DNFD/Hitman/Matchups

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Hitman


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Matchups

Berserker

Summary Hitman can't stop him from safely entering Frenzy

Slightly Unfavored

Overview

Frame data

Generic strategy

 

  • Berserker's superior midrange options can be a struggle to fight against as Hitman.
  • Berserker can safely back away and enter frenzy from fullscreen as Hitman has no options to challenge it
  • Frenzy makes it even more difficult to challenge Berserker in neutral thanks to his massive movement speed increase and access to Bloody Twister
  • The pace of the neutral is generally set by the Berserker player, forcing Hitman to be defensive.

Neutral


Berserker is annoyingly able to play neutral at a much faster pace then Hitman, with Berserker's 5B having relatively the same range as Hitmans 2B, but besting it in speed. Additionally, Berserker's 6S projectile works threefold against Hitman. At a base, the projectile sits still, letting it work both as a wall and as a meaty option on oki. If the Berserker presses S again, it will act as a standard projectile and can be used for zoning.

Offense


Berserker has lackluster defense however, with his reversal being narrow in size and also one of the most punishable on block, giving Hitman a free counterhit 5MS starter. Additionally, while Berserker's 6S can act as a wall in neutral, if its placement is rolled through, Hitman gets a free punish.

His j.MS has a hit box on both sides once he lands, drastically reducing Hitman's whiff punish options

Defense


Berserker's Frenzy buff gives him a much faster run speed and extra hits on certain moves, drastically improving his approach and pressure game. A Berserker in Frenzy forces Hitman to play defensively as hitman's neutral tools become too slow to stop him, backed with the threat of Bloody Twister making even throwing out a neutral poke high risk.

Berserker's ability to gain conversion on demand also lets him run some scary mixups, through Hitman can reversal through a lot of reset attempts. On block, Berserker's 236M will push their opponent to almost full screen, a position where is is favored against Hitman due to being able to throw projectiles to zone or safely enter Frenzy.

While all these combined is very potent, Berserker needs to spend a large amount of his life in Frenzy to maintain his pressure options, leaving a careless Berserker player at the mercy of Hitman's awakening options - he cannot challenge 623M into Shattering StrikeDNFD Hitman XM5M.pngGuard:
All
Startup:
Varies
Recovery:
-
Advantage:
-5
with His DPDNFD Berserker 623M.pngGuard:
Mid
Startup:
16
Recovery:
-
Advantage:
-40
most of the time due to its small horizontal reach.

Crusader

Summary Genrally a coin toss, but Hitman Meter Specials beat a lot of things

Even

Overview

Frame data

Generic strategy

 

  • Neutral will be fairly even, both being slow and wanting to get that big first hit with lengthy hitboxes.
  • Crusader's 6S Fireball will be easily counterable on reaction with 5M, leading to crumple.
  • Hitman 6S will be very solid in whiff punishing most of Crusader's long normals in neutral, such as 5A and 2B.

Neutral


  • Neutral can be tossed in either character's favor, with Hitman's Meter Specials (e.g. 5M, 236M) being able to be thrown out as a read, usually leading to combos. While Crusader 5M is projectile invincible, Hitman has one projectile, and you generally aren't using it in neutral, meaning you can stuff out Crusader 5M in neutral with things like 2B and 5S.

Offense


  • Crusader's defense is definitely lacking in certain areas, leading for big opportunities for Hitman to expand on. Crusader DP only has armor and a small horizontal range, meaning it can be called out with a grab or spaced combo starters. While size doesn't make the largest difference, you may be able to extend your combos at further ranges due to Crusader's large hurtbox, as well as very easy instant overhead j.B because his crouch is so large.

Defense


  • On the defensive end, it can be a struggle, especially since Crusader can destroy you off blocking DP. If you are in the corner, expect a mix of meaty Fireball, overheads with j.B, and lows with 2B. Hitman DP struggles in the vertical department, which can mean j.B or j.S can outrange and start more pressure for Crusader. In terms of the very close-range, you can out-speed Crusader well, with his fastest option being frame 8 2A and having bad range, things like Hitman 5A, 2A, and 5B being able to beat it. (Note that Crusader 2A is faster than Hitman 5B, but has the shorter range, so it can be beat out some ranges.) Also take into account that Crusader counter (4S) can actually punish his Shatter Strike Awakening Skill on block after certain moves from Hitman.

Dragon Knight

Summary

Unknown

Overview

Frame data

Generic strategy

 

  • Matchup overview, overall scope, and other key matchup points go in this box

Neutral


  • Placeholder, elaboration goes here

Offense


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Defense


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Enchantress

Summary

Unknown

Overview

Frame data

Generic strategy

 

  • Matchup overview, overall scope, and other key matchup points go in this box

Neutral


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Offense


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Defense


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Ghostblade

Summary

Unknown

Overview

Frame data

Generic strategy

 

  • Matchup overview, overall scope, and other key matchup points go in this box

Neutral


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Offense


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Defense


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Grappler

Summary

Unknown

Overview

Frame data

Generic strategy

 

  • Matchup overview, overall scope, and other key matchup points go in this box

Neutral


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Offense


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Defense


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Hitman

Summary It's the mirror

Even

Overview

Frame data

Generic strategy

 

  • Hitman mirrors usually revolve around playing safely and whiff punishing the opponent

Neutral


The mirror. 6S is a great at whiff punishing most of Hitman's moves that miss, as they tend to have pretty high recovery. 2B does a great job at poking under the opponent's 5S and preemptively stopping their 6S attempts. 5S is also great at acting as a wall, stopping a 6S or any option the opponent wants to use that requires a run up.

Offense


Hitman's reversal outside of awakening has a slight deadzone around a 45 degree angle above him, allowing a neutral jump bait and punish with j.B > j.S

Defense


Thanks to the extraordinarily deep vertical reach hitbox of j.B, it can be surprisingly hard to anti air a fellow Hitman with normal options like 5A. Instead, go for pre-emptive options like 2S, 5M, and rising j.A.

Inquisitor

Summary

Unknown

Overview

Frame data

Generic strategy

 

  • Matchup overview, overall scope, and other key matchup points go in this box

Neutral


  • Placeholder, elaboration goes here

Offense


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Defense


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Kunoichi

Summary

Unknown

Overview

Frame data

Generic strategy

 

  • Matchup overview, overall scope, and other key matchup points go in this box

Neutral


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Offense


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Defense


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Launcher

Summary

Unknown

Overview

Frame data

Generic strategy

 

  • Matchup overview, overall scope, and other key matchup points go in this box

Neutral


  • Placeholder, elaboration goes here

Offense


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Defense


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Lost Warrior

Summary

Unknown

Overview

Frame data

Generic strategy

 

  • Matchup overview, overall scope, and other key matchup points go in this box

Neutral


  • Placeholder, elaboration goes here

Offense


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Defense


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Ranger

Summary Hitman gets zoned out

Unfavored

Overview

Frame data

Generic strategy

 

  • Hitman has no means of fighting projectiles, forcing him to rely on universal system mechanics to close distance.
  • Ranger can reliably bait and beat hitman's DP thanks to pressure options like 214M and his disjointed air options stalling his trajectory.

Neutral


Ranger is one of the archetypical zoners of DNFD, and Hitman is a character that struggles at fullscreen which is where every mistake vs Ranger will put Hitman. Expect to dash block frequently until the Ranger is close enough where Hitman can threaten jumping over or rolling through the next projectile, or contesting with Hitman's 2B or 6S.

Offense


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Defense


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Striker

Summary

Unknown

Overview

Frame data

Generic strategy

 

  • Matchup overview, overall scope, and other key matchup points go in this box

Neutral


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Offense


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Defense


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Swift Master

Summary

Unknown

Overview

Frame data

Generic strategy

 

  • Matchup overview, overall scope, and other key matchup points go in this box

Neutral


  • Placeholder, elaboration goes here

Offense


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Defense


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Troubleshooter

Summary

Unknown

Overview

Frame data

Generic strategy

 

  • Matchup overview, overall scope, and other key matchup points go in this box

Neutral


  • Placeholder, elaboration goes here

Offense


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Defense


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Vanguard

Summary

Unknown

Overview

Frame data

Generic strategy

 

  • Matchup overview, overall scope, and other key matchup points go in this box

Neutral


  • Placeholder, elaboration goes here

Offense


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Defense


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Hitman