Agito

= Background =

= Special Abilities =

Knife Throw (5D,j.D,2D)

400 damage - 80% relative proration

Agito throws a dagger towards his opponent.
 * 5D throws the dagger forward.
 * 2D throws the dagger at an upward angle.
 * j.D throws the dagger at a downward angle.
 * If any dagger (including that of certain special moves) hits the opponent, it disappears; if it hits a wall or the ground, or is blocked, then it will drop on the floor, ready to be summoned using 214D. Only 30 daggers can lie on the floor at any given time.
 * A counter near the B-Power gauge keeps track of the number of daggers lying on the floor.
 * Can be cancelled into from normals, but cannot be cancelled out of in any way.

= Move List =

Normals
5A

150 damage - 70% fixed proration

A quick jab with decent range. Hits mid. Air unblockable. Whiffs against most crouching opponents.

2A

100 damage - 70% fixed proration

A quick low jab with decent range. Hits low. Whiffs against jumping opponents.

jA

100 damage - 80% fixed proration

A quick downward kick. Hits overhead.

5B

400 damage - 80% relative proration

A forward slash with great range. Hits mid. Air unblockable.

2B

400 damage - 80% fixed proration

A wide-arc slash with great range, that hits behind Agito as well. Hits mid. Air unblockable.

jB

400 damage - 70% fixed proration

A downward slash. Hits overhead. Can be used for cross-ups.

5C

800 damage - 80% fixed proration

A slow slash in a slightly upward angle with great range. Hits mid. Air unblockable.

2C

700 damage - 55% relative proration

A slow slash aimed at the opponents feet. Good for starting juggles. Hits low. Air unblockable. Moves Agito a bit forward.

jC

700 damage - 80% fixed proration

A slow downward slash with great range. Causes massive amounts of hitstun. Hits overhead.

Command Normals
Sshhaa! (6A)

800 damage - 70% relative proration

A slow backhand stab aimed upward. Decent range. Hits mid. Air unblockable.

Specials
Tri Knife (236A/B/C)

236A: 200 damage - 80% fixed proration (x3)

236B: 250 damage - 80% fixed proration (x3)

236C: 250 damage - 80% fixed proration (x3)

Agito throws three slightly spread out daggers.
 * 236A throws the daggers forward with a relatively slow speed.
 * 236B throws the daggers slightly upward with high speed.
 * 236C throws the daggers forward with high speed.
 * Can be cancelled into from normals, but cannot be cancelled out of in any way.

Punk (j.236A/B/C)

Dagger hit (far): 400 damage - 100% proration

j.236A (close): 800 damage - 70% relative proration

j.236B (close): 800 damage - 50% relative proration

j.236C (close): 600 damage - 80% relative proration

Agito throws a dagger downward with great force.
 * j.236A comes out relatively quick, maintains horizontal momentum, and causes a hard knockdown when close to the opponent.
 * j.236B comes out relatively quick, moves Agito a bit backward, and causes a hard knockdown when close to the opponent.
 * j.236C comes out slowly, moves Agito a bit forward, and causes a ground bounce when close to the opponent.
 * When far from the opponent, the dagger thrown causes tons of hitstun.
 * Can be cancelled into from air normals, but cannot be cancelled out of in any way.

Chainsaw (623C)

100 damage - 100% proration (x12)

Agito swings a spinning blade, shredding anything that comes into contact with it.
 * Air unblockable.
 * Can be cancelled into from normals, but cannot be cancelled out of in any way.

Bind Trap (421C/j.421C)

100 damage - 75% fixed proration

Agito deploys a ghost dagger.
 * If opponent is hit by it, six daggers surround him and hold him in position for a while.
 * Disappears after a period of time, or if opponent attacks it before that.
 * Opponent cannot attack the dagger if Agito is standing over it; Agito will then get hit, instead of the dagger.
 * Can be cancelled into from normals, but cannot be cancelled out of in any way.

Boomerang (214C)

500 damage - 60% fixed proration

Agito throws a dagger in a wide arc, that flies towards Agito after hitting the floor.
 * Can be cancelled into from normals, but cannont be cancelled out of in any way.
 * Can be used to set up blockswitches.

Supers
Yamisaki (Ripping Darkness) (623D)

initial hit (close): 0 damage - 100% proration

initial hit (far): 100 damage (min. 25) - 100% proration

+ 300 damage (min. 75) - 60% fixed proration (x15)

+ 200 damage (min. 50) - 60% fixed proration (x2)

+ 200 damage - 60% fixed proration

+ 200 damage (min. 50) - 60% fixed proration (x2)

+ 1000 damage - 60% fixed proration

+ 1300 damage (min. 325)

Agito swings a spinning blade, and cuts apart anyone who gets caught by it.
 * Air unblockable.
 * Has an amazing total minimal damage of 1652, making comboing into it very worthwhile.

Hachi no Su (Beehive) (214D)

200 damage (min. 50) - 70% fixed proration (per dagger)

Agito levitates all of the daggers lying on the floor, and sends them to towards the opponent.
 * With suitable dagger distribution, you can combo in (e.g. throw, 2C) and out (e.g. 2B) of this super.
 * Some daggers might whiff.
 * If timed in such a way that daggers touch the ground in the last couple of frames of the superflash (i.e. after the daggers start levitating), it will cause those daggers to float and attack the opponent as well, but much later than the original set of daggers.

Big Bang Break
Shin Yamisaki (True Ripping Darkness) (41236ABC during Big Bang Mode)

initial hit (close): 0 damage - 100% proration

initial hit (far): 100 damage - 50% fixed proration

+ 300 damage - 100% proration (x22)

+ 4000 damage - 80% relative proration

Much stronger version of Yamisaki.
 * Note that hitting with the edge of its initial hitbox will reduce the damage roughly by a half. So for maximum damage, use it at point blank range.

= Tactics =

Combos
All damage values are vs. Rouga. "xx" denotes a special or super cancel of the previous move into the next move, ">" denotes a chain or link from the previous move to the next move, "*" denotes a required delay in the move to allow the full combo to land.

Universal

In each of the following combo's, the 5A > 5C > j.B > j.C xx j.236B ender can be replaced with a j.C > j.D > 623D for more damage, but at the cost of one bar.

empty/j.B/deep j.C > 2A > 2B > 5C > 2C > j.C > j.D > 5C > j.A > j.B xx j.236C >

> 5A* > 5C > j.A > j.B xx j.236C > 5A* > 5C > j.B > j.C xx j.236B

2283/2485/2873 damage (3847/4140/4448 with j.C > j.D > 623D ender)

Works against all characters but Hanny (on whom the 2C > j.C link whiffs). Against Hanny, add 5D > 5C after 2C instead. Builds a bit over one bar.

Throw > 5A > 5C > j.A > j.B xx j.236C > 5A* > 5C > j.A > j.B xx j.236C > 5A* > 5C > j.B > j.C xx j.236B

2616 damage (3992 with j.C > j.D > 623D ender)

(anti-air) 2B/6A/5C > j.B xx j.236C > 5A* > 5C > j.A > j.B xx j.236C > 5A* > 5C > j.B > j.C xx j.236B

''2541/2909/2941 damage resp. (3827/4195/4227 resp. with j.C > j.D > 623D ender)''

(deep) j.C xx j.236C > 5A* > 5C > j.A > j.B xx j.236C > 5A* > 5C > j.B > j.C xx j.236B

2949 damage (4159 with j.C > j.D > 623D ender)

For some reason, this combo black beats even with all the tech settings turned on.