Assassin
|
|
Health |
9,500
|
Prejump |
4
|
Backdash |
24F (Invulnerable 1-14)
|
Backdash Distance |
1.2969
|
Weight |
Medium
|
Introduction
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
- Excellent Meter control combo with excellent damage, that has the potential to win in 2 interactions without letting the opponent burst
- All of his Special Moves are great in neutral
- 623A can low profile and cause the opponent to collapse on Counter Hit
- 623B has iframes on startup and can be used as a meterless reversal
- 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.
|
- High execution barrier
- Does not possess projectiles
- Does not have many answers to zoning
- 623C combo's are not consistent against Kirei, and barely works against Berserker
- 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 Hard Knock Down besides Super
- Cannot unscale Super
|
Normals
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)
|
|
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)
|
|
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)
|
|
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)
|
|
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)
|
|
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)
|
|
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)
|
|
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)
|
|
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)
|
|
j.A
|
Damage
|
Guard
|
Cancel
|
Startup
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Total Length
|
Blockstun
|
Block Adv
|
250
|
High
|
J*, N, A
|
8
|
-
|
13
|
-
|
- Proration: 20%
- Hitstun: 20 frames (23 frames on Counter Hit)
|
|
j.B
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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
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Damage
|
Guard
|
Cancel
|
Startup
|
Total Length
|
Blockstun
|
Block Adv
|
480
|
High
|
A
|
18
|
-
|
22
|
-
|
- Proration: 10%
- Hitstun: 37 frames (42 frames on Counter Hit)
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|
6A+B
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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)
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|
Specials
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)
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|
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
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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
|
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
|
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 (WIP)
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
|
None or All
|
-
|
10 + 0, 10 + 2 or 10 + 6
|
98
|
-
|
-31
|
Assassin performs his Tsubame Gaeshi: 3 simultaneous slices from different angles.
- Assassin is invulnerable until the first super flash.
- If the opponent is within a short range and can be thrown, they will be, and will suffer 2100 damage. This version is instant (0f startup), meaning it is impossible to avoid once it has started.
- If the opponent is in Hitstun and is within range, the startup becomes 2f, so it's possible for the victim to burst out (Assassin is no longer invulnerable at this point.)
- If the opponent is out of range, or cannot be thrown, Assassin will perform 3 strikes that each deal 300 damage (blockable). This version has 6f startup
- Cost: 100% meter.
|
|
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
Throw > idj > j.C > 2B > 6B > 5C >
Reflect Counter A > 2B > 6B > 5C >
Reflect Counter B > 623B
Reflect Counter C > 623B
Reflect Counter C > 623C (Video Demonstration)
Extender and Ender
Ender is almost always 236B
but if you want to extend the combo, use 236C in its place and use either Reflect Cancel or Activate(not recommended)
Extender is consisted of multiple chains, which can branch into various endings
chain 3 is mainly for Kirei and Berserker as chain 2 isn't very consistent against them (unless you're willing to compromise the damage)
chain 1: 623B > 6469A > sj. > j.A > (delay)j.B > 2B > 5C > chain 2/chain 3
chain 2: 623C > 2B > 5C > (623B) > [6469A > 42147C]x2 > 2369B/2369C > rc > rc chain 2
rc chain 2: 5C > 623C > 2B > 5C > [6469A > 42147C]x2 > 2369B
chain 3: 623B > [6469A > 42147C]x4 > 2369B/2369C > rc > rc chain 3
rc chain 3: 5B > 5C > 623B > [6469A > 42147C]x3 > 2369B
Demonstrations
Beginner Combos
Casual Combo (Video Demonstration)
Normals > 623B > tkc 646A > sj.A > (falls) > j.B > (lands) > 5B > 2B > 5C > 2C > 6C > 623B > tkc 236B
Counter Hit Combo
The most common Counter Hits are from 623A and 623C
Counter Hit Combo, Very Light Characters variation (Video Demonstration)
This combo only works against Rin, Saber and Saber Alter
Omit the (623B) against everyone else
Counter Hit > 623C > 5B > 5C > 623B > 6469A > sj > j.A > (delay)j.B > 2B > 5C > (623B) > [646A > 42147C]x2 > rc > 5C > 623C > 2B > 5C > [646A > 42147C]x2 > 2369B
Counter Hit Combo, Basic variation (Video Demonstration)
You can change from the first 5B after 623C to 2B on Tall Opponent such as Berserker, Kirei and Archer
Counter Hit > 623C > 5B > 5C > 623B > 6469A > sj > j.A > (delay)j.B > 2B > 5C > [646A > 42147C]x2 > rc > 5C > 623C > 2B > 5C > [646A > 42147C]x2 > 2369B
Against Small Characters: Rin, Saber, Sakura, Saber Alter, Caster
623C variantion (small) (Video Demonstration)
Normals > 626B > 6469A > sj > j.A > (delay)j.B > 2B > 5C > 623C > 2B > 5C > 623B > [646A > 42147C]x2 > 2369B
623C with Reflect Cancel (small) (Video Demonstration)
Normals > 626B > 6469A > sj > j.A > (delay)j.B > 2B > 5C > 623C > 2B > 5C > 623B > [646A > 42147C]x2 > 2369C > rc > 5C > 623C > 2B > 5C > [646A > 42147C]x2 > 2369B
Against Tall Characters, except Kirei and Berserker
Almost identical to small variant, you just omit the 2nd 623B before the [646A > 42147C] loop
- This combo can still work on Kirei, but it's inconsistent
623C variant (tall) (Video Demonstration)
Normals > 626B > 6469A > sj > j.A > (delay)j.B > 2B > 5C > 623C > 2B > 5C > [646A > 42147C]x2 > 2369B
623C variant (tall) with Reflect Cancel (Video Demonstration)
Normals > 626B > 6469A > sj > j.A > (delay)j.B > 2B > 5C > 623C > 2B > 5C > [646A > 42147C]x2 > 2369B > RC > 5B/2B > 5C > 623B > 646A > 421C > 646A > 421C > 236B
623C with Expert Reflect Cancel (tall) (Video Demonstration)
Normals > 626B > 6469A > sj > j.A > (delay)j.B > 2B > 5C > 623C > 2B > 5C > [646A > 42147C]x2 > 2369C > rc > 5C > 623C > 2B > 5C > [646A > 42147C]x2 > 2369B
Against Kirei
623B Kirei variant(Video Demonstration)
Normals > 626B > 6469A > sj > j.A > (delay)j.B > 2B > 5C > 623B > [6469A > 42147C]x4 > 2369B
623B Kirei variant: with Reflect Cancel(Video Demonstration)
Normals > 626B > 6469A > sj > j.A > (delay)j.B > 2B > 5C > 623B > [6469A > 42147C]x4 > 2369B > rc > 5B > 5C > 623B > [6469A > 42147C]x3 > 2369B
Against Berserker
The combo is almost identical to Kirei variant. You just omit 1 [6469A > 42147C] loop (or just the last 42147C)
But the combo is identical after rc
623B Berserker variant (Video Demonstration)
Normals > 626B > 6469A > sj > j.A > (delay)j.B > 2B > 5C > 623B > [6469A > 42147C]x3 > 2369B
623B Berserker variant: with Reflect Cancel (Video Demonstration)
Normals > 626B > 6469A > sj > j.A > (delay)j.B > 2B > 5C > 623B > [6469A > 42147C]x3 > 2369C > RC > 5B > 5C > 623B > [6469A > 42147C]x3 > 2369B