DNFD/Hitman/Strategy: Difference between revisions

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==Neutral==
==Neutral==
===Midrange===
===Midrange===
Hitman has a lot of solid buttons for multiple distances in the midrage. {{clr|2|2B}} is one of his best pokes with {{clr|1|5A}} also being a solid option, having faster startup but a bit less range. {{clr|4|5S}} is also a solid to just put up a large hitbox, though note that this can be slid under and is awful on whiff due to playingbthe full animation out no matter what. {{clr|4|6S}} is able to close the distance very quickly and is the main move to convert into when Hitman is able to connect with his other options in order to then cancel into {{clr|3|236MS}}. {{clr|3|5MS}} is a huge but risky call out in midscreen having slow start up but being devastating on counterhit, crumpling a grounded opponent and letting Hitman get a free run up {{clr|4|2S}} for {{clr|4|2S}} > {{clr|3|5MS}} loops.
Hitman has a lot of solid buttons for multiple distances in the midrage. {{clr|B|2B}} is one of his best pokes with {{clr|A|5A}} also being a solid option, having faster startup but a bit less range. {{clr|S|5S}} is also a solid to just put up a large hitbox, though note that this can be slid under and is awful on whiff due to playingbthe full animation out no matter what. {{clr|S|6S}} is able to close the distance very quickly and is the main move to convert into when Hitman is able to connect with his other options in order to then cancel into {{clr|3|236MS}}. {{clr|3|5MS}} is a huge but risky call out in midscreen having slow start up but being devastating on counterhit, crumpling a grounded opponent and letting Hitman get a free run up {{clr|4|2S}} for {{clr|4|2S}} > {{clr|3|5MS}} loops.


===Full Screen===
===Full Screen===

Revision as of 14:43, 2 July 2022

 Hitman

Neutral

Midrange

Hitman has a lot of solid buttons for multiple distances in the midrage. 2B is one of his best pokes with 5A also being a solid option, having faster startup but a bit less range. 5S is also a solid to just put up a large hitbox, though note that this can be slid under and is awful on whiff due to playingbthe full animation out no matter what. 6S is able to close the distance very quickly and is the main move to convert into when Hitman is able to connect with his other options in order to then cancel into 236MS. 5MS is a huge but risky call out in midscreen having slow start up but being devastating on counterhit, crumpling a grounded opponent and letting Hitman get a free run up 2S for 2S > 5MS loops.

Full Screen

Against opponents that want to be fullscreen, Hitman unfortunately lacks options to get in outside of universal options, such as run blocking, jumping, and rolling. When your opponent is one that wants to be up close and Hitman is fullscreen then making the opponent approach is usually the way to go. Hitman's standard Midrange options listed above work just as well when the opponent starts to approach.

Up Close

Up close is where the slow startup of a few of Hitman's normal options tend to become an issue. 5/2A are the usual go to moves to stuff the opponents option. Grab is also an option to open up a respectful opponent. At worst Hitman still has his DP in 623MS to fall back on to get out of a sticky situation.

Offence

Hitman's offensive pressure really starts when the opponent is made to block either a 236M or a 5B. 5B is -2 on block, letting it act much like a Guilty Gear Strive c.S wherein you get a strike/throw mixup, and thanks to Hitman's throw being +2 pressure can be continued with the greatest of ease. Hitman can also go for a high/low 50/50 against opponents conditioned to respect Hitman's options. Once Hitman is able to get a solid hit the main routes for combos will usually lead into either the 2S > 5M loops for damager or a 4S > 4S OTG for a HKD and oki.

Defence

2B and 5S are solid for grounded opponents. 5A, j.A, and the second hit of 2S can all work vs opponents in the air. Dp and 5MS are able to deal with both but dp can be safe jumped or outright baited, and 5MS has slow startup letting it get stuffed easily by a close enough opponent.

Anti Air

Hitmans best anti air moves are 5A, 2S, 5MS, and 623MS.
When optimal routes can be tester examples will be listed in the combo section
5A has a solid vertical reaching hitbox and the speed to make it effective.
2S is slower but lets you confirm into 5MS and start your loops/other routes.
5MS can be Hitman's best anti air depending on spacing or resources, but it is at the very least a some what slow but very big and hard hitting anti air that requires it to be used somewhat preemptively.
623MS is Hitman's dp and as expected can be used as an anti air, but has more horizontal then vertical reach, meaning it must be used later then when other characters may need to.

Conversion

Conversion helps Hitman in two areas, Mixups and Combo Conversions

Mixups

Conversion lets Hitman get a true 50/50 thanks to his instant j.B, as normally it must be delayed to convert into anything but with conversion it can be linked into a falling j.B which you can then link into a full combo. This 50/50 comes due to it being instant, forcing the opponent to guess between it and a 2A which leads into a full combo on its own.
Hitman also gets to run his rps mixup on block by using conversion during a blocked 236MS, as this lets Hitman run up to the opponent while they are still blocking the 236MS and run his 2A/Slight Delay j.B/Grab rps.

Combo Conversions

Conversion can let Hitman fully confirm into a combo when something goes wrong that would cut a combo short, such as the opponent being in the air or a spacing issue. This will normally be done by using conversion on 236MS against an aerial opponent to continue the combo, or after a 5MS launches the opponent too far to get another 2S naturally during his loops.

Matchups

Listed will be a Match Up section for each character with an overall rating of the match up for Hitman as well as Tips and Advantages/Disadvantages for each character

 Berserker

4 - 6 Sparrows personal opinion

Beserker is annoyingly able to play neutral at a much faster pace then Hitman, with Berserker's 5B having relativly the same range as Hitmans 2B, but besting it in speed. Additionaly, Berserkers 6S projectile works threefold against Hitman. At a base the projectile sits still, letting it work botth as a wall and for oki. If the Berserker presses S again it will act as a standard projectile and can be used for zoning. Berserker's install goves him a much faster run speed and extra hits on certain moves, drastically improving his approach and pressure game, not to mention his j.MS has a hit box on both sudes once he lands, drastically reducing punish options. Finally, Berserker's ability to gain conversion on demand lets him run some scary mixups, through Hitman can dp through a lot of reset attempts. On block Berserker's 236MS will push you to almosy full screen. Berserker has lackluster defence however, with his dp being one of the most punishable on block, as Hitman gets a free CH 5MS, and all of the combos that leads to. Additionally, while Berserker's 6S can act as a wall in neutral if its placement is rolled through Hitman gets a free punish.

 Crusader

(Rating Here), (MU description here)

 Dragon_Knight

(Rating Here), (MU description here)

 Enchantress

(Rating Here), (MU description here)

 Ghostblade

(Rating Here), (MU description here)

 Grappler

(Rating Here), (MU description here)

 Hitman

5 - 5

The ditto. 6S is a great at whiff punishing most of Hitman's moves that miss. 2B does a great job at poking under the opponents 5S and preemptively stopping their 6S. 5S is also great at stopping a 6S aswell as any option the other Hitman wants to use that requires a run up. Thanks to the extrodinarily low hitting hitbox of j.B it can be suprisingly hard to anti air a fellow Hitman with notmal options like 5A. Instead use preemtive options like 2S and 5MS.

 Inquisitor

(Rating Here), (MU description here)

 Kunoichi

(Rating Here), (MU description here)

 Launcher

(Rating Here), (MU description here)

 Lost_Warrior

(Rating Here), (MU description here)

 Ranger

3.5 - 6.5

Ranger is the archtypical zoner 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 alot until the Ranger is in range where Hitman can threaten jumping over or rolling through the next shot, or contesting with Hitman's 2B or 6S.

 Striker

(Rating Here), (MU description here)

 Swift_Master

(Rating Here), (MU description here)

 Troubleshooter

(Rating Here), (MU description here)

 Vanguard

(Rating Here), (MU description here)