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Hitman

Page history last edited by Lapid 12 years, 8 months ago

Hitman 
Description: The legendary Soul Fighter, Crid, designed this deadly bare-handed fighting style to quickly take down his enemies. 
Price: 192 Astros 
Class: All 
Opinion: Hitman is one of those scrolls that's extremely powerful without a kick-based juggle launcher. It has huge mindgame opportunities in almost all of its combos, most of which are heavily damaging. Hitman's a very unique scroll, and as such it will take some getting used to if you're new to it. However, Hitman, like Cold Blood, is one of the most solid scrolls in Rumble Fighter. 
DIFFICULTY TO USE: MODERATE-

DIFFICULTY TO MASTER: HARD

POTENTIAL: VERY HIGH 

Combos: 
PPPP - [455] 
PPK - [275] 
PPKK - [160] 
KKK - [450] 
KPPP - [470] 
KPPK - [455] 
kG - [120] (72) 
(P+G) - [255] 

Doom Fists 
PPPP 
80, 100, 120, 155 (455) 
Hitman's punches may seem weak, but don't be fooled. Hitman's punch combo can be related to a Alchemist Carat scroll, Shidokan. Hitman's 2nd and 3rd punches swing in a wide arc, resulting in huge peripheral hitboxes. As such, use it to catch drifters in their tracks. This is what Hitman's PPPP is designed for. Hitman's first punch is a little slow, but all of its subsequent attacks can be delayed to enormous amounts. Hitman has great delays, so use this to your advantage. 

It should be noted that angling the final punch out of the way of a blocker results in the combo becoming mostly safe. 

Drop Smasher 
PPK 
80, 100, 95 (275) 
Hitman's launcher combo. Remember that this is part of an incomplete combo: the full combo is PPKK. The final K portion can never land if PPK lands (unless if part of a juggle) and you cannot perform a juggle if you perform PPKK. Hitman's juggle launcher is quite amazing. It has great recovery, huge hitboxes, and initiates a "smash launch", where the opponent is hit into the ground and bounced upward. This results in greater air-time for the opponent, giving you greater time to juggle. This air-time is so great, in fact, that you can trade hits with a kick as you juggle launch, and then resume a juggle. Be warned, though, as the juggle launching attack has poor blockstun. If outpredicted, a wily opponent can launch a counter-attack if you stop at PPK while they are blocking. When attacking from the back, ALWAYS go for PPK. If your second punch lands, ALWAYS go for PPK. Remember that delaying the K portion of the attack for just a split second renders it blockable. 

Smashing Swivel Kick 
PPKK 
80, 100, 95, 160 (275 + 160) 
As mentioned previously, the only use this combo has is the final kick. If you perform the final kick you cannot juggle. This combo's only purpose is pure mindgame. Your opponent tries to attack immediately after PPK? They'll be met with a kick to the face. To maximize this combo's effectiveness, you cannot use this too often. Minimize its use, and then fire it when your opponent least expects it. Its recovery is bad, so if it is blocked, expect massive punishment to follow. 

Gatling Kicks 
KKK 
90, 165, 195 (450) 
Hitman's kick combo is extremely powerful for three hits and is very reliable. The first kick has nice range, and it has great priority; in addition, it has a fast start-up as well. Its only downside is the slow recovery, which is only a problem if you miss. KKK is outclassed in damage by KPPP and KPPK + kG. Because of this, KKK should hardly be used. KKK has a few redeeming points, however. KKK has better range and active htiboxes on all of its attacks than any of other of Hitman's combos. As such, KKK's main use is for edging, as it's Hitman's only combo that can angle well. 

Vulcan Cannon 
KPPP 
90, 110, 125, 145 (470) 
Hitman's KPPP is its most painful combo, so it will be your main damager from the back or if there is a wall in the way (explained later). KPPP serves a similar use to KKK, as in to deal reliable damage. However, the range on the two punches in the middle have rather poor frontal range; as a result, this can create some instances where the first kick lands, but the subsequent attacks miss. These don't happen too often, but they can be troublesome. The final P of the attack is similar to the final P of PPPP; meaning, it's safe if angled. Its hitboxes are a little wonky, so it angles better to the left rather than to the right. All the hits have superb delays. If the first kick lands, you should always follow with a PP and then another P if a wall is in the way, you're attacking from the back, or you're going for the edge. In all other cases, use KPPK + kG, for more damage. 

Snake Pit 
KPPK 
90, 110, 125, 130 (455) 
Hitman's KPPK doesn't knock the opponent anywhere. Rather, it trips them onto the floor and allows for a kG groundhit followup. The only time you should be using this attack is when your opponent is facing you and there is no wall behind them. This combo's only purpose is for damage, so always follow up with a kG. 

It should be noted that the final K has absolutely mad priority (close to a shoulder ram's). Delaying it will almost always result in a hit if your opponent attempts to attack. 

Minesweeper 
kG 
[120] - standing 
[72] - grounded 
Hitman's ground hit is also a juggle launcher. As a ground-hit, it's rather weak, but it's a ground-hit nonetheless. A successful ground hit can be used after the following: 

PPPP - requires a wall 
KKK - requires a wall 
PPKK - requires a wall 
KPPP - requires a wall 
KPPK 
after any juggle 
after knocking anyone out of the air 
after any knockdown attack to the back 

Keep in mind, that you CANNOT chain a ground-hit after a grab. 

As a juggle launcher, Hitman's kG is too slow to be fully reliable. Because of its huge start-up lag, Hitman's kG is better suited to wake-up game. If timed correctly, the sweeping motion of the kG is literally impossible to drift out of, and must be blocked. Because Hitman's kG starts a juggle through a spiral, timing your punches is key to reversing your opponent's direction in mid-air. As such, Hitman kG juggle can always result in a wake-up game from the back. 

Gravity Brainbuster 
(P+G) 
[255] 
Hitman currently boasts one of the strongest normal grabs in the game. However, this comes at a price. Hitman also has the longest grab animation out of all grabs (literally 5+ timer seconds long). In addition, the grab throws a very poor distance. Use it to punish turtlers or if you're right next to an edge. You can also Nanmu out of this and follow up with a kG for extra damage. The grab pisses a lot of players off since it wastes time... so be careful. 

Juggles: 
Vulcan Combo Juggle 
PPK P P KPPP kG 
80, 100, 95, 48, 48, 54, 66, 75, 87, 72 (725) 
To juggle at all with Hitman, you must move forward significantly after the juggle launcher. Keep in mind that the final P has a rather wonky aerial hitbox. Work on its timing. 

STRATEGY: 

Hitman is a very unique scroll that is also very solid. Don't let the fact that Hitman has a punch juggle launcher discourage you: Hitman has more than enough mindgames to make up for it. Use PPPP to catch drifters and ultimately punish them for it, and PPK to juggle when attacking from the back. Remember that your kicks have good range and priority, so use them in cases where your opponent has restricted mobility or tends not to move as much. When using kicks, use KPPP if attacking from the back or when hitting an opponent into a wall, and KPPK + kG when attacking from the front only. When using Hitman, there's a lot to think about. As such, Hitman can be a very difficult scroll to get used to. But once you do, Hitman is truly a force to be reckoned with. 

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