Hitman is a 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 disjointed poke that can lead to full combos on counter hit. 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. Otherwise, Hitman limited to a basic gameplan of threatening guard crush, frame traps and throws.With Awakening, Hitman gains access to the ability to whiff cancel all MP moves into Shattering StrikeGuard:
-5, a fully disjointed, safe-on-block and roll 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 most threatening character in the game, able to kill in one or two hits, including off his now safe DPDragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion., 623M. If the opponent tries to leave Hitman slightly above the Awakening threshold, he can also utilize conversion to activate it himself.
|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.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.
|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.|
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.
5AA has slightly less range than 5A, but can be whiff cancelled into to catch rolls.
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 AbareAn attack during the opponent's pressure, intended to interrupt it. option.
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.
|80||Low||13||3||-12||1~8 Above waist
9~12 Upper body
An extremely long range 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.
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.
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.
A very standard throw. Like all other throws, it's Hitman's fastest attack. Hitman can mix up between throw and IASInstant 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.
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.
- Is notably the most advantageous guard cancel on hit, being +24, allowing Hitman to immediately steal a turn back with 6S conversion
- Works the same as every other guard cancel.
|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)
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.
|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 JumpA 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 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
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.
Cancel Options: MP Skills
4S Inflicts hard knockdown on hit Can hit a knocked down opponent off the ground
Amazing combo filler and okizeme enabler. 4S is Hitman's OTGThe 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 StrikeGuard:
When 4S is used as a combo ender, it leaves Hitman plus enough to dash jump and get j.B as a potent Safe JumpA 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
j.S Overhead attack. Must be guarded standing
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 if hit too high, however this move is plus when hit low enough to the ground, normally after a Hard Knock Down after 4S.
- Slightly halts air momentum when it becomes active.
- The second hit can whiff if the opponent is too high.
Cancel Options: j.M
MP Special Moves
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 StrikeGuard:
- On grounded counter hit, 5M crumples opponents, allowing Hitman to run up and begin his most damaging combos.
2M or 623M Temporarily fully invincible
|50×2, 80||All||12||2(3)2(18)3||-28||70||1~?? All|
Invincible reversal that hits on both sides, with good horizontal reach and poor vertical reach.
In Awakening, Shattering StrikeGuard:
-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 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 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 their roll. This can also be done as an option select during a Safe JumpA 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.
- When hitting at tip range of the second hit, the third can whiff and leave Hitman punishable on hit.
6M or 236M The spinning sword "boomerang" is considered a projectile property attack
|70, 20×4, [25, 20]×5, 20×2||All||15||2,2(15)15(1)18||+2||70||none|
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.
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.
236M is also an effective combo tool on standing opponents, as Hitman can combo into 2A 2S 4S 4S 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.
- The spinning sword is considered a projectile and remains active if Concentration Cancelled.
4M or 214M
|20×9, 70, 20×3||All||16||2(5)3,5(3)2(3)2,2,3(2)2,2(8)11||-7||50||none|
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.
j.M Inflicts hard knockdown on hit
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.
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.
5M after MS moves Inflicts hard knockdown on hit
A massive, disjointed 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)
- 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.
B-Type Color (DFO)
C-Type Color (DFO)
D-Type Color (DFO)
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