||
===<big>Mighty Strike</big>=== | ===<big>Mighty Strike</big>=== | ||
{{InputBadge|'''{{clr|S|4S}}'''}} {{DNFDicon|icon=hkd}} {{DNFDicon|icon=otg}} | |||
{{DNFD_Move_Card | {{DNFD_Move_Card | ||
|input=4S | |input=4S | ||
|description= | |description= | ||
Amazing combo filler and okizeme enabler. {{clr|S|4S}} is Hitman's {{keyword|OTG}}, causing a small ground bounce then hard knockdown and allowing him to combo into {{clr|M|4M}} at any height, and an additional {{clr|S|4S}} if the opponent starts high enough. Also a vital part of Awakening combos via {{clr|S|4S}} {{clr|M|5M~5M}} loops - The trick is to hit the opponent right after they hit the ground after {{MMC|input=~5M|label=Shattering Strike}}. | Amazing combo filler and okizeme enabler. {{clr|S|4S}} is Hitman's main {{keyword|OTG}}, causing a small ground bounce then hard knockdown and allowing him to combo into {{clr|M|4M}} at any height, and an additional {{clr|S|4S}} if the opponent starts high enough. Also a vital part of Gold Cube Awakening combos via {{clr|S|4S}} {{clr|M|5M~5M}} loops - The trick is to hit the opponent right after they hit the ground after {{MMC|input=~5M|label=Shattering Strike}}. | ||
When | When {{clr|S|4S}} is used as a combo ender, it leaves Hitman plus enough to dash jump and get {{clr|B|j.B}} as a potent {{keyword|safe jump}}. | ||
[[/Frame_Data#Cancel Table|Cancel Options]]: {{clr|M|MP Skills}} | |||
}} | }} | ||
===<big>Dead Six</big>=== | ===<big>Dead Six</big>=== | ||
{{InputBadge|'''{{clr|S|j.S}}'''}} {{DNFDicon|icon=oh}} | |||
{{DNFD_Move_Card | {{DNFD_Move_Card | ||
|input=j.S | |input=j.S | ||
|description= | |description= | ||
Combo fodder that can also act as a solid meaty during a safe jump for plus frames. | |||
This move will whiff against most standing opponents unless delayed until Hitman is closer to the ground. While it is primarily used for air to air confirms or juggles, it can also combo from a slightly delayed {{clr|B|j.B}} and into {{clr|M|j.M}} against standing grounded opponents or tall crouching opponents. | |||
If blocked by a grounded opponent, the frame advantages varies depending on the height it is performed from. | |||
* Slightly halts air momentum when it becomes active. | * Slightly halts air momentum when it becomes active. | ||
* The second hit can whiff if the opponent is too high. | * The second hit can whiff if the opponent is too high during an airborne hit. | ||
[[/Frame_Data#Cancel Table|Cancel Options]]: {{clr|M|j.M}} | |||
}} | }} | ||
==MP | ==MP Skills== | ||
===<big>Final Strike</big>=== | ===<big>Final Strike</big>=== | ||
{{InputBadge|'''{{clr|M|5M}}'''}} | |||
{{DNFD Move Card|game=DNFD|mp=yes | {{DNFD Move Card|game=DNFD|mp=yes | ||
|chara=Hitman | |chara=Hitman | ||
Line 160: | Line 245: | ||
Amazing neutral and combo tool. It hits almost the entire screen, is safe on block, and is Hitman's most damaging combo starter, outside of {{MMC|input=~5M|label=Shattering Strike}}. | Amazing neutral and combo tool. It hits almost the entire screen, is safe on block, and is Hitman's most damaging combo starter, outside of {{MMC|input=~5M|label=Shattering Strike}}. | ||
On grounded counter hit, {{clr|M|5M}} crumples opponents, allowing Hitman to run up and begin his most damaging combos. An air counter hit will cause a hard knockdown, allowing Hitman to get an OTG {{clr|S|4S}} to continue his combo. | |||
}} | }} | ||
===<big>Bill Drill</big>=== | ===<big>Bill Drill</big>=== | ||
{{InputBadge|'''{{clr|M|2M}}'''}} or {{InputBadge|'''{{clr|M|623M}}'''}} {{DNFDicon|icon=dp}} | |||
{{DNFD Move Card|game=DNFD|mp=yes | {{DNFD Move Card|game=DNFD|mp=yes | ||
|chara=Hitman | |chara=Hitman | ||
Line 170: | Line 256: | ||
Invincible reversal that hits on both sides, with good horizontal reach and poor vertical reach. | Invincible reversal that hits on both sides, with good horizontal reach and poor vertical reach. | ||
In Awakening, {{MMC|input=~5M|label=Shattering Strike}} turns this into a menace, as on block Hitman is -5 and on Roll he's | If Hitman's opponent is close enough midscreen, it's possible to roll through his {{clr|M|623M}} on reaction to the superflash and punish from behind. '''This only works if the opponent can pass through him''', as otherwise the third hit will punish the roll. This can also be done as an option select during a {{keyword|safe jump}} by rolling instead of blocking. | ||
In Gold Cube Awakening, {{MMC|input=~5M|label=Shattering Strike}} turns this into a menace, as on block Hitman is -5 and on Roll he's -4. At certain spacings, this leads to the opponent's only punish option being DPing the gap, which is low reward and can whiff if Hitman is spaced out since Shattering Strike is disjointed. If the opponent is close enough however, the gap between Bill Drill and Shattering Strike is 8 frames, allowing characters with sufficient reach on their 7f normals to punish regardless of Shattering Strike cancels. | |||
*When hitting at tip range of the second hit, the third can whiff and leave Hitman punishable on hit. | |||
}} | }} | ||
===<big>Caracole</big>=== | ===<big>Caracole</big>=== | ||
{{InputBadge|'''{{clr|M|6M}}'''}} or {{InputBadge|'''{{clr|M|236M}}'''}} {{DNFDicon|icon=proj|info=The spinning sword "boomerang" is considered a projectile property attack}} {{DNFDicon|icon=otg|info=The strike launches the opponent when hit OTG, then juggles into the projectile}} | |||
{{DNFD_Move_Card|game=DNFD|mp=yes | {{DNFD_Move_Card|game=DNFD|mp=yes | ||
|input=236M,6M | |input=236M,6M | ||
|description= | |description= | ||
An expensive, | An expensive, plus on block special that is Hitman's primary tool for cranking guard gauge. Does not launch on a standing opponent, so he can reset the opponent on hit afterwards if used as a grounded ender. | ||
If the strike is blocked close enough, Hitman can jump cancel to force a high/low mixup while the opponent is blocking the projectile, while still being able to convert in the combo should the strike have hit. He can also opt to reset pressure with dash {{clr|A|5A}} or go for a spacing trap and a low in {{clr|B|2B}}. | |||
{{Clr|M|236M}} is also an effective combo tool on standing opponents, as Hitman can combo into enough hits to regenerate more Mana than he spent, while retaining a safe jump. Can be also used as a meter dump at the end of a combo after {{clr|S|4S}} OTG, allowing Hitman to maintain pressure in the corner where other non-awakening damage enders would not. | |||
While Caracole deals great guard gauge damage, it does not allow Hitman to convert into a combo if the projectile itself causes the guardbreak due to low hitstun, so it is important to consider activating guardbreak with another move if it would not kill the opponent. | |||
*The spinning sword is considered a projectile and remains active if Concentration Cancelled. | *The spinning sword is considered a projectile and remains active if Concentration Cancelled. | ||
*The strike portion is jump cancellable on hit or block once the projectile appears. | |||
**Hitman is +41 on jump cancel if the projectile is blocked. | |||
}} | }} | ||
===<big>Sweep</big>=== | ===<big>Sweep</big>=== | ||
{{InputBadge|'''{{clr|M|4M}}'''}} or {{InputBadge|'''{{clr|M|214M}}'''}} | |||
{{DNFD Move Card|game=DNFD|mp=yes | {{DNFD Move Card|game=DNFD|mp=yes | ||
|chara=Hitman | |chara=Hitman | ||
|input=214M,4M | |input=214M,4M | ||
|description= | |description= | ||
Hitman's fastest combo ender, {{clr|M|4M}} Will combo even after {{clr|S|4S}} OTG. It's also extremely active and is safe on block, so it can be used to call out attempts to roll. Great near the start of Shattering strike loops, but the opponent will start to air tech out if used later. Shattering Strike is tight enough after this to frame trap rolling attempts. | |||
Due to how high the opponent is launched combined with the surprisingly short recovery, Sweep will always lead into a {{keyword|safe jump}} when used to end combos, especially when in the corner (a microdash may be required). In the corner, this also can be used as a combo extender - notably, Hitman can link a {{clr|S|2S}} or {{clr|B|2B}} afterwards. | |||
}} | }} | ||
===<big>Helix Dive</big>=== | ===<big>Helix Dive</big>=== | ||
{{InputBadge|'''{{clr|M|j.M}}'''}} {{DNFDicon|icon=hkd}} | |||
{{DNFD Move Card|game=DNFD|mp=yes | {{DNFD Move Card|game=DNFD|mp=yes | ||
|chara=Hitman | |chara=Hitman | ||
|input=j.M | |input=j.M | ||
|description= | |description= | ||
{{clr|M|j.M}} is Hitman's | {{clr|M|j.M}} is Hitman's primary air combo ender. It halts all air momentum when used, and is safe on block. On hit, can be followed up with OTG {{clr|S|4S}} or {{clr|B|2B}} {{clr|S|2S}} in the corner. On air hit, {{clr|S|6S}} can be used midscreen. | ||
If the opponent is juggled high enough in the corner, {{clr|M|j.M}} can combo into {{keyword|IAS}} {{clr|M|j.M}} for extended routes, especially when using Shattering Strike. | |||
*Can be conversion cancelled into another {{clr|M|j.M}} for a gimmicky air stall situation. | |||
}} | }} | ||
==Awakening Moves== | ==Awakening Moves== | ||
===<big>Dusk Wings</big>=== | ===<big>Dusk Wings</big>=== | ||
{{InputBadge|'''{{clr|AS|AS}}'''}} | |||
{{DNFD_Move_Card | {{DNFD_Move_Card | ||
|input=AS | |input=AS | ||
Line 211: | Line 315: | ||
Since this is only available on hit after Mana Specials, it's possible to buffer this after pokes such as {{clr|M|5M}} to automatically option select between hit and block. | Since this is only available on hit after Mana Specials, it's possible to buffer this after pokes such as {{clr|M|5M}} to automatically option select between hit and block. | ||
Has some minor use in neutral as a callout tool against projectiles or moves with either long startup or high recovery. | |||
}} | }} | ||
===<big>Shattering Strike</big>=== | ===<big>Shattering Strike (Battle Command)</big>=== | ||
{{InputBadge|'''{{clr|M|5M}}''' after '''{{clr|M|MS}}''' moves during Awakening}} {{DNFDicon|icon=hkd}} | |||
{{DNFD Move Card|game=DNFD|mp=yes | {{DNFD Move Card|game=DNFD|mp=yes | ||
|chara=Hitman | |chara=Hitman | ||
|input=~5M | |input=~5M | ||
|conditions= after | |conditions= after '''{{clr|4|M}}''' moves, while in Awakened State | ||
|description= | |description= | ||
A massive attack that covers the majority of the screen vertically and horizontally. Available after any | A massive, disjointed attack that covers the majority of the screen vertically and horizontally. Available as a cancel after any MP skill even on whiff (Except for {{clr|M|2MS}} which must hit or be blocked) and is safe when blocked. Frame advantage varies when rolled, even being punishable when used as a followup to certain MP skills. | ||
* | |||
* | Crumples the opponent on a grounded hit and grants both a hard knockdown and very high launch on an air hit, allowing this to start combos, extend combos, or just be an easy confirm into Dusk Wings. | ||
* Holding any directional input will cause the move to not come out. | |||
* Its 60f Mana Cooldown Penalty enables easy inputs into Shattering Strike with almost no Mana Regeneration penalty. | |||
* May not crumple the opponent if it connects at max range, due to only the third hit causing the crumple state. | |||
}} | |||
===<big>Shattering Strike (Mission in Action)</big>=== | |||
{{InputBadge|'''{{clr|M|]M[}}''' during Awakening}} | |||
{{DNFD Move Card|game=DNFD|mp=yes | |||
|chara=Hitman | |||
|input=]M[ | |||
|description= | |||
The Mission in Action version of Shattering Strike is performed by releasing {{Prompt|DNFD|MS}} after holding it for approximately 120 frames. An MP skill does not need to be used to begin charging — the {{Prompt|DNFD|MS}} press can be buffered during an action where mana abilities cannot be used, such as blocking, dodging and backdashing. | |||
Unlike the Battle Command (Gold Cube) version, it has neither crumple nor hard knockdown properties, regardless of how it hits the opponent. Despite this, this version of Shattering Strike still retains its Gold Cube counterpart's high hitstun values and large hitbox. | |||
*Cannot be cancelled into from MP skills | |||
}} | }} | ||
==Colors== | ==Colors== | ||
{{DNFDColors | {{DNFDColors | ||
|reference3=B-Type Color [https:// | |reference3=B-Type Color [https://webstore.dfoneople.com/View/Package/Detail.aspx?ItemID=1007 ''(DFO)] | ||
|reference4=C-Type Color [https:// | |reference4=C-Type Color [https://webstore.dfoneople.com/View/Package/Detail.aspx?ItemID=1007 ''(DFO)] | ||
|reference5=D-Type Color [https:// | |reference5=D-Type Color [https://webstore.dfoneople.com/View/Package/Detail.aspx?ItemID=1007 ''(DFO)] | ||
}} | }} | ||
==Navigation== | ==Navigation== | ||
<center>{{Character Label|DNFD|Hitman|32px}}</center> | <center>{{Character Label|DNFD|Hitman|size=32px}}</center> | ||
{{ | {{DNFD/CharacterLinks}} | ||
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}} | {{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}} | ||
{{ | {{DNFD/Navigation}} |
Latest revision as of 00:24, 14 April 2024
Overview
Hitman is a mid-range generalist, with strong neutral, pressure, and mixup.
In neutral, Hitman has above average range on his pokes - 5A and 2B both have very high range for their speed, and 5M is a nearly full-screen disjoint that can lead to full combos on counter hit. He can also turn aggressive on a dime by skipping neutral with 6S, especially with conversion cancel. This allows him to play an effective neutral gameplan against most characters despite his low run speed.
When pressuring, Hitman can reset effectively with 5B and 236M, check rolls and frame trap with 5S, and bring himself closer with 6S.
Hitman also has effective vortex: He can utilize the multi hitting properties of j.A and j.B during a safe jump to mix the opponent up - The later he does this jump in, the less overheads will occur before he lands and hits the opponent low with 2A. With conversion, he can also threaten rising j.B as an instant overhead. This mixup can be accessed via many of his knockdowns, 236M jump cancel on block, and j.A combo ender air resets in the corner.
With Gold Cube Awakening, Hitman gains access to the ability to whiff cancel all MP moves into Shattering StrikeGuardAllStartupVariesRecoveryAdvantage-5 (except 623M, which needs to hit or be blocked), a fully disjointed, safe-on-block attack that reaches slightly longer than 5M while acting as one of his most potent combo starters and extenders. Savvy opponents will try to kill Hitman without ever letting him enter awakening, as this special turns Hitman into the one of the most threatening characters in the game. If the opponent tries to leave Hitman slightly above the Awakening threshold, he can also utilize conversion to activate it himself.Health |
1020 |
Guard Gauge |
1000 |
MP Regen Rate |
12 /second |
Prejump |
F |
Backdash |
1-16 lower body invuln |
Fastest Attack |
2A (7f) |
Reversals |
623M (12f) |
Hitman is classified as a Standard type. He is a well rounded character that fights with a sword and submachine gun, sporting many multi-hitting pressure moves.
- Comeback King: Hitman's Gold Cube Awakening passive is one of the strongest in the game, gaining the versatile move Shattering StrikeGuardAllStartupVariesRecoveryAdvantage-5. This lets him massively extend combos, enforce safe pressure, and even make his DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion. a safe-on-block combo starter at most ranges.
- On-Block Bully: 236M being highly active and plus on block lets Hitman enforce his turn or force mixups, with 6S letting him get closer from most hits to ensure the jump cancellable strike connects. A lot of his moves are safe on block or hard to contest due to their multi-hitting and variable cancel nature.
- Instant Overhead: Hitman is one of the only characters able to perform a rising overhead Conversionless, using his j.B. While it requires Conversion to combo, it is fully unreactable and doesn't require Conversion to maintain pressure.
- Knockdown Vortex: Combos easily lead into a hard knockdowns, advantageous pressure, and safejumps. Combined with his overheads and combos leading into more knockdowns, opponents can be trapped in Hitman's offense.
- Weak to Zoning: While Hitman doesn't mind a bit of space from his opponent, he lacks options at the longest ranges. Due to his movement speed being on the slower side, any character that can zone effectively will force him to patiently get in using run blocks, dodges, and jumps until he is in range to contest with moves like 2B and 6S.
Unique Mechanics
Normal Moves
5A
One of Hitman's better pokes. 5A has good vertical and horizontal range for the speed, as well as the ability to whiff cancel into 5AA to catch attempts to roll through.
Cancel Options: 5AA[+], 5B, 2B, Skills, MP Skills, Throw
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
65% | -3 |
5AA
5AA has slightly less range than 5A, but can be whiff cancelled into to catch rolls.
Cancel Options: 5B, 2B, Skills, MP Skills, Throw
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
70%×4 | +2 |
5B
A good pressure tool and punish starter. It has significantly slower startup and shorter range than 5A, so avoid using this as a poke in neutral.
5B is also Hitman's only grounded normal that is completely safe on block point blank. At -2, it's a great option for tick throws, especially against characters that do not have a 7f or faster abare An attack during the opponent's pressure, intended to interrupt it. option.
Cancel Options: 2B, Skills, MP Skills, Throw
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
75% | 0 |
2A
Hitman's fastest attack and fastest low. Its properties as a multi-hitting low allows it to be used to beat out super armored opponents, such as Grappler, Crusader, or Vanguard.
Cancel Options: 5B, 2B, Skills, MP Skills, Throw
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
75%×3 | +1 |
2B
Incredible long range sweep that converts into full combos on hit and pressure on block. Due to the height that this pops the opponent up by on hit, it will always combo into 6S.
Besides 6S, at almost all ranges except the absolute furthest, this will combo into 5S(1), 4M, or 2S. Amazing poke, but should be used with caution as it has enough recovery to be punished after a preemptive jump or roll.
Cancel Options: Skills, MP Skills, Throw
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
70% | Varies |
j.A
j.A is a great air to air. It's fast, disjointed and fairly active, but will whiff against most crouching characters even when performed deep. If the opponent does stand block it, all three hits are overheads, which will hit them if they attempt to crouch block too soon. Can be followed up by j.S and j.M on air to air hits but may whiff depending on the opponent's height.
Like j.B, j.A can be canceled into a whiffed j.S to mix up the number of hits that must be blocked overhead.
Cancel Options: j.B, j.S, j.M
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
70%×3 | Varies |
j.B
j.B is Hitman's primary jump-in. It hits overhead twice, has enormous vertical range and hits crossup. Since the second hit will whiff when done low to the ground, Hitman can mix the opponent up between one or two hits of j.B before landing and doing 2A. Alternatively, the number of hits can be changed using the lengthy startup of j.S.
Also sees use as an instant overhead, as it hits all crouching characters when done rising. Hitman can conversion cancel j.B(1) to convert into a full combo, making this a terrifying option in the corner or in Gold Awakening.
Against taller characters, it can also be used as a slightly slower overhead by doing delayed rising j.B instead. This lets Hitman confirm into j.S(1) > j.M, but is easier for the opponent to block and does not work on short characters.
Cancel Options: j.S, j.M
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
75%×2 | Varies |
Universal Mechanics
Throw
A+B
A very standard throw. Like all other throws, it's Hitman's fastest attack. Hitman can mix up between throw and IAS Instant Air Special
Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
For Example: 2369S for a j.236S input. j.M, if the opponent tries to tech.
- Works the same as every other throw.
- +3 on Hit.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
0% | HKD(+3) |
Dodge
6G
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
- | - | - | - | - |
Backwards Dodge
4G
- Has 7 frames more recovery than forward dodge, but the same Invulnerability.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
- | - | - | - | - |
Guard Cancel
6B+S
As with all guard cancels, use this to escape during mix-up or guard break strings. It has excellent horizontal and vertical range, and will sometimes even hit opponents behind him. Since it moves him forward slightly, hitting an opponent behind him with guard cancel can net him both the corner and a free mixup, oftentimes backed up with grey life to use on a Conversion cancel. It can't be Conversion cancelled, costs 100 MP, and is unsafe on block, so be careful doing this against attacks with low recovery.
- At +21 on hit, it allows Hitman to immediately steal a turn back with 6SGuardAllStartup18RecoveryAdvantage-8 > Conversion
- Its large hitbox allows his guard cancel to connect in situations where many others could not.
- Works the same as every other guard cancel.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
0% | +24 |
Skills
Surprise Cut
5S
5S is an extremely active pressure tool that is airtight into and out of most cancels, with very generous cancel windows. The long active frames mean it can punish rolls when delayed enough to frame trap, and if spaced there is a rollable frame trap between the last few stabs and the gunfire. However, Hitman can react to rolls by whiff canceling into 214M for a guaranteed punish. If the opponent is frame trapped at any point, Hitman can confirm into 6S.
In combos, it is generally fodder to bridge from normals via 5S(1) > 6S(1), though this will result in less damage then routes that do 2S(1) > 6S(1) in exchange for reaching a bit farther then 2S(1).
The first stab has longer reach than the rest of the stabs, so when confirming into this after 2B make sure to cancel immediately into 6S.
Cancel Options: 6S, 4S, MP Skills
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80%×8 | -4 |
Dead Lift
2S
Great combo fodder, useful for confirming after 2B at most ranges. 2S launches on the second hit allowing it to combo into 4S 66 4S on close hit and 5M at any range, which lets Hitman safe jump A very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening. or get extremely good damage in Gold Cube Awakening. Without Awakening, Hitman can loop (66) 2S 5M to dump meter for damage.
While powerful on read due to its very large vertical hitbox on the second hit and devastating damage routes as combo starter, the slow startup makes this not viable as reactionary an anti air. Consider rising j.A instead.
- The second hit will whiff if the first one hits at max range.
- Moves Hitman forward slightly.
- The second hit is jump cancelable if either hit connects, allowing for alternate combo routes such as air extensions for more corner carry, or new mixups if only the first hit lands.
Cancel Options: 6S, 4S, MP Skills
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80%×2 | Varies |
Agile Maneuver
6S
An advancing attack primarily used for closing distance in combos or blockstrings. It has long startup and recovery, so avoid using this raw in neutral unless concentration cancel is available.
The first hit has very high hitstun, allowing for grounded combos into 5M on hit, and often leaves Hitman advantageous enough on trade When two opposing attacks both collide with opposing hurtboxes on the same frame, resulting in both players getting hit. to allow him combo into another attack.
Against airborne opponents, 6S launches them high enough to cancel into a jump normal. In cornered juggles, ending a combo with 6S > j.A resets the opponent and allows Hitman to perform a falling mixup between overhead, empty low, and throw.
- Lowers Hitman's hurtbox slightly during the dash, allowing it to low profile When a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short. certain moves, most notably Ranger's 5AGuardMidStartup12RecoveryAdvantage-10~-3.
Cancel Options: MP Skills, Jump
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
75%, 80%×3 | -6 |
Mighty Strike
4S Inflicts hard knockdown on hit Can hit a knocked down opponent off the ground
Amazing combo filler and okizeme enabler. 4S is Hitman's main OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground.", causing a small ground bounce then hard knockdown and allowing him to combo into 4M at any height, and an additional 4S if the opponent starts high enough. Also a vital part of Gold Cube Awakening combos via 4S 5M~5M loops - The trick is to hit the opponent right after they hit the ground after Shattering StrikeGuardAllStartupVariesRecoveryAdvantage-5.
When 4S is used as a combo ender, it leaves Hitman plus enough to dash jump and get j.B as a potent safe jump A very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening..
Cancel Options: MP Skills
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80% | HKD |
Dead Six
j.S Overhead attack. Must be guarded standing
Combo fodder that can also act as a solid meaty during a safe jump for plus frames.
This move will whiff against most standing opponents unless delayed until Hitman is closer to the ground. While it is primarily used for air to air confirms or juggles, it can also combo from a slightly delayed j.B and into j.M against standing grounded opponents or tall crouching opponents.
If blocked by a grounded opponent, the frame advantages varies depending on the height it is performed from.
- Slightly halts air momentum when it becomes active.
- The second hit can whiff if the opponent is too high during an airborne hit.
Cancel Options: j.M
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80%×6 | Varies |
MP Skills
Final Strike
5M
Amazing neutral and combo tool. It hits almost the entire screen, is safe on block, and is Hitman's most damaging combo starter, outside of Shattering StrikeGuardAllStartupVariesRecoveryAdvantage-5.
On grounded counter hit, 5M crumples opponents, allowing Hitman to run up and begin his most damaging combos. An air counter hit will cause a hard knockdown, allowing Hitman to get an OTG 4S to continue his combo.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
90% | +14 |
Bill Drill
2M or 623M Temporarily fully invincible
Invincible reversal that hits on both sides, with good horizontal reach and poor vertical reach.
If Hitman's opponent is close enough midscreen, it's possible to roll through his 623M on reaction to the superflash and punish from behind. This only works if the opponent can pass through him, as otherwise the third hit will punish the roll. This can also be done as an option select during a safe jump A very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening. by rolling instead of blocking.
In Gold Cube Awakening, Shattering StrikeGuardAllStartupVariesRecoveryAdvantage-5 turns this into a menace, as on block Hitman is -5 and on Roll he's -4. At certain spacings, this leads to the opponent's only punish option being DPing the gap, which is low reward and can whiff if Hitman is spaced out since Shattering Strike is disjointed. If the opponent is close enough however, the gap between Bill Drill and Shattering Strike is 8 frames, allowing characters with sufficient reach on their 7f normals to punish regardless of Shattering Strike cancels.
- When hitting at tip range of the second hit, the third can whiff and leave Hitman punishable on hit.
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
623M | 90%×2, 30 | Varies |
- reversal full invuln until frame 12
Caracole
6M or 236M The spinning sword "boomerang" is considered a projectile property attack The strike launches the opponent when hit OTG, then juggles into the projectile
An expensive, plus on block special that is Hitman's primary tool for cranking guard gauge. Does not launch on a standing opponent, so he can reset the opponent on hit afterwards if used as a grounded ender.
If the strike is blocked close enough, Hitman can jump cancel to force a high/low mixup while the opponent is blocking the projectile, while still being able to convert in the combo should the strike have hit. He can also opt to reset pressure with dash 5A or go for a spacing trap and a low in 2B.
236M is also an effective combo tool on standing opponents, as Hitman can combo into enough hits to regenerate more Mana than he spent, while retaining a safe jump. Can be also used as a meter dump at the end of a combo after 4S OTG, allowing Hitman to maintain pressure in the corner where other non-awakening damage enders would not.
While Caracole deals great guard gauge damage, it does not allow Hitman to convert into a combo if the projectile itself causes the guardbreak due to low hitstun, so it is important to consider activating guardbreak with another move if it would not kill the opponent.
- The spinning sword is considered a projectile and remains active if Concentration Cancelled.
- The strike portion is jump cancellable on hit or block once the projectile appears.
- Hitman is +41 on jump cancel if the projectile is blocked.
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
236M | 90%×17 | +15 |
Sweep
4M or 214M
Hitman's fastest combo ender, 4M Will combo even after 4S OTG. It's also extremely active and is safe on block, so it can be used to call out attempts to roll. Great near the start of Shattering strike loops, but the opponent will start to air tech out if used later. Shattering Strike is tight enough after this to frame trap rolling attempts.
Due to how high the opponent is launched combined with the surprisingly short recovery, Sweep will always lead into a safe jump A very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening. when used to end combos, especially when in the corner (a microdash may be required). In the corner, this also can be used as a combo extender - notably, Hitman can link a 2S or 2B afterwards.
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
214M | 90%×13 | Varies |
- Total active frames including gaps: 55f
Helix Dive
j.M Inflicts hard knockdown on hit
j.M is Hitman's primary air combo ender. It halts all air momentum when used, and is safe on block. On hit, can be followed up with OTG 4S or 2B 2S in the corner. On air hit, 6S can be used midscreen.
If the opponent is juggled high enough in the corner, j.M can combo into IAS Instant Air Special
Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
For Example: 2369S for a j.236S input. j.M for extended routes, especially when using Shattering Strike.
- Can be conversion cancelled into another j.M for a gimmicky air stall situation.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
90%×12 | HKD |
- Total active frames including gaps: 47f
Awakening Moves
Dusk Wings
AS
Huge hitbox that hits the entire screen horizontally. Generally used after Shattering Strike juggles or from OTG 4S. Since Shattering Strike is such a powerful option and cornerstone of Hitman's most damaging combos, it is not recommended to use Dusk Wings unless it will secure the kill as it will end the Awakening state.
Since this is only available on hit after Mana Specials, it's possible to buffer this after pokes such as 5M to automatically option select between hit and block.
Has some minor use in neutral as a callout tool against projectiles or moves with either long startup or high recovery.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
90% |
Shattering Strike (Battle Command)
5M after MS moves during Awakening Inflicts hard knockdown on hit
A massive, disjointed attack that covers the majority of the screen vertically and horizontally. Available as a cancel after any MP skill even on whiff (Except for 2MS which must hit or be blocked) and is safe when blocked. Frame advantage varies when rolled, even being punishable when used as a followup to certain MP skills.
Crumples the opponent on a grounded hit and grants both a hard knockdown and very high launch on an air hit, allowing this to start combos, extend combos, or just be an easy confirm into Dusk Wings.
- Holding any directional input will cause the move to not come out.
- Its 60f Mana Cooldown Penalty enables easy inputs into Shattering Strike with almost no Mana Regeneration penalty.
- May not crumple the opponent if it connects at max range, due to only the third hit causing the crumple state.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
90%×3 | +14(vs Ground Crumples/vs Air HKD) |
- only during AS
Shattering Strike (Mission in Action)
]M[ during Awakening
The Mission in Action version of Shattering Strike is performed by releasing after holding it for approximately 120 frames. An MP skill does not need to be used to begin charging — the press can be buffered during an action where mana abilities cannot be used, such as blocking, dodging and backdashing.
Unlike the Battle Command (Gold Cube) version, it has neither crumple nor hard knockdown properties, regardless of how it hits the opponent. Despite this, this version of Shattering Strike still retains its Gold Cube counterpart's high hitstun values and large hitbox.
- Cannot be cancelled into from MP skills
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
+9 |
- only during AS
Colors
B-Type Color (DFO) |
C-Type Color (DFO) | ||
D-Type Color (DFO) |