< DNFD
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 2B, 5S, 6S, and more, as well as a devastating punish game thanks to his 2S > 5MS loops that have a multitude of starters.
Pros
Cons
- Comeback King: Hitman's Awakening is one of the best in the game, gaining the versatile move Shattering Strike. This lets him extend combos, enforce his turn, and even turn his reversal into a safe on block combo starter.
- Big Punishes: Hitman's 2S > 5MS loops let him get big damage from anywhere in the screen. This is exemplified when he is able to start the combo with a raw 2S, or if possible a counter hit 5MS against a grounded opponent. Note that OB2 Hitman 6S is punishable on hit and wont catch aware or just mashing opponents, may change in full release.
- Great RPS Vortex: After a hard knockdown or ending a combo with 6S due to how close it leaves him, Hitman has a great High/Low/Throw mix with the High and Low options leading into another hard knockdown.
- On Block Bully: 236MS being plus on block lets Hitman enforce his turn, with 6S letting him get closer before using 236MS. A lot of his moves are also naturally safe on block.
- Weak to Zoning: While Hitman doesn't mind a bit of space from his opponent he lacks any options at fullscreen. 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.
- Move Specific Issues: For as good as a lot of Hitman's moves can be, some common options have noticeable faults. 2B can be hopped over due to its thin, low to the ground hitbox. 5S can be poked and by some characters slid under. 6S, while fast, can easily be stuffed out and its very long recovery can be comfortably whiff punished.
Normal Moves
5A
- A quick short ranged slash in front of the Hitman
- Has surprisingly solid vertical reach, making this a solid anti-air
5AA
- Sprays gunfire in a similar arc as the slash from 5A, but with less range. Will whiff after a max range 5A
5B
- A medium range downward slash
2A
- Sprays gunfire at the opponent's feet. A surprisingly long ranged low.
- Good for tick throw attempts
2B
- Extremely long range low poke/sweep with high recovery.
- At max range a follow up 5S and 6S will whiff, severely limiting this moves combo potential
j.A
- Fires the gun directly forward in front of Hitman.
j.B
- Fires the gun directly below Hitman.
- Can be used as an instant overhead
Universal Mechanics
Throw
No results
- Placeholder
Dodge
- Hitman Twirls forward. Standard universal dodge.
Guard Cancel
- DNFD Hitman 6BS.png
- DNFD Hitman 6BS Hitbox.png
No results
- Uses the same animation as the second hit of Hitman's 2S, so this has quite a lot of range.
Special Moves
Surprise Cut
5S
- Multi-hitting forward stabs. Fires the gun at the edge of the move's range at the end of the animation.
- Can be cancelled into other Specials or MP moves at any time during the multi-hits.
Dead Lift
2S
- Two-hit move. Performs a downward cut followed by a rising slash which launches the opponent.
- Can be cancelled into other Specials or MP moves before the rising slash becomes active, allowing for a grounded combo instead of launching.
Agile Maneuver
6S
- Forward moving slash. Can be used as a gap gloser for long range hit confirms and whiff punishing
- Fires the gun at the tip of the sword slash at the end of the animation
- Can be cancelled into MP moves during the sword slash to avoid the gunfire activating.
- Unlike Hitman's other Specials, cannot be canceled into another special move.
- Long animation makes this move extremely punishable on whiff
Mighty Strike
4S
- A short range slam of the sword in a downward arc.
- Causes a short ground bounce on hit, forcing a hard knockdown when used in combos.
- Can hit OTG and will still cause the opponent to bounce, allowing you to extend combos after a HKD.
Dead Six
j.S
- Slashes a tall arc in front of the Hitman, followed by a slightly taller spray of gunfire.
- Slightly halts air momentum on use
- Can cancel into Helix Dive in between the hits
MP Special Moves
Final Strike
5MS
No results
- Performs an enormous slash that covers a large portion of the screen
- Crumples the opponent on Counter Hit
- Costs 50 MP
Bill Drill
2MS or 623MS
- DNFD Hitman 623MS.png
- DNFD Hitman 623MS Hitbox.png
No results
- Invincible Reversal. Very unsafe on block
- Has a fairly wide horizontal range but not much vertical reach
- Costs 70 MP
Caracole
6MS or 236MS
No results
- An upward slash followed by throwing a spinning sword forward, firing a gun towards it.
- Fairly plus on block and can spacing trap immediately with 2B
- The spinning sword is considered a projectile and remains active if Concentration Cancelled
Sweep
4MS or 214MS
- DNFD Hitman 214MS.png
- DNFD Hitman 214MS Hitbox.png
No results
- Slashes and shoots all around the Hitman
- As long as the opponent isn't very high the full move will connect even after a very long combo.
Helix Dive
j.MS
- DNFD Hitman jMS.png
- DNFD Hitman jMS Hitbox.png
No results
- Spins around several times in the air while shooting and slashing, followed by a falling sword slam.
- Sword slam causes a short ground bounce on hit into a HKD, allowing for a OTG 4S or a combo in the corner.
- Can combo into 6S midscreen if hit air-to-air
Awakening Moves
Dusk Wings
In Awakened State: AS
- DNFD Hitman 5AS.png
- DNFD Hitman 5AS Hitbox.png
No results
- Performs an enormous forward stab that connects from nearly fullscreen
- Extremely unsafe on block at close and mid range.
Shattering Strike
In Awakened State: After or During MS moves, 5MS
- DNFD Hitman MS5MS.png
- DNFD Hitman MS5MS Hitbox.png
No results
- Only available while the Hitman is Awakened
- Can cancel during multi-hit portions or at the end of any MS moves by inputting 5MS
- Massive attack that covers the majority of the screen
- Crumples the opponent on a grounded hit and grants HKD on an air hit, allowing this to start combos, extend combos, or just be an easy confirm into Dusk Wings
- Costs 10 MP
External References
To edit frame data, edit values in DNFD/Hitman/Data.
Click [★] for character's full frame data
Essentials
• Controls •
HUD •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Detailed & Advanced Information
• Damage/Combo System •
Frame Data & System Data •
Misc •