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|description= | |description= | ||
Fires the gun directly below Hitman. Excellent jump-in button due to being disjointed and multi-hit, allowing it to even beat armored moves if | Fires the gun directly below Hitman. Excellent jump-in button due to being disjointed and multi-hit, allowing it to even beat some armored moves if done meaty enough to land. When used as a jump-in, the massive hitstun allows Hitman to reliably land into a grounded combo, provided the {{clr|B|j.B}} hit the opponent while Hitman was descending from his jump. | ||
Hits all(?) characters | Hits all(?) crouching characters if done rising. The only way to consistently confirm off of that situation is to conversion cancel {{clr|B|j.B}} on hit. Make sure to do it outside of blockstun to avoid the anti-fuzzy protection. On certain crouching characters, rising {{clr|B|j.B}} can be delayed slightly (approximately until after Hitman stops rising) to combo into {{clr|S|j.S}}. This is especially important for when concentration cancel is not available or when a descending{{clr|B|j.B}} would not hit. | ||
*When used as a deep safejump, only the last hit will connect with the opponent. | *When used as a deep safejump, only the last hit will connect with the opponent. |
Revision as of 05:58, 2 July 2022
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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 extend combos, enforce his turn, and even turn his reversal into a safe on block combo starter.
- Big Punishes: Hitman's 2S > 5M loops let him get great mana efficient damage from anywhere on the screen. This is exemplified when he is able to start the combo with a raw 2S, or if possible a counter hit 5M against a grounded opponent.
- RPS Vortex: After a hard knockdown or ending a juggle 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: 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, despite what their frame data may suggest, are safe on block or hard to contest due to their multi-hitting and variable cancel nature.
- 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. 2B can be hopped over due to its thin, low to the ground hitbox. 5S can be poked and by some characters slid under, and leaves a contestable gap between the strikes and gunfire. 6S, usually a reliable gap closer on hit, is a bit slow to use in neutral and is easily be stuffed out and its very long recovery can be comfortably whiff punished.
Normal Moves
5A
A quick short ranged slash in front of the Hitman. Has surprisingly high vertical reach, making this a solid anti-air. Has more range than 5AA and 5B, which will cause them to whiff if canceled into from 5A's longer range hits.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
65% | -3 |
5AA
Sprays gunfire in a similar arc as the slash from 5A, but with slightly less range.
- Will whiff after a max range 5A
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
70%×4 | +2 |
5B
Hitman slashes forward with his blade. A rather short ranged attack for a 5B, it is an excellent combo starter, however due to 5A being faster and having less recovery, it is usually used as a poke over 5B. Being a B button, it is more suitable as a combo starter than 5A, provided Hitman is close enough to the opponent.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
75% | 0 |
2A
Sprays gunfire at the opponent's feet. A surprisingly long ranged low that hits three times in rapid succession.
- Good for tick throw attempts due to threat of follow ups
- Since it is both a low and hits multiple times, it is excellent for beating out super armored opponents, such as Grappler or Crusader.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
75%×3 | +1 |
2B
Extremely long range low poke/sweep with high recovery. While it grants a soft knockdown, Hitman does not get much advantage off of hitting it raw at tip range. The move is, however, very fast for how much reach it provides. Use it with caution as the long recovery makes it susceptible to being jump-in punished should the opponent make the appropriate read.
- At max range, a follow up 5S or 6S will whiff, severely limiting this move's combo potential when not close enough to the opponent.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
70% | Varies |
j.A
Fires the gun directly forward in front of Hitman. A solid multi-hitting disjointed air to air that will whiff on most crouching characters even when used low to the ground, making j.B the preferred jump in button. It will, however, hit all standing opponents, and can hit unaware defenders switching into crouching block too early as the move has three hits that do not jail the opponent.
j.A as an air to air can often have trouble connecting into any followups, with j.B only hitting beneath him, j.S having paused air momentum, and j.M having slow startup and an awkward hitbox. As such, when used this way, it is often better to perform j.A while rising so that the opponent is above Hitman on hit.
- Has a total of three hits, but can hit for as little as one depending on the opponent's hurtbox, such as when using it as a descending overhead.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
70%×3 | Varies |
j.B
Fires the gun directly below Hitman. Excellent jump-in button due to being disjointed and multi-hit, allowing it to even beat some armored moves if done meaty enough to land. When used as a jump-in, the massive hitstun allows Hitman to reliably land into a grounded combo, provided the j.B hit the opponent while Hitman was descending from his jump.
Hits all(?) crouching characters if done rising. The only way to consistently confirm off of that situation is to conversion cancel j.B on hit. Make sure to do it outside of blockstun to avoid the anti-fuzzy protection. On certain crouching characters, rising j.B can be delayed slightly (approximately until after Hitman stops rising) to combo into j.S. This is especially important for when concentration cancel is not available or when a descendingj.B would not hit.
- When used as a deep safejump, only the last hit will connect with the opponent.
- Can crossup for an ambiguous left/right safejump if the opponent is not using the guard button.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
75%×2 | Varies |
Universal Mechanics
Throw
- Placeholder
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
0% | HKD(+3) |
Dodge
Hitman twirls forward a set distance
- Standard universal dodge.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
- | - | - | - | - |
Guard Cancel
Shares an animation with Hitman's 2S
- Placeholder
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
0% | +24 |
Special Moves
Surprise Cut
Hitman stabs the area in front of him multiple times, then fires the gun at the edge of the move's range at the end of the animation. A highly active long range poke that is a great option for converting stray hits or juggling, 5S can be cancelled into other Specials or M moves at any time during the multi-hits.
A great poke to use in neutral, as it as incredibly high hitstun, allowing easy confirms into 6S to get close enough to the opponent in order to convert into combos.
- Followups may leave a gap or even whiff if the opponent is only hit by the last hit at max range
- Has a gap between the sword attack and gunfire that is vulnerable to reversals or dodges.
- In combos, it is usually cancelled immediately after the first hit into 6S
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80%×8 | -4 |
Dead Lift
A Two-hit sword move, functioning as Hitman's primary punish tool and anti air. The first attack performs a horizontal cut followed by a rising slash which launches the opponent. Can be cancelled into other Specials or M moves before the rising slash becomes active, allowing for a grounded combo instead of launching.
While the arc of the second hit above Hitman's head that is covered by 2S covers a great deal of space for anti airing, the additional startup caused by the first strike makes it unreliable to be used on reaction, often requiring Hitman to get a read on the opponent's jump tendencies to consistently anti air with 2S.
- Critical component to punish combos via 2S 5M loops
- The second hit will whiff if the first one hits at tip range
- Moves Hitman forward slightly
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80%×2 | Varies |
Agile Maneuver
Hitman dashes forward a good distance with a slashing attack, then fires the gun several times. Can be used as a gap gloser for long range hit confirms and whiff punishing. Use with caution however, as the long total duration of this move makes it highly susceptible to whiff punishing.
Excellent option to Conversion Cancel as a gap closer, covering the downside of the long animation durations should it whiff.
- Can be cancelled into M moves during the sword slash to avoid the gunfire activating.
- Unlike Hitman's other Specials, cannot be canceled into another special move.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
75%, 80%×3 | -6 |
Mighty Strike
Hitman slams his sword into the ground in an downward arc. On hit, causes a short ground bounce that forces a hard knockdown when used in combos.
- Hitman's primary OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground.". Causes the opponent to bounce, allowing Hitman to extend combos after a hard knockdown.
- 4S OTG leaves Hitman heavily plus, allowing a variety of safejump options, most commonly with j.B.
- Despite what the animation may suggest, 4S is not a reliable anti air.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80% | HKD |
Dead Six
Hitman slashes upwards in a tall arc in front of him, followed by a spray of gunfire in the same arc. The 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 against grounded opponents when certain conditions are met.
- Slightly halts air momentum on use.
- Can cancel into j.M in between the hits.
- Usually not very advantaged when hitting a grounded opponent and landing.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80%×6 | Varies |
MP Special Moves
Final Strike
One of Hitman's signature moves. An enormous slash that covers a large portion of the screen. A critical component to Hitman's combo structure with 2S 5M loops, it is also a devastatingly strong combo starter when hit raw or as an anti air. On counter hit, 5M crumples grounded opponents, allowing Hitman to run up and begin his most damaging combos.
- While it has slow startup, it is great for prediction anti-airs due to its large vertical and horizontal reach.
- Safe on block even at point blank and can be tricky to roll through
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. Slightly safer on block than the average reversal, but still extremely punishable.
- The third hit has a large gap and much greater range than the first and second hits
- Due to the poor vertical reach, it is not recommended to use as an anti air as opponents can easily avoid it by being above Hitman.
- Extending 623M into Shattering StrikeGuardAllStartupVariesRecoveryAdvantage-5 is completely gapless and renders Hitman safe on block to steal his turn back on demand.
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
623M | 90%×2, 30 | Varies |
- reversal full invuln until frame 12
Caracole
An upward slash followed by throwing a spinning sword forward, firing a gun towards it. Fairly plus on block and can trap the opponent immediately with 2B if they try to mash or dash forward. Thanks to its very rapidly multi-hitting nature, it does a great deal of damage to the opponent's guard gauge.
If the upward slash connects as an anti-air, the projectile hits will generally all connect as well. Has a good amount of corner carry when used in air juggles.
- The spinning sword is considered a projectile and remains active if Concentration Cancelled.
- Can hit OTG with the Sword slash, but the projectile may fail to connect if Hitman is too far from the opponent.
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
236M | 90%×17 | +15 |
Sweep
Hitman wildly swings his blade around while spraying gunfire on both sides. As long as the opponent isn't very high, the full move will connect even after a very long combo.
- Generally used to end air juggles or pick up extra damage after 4S OTG.
- The move's long active frames make it a good move to use in situation where the opponent may opt to try to dodge through Hitman's pressure gaps.
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
214M | 90%×13 | Varies |
- Total active frames including gaps: 55f
Helix Dive
Spins around several times in the air while shooting and slashing, followed by a falling sword slam. While it is safe on block against grounded opponents, Hitman is generally left at a disadvantage (especially when landing up close) unlike other characters' air options.
- Sword slam causes a short ground bounce on hit into a hard knockdown, allowing for a OTG 4S or a combo in the corner.
- Can combo into 6S midscreen if hit air-to-air.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
90%×12 | HKD |
- Total active frames including gaps: 47f
Awakening Moves
Dusk Wings
Huge hitbox that reaches about 90% of the screen. 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.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
90% |
Shattering Strike
A massive attack that covers the majority of the screen. 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
- Can cancel during multi-hit portions or at the end of any M moves by inputting 5M. (Note: Holding any direction will cause the move to not come out, must be a neutral input)
- 623M into Shattering Strike has a 2 frame gap.
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 •