* His main combo filler of butterfly loops are some of the hardest combos in the game, even by F/UC standards.
* His main combo filler of butterfly loops are some of the hardest combos in the game, even by F/UC standards.
* He has no projectiles, so he cannot unscale his super.
* He has no projectiles, so he cannot unscale his super.
* Severely lacks tools to properly mix up the opponent outside of weak strike/throw.
* Severely lacks tools to properly mix up the opponent outside of strike/throw.
* Does not have many answers to zoning
* Does not have many answers to zoning
* 623B combo's generate a lot of meter for the opponent
* 623B combo's generate a lot of meter for the opponent
Latest revision as of 01:07, 13 June 2024
Overview
Overview
Assassin is a defensive character, functioning like Guilty Gear's Baiken with guard cancel parries (646C) as his central mechanic.
Assassin's biggest strength is the range of his normals which are mostly fast and keep people at a healthy midrange. Assassin has a high execution barrier to getting respectable damage.
Strengths
Weaknesses
Has a unique counter mechanic from blockstun
Has very simple playstyle
Excellent in both speed and reach between both his incredible range buttons and specials (236X and 214X)
Excellent Meter control combo with excellent damage, that has the potential to win in 2 interactions without letting the opponent burst
Has numerous evasive and low-profiling moves such as 623X, 421X, and 646X, some being able to lead to great reward.
Throw and Reflect Counter C can lead to combo
Practically immune to cross-up attempts. His reversal options can work regardless of the direction he's facing: 646X can be used with 64646X input, and 623C can be 421C, which is still a good reversal.
His main combo filler of butterfly loops are some of the hardest combos in the game, even by F/UC standards.
He has no projectiles, so he cannot unscale his super.
Severely lacks tools to properly mix up the opponent outside of strike/throw.
Does not have many answers to zoning
623B combo's generate a lot of meter for the opponent
Sidestep slashes (623B and 623C) have peculiar hitbox and can whiff if the distance is either too far, or too close
Weak against midscreen pushblock
Does not have a Hard Knock Down besides a 646A catch and 236236A.
Full Mana Activation Ability: For the duration of the activation, all of Assassin's attacks ignore Reflect Guards.
Normals
Standing Normals
5A
5A
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
200
All
N, S, R, A
5
26
19
-1
Assassin jabs the opponent with the hilt of his sword.
Proration: 15%
Proration penalty: 15%
Hitstun: 24 frames (27 frames on Counter Hit)
5B
5B
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
280
All
N, S, R, A
12
36
11
-12
Assassin does a horizontal slash.
Proration: 15%
Hitstun: 28 frames (33 frames on Counter Hit)
5C
5C
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
430
All
N, S, R, A
14
46
21
-10
Assassin performs a vertical slice starting from the ground.
Becomes jump-cancellable on hitting airborne target
Proration: 10%
Hitstun: 38 frames
Launches on Counter Hit (the opponent cannot tech until they hit the ground)
Crouching Normals
2A
2A
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
180
Low
N, S, R, A
7
33
22
-3
Assassin performs a short range low kick.
Proration: 17%
Proration penalty: 17%
Hitstun: 28 frames (31 frames on Counter Hit)
2B
2B
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
300
Low
N, S, R, A
10
39
13
-15
Assassin performs a low horizontal slash.
Proration: 15%
Hitstun: 30 frames (35 frames on Counter Hit)
2C
2C
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
450
All
N, S, R, A
12
51
21
-13
Assassin performs two vertical slashes.
This attack has 2 hits, dealing 200 and 250 base damage respectively
Proration: 10%
The first hit slams down on Airborne, but the 2nd hit is fast enough to catch and juggle the opponent
Hitstun (1st hit): 24 frames (29 frames on Counter Hit)
Hitstun (2nd hit): 42 frames (49 frames on Counter Hit - but if the 1st hit is already the Counter Hit, the 2nd hit will not count as Counter Hit)
Aerial Normals
j.A
j.A
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
250
High
J*, N, A
8
-
13
-
Proration: 20%
Hitstun: 20 frames (23 frames on Counter Hit)
j.B
j.B
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
350
High
J*, N, A
13
-
17
-
Proration: 15%
Hitstun: 25 frames (30 frames on Counter Hit)
j.C
j.C
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
480
High
A
18
-
22
-
Proration: 10%
Hitstun: 37 frames (42 frames on Counter Hit)
Command Normals
6A
6A
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
250
All
S, R, A
7
31
20
-3
Assassin steps forward and hits with the hilt of his sword.
Proration: 20%
Hitstun: 27 frames (30 frames on Counter Hit)
6B
6B
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
350
All
N, S, R, A
15
39
16
-11
Assassin steps forward and does ANOTHER horizontal slash.
Proration: 15%
Hitstun: 32 frames (37 frames on Counter Hit)
Slams down airborne opponent (very fast Special Attacks can still combo from it - such as 214C)
6C
6C
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
530
All
S, R, A
18
56
23
-10
Assassin transitions a horizontal slash into a vertical slash.
This attack has 2 hits, dealing 250 and 280 base damage respectively
Proration: 10%
Hitstun (1st hit): 35 frames (42 frames on Counter Hit)
Hitstun (2nd hit): 37 frames (44 frames on Counter Hit - but if the 1st hit is already the Counter Hit, the 2nd hit will not count as Counter Hit)
Throw
6A+B
6A+B
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
400
None
A
4
57
-
-
Assassin grabs his opponent before swiftly slashing them and cause them to slowly collapse while still grounded. (any following attack will work as if the target is standing)
Proration Penalty: 30%
Specials
236X
236X
Version
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
236A
660
All
R, A
7
49
25
-4
Assassin rapidly stabs his opponent 3 times.
This attack has 3 hits, dealing 220 base damage each
Proration: 10%
Hitstun (1st stab): 25 frames (30 frames on Counter Hit)
Hitstun (2nd stab): 23 frames (30 frames on Counter Hit)
Hitstun (3nd stab): 35 frames (42 frames on Counter Hit)
236B
1010
All
R, A
7
61
21
-13
Assassin rapidly stabs his opponent 3 times before performing a retreating downward slash that slams the opponent to the ground.
This attack has 4 hits, the 3 stabs deals 220 base damage each and the final slash deals 350 base damage
Proration: 10%
Hitstun (1st stab): 25 frames (30 frames on Counter Hit)
Hitstun (2nd stab): 23 frames (30 frames on Counter Hit)
Hitstun (3nd stab): 35 frames (42 frames on Counter Hit)
Hitstun (final slash): until the opponent hits the ground (or Hard Knock Down on air Counter Hit)
236C
1010
All
R, A
7
61
14
-11
Assassin rapidly stabs his opponent 3 times before performing a counter clockwise side-stepping slash.
This attack has 4 hits, the 3 stabs deals 220 base damage each and the final slash deals 350 base damage
Proration: 10%
Hitstun (1st stab): 25 frames (30 frames on Counter Hit)
Hitstun (2nd stab): 23 frames (30 frames on Counter Hit)
Hitstun (3nd stab): 35 frames (42 frames on Counter Hit)
Hitstun (final slash): 36 frames (until the opponenent hits the ground on ground Counter Hit, or Hard Knock Down on air Counter Hit)
623X
623X
Version
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
623A
650
All
R, A
19
46
21
-5
Assassin steps forward and performs a horizontal slash.
Assassin can low profile some attacks with this. for example, against Zero Lancer's 5B
If this attack lands a Counter Hit, ground opponent will slowly collapse, fully vulnerable for combo
Proration: 10%
Hitstun 35 frames
623B
750
All
J, R, A
25
51
9
-16
Assassin performs a counter clockwise side-stepping slash.
Assassin is invulnerable during the startup until he starts the sidestep
Proration: 10%
Hitstun 36 frames
623C
850
All
R, A
30
56
9
-16
Assassin performs a clockwise side-stepping slash.
Assassin is invulnerable until he slashes
If this attack lands a Counter Hit, the ground opponent will slowly collapse, fully vulnerable for combo
Proration: 10%
Hitstun 33 frames
This costs 30 meter to perform and deals 50 meter damage to the opponent
214X
214X
Version
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
214A
600
All
R, A
15
41
22
-3
High slash that launches the opponent.
Can be used to destroy projectiles (except Supers)
Proration: 10%
Hitstun 36 frames
214B
600
All
R, A
15
41
21
-4
Mid Slash that knocks away the opponent
Can be used to destroy projectiles (except Supers)
Proration: 10%
Hitstun: until the opponent hits the ground
214C
600
Low
R, A
15
51
21
-4
Low Slash that knocks the opponent off their feet.
Can be used to destroy projectiles (except Supers)
Proration: 10%
Hitstun: until the opponent hits the ground
421X
421X
Version
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
421A
600
All
R, A
14
46
21
-9
Retreating horizontal slice that knocks the opponent off their feet.
Low profile until after the attack
Proration: 10%
Hitstun: until the opponent hits the ground
421B
600
All
R, A
9
51
26
-14
Retreating vertical slice that slams the opponent down
Low profile until after the attack
Proration: 10%
Hitstun: until the opponent hits the ground
421C
690
All
J, R, A
4
51
27
-16
Retreating multi-hitting vertical slice that launches the opponent.
Low profile until after the attack
This attack has 3 hits, dealing 230 base damage each
Proration: 10%
Hitstun (each hit): 33 frames
646X
646X
Version
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
646A
600
All
J, R, A
15
51
21
-14
Assassin attempts to parry incoming mid and high attacks then performs a vertical slash that launches the opponent.
Hitstun (basic): 35 frames
A successful parry will deal 1000 Unscaled Damage, knocking the opponent away and causes a Hard Knock Down that cannot be combo'd off of.
the successful parry version cannot be cancelled by any means
646B
600
All
R, A
15
51
21
-14
Assassin attempts to parry incoming mid and high attacks then performs a horizontal slash.
Proration Penalty: 15%
Hitstun (basic): until the opponent hits the ground
A successful parry will deal 600 Unscaled Damage, causing the opponent to collapse slowly and can be combo'd into as if the opponent is standing (before they fall completely)
the successful parry version cannot be cancelled by any means
Proration (parry): 28% total
646C
-
All
R, A, S
-
36
-
-
Assassin attempts to parry incoming mid and high attacks. A successful parry will make the opponent vulnerable to fast counterattacks
This move may be performed as a guard cancel during blockstun, but instead of Parry, Assassin would cancel the Guard and backstep with iframes.
Provides Parry window during frame 1 to frame 20 of startup (16 frames of being vulnerable)
Unlike Reflect Guard, Parry provided by any of the 646X will not parry Dragontooth Warrior's attack
Assassin does not react to a successful parry. This parry simply provides a set period of parry window while performing the full animation of 36f.
Despite not reacting to a successful parry, it can only parry 1 attack. For example, if the opponent attack then ac or rc to attack again, the 2nd attack will get through.
The opponent will be staggered for 39 frames. This stagger is the same as Reflect Guard, so they can still use Reflect Guard to intercept Assassin's attacks.
On a successful parry, Assassin can cancel the animation and perform Tsubame Gaeshi (236236A)
This parry has a potential to be better than 646B as it allows you to start a combo without any proration if you use it fast enough to intercept incoming attacks. but if you use it too slowly, you might only be able to use an A button to start a combo.
Reflect Counters
Reflect Guard has 9 frames of animation lock before you can perform the counter
Reflect Guard ~ A
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
330
None
N, A
7
x
x
x
Assassin slide forward with a low kick. This counter is very fast and has great reach
Proration: 5%
Hitstun: 27 frames (30 frames on Counter Hit)
Reflect Guard ~ B
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
430
None
S, A
12
x
-
-
Assassin does a heavy slash after a successful Reflect Guard
Proration: 5%
Hitstun: 32 frames (37 frames on Counter Hit)
Reflect Guard ~ C
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
800
None
A
23
x
-
-
Assassin performs double slash after a successful Reflect Guard
This costs 50 meter and deals 50 meter damage
This causes the opponent to slowly collapse and vulnerable for a follow up combo.
This is his only Crumple where the first hit will always knock the target off the ground (which means he cannot use j.C or any other grounded attack to keep doing ground combo)
This attack has 2 hits, dealing 250 and 550 Unscaled Damage respectively
Hitstun (1st hit): 35 frames (42 frames on Counter Hit)
Guard Cancel (WIP)
Guard ~ 6B+C
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
0
All
A
27
56
27
-2
Assassin slashes and knocks away the opponent, causing Hard Knock Down that cannot be combo'd off of (even with activation in the corner)
Assassin is invulnerable during the animation
This costs 100 meter
Guard ~ 646C
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
-
-
R, A
0
36
-
-
Assassin uses his footwork to disengage from a blockstun
Assassin is invulnerable during the animation
This can be canceled with Reflect Cancel to start a combo
Full Meter Activation (WIP)
A+B+C
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
0
All
-
-
-
25
+25
Assassin's attacks ignore Reflect Guard for the entire duration of activation
This can be activated when Assassin has 300 meter
The base duration is 600 frames, and will become 900 frames with Grail activation
Supers (WIP)
236236A
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
2100 or 900
Unblockable/All
-
10+0,2,6
98
-
-31
Costs 100% mana.
Assassin is invulnerable until the first super flash.
Assassin performs his Tsubame Gaeshi: 3 simultaneous slices from different angles. Interestingly, depending on Assassin's distance from the opponent and the opponent's state, this super has three different outcomes possible on execution:
If the opponent is within a short range and can be thrown, this super functions as a 0F post-flash command throw that will deal 2100 damage.
If the opponent is in hitstun and is within range, the post-flash startup becomes 2F instead. This still combos pretty easily, but it also means that it's possible for the victim to burst out before the super connects if they react in time (and as Assassin is no longer invulnerable at this point).
If the opponent is out of range or cannot be thrown, this attack will have 6F of startup after the flash, and Assassin will perform 3 blockable strikes that each deal 300 damage.
236236C (Grail Super)
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
4000
All
-
10 + 4
91
-
-55
Assassin dashes at the opponent, performs a fast slash to knock them off balance, and finishes them off with numerous quick slashes from all directions. The dash is rather short, need to be close to guarantee the hit.
This attack always does 4000 damage regardless of scaling. It can only be performed after filling the holy grail and activating with 300 meter.
This reduces your meter to 0.
Combos (WIP)
• 5B and 2B can be used interchangeably. note that 2B hits low, faster, but has shorter reach. You might have to skip it if you're too far from the opponent
• [6469A > 42147C] is considered an essential loop to master
• Assassin's combo's are very sensitive to the size of the opponent. Which is why I put them into 3 main categories
Small Characters: Rin, Saber, Sakura, Saber Alter. Caster also belongs in this category, but she's slightly taller so the combo might not be too consistent, in this case, don't be hesitate to use tall variant combo against her
Tall Characters: Pretty much everyone else that are not in the small category, except Kirei and Berserker
Very Tall Characters: Kirei and Berserker
• There're mainly 2 routes: 623C and 623B. 623C variant is not very consistent against Kirei and Berserker (unless you are willing to compromise the damage), which is why it is recommended to use 623B variant against them
• It is recommended to use Reflect Cancel to continue the combo to deal more damage. However, activate cancel should be used only when it's absolutely necessary.
Combo Sections
There're main 3 sections of every combo
Starter: any normal attacks that you use to open the opponent up. Commonly by using a mix of upper attacks: j.C, and lower attack: 2B
Extender: a string of attacks that makes the combo longer
Ender: Assassin doesn't have any attack that cause HKD (except Supers), which means it's mostly 236B for him since it has very good recovery, or 236C is you want to use rc. or act.
Starters
idj > (j.C) > 2B > 6B > 5C > Extender: for damage
idj > (j.C) > 2B > 5B > 6B > 5C > 2C > 6C > Extender: for meter generation
Alternative starters
Throw, and Reflect Counter are reliable tools for Assassin