DNFD/Hitman/Strategy: Difference between revisions

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==Conversion==
==Conversion==
Conversion helps Hitman in two areas, Mixups and Combo Conversions
Conversion primarily helps Hitman in two areas, Mixups and Combo Conversions.
 
===Mixups===
===Mixups===
Conversion lets Hitman get a true 50/50 thanks to his instant {{clr|2|j.B}}, as normally it must be delayed to convert into anything but with conversion it can be linked into a falling {{clr|2|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 {{clr|1|2A}} which leads into a full combo on its own.<br>
Conversion lets Hitman get a true 50/50 thanks to his instant {{clr|2|j.B}}, as normally it must be delayed to convert into anything but with conversion it can be linked into a falling {{clr|2|j.B}} or {{clr|S|j.S}} which 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 {{clr|1|2A}} which leads into a full combo on its own.<br>
Hitman also gets to run his rps mixup on block by using conversion during a blocked {{clr|3|236MS}}, as this lets Hitman run up to the opponent while they are still blocking the {{clr|3|236MS}} and run his {{clr|1|2A}}/Slight Delay {{clr|2|j.B}}/Grab rps.
Hitman also gets to run his RPS mixup on block by using conversion during a blocked {{clr|M|236M}}, as this lets Hitman run up to the opponent while they are still blocking the {{clr|M|236M}} projectile and run his {{clr|1|2A}}/Slight Delay {{clr|2|j.B}}/Grab rps.
===Combo Conversions===
===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 {{clr|3|236MS}} against an aerial opponent to continue the combo, or after a {{clr|3|5MS}} launches the opponent too far to get another {{clr|4|2S}} naturally during his loops.
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 {{clr|M|236M}} against an aerial opponent to continue the combo, or after a {{clr|M|5M}} launches the opponent too far to get another {{clr|4|2S}} naturally during his loops.


==Matchups==
==Matchups==

Revision as of 15:02, 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 236M. 5M 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 > 5M loops.

Full Screen

Against opponents that want to be fullscreen, Hitman unfortunately lacks options to approach safely outside of universal options, such as run blocking, jumping, and rolling.

When the opponent is one that wants to play close and Hitman is fullscreen, then controlling space to force the opponent approach is usually the way to go as Hitman. His 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 reversal in 623M 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 damage or a 4S > 4S OTG for a HKD and oki.

Defence

2B and 5S are solid pokes against grounded opponents. 5A, j.A, and the second hit of 2S can all work against airborne opponents.623M and 5M are able to deal with both but the reverdal can be reliably safe jumped due to its poor vertical reach, or outright baited. While 5M is a powerful haymaker option, it has slow startup letting it get stuffed easily by a close range opponent.

Since his anti airs are powerful but slow, instead of reacting to airborne opponents, Hitman players will often need to condition the opponent to jump in order to score rewarding hits as a read.

Anti Air

Hitmans best anti air moves are 5A, 2S, 5M, and 623M.
5A has a solid vertical reaching hitbox and the speed to make it effective as a reactiom anti air against descending foes.
2S is slower but lets Hitman confirm into 5M and start his loops/other routes.
5M can be Hitman's most rewarding anti air depending on spacing or resources. While it hits hard, covers a lot of space, and leads to great return on hit, it is very slow which requires it to be used somewhat preemptively.
623M is Hitman's reversal and as expected can be used as an anti air, but has more horizontal then vertical reach, meaning it must be used against opponents jumping deeper compared to the timing other characters may prefer to use their reversals at.

Conversion

Conversion primarily 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 or j.S which 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 236M, as this lets Hitman run up to the opponent while they are still blocking the 236M projectile 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 236M against an aerial opponent to continue the combo, or after a 5M 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)