DNFD/Hitman

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Revision as of 15:31, 25 May 2022 by Whatgoat (talk | contribs)
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 2B, 5S, 6S, and more, as well as a devastating punish game thanks to his 2S > 5MS loops that have a multitude of starters.

 Hitman  Hitman is an aggressive character that fights with a sword and uzi.

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.
Shattering Strike: After using various MP moves pressing MS will perform the attack
Hitman
DNFD Hitman Portrait.png
Health:1020
Guard Gauge:1000
MP Regen Rate:12
Prejump:
Backdash:1-16 lower body invuln

Normal Moves

5A

5AA

5B

2A

2B

j.A

j.B

Universal Mechanics

Throw

Dodge

Guard Cancel

Special Moves

Surprise Cut

5S

Dead Lift

2S

Agile Maneuver

6S

Mighty Strike

4S

Dead Six

j.S

MP Special Moves

Final Strike

5MS

Bill Drill

2MS or 623MS

Caracole

6MS or 236MS

Sweep

4MS or 214MS

Helix Dive

j.MS

Awakening Moves

Dusk Wings

In Awakened State: AS

Shattering Strike

In Awakened State: After or During MS moves, 5MS

External References

Navigation

 Hitman
To edit frame data, edit values in DNFD/Hitman/Data.