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{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}
==Overview==
{{MFlag|sticky=L is real 2401}}
{{DNFD/CharacterLinks}}
{{MFlag|stub}}
<div id="home-content" class="home-grid">
======<span style="visibility:hidden;font-size:0">Overview</span>======
{{card|width=4
{{Overview
|header = Overview  
| overview = Hitman is an aggressive rushdown and pressure character that also has tools to let him play an effective neutral game thanks to moves such as {{clr|2|2B}}, {{clr|3|5S}}, {{clr|3|6S}}, and more, as well as a devastating punish game thanks to his {{clr|3|2S}} > {{clr|4|5M}} loops that have a multitude of starters.
|content=Hitman is a mid-range generalist, with strong neutral, pressure, and mixup.
| lore = '''A leader that is part of "The Company".'''


The Company is an organization of mercenaries that appeared so suddenly on Arad's mercenary scene, it was as if they had fallen right out of the sky.
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.


An ace of The Company, the Hitman carries a submachine gun in one hand and a blade in the other to effectively dispose of threats from within and foes from without.
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}}.
| summary = is classified as a '''''{{clr|#159964|Standard}}''''' type. He is a well rounded character that fights with a sword and uzi, sporting many multi-hitting pressure moves.
 
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 before using {{clr|4|236M}}. A lot of his moves are safe on block or hard to contest due to their multi-hitting and variable cancel nature.
* '''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 any options at longer ranges. 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}}.
* '''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}}.
* '''Move Specific Issues:''' For as good as a lot of Hitman's moves can be, some common options have noticeable faults. {{clr|3|5S}} can be poked and by some characters slid under, and leaves a contestable gap between the strikes and gunfire. {{clr|3|6S}} which is usually a reliable gap closer on hit or block is generally too slow to use in neutral, is easily stuffed out or jumped over, and its very long recovery can be comfortably whiff punished.
}}
| difficulty_rating =  
</div>
| official_difficulty =
 
|unique_mechanic1_name= Awakening Effect: [[File:DNFD_Hitman_Awakening_Icon.png|40px]] Battle Command
===Unique Mechanics===
|unique_mechanic1=<div style="text-align: center">
{{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 {{clr|A|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's a natural frame trap for rolls off of {{clr|A|2A}}. It also has significantly slower startup and shorter range than {{clr|1|5A}}, so avoid using this as a poke in neutral.
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. The fact it's a low and also multi hitting can be used to beat out super armored opponents such as Grappler or Crusader.
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=
An extremely long sweep with enough recovery to be punished after a preemptive jump or roll. At almost all ranges except the absolute furthest, this will combo into {{clr|S|5S}}(1) {{clr|S|6S}} {{clr|M|4M}}, or {{clr|S|2S}} {{clr|M|5M}}.
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 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}}.
{{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. Make sure to do it outside of blockstun to avoid the anti-fuzzy protection.
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.


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 obviously easier for the opponent to block and doesn't work on all characters.
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/Offense#Throws| Works the same as every other throw.]]
*[[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 mixup or guard break strings. It can't be conversion cancelled, costs 100 MP and is unsafe on block, so be careful doing this against attacks with low recovery.
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.
*Has excellent horizontal and vertical range, and is even able to hit opponents behind him.
 
*[[DNFD/Defense#Guard_Cancel| Works the same as every other guard cancel.]]
* 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.]]
}}
}}


==Special Moves==
==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|M|5M}} 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}}.
{{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 a very large vertical hitbox on the second hit and devastating damage routes as combo starter, the slow startup makes this unviable as reactionary an anti air. Consider rising {{clr|A|j.A}} instead.
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. In air juggles, ending a combo with {{clr|S|6S}} can leave Hitman close enough to continue pressure even after an air tech.
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 {{clr|S|4S}} > {{clr|S|4S}} is used as a combo ender, it leaves Hitman plus enough to dash jump and get {{clr|B|j.B(1)}} as a potent safejump.
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=
Strictly combo fodder. 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, it can also combo from {{clr|B|j.B}} and into {{clr|M|j.M}} against grounded opponents when done high enough. If blocked by a grounded opponent, it's not plus, so avoid using this outside of combos.
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 Special Moves==
==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.
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 +0 (+3 with no shattering strike cancel). This forces the opponent to punish with DP, which is low reward and can whiff if Hitman is spaced out since Shattering Strike is disjoint. The reward for Hitman is at least {{tt|three shattering strikes into super|Back to corner: 2MM 6[6] 4S 4MM 66 4S 5MM 66 4S 5M dl Super - 564}} at 200 initial MP.
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, slightly plus on block special that is hitman's primary tool for cranking guard gauge. Pushes the opponent too far to actually establish pressure unless they are cornered, but Hitman can generally continue to bully them with his superior normals after using this. Does not launch on a standing opponent, so he can standing reset the opponent afterwards.
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.


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=
Extremely fast combo ender, {{clr|M|4M}} Will combo even after {{clr|S|4S}} OTG. It's also extremely active and relatively safe on block if spaced, 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.
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 throw tech punish and a combo tool. 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.
{{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.


With Awakening, Shattering Strike is a frame trap against rolls.
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
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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 or during '''{{clr|4|M}}''' moves, while in Awakened State
|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 Mana Special even on whiff, safe on block and +0 on roll. 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.
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.
* Only available while the Hitman is Awakened
 
* Usable after any {{clr|M|M}} moves by inputting {{clr|4|5M}}. ''(Note: Holding any direction will cause the move to not come out, must be a neutral input)''
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.
* Counts as a Mana Special, so Hitman cannot regenerate Mana until the animation has finished. Also has 60f Mana Cooldown Penalty, which ends slightly after recovery finishes. This means that Hitman can use easy inputs into Shattering Strike with almost no Mana Regeneration penalty.
 
* 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://www.dfoneople.com/news/sales/The-Awakened-Ones ''(DFO)]
|reference3=B-Type Color [https://webstore.dfoneople.com/View/Package/Detail.aspx?ItemID=1007 ''(DFO)]
|reference4=C-Type Color [https://www.dfoneople.com/news/sales/The-Awakened-Ones ''(DFO)]
|reference4=C-Type Color [https://webstore.dfoneople.com/View/Package/Detail.aspx?ItemID=1007 ''(DFO)]
|reference5=D-Type Color [https://www.dfoneople.com/news/sales/The-Awakened-Ones ''(DFO)]
|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>
{{#lst:{{PAGENAME}}/Data|Links}}
{{DNFD/CharacterLinks}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{#lst:DNFD/Navigation}}
{{DNFD/Navigation}}

Latest revision as of 00:24, 14 April 2024

Overview

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 StrikeDNFD Hitman XM5M.pngGuardAllStartupVariesRecoveryAdvantage-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.
Hitman
DNFD Hitman Portrait.png
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.

Pros
Cons
  • Comeback King: Hitman's Gold Cube Awakening passive is one of the strongest in the game, gaining the versatile move Shattering StrikeDNFD Hitman XM5M.pngGuardAllStartupVariesRecoveryAdvantage-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

DNFD Gold Cube.png Awakening Effect: DNFD Hitman Awakening Icon.png Battle Command

Awakening Effect: activates when entering Awakening mode at 30% HP or less.

After any MP Skill, Hitman can cancel into Shattering Strike (Battle Command)DNFD Hitman XM5M.pngGuardAllStartupVariesRecoveryAdvantage-5 by pressing 5M.
DNFD Clear Cube.png Awakening Effect: DNFD Hitman Awakening Icon2.png Mission in Action

Awakening Effect: activates when entering Awakening mode at 50% HP or less.

Shattering Strike (Mission in Action)DNFD Hitman )M(.pngGuardAllStartup25RecoveryAdvantage-2 can be used after holding MS for a certain period of time and then releasing it.

Normal Moves

5A

5AA

5B

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
80 Mid 11 3 21 -2 none

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
No results

2A

2B

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
80 Low 13 3 28 -12 1~8 Above waist
9~12 Upper body

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
No results

j.A

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
20×3 High 6 2,1(1)3 Until landing+2 Varies none

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
No results

j.B

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
30×2 High 10 3,2 Until landing+3 Varies none

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
No results

Universal Mechanics

Throw

A+B

Dodge

6G

Backwards Dodge

4G


Guard Cancel

6B+S

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
70 All 23 1~23~ Strike/Projectile

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 6SDNFD Hitman 6S.pngGuardAllStartup18RecoveryAdvantage-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
No results

Skills

Surprise Cut

5S

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
30×3, 50, 20×4 All 15 1(5)3(5)2(12)3,2,3,2 -9 none

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
No results

Dead Lift

2S

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
60, 90 All 12, 22 3(7)5 -15 none

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
No results

Agile Maneuver

6S

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
70, 30×3 All 18 2(3)4,2,4 -8 none

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 5ADNFD Ranger 5A.pngGuardMidStartup12RecoveryAdvantage-10~-3.

Cancel Options: MP Skills, Jump

Proration On-Hit Guard Damage MP Gain Level
75%, 80%×3 -6
No results

Mighty Strike

4S DNFD Knockdown Icon.pngInflicts hard knockdown on hit DNFD OTG Icon.pngCan hit a knocked down opponent off the ground

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
85 All 22 2 -10 none

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 StrikeDNFD Hitman XM5M.pngGuardAllStartupVariesRecoveryAdvantage-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
No results

Dead Six

j.S DNFD Overhead Icon.pngOverhead attack. Must be guarded standing

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
90, 20×5 High, All 18 4(12)6 Until landing+5 Varies none

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
No results

MP Skills

Final Strike

5M

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln MP CostThe total Mana cost for using this move.
120 All 26 4 -4 none 50

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 StrikeDNFD Hitman XM5M.pngGuardAllStartupVariesRecoveryAdvantage-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
No results

Bill Drill

2M or 623M DNFD Reversal Icon.pngTemporarily fully invincible

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln MP CostThe total Mana cost for using this move.
159 All 12 2(3)2(18)3 -33 1~12 All 70

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 StrikeDNFD Hitman XM5M.pngGuardAllStartupVariesRecoveryAdvantage-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 DNFD Projectile Icon.pngThe spinning sword "boomerang" is considered a projectile property attack DNFD OTG Icon.pngThe strike launches the opponent when hit OTG, then juggles into the projectile

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln MP CostThe total Mana cost for using this move.
198 All 15 2,2(15)15(1)18 +2 none 70

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
No results

Sweep

4M or 214M

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln MP CostThe total Mana cost for using this move.
163 All 16 2(5)3,5(3)2(3)2,2,3(2)2,2(8)11 -3 none 50

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 DNFD Knockdown Icon.pngInflicts hard knockdown on hit

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln MP CostThe total Mana cost for using this move.
150 All 18 2(2)2,1,2(2)3,1,2(2)2,3,2,2(16)3 +3 none 50

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

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
400(minimum 200) Mid 2+16 8 -38 none

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%
No results

Shattering Strike (Battle Command)

5M after MS moves during Awakening DNFD Knockdown Icon.pngInflicts hard knockdown on hit

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln MP CostThe total Mana cost for using this move.
50×2, 100 All Varies 2,2,2 -5 none 10

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

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln MP CostThe total Mana cost for using this move.
178 All 25 -2 none 70

The Mission in Action version of Shattering Strike is performed by releasing MS after holding it for approximately 120 frames. An MP skill does not need to be used to begin charging — the 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
Proration On-Hit Guard Damage MP Gain Level
+9
  • only during AS

Colors

DNFD Hitman Color 1.png
DNFD Hitman Color 2.png
DNFD Hitman Color 3.png
DNFD Hitman Color 4.png
1
2
3
B-Type Color (DFO)
4
C-Type Color (DFO)
DNFD Hitman Color 5.png
DNFD Hitman Color 6.png
DNFD Hitman Color 7.png
DNFD Hitman Color 8.png
5
D-Type Color (DFO)
6
7
8

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