DNFD/Hitman/Combos

From Dustloop Wiki
< DNFD‎ | Hitman
 Hitman
Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+MS becomes 236M.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
cc/cv = Conversion Cancel
66 = Microdash, after the player has recovered from the previous move they need to dash towards the opponent to connect the next move of the combo
HKD = hard knockdown A knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc.
OTG = Off The Ground To hit the opponent while they are on the ground and launch or re-stand them taking them "Off the Ground".
BAT =  Battle Mage
BRZ =  Berserker
MBR =  Brawler
CRS =  Crusader
DRK =  Dragon Knight
ENC =  Enchantress
GHO =  Ghostblade
GRP =  Grappler
HIT =  Hitman
INQ =  Inquisitor
KNO =  Kunoichi
FLA =  Launcher
LOS =  Lost Warrior
MON =  Monk
RNG =  Ranger
SRK =  Striker
SWI =  Swift Master
TRO =  Troubleshooter
VNG =  Vanguard
SPC =  Spectre

Read First

  • M.SS = The .SS stands for Shattering Strike, the extra move Hitman gets when in Gold Cube Awakening. It is performed by pressing 5M when connecting with an MP move. It can be activated at multiple points for multi hitting MP moves so time your button accordingly

]M[ refers to Hitman's Clear Cube awakening version of Shattering Strike

Beginner Combos

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple

The Safejump

The 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. SetupSimple manaless hard knockdown combo.
Very Easy

5A > 5B > 2S (2) > 4S > (66) > 4S OTG
A simple bread and butter A staple combo that is relatively simple and effective. confirm off of any of 5A or 5B normal serving as an introduction to Hitman combo routes that uses no mana and grants him a powerful hard knockdown, allowing him to set up a safejump against invincible reversals with deep j.B. The dash can be omitted if the combo started from close range.

Keep in mind that 5A has longer range than 5B which will cause the combo to drop if 5A is hit at tip range.

Instead of going for a safejump, Hitman can opt to cancel the 4S OTG into 236M or 214M to deal extra damage and remove the opponent's white life at the cost of okizeme.

Midscreen Confirm

Midscreen ConfirmReliable confirm for hits off of further ranges
Easy

Far starter > 5S(1) > 6S(1) > 5M, 5A/2A > 2S > 4S (66) > 4S OTG
A combo taking advantage of the excellent range and hitstun of the first hit 5S to convert and close distance on the opponent with 6S. It is important to only use the first hit of 5S as it has much greater range than the followup strikes which may whiff when performed at longer ranges. Similarly, the extra hits from 6S can make followup hits less likely to connect due to combo scaling and hitstun, so 6S(1) is used to make the combo as stable as possible.

Following up after 5M can be awkward as the A button used to connect with afterwards is a link via 5M's massive hitstun rather than a cancel - 2A is one frame faster than 5A which can increase the consistency at the cost of less overall combo damage. However, even if the combo drops, Hitman gets to maintain pressure on block. The same combo can also be done with 236M in the place of 5M, however it costs more mana and can be slightly less consistent depending on starter range.

As with the above combo, meter can be spent after the 4S OTG to add in damage and remove white life at the cost of oki.

The Loop

The LoopHitman's infamous 2S 5M loop that works anywhere on the screen
Medium

Starter > 2S > 5M > 66 > 2S > 5M ...
A highly damaging combo taking advantage of 2S's high launch property to juggle into 5M repeatedly. Can loop up to three times, but gets gradually more difficult to time based on starting distance from the opponent and combo starter, with Raw 2S or counterhit 5M being the easiest to combo from and also the most rewarding on hit. The Loop is also much more easy to perform when the opponent is cornered, as the microdash 2S timing is far less demanding.

The combo can be ended with 4S to secure a knockdown if close enough, or with 6S > 214M at further ranges for damage when securing a knockdown is not possible.

Core Combos

Intermediate.png Core combos balance potency with consistency. They:
  • Work against most characters of a selected weight or hurt box type
  • May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
  • Are expected to be consistently performable by most intermediate and advanced players who main the character

Optimal j.B corner starter



Combo Theory

6S jump cancel

Hitman can pick up most juggles with a 6S(1) jump cancel into an air series, like j.A j.B j.S j.M to have a good deal of corner carry and secure a hard knockdown.

Mid Screen

Mid Screen combos are for the most part there to push the opponent closer to the corner and get a hard knockdown, usually by routing into 236M > 5A > 2S > 4S > 4S. Hitman can also go for some cheeky resets after 6S or 236M on hit with throw, 2A, or slight delay j.B. If Hitman is able to get a solid hit with 5B or 2S (or if you have grey life for Conversion Cancel, a spaced 2B > 2S), Hitman can instead start his 2S > 5M loops from a farther distance then normal.

Corner

Many of Hitman's combos are easier to perform in the corner, especially 4S OTG enders and 2S 5M loops. Notably, Hitman's corner routes allow him to reliably juggle into j.S > j.M and then link a 2S on landing to extend combos. Frequently, he can opt to end air combos with a j.A that resets the opponent enough so that Hitman has several meaty mixup options by the time he is about to land.

While 214M can be awkward to convert from midscreen, it's a consistent launcher in the corner.

Beginner Combos

Beginner Combos
Combo Position Damage MP Gain Works on: Difficulty Notes Ver.
5A > 5B > 2S > 4S > 66 > 4S OTG Anywhere 218 - Everyone Easy Very basic combo to help you get used to Hitman's standard HKD ender 1.40
5A > 5B > 2B > 2S > 5M Anywhere 215 - Everyone Easy Simple 5A starter combo. Ends in 5M to kill grey life. Gets you used to Hitman's 2S > 5M which is used a lot 1.40
623M.SS > AS Anywhere 400 - Everyone Easy Simple combo when awakened for any scenario where you dp, such as wake up or in a gap during pressure or a combo reset. Delay the AS after the .SS 1.40

Combo List

Note that because Hitman cares more about starter than location, for the most part, combos are sectioned based on starter.

A Starter Combos
Combo Position Damage MP Gain Works on: Difficulty Notes Ver.
5A > 5B > 2B > 2S > 4S > 66 > 4S OTG > 236M Anywhere 270 - Everyone Easy Meter cheap BnB for when you are in exhaustion, as by the time you get to the end you should have meter for 236M. Said 236M can be omitted for a safe jump. 1.40
5A > 5B* > 2S(1) > 6S(1) > 236M > 5A > 2S > 4S > 66 > 4S OTG > 214M Anywhere 305 - Everyone Easy The standard Hitman BnB 236M > 5A link combo. 5B* can be omitted due to spacing if needed 1.40
j.A > j.S > j.M > 66 > 4S OTG Anywhere 144-178 - Everyone Easy Standard air to air confirm. Gets HKD. Gets more damage the less hits you let j.A and j.S do. If done in/close enough to the corner you can do j.M > 2S > 5M > 4S for varying damage. 1.40
5A > 2S(1) > 6S(1) > 5M.SS > 66 > 5M.SS > 4S > 5M.SS > 66 > 4S OTG > 5M.SS > Delayed AS Midscreen 614 - Everyone Medium 5A start combo when in Gold awakening. 1.40
2A > 5B > 2B > 2S(1) > 6S(1) > 9jc j.A(3) > j.S(5) > 66 2B > 6S(1) > 6M > 9jc > dl.j.S(5) > j.M > 66 > 4S Cornered 290 -70 Everyone Hard Mana efficient 2A start route with Hitman's back to the corner that carries the opponent across the entire stage, ending in a knockdown in the opposite corner. Against small characters, cancel the last j.S on the first hit otherwise the combo drops. 1.40


B Starter Combos
Combo Position Damage MP Gain Works on: Difficulty Notes Ver.
5B > 2S(1) > 6S(1) > 5M > 5B > 2S(1) > 6S(1) > 236M > 5A > 2S > 4S > 66 > 4S OTG > 214M Anywhere 402 - Everyone Medium Standard 5B start combo for solid damage. 1.40
5B > 2S > 5M > 66 > 2S > 5M > 6S(1) > 214M Anywhere 379 - Everyone Medium 5B start to Hitman's 2S > 5M loop that ends with a 214M. 1.40
2B > 6S(1) > 214M Anywhere 208 - Everyone Easy Simple 2B start combo that always leads 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., sometimes requireing a micro dash jump to do so. 1.40
2B > 5S(1) > 6S(1) > 236M > Conversion > 66 > 2S > 9 > Slight Delay j.S > Slight Delay j.M > 66 > 4S OTG Anywhere 286(May Vary) - Everyone Medium 2B start combo that uses Conversion to convert from long ranges. Should this carry close enough to the corner, 214M can be used after the 4S OTG for more damage while not sacrificing the HKD. When connecting at closer ranges, the 6M jump cancel can be used to go into j.S instead 1.40
2B > 6S(2) > 214M > 2S > 9 > Slight Delay j.S > Slight Delay j.M > 66 > 4S OTG > 214M > 2B > 236M Corner 367 - Everyone Hard 2B start combo in the corner that works from tip range and deals high damage while preserving a safejump. 1.40
2B > 6S(1) > 9jc > j.A (2~3) > j.B (1~2) > j.S(5) > 2S > 9jc > j.S > j.M > 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 > 2B > 6S(1) > 9jc > {{{2}}}
Near Corner 288~300 - Everyone Hard 2B start combo near the corner that will push the opponent into the corner and set up a falling meaty mixup situation after the j.A air resets them.
Delayed j.B > Delayed j.S > 2B > 6S > 214M Anywhere 209 - Everyone Medium j.B overhead combo. Only works on large/tall characters unless Hitman uses conversion cancel after the j.B. Requires you to delay the j.B by a tiny bit, right before you stop rising so you still hit croucher's but can go into j.S. If done in/near enough to combo default to the below combo. 1.40
Delayed j.B > Delayed j.S > 5B > 2S > 9 > j.S > j.M > 4S > 214M Corner 270 - Everyone Medium j.B overhead starter. Only works on large characters without conversion cancel. Requires you to delay the j.B by a bit, right before you stop rising so you still hit crouchers but can go into j.S. Can extend the combo with 2B > 236M at the cost of okizeme. 1.40
5B > 2S(1) > 6S(1) > 5M.SS > 66 > 5M.SS > 4S > 5M.SS > 66 > 4S OTG > 236M > AS Anywhere 673 - Everyone Hard 5B start Gold Awakening Combo. Damage will vary based on cancel timings. 1.40


S Starter Combos
Combo Position Damage MP Gain Works on: Difficulty Notes Ver.
6S(1) > 5M > 5B > 6S(1) > 5M > 5B > 2S > 9 > j.S > j.M > 66 > 4S OTG > 214M Anywhere 445 - Midscreen Medium 6S(1) start combo, usually as a whiff punish or a gap closer that connected. Combo ends at j.M unless the opponent is pushed into the corner. Should the 6S(1) connect too far for 5B to connect, default to the below combo. 1.40
6S(1) > 5M > 66 > 5A > 5S(1) > 6S(1) > 236M > 5A > 2S > 4S > 66 > 4S OTG > 214M Anywhere 372 - Everyone Medium 6S(1) start combo for when the 6S(1) connected too far for 5B to connect. 1.40
6S(1) > 5M > 2B > 6S(1) > 9jc > j.A(3) > j.B(2) > j.S(5) > j.M > 4S OTG > 214M M Anywhere ~365 - Near corner Medium 6S(1) start combo that works at any range and has decent corner carry. When done midscreen, the opponent is pushed too far for the 4S OTG. 1.40
2S > 5M > 66 > 2S > 5M > 66 > 2S > 5M > 6S Anywhere 419 - Everyone Hard 2S > 5M loop that starts with 2S for the best damage scaling. 6S can be substituted for 4S if started close enough to the corner for HKD and 410 DMG 1.40
6S > 5M.SS > 66 > 5M.SS > 4S > 5M.SS > 66 > 4S OTG > 5M.SS > 66 > 4S OTG > AS Anywhere 721 - Everyone Easy 6S stary combo when in Gold awakening. 1.40
2S > 5M.SS > 66 > 2S > 4S > 5M.SS > 66 > 4S OTG > 214M.SS > 66 > 4S OTG > 623M.SS Delayed AS Corner 765 - Everyone Medium Corner punish route when in Gold Awakening. 1.40


M Starter Combos
Combo Position Damage MP Gain Works on: Difficulty Notes Ver.
CH 5M > 66 > 5M > 2S > 5M > 6S Midscren - Corner 420~446 - Everyone Hard CH 5M starter, best starter for damage. Damage varies based on how many hits of 6S connect 1.40
CH 5M > 66 > 5M > 2S > 5M > 66 > 2S > 4S 66 > 4S > 214M Corner 544 - Everyone Hard Corner route for CH 5M starter, best starter for damage. Loses okizeme. 1.40
CH 5M > 66 > 5M.SS > 4S > 5M.SS > 66 > 4S OTG > 5M.SS > 66 > 4S OTG > 236M > AS Midscren - Corner ~891 - Everyone Hard CH 5M starter when in Awakening due to a SS launching the opponent after a CH 5M 1.40
5M.SS > 66 > 5M.SS > 4S > 214M.SS > 4S OTG > 236M > AS Midscreen~Corner ~808 - Everyone Medium 5M.SS starter. DMG can vary based on number of hits and cancel timings 1.40
5M.SS > 66 > 5M.SS > dl.6S(1) > 9jc > j.S(5) > j.M.SS > 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.SS > 4S > AS
Midscreen~Corner 872~891 -190 Everyone Medium 5M.SS corner route. If opponent is not cornered by the second 5M.SS, the 6S will side swap and you will need to cut the combo short. 1.40
623M.SS > 66 > 4S OTG > 214M.SS > 66 > 4S OTG > 623M.SS > Delayed AS Anywhere 539 - Everyone Medium Combo off of a 623M.SS in Awakening 1.40
623M.SS > dl.6S(1) > 9jc > j.S(5) > j.M.SS > 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.SS 4S OTG >AS
Anywhere ~586 - Everyone Medium Corner specific DP starter for more damage. Also works if the opponent is close to the corner if you immediate 6S instead of delaying 1.40
SS > 66 > 5M.SS > 6S > 214M.SS > 66 > 4S OTG > 236M > AS Anywhere ~739 - Everyone Hard SS starter combo, great for when they don't respect your follow-up. 1.40

External References

Navigation

 Hitman
Mechanics
Application & Advanced Information
Archived Information