Assailant

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Assailant
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Info
The Assailant is a Duelist class in Black Magic II.

It is (or was) the first class to be ever added in Black Magic II.

Like what the message said, there is a lack of information. There will be info on this page very soon.

Z,X,C,E,Q,V,G Moves
Z - Assailant's L.A.C. starter; Strikes opponent with their elbow, which leads into an uppercut into a low kick. Continuing to press Z will push the opponent away from the player, which leads into Assailant's execution if the enemy's health is low enough for it to kill. When used in the air, the player punches the opponent 4 times, which can lead to a grounded L.A.C. if the player touches the ground after it.

X- Assailant's H.A.C. starter; A slow, yet heavy-hitting kick is performed, which leads to Assailant blasting the opponent's legs to trip them into a fallen state, followed by a kick that blasts opponents away similar to the end of their L.A.C.. Like L.A.C., this move will execute if the enemy's health is low enough for it to kill.

C - Assailant's launcher; the player will shoryuken uppercut their opponent and launch themselves into the air. Great combo starter and out-of-block option. Combos into aerial L.A.C., which may be followed up with SP2 to begin a grounded L.A.C. to H.A.C.. If you would like to see combos for the Assailant Duelist, see [|Combos].

E - Assailant's stun; the player will form a yellow aura and dash in a forward direction. If the opponent is hit, the opponent will be stunned for a short amount of time. Can be used to stun opponents out of the air. Useful for grounded combo extensions.

Q - Assailant's guardbreak; Penetrates shields and opponents under superarmor, which can be combo'ed out of. While being performed, the user has superarmor (though grabs can still break through it). An effective anti-air tool, as there's a high hitbox after the start-up.

V - Assailant's sprint/dashes; Currently, Assailant has the most stamina in the game, though there's start-up lag before being able to reach full speed. Their maximum sprint speed is 28. Holding S while pressing V will perform a backdash, while pressing V in the air will perform a forward aerial dash (which can be modded to perform a high-dash or a low-dash with F and G respectively).

B- Assailant's block; 100 shield health, can't move during blocking. Enemy guardbreaks (or a high-damaging move like Virtue's Earth SP5) can break through their shield in a single hit.

If you want see Assailant's special moves, see [|Moves]

Special moves
SP1- Assailant's 1st Special; a strike to the enemy using the reverse side of your shoulder. Before the initial back hit, any opponents that hit you with a melee attack during it will be countered; a back slam and a heel stomp. Otherwise, it will only slam the opponent a good distance away. While being performed, the user has superarmor (though grabs can still break through it). Good out-of-block option if your shield is being pressured enough. Cannot counter projectiles, but the superarmor will prevent hitstun from it. Does great block damage.

SP2-Assailant's 2nd Special; when used in the air, Assailant will perform a diagonal dive into your opponent (if angled properly). Excellent punish tool for moves like Assailant and Kurai's launcher, while also being a very fast move for an aerial dive. This move has considerable endlag though, so be careful using it against ground opponents that may be expecting it. Great for transitioning from Assailant's launcher to diving into the ground to perform their L.A.C. and H.A.C..

SP3- Assailant's 3rd Special; a quadruple aerial kick that lifesteals opponents. Great combo-finisher, useful when playing defensively to gain +15% of your health. Common use is launcher to aerial L.A.C. into their SP3. Major endlag, so using this outside of comboing will result in a major punish opportunity for the opponent.

SP4- Assailant's 4th Special; a simple hadouken blast of corruption energy which does a decent amount of damage. If fired in the air, it goes diagonally in the same direction as SP2. Useful for spacing during neutral, as well as an addition to many of Assailant's combos. Its moderate movement speed however leaves it susceptible to Kurai's SP4 counter and Virtue's Water SP3 counter.

SP5- Assailant's 5th Special; a counter, or parry. If an opponent attacks you with a melee attack while performing SP5, you will stun them for a few seconds, similar to Assailant's stun. Ranged moves and disjoints like Avalon's SP5 or Assailant's SP6 will still hit through the counter if not modded. Using it in the air will make the active frames last shorter while also stalling yourself. It can be modded by holding F before pressing 5, which will go through any move with a hitbox (even Kurai's modded SP7, you just have to time it!) and grants many i-frames. By far Assailant's laggiest move, as the endlag if missed will always result in an exhausted Assailant kneeling down, which may lead to a heavy punish if the opponent is close enough. Excellent for opponents that are pressuring shield, as it comes out very fast. Surprisingly counters guardbreaks (modding required against Virtue's guardbreak)!

SP6- Assailant's 6th Special; a grab that deals major damage, which can be combo'ed out of. Goes through all counters (besides Assailant's modded SP5 of course), blocks, and superarmors. A great mix-up is using aerial Z to pressure the opponents shield and after hitting it a few times, use SP6. Because of Assailant's pressuring and punishing nature, guessing the opponents get-up option will result in an easy punish. The grab hitbox is only active for a few frames, so missing may result in a decent punish from the opponent.

Super Moves
SP7- Assailant's 7th Special and 1st Super Move; Assailant's hands will be cast by shadow trails and raises them into a grabbing position. If the opponent is caught by it, they will be teleported off to a pitch black room with a dim red light emitting from the players. Assailant will begin a start-up of a few punches which lead into a heavy-damaging barrage. Once the move is over, both players will teleport back to their original position, followed by Assailant standing over a tumbling opponent triumphantly. Assailant is completely invincible during the active frames, allowing them to catch very laggy moves (enemy super moves, guardbreaks, etc.). Used mainly as a mixup, as opponents who shield this will block Assailant, lead to endlag comparable to his SP5.

SP8- Assailant stands still, and extends their arms out and an orb appears a bit infront of them. If an opponent is hit, they will be stunned and enter a cutscene of assailant turning dark, lifting them up, and then slamming a fist with dark energy into them. A "shockwave" effect appears with assailant kneeling on the floor as the opponent took heavy damage. It has endlag too if it missses.

Appearance
The Assailant Duelist seems to be wearing gauntlets on their wrist, with broken chains. There ways to change the gauntlet's appearance, in the cosmetics menu for the Assailant Duelist.