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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 > 5M loops that have a multitude of starters.
Hitman Hitman is classified as a Standard type. He is a well rounded character that fights with a sword and uzi, sporting many multi-hitting pressure moves.
- Comeback King: Hitman's 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.
- On-Block Bully: 236M being highly active and plus on block lets Hitman enforce his turn, with 6S letting him get closer before using 236M. 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 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 2B and 6S.
- Move Specific Issues: For as good as a lot of Hitman's moves can be, some common options have noticeable faults. 5S can be poked and by some characters slid under, and leaves a contestable gap between the strikes and gunfire. 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.
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.
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.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
70%×4 | +2 |
5B
A good pressure tool and punish starter. It's a natural frame trap for rolls off of 2A. It also 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.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
75% | 0 |
2A
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.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
75%×3 | +1 |
2B
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 5S(1) 6S 4M, or 2S 5M.
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.
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.
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 Awakening. Make sure to do it outside of blockstun to avoid the anti-fuzzy protection.
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 obviously easier for the opponent to block and doesn't work on all characters.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
75%×2 | Varies |
Universal Mechanics
Throw
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) |
Guard Cancel
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.
- Has excellent horizontal and vertical range, and is even able to hit opponents behind him.
- Works the same as every other guard cancel.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
0% | +24 |
Special Moves
Surprise Cut
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 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)
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.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80%×8 | -4 |
Dead Lift
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 or get extremely good damage in Awakening. Without Awakening, Hitman can loop (66) 2S 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 j.A instead.
- The second hit will whiff if the first one hits at max range
- Moves Hitman forward slightly
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80%×2 | Varies |
Agile Maneuver
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 6S can leave Hitman close enough to continue pressure even after an air tech.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
75%, 80%×3 | -6 |
Mighty Strike
Amazing combo filler and okizeme enabler. 4S is Hitman's 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 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 > 4S is used as a combo ender, it leaves Hitman plus enough to dash jump and get j.B(1) as a potent safejump.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80% | HKD |
Dead Six
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 j.B and into 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.
- Slightly halts air momentum when it becomes active.
- The second hit can whiff if the opponent is too high.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80%×6 | Varies |
MP Special Moves
Final 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 Shattering StrikeGuardAllStartupVariesRecoveryAdvantage-5. It is not without flaws however, as its long startup makes it prone to being stuffed out in neutral and unreliable as a reactionary anti air.
- On grounded counter hit, 5M crumples opponents, allowing Hitman to run up and begin his most damaging combos.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
90% | +14 |
Bill Drill
Invincible reversal that hits on both sides, with good horizontal reach and poor vertical reach.
In Awakening, Shattering StrikeGuardAllStartupVariesRecoveryAdvantage-5 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 three shattering strikes into superBack to corner: 2MM 6[6] 4S 4MM 66 4S 5MM 66 4S 5M dl Super - 564 at 200 initial MP.
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
623M | 90%×2, 30 | Varies |
- reversal full invuln until frame 12
Caracole
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.
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.
- The spinning sword is considered a projectile and remains active if Concentration Cancelled.
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
236M | 90%×17 | +15 |
Sweep
Extremely fast combo ender, 4M Will combo even after 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.
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
214M | 90%×13 | Varies |
- Total active frames including gaps: 55f
Helix Dive
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 4S or 2B 2S in the corner. On air hit, 6S can be used midscreen.
With Awakening, Shattering Strike is a frame trap against rolls.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
90%×12 | HKD |
- Total active frames including gaps: 47f
Awakening Moves
Dusk Wings
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.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
90% |
Shattering Strike
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.
- Only available while the Hitman is Awakened
- Usable after any M moves by inputting 5M. (Note: Holding any direction will cause the move to not come out, must be a neutral input)
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
90%×3 | +14(vs Ground Crumples/vs Air HKD) |
- only during AS
Colors
B-Type Color (DFO) |
C-Type Color (DFO) | ||
D-Type Color (DFO) |
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 •