Guide to Assassin

General Mechanics

Assassin Posses 2 main mechanics Critical Hits and Blade's End

Critical Hits

Assassin's base mechanic, Critical hits, can be achieved by guessing your opponent's DI right based on a certain value named Crit angle, this value starts at 45 and go up by : Analyzing via either "Analyze" or "See Through"

Blocking attacks

Parrying attacks

Dealing dmg on block

Bursting

Dealing non crit damage

Burst canceling Crits angle is capped at 240 angle, after this cap achieved any extra angle transfer into Crit damage multiplier.

Crits angle is reduced by 45 each time a crit attack land.

Crit dmg multiplier will be reduced first if the cap of crit angle is reached.

Crit dmg multiplier can't go below x1.5.

You can intentionally make it so your attacks doesn't crit by setting your DI to (0 ; 0)

Critical hits seems very good at first but missing a Critical Hit will scale the combo 2 fold and halve the hitstun

Blade's End

Assassin has another base mechanic, "Blade's End" Which can be achieved by marking the opponent three times.

Blade's End mark is applied on ANY non-attack damage from Assassin, including Specials and Attacks from clone.

All three marks are consumed upon use and need to be stacked again.

Hitting your opponent will upgrade your Bleed dmg to a maximum of 2000.

Additionally Bleed and Crits heals Assassin by a small amount.

Assassin takes 25% more damage.

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Combo Pushback

In "Your only move is Hustle" Most characters has pushback applied to both players during combo, however Assassin, Like some other InklessBrush's character such as Miko or Vixen doesn't have any, neither them or the foe will be pushed away during combo. DI against them and trick DI to avoid Crit is more effective instead.

Movement

Assassin Posses movement options apart from Jump, Dash and "Hidden Path".

Hidden Path is a fast moving option that will track the foe and evade most attacks with some exception such has Ninja's NunChuk. Additionally Hidden path will always try to put yourself behind the opponent.

The use of Hidden Path is unlocked after a successful Analyze.

Assassin's Base dash is a slider option adding downward momentum, additionally Assassin doesn't have a backdash but their dash will start going backward below 30.

Assassin's gravity is a bit lower than the average character meaning they will stay in the air longer and their jump will be a bit higher.

Assassin posses another type of movement, but this one isn't in the movement section as it comes from specials.

The use of "Channel" or "Shift" with the X&Y plot set to (0;0) will exchange places with you and your main shadow.

Assassin's grounded and aerial movement options are the same.

Defense

Assassin posses an additional Defense option than the regular options, Analyze.

Analyze allow you to try to guess the next type of move your opponent will be doing.

On a successful Analyze, you will gain some crit angles, unlock the use of Hidden Path and be IASA 5 (except if you used defense analyze, in that case you will always be IASA 15).

On a missed Analyze, you will lose some crit angles, and be IASA 15.

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Taunt

Assassin's taunt is a bit special, it allows you to gain crit angles and summon a main shadow that will last longer the more your taunt will last.

The summoned shadow will be a main Split clone.

Grounded And Aerial Options

Assassin shares most attack in both state at the exception of Penetrate, which you cant use past a certain height and Drop, which is only available in the air.

Additionally most of Assassin's attack have a toggle to add downward momentum, at the exception of Pike,Grip, Penetrate, Flash and Drop.

Pike instead, has an alt toggle shifting a bit its trajectory, making a small jump before gaining speed, this alt toggle allow Pike to hit on a different frame than the regular Pike at the cost of being slower.

As for Penetrate and Drop they already add a lot of downward momentum base.

Attacks

Assassin posses good options for almost every situation, we'll cover them up under this section.

Grip ~F3 Startup IASA 15 No Free Cancel

Assassin Grab the foe before stabbing them multiple times before pinning them on the ground.

Each hit can crit and each crit will reduce the crit angles by 45

Trigger Bleed

Always knockdown the opponent and put Assassin on top of them

Stab ~F4 Startup IASA 15 Free Cancel Block High -1 On block Hitbox Frame 4-6 Proration 2 450 damage in one hit +6 crit angles

Assassin stab the opponent, a regular yet effective jab.

Posses a "Fall" toggle that adds downward momentum

Will make your shadow do a stab

Round slash ~F7 Startup IASA 17 Free Cancel Block high +1 On Block 0 Proration Hitbox Frame 7-9 Damage in one hit 500 +12 Crit angles

Assassin do a quick spinning attack, hitting both in front and behind them.

This attack posses a "Fall" toggle that adds downward momentum

Hit behind you as well

Will make your shadow do a slash

Thrust ~F7 Startup IASA 18 Free Cancel Block high +1 On Block 0 Proration Hitbox Frame 7-9 Damage 600 in one hit +12 Crit angles

Assassin lunge forward with a fast strike that covers a good distance.

Fast dash attack covering a good distance

Bounces the enemy

Posses a "Fall" toggle that adds downward momentum

Will always drop on DI down if no set-up, no crit and on the ground

Crit will make this attack bounce a lot and combo-able on di down

Will always add downward knockback to the opponent

Will make your shadow do a stab

Flash ~F7 Startup IASA 18 Free Cancel Block high +1 On Block 1 Proration Hitbox Frame 7-11 Teleport Frame 5 Damage 450 in one hit +16 Crit angles

Assassin teleport before striking their opponent.

Teleport F5

Posses a slider that will start teleporting you backward from below 34

Will always drop on DI down if no set-up, no crit and on the ground

Crit will make this attack combo-able on di down

Will make your shadow do a stab

Pike ~F10 Startup IASA 28 Free Cancel Block high +2 On Block 0 Proration Hitbox Frame 11-19 Damage 650 in one hit +18 Crit angles - 23 if alt toggled

Assassin lunge, covering a great amount of distance and go in the air after some time.

Gain more crit angles the farther the target is hit

Ground bounces a lot

Will enter in aerial state after some time

Posses an alt toggle shifting its trajectory

Will make your shadow do a stab

Feint ~F13 Startup IASA 27 Free Cancel Block high 0 On Block 2 Proration Hitbox Frame 13 Damage 700 in one hit +26 Crit angles Invuln F5-9

Assassin does a backdash, evading most attacks before dashing forward with a quick slice.

Will beat most engage

Posses a "Fall" toggle that adds downward momentum

Will always drop combo if DI not up, no set-up, no crit

Crit will make this attack combo-able

Will make your shadow do a slash

Penetrate ~F13 Startup IASA 27 Free Cancel Block low +2 On Block 0 Proration Hitbox Frame 13-15 Damage 900 +24 Crit angles x3 combo scale

Assassin's only guard break, an attack that adds forward momentum before landing a huge strike to the opponent.

Will do no chip dmg on block and push away the opponent very far

Trigger Bleed

Add downward momentum

Will make your shadow do a stab

Drop ~F8 Startup IASA 24 Free Cancel Block high +2 On Block 0 Proration Hitbox Frame 8-13 Damage 1000 in one hit Minimum dmg 600 +14 Crit angles

Assassin's only otg and air specific attack, Assassin will do a powerful spike attack lunging downward.

Only available in the air

Hit OTG

Will always drop combo unless wiith Set-up, Very bad Di and crit

Usable after Pike alt for a funny

Will make your shadow do a stab

Crit angles gain depend on how close you are to your target

Specials

Blade's End

Assassin posses 3 main specials, "Flay", "Talon" and "Split".

Additionally, Assassin's special or Clones attack cannot be Critical hits and cannot give crit angles.

Offensive Specials

Flay ~F8 Startup IASA 14 No Free Cancel Block High +1 On Block 0 Proration Damage 100 the first time, 250 when it comes back

Assassin throw a shuriken that quickly comes back to them after finishing its initial trajectory.

The projectiles can be destroyed

Having your main Flay out will temporary disable Talon until you get your Flay back

Will apply 1 mark of each time it hit

Posses a X & Y plot

Will make your shadow throw a Flay

Flay that are summoned by the shadows or Assault doesn't come back and posses a liftetime.

A clone that summons a Flay by any means will have its durability halved.

Talon ~F7 Startup IASA 21 Free Cancel Block Low +1 On Block 0 Proration Hitbox Frame 7-12 Damage 920 in 2 hits Apply 1 mark of on each hit

Assassin's main anti air option, Assassin throws 3 Flays diagonally upward which hit once and comes back to them hitting another time, dragging the opponent downward alongside the Flays.

Similar to Penetrate, can be used in the air only for one turn after you switch to aerial state

Having your main Flay out will restrict the use of Talon until you get your Flay back

Multi-hits

Anti-air

Will make your Clone throw a Flay

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Set up/Clones Specials

Clones can be destroyed at any time by the opponent in one hit.

Any attacks coming from the clones will apply marks of .

Split ~F1 Startup IASA 14 No Free Cancel

Assassin Can use Split to summon a main clone with a durability of 300.

Having a Clone out will allow the use of 3 new specials, "Shift", "Channel" and "Order".

Split clones will always try to be near Assassin if not commanded, unlike Forced Split's clones.

Shift Startup ~F3 IASA 10 No Free Cancel

Shift will allow Assassin to move really fast their clones, either for offense or replacement.

Shift can be used during an attack to strike careless opponents

Shift posses a X&Y plot

Having your X&Y plot set to (0;0) will swap your place with your main clone instead (will steal get beaten by grab)

Shift IASA changes if your opponent is knockdowned

Order IASA 12 No Free Cancel

Order will allow you to command your clone placement and next attack.

Your clone can be ordered to do 3 different attacks, "Flay", "Slash" and "Stab"

Giving your clone Orders will reduce its durability.

A clone throwing a Flay by any means will see its durability halved.

Stab will command your clone to do a quick slash attack, fast and effective

Slash will command your clone to do an attack similar to Round Slash, slower than stab but better in some situations

Flay will command your clone to throw a Flay at your opponent, this Flay wont come back and doesn't restrict the access of Talon

Channel IASA 14 No Free Cancel Swap occurs on F5

Channel will allow Assassin to swap their place with your main clone and instantly order them to attack, unlike Order, Channel can only order Stab and Slash.

Useful for surprise attacks

Will allow Assassin to instantly go near an opponent that got caught by a clone attack sometimes

Supers

Assassin's posses 3 supers specializing in causing chaos, confusion, applying pressure, stacking Crit angles and forcing the opponent to block.

Night Veil ~F9 Startup IASA 16 No Free Cancel Block +1 On Block 0 Proration Hitbox Frame 9 Damage 0 Cost 1 meter

Night Veil is Assassin's Main pressure and confusion tool, Night Veil is a powerful tool that allow Assassin to become invisible for 79 frames, during those 79 frames Assassin cannot use any defense option nor grab but the opponent wont be able to see anything in Assassin's attack prediction.

Additionally Assassin's Next attack after the use of night veil will always be a crit, won't reduce Critical angles nor Critical dmg multiplier and will scale the combo by 30.

Assassin will also see a huge speed buff during Night veil.

Hitting Assassin out of Night Veil will do Huge damage.

Force Split ~F1 Startup IASA 18 No Free Cancel Cost 1 meter

Force split allow Assassin to have multiples clones at the cost of meter, unlike Split, Force Split's Clone will always tries to be close to the opponent if not commanded.

Force Split clones are considered secondary clones and therefore wont allow the use of the 3 clones specials.

Force split clones durability is 150 unlike Split clone which is 300.

Assault ~F9 Startup IASA 20 No Free Cancel Block High +1 On Block 0 Proration Damage 100 on each Flay (200) Cost 1 meter

Assassin jump in the air and throw 2 Flay in quick successions at the opponent.

The Flays summoned by this attack won't restrict the use of talon

This attack will make your clones throw a Flay

The Flays summoned by this attack won't come back and posses lifetime

See Through IASA 16 No Free Cancel Cost 3 meter

Assassin's mini install, Assassin will passively analyze their opponent for the rest of the match after the use of this move.

Assassin will analyze automatically the enemy each time they do moves based on the section you chose, however unlike the regular Analyze, Assassin won't get access to hidden path nor will be IASA 5 upon successful passive analyze and won't receive any kind of punishment if the opponent doesn't do any moves under the selected category by See Through.

Only 1 See Through can be active at a time, activating See Through again will overwrite the last one.

See Through passive analyze has a cooldown of 30 frames.

Outro

A huge thanks to InklessBrush for letting me doing this guide and releasing this awesome character with their skin being my favorite out of their OC's, Syrie.

How To Get Syrie (the Skin)

Support InklessBrush on their ko-fi !

https://ko-fi.com/inklessbrush

Source: https://steamcommunity.com/sharedfiles/filedetails/?id=3354160890					

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