Command Movement: Deadly Intent Guard - Startup 5 Recovery (stance) Advantage - and Mark of an Assassin Guard - Startup 5 Recovery - Advantage - give him unparalleled ground maneuverability and make any normal safe on block.Deadly Range: 5LL Guard All Startup 11-13 Recovery 18 Advantage -5, 5M Guard All Startup 9-13 Recovery 15 Advantage -2, 5H Guard All Startup 11-17 Recovery 21 Advantage -7, and all stance follow-ups have deceptively long reach and are resistant to Reflect.If you want an unconventional but scarily effective ground-based fighter who rewards smart play, foresight, and grappling with unconventional techniques to obliterate just about anything in his path, consider hiring this assassin to do business on your enemies. His focus on stances makes him odd to play as well, and learning how to effectively use the options said stances give you for comboing and pressure require some practice. Additionally, his entire kit is ground based, meaning some forms of aerial zoning can stuff him. All of these tools make it so that Hit can own the neutral game like few others on the roster, especially if backed with assists.ĭespite his oppressive tools, Hit's approach isn't completely sure-kill, as his damage is rather low without assists. He also has a good amount of defensive options, such as a counter for his special move and a good series of dashes with Deadly Intent and Mark of an Assassin. Hit has a number of powerful offensive techniques, like a fullscreen ground-based command grab and an unconventional focus on Stances for his special moves that allow him to attack from all ranges. X = X is available on hit or block X = X is only available on hit X = X is available on hit, block, or whiff X = X can be used # times per string (Default is 1) X = X can't be used if Y has been used in the string Sp = Special, Super, and Meteor Attacks.Fitting for the legendary hitman from Universe 6, Hit is an oppressive offense-heavy neutral character with a wide variety of options for closing the gap, putting on the pressure, and shutting down your opponent - sometimes all at once. 5L and 2L can only be done a max of 2 times per string total.Landing while in blockstun adds an extra 4F of blockstun.When hitting an airborne opponent, how many frames for which they cannot air tech. When hitting a grounded opponent, how many frames of hitstun they experience. Landing while in blockstun adds an extra 4 frames of blockstun. Values shown here are for ground blocking. When blocked, how many frames the opponent is stuck in a blocking animation. A negative value means the defender can move first.Īssumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.Īttribute and Hitbox invincibility for this attackĪttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict.A positive value means the attacker can move first.Number of frames this move is in a recovery state before returning to neutral.Īfter blocking this attack, how soon can the attacker move compared to the defender. Values in () are for gaps between hits of an attack. Number of frames for this move to reach the first active frame (includes the first active frame). All non-throws can be air blocked unless otherwise stated. Noted as initial proration % + how many "steps" it proceeds down the scaling table. Triggers even if the same type has been used, but only once Only triggers if no Smash of the same type has been used This notes which type of cinematic (Smash) the attack possesses.ĭown Smash that requires hitting with U+ Smash earlier in the combo Some attacks can trigger cinematic hit with different properties. How do I read frame data? Frame Data Glossary
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