Agent 47 is slightly heavier than most middleweight fighters in Crusade. His walking speed is rather slow and he has a bit less-than-average jump height, but his dash speed is quite good, and he has the fastest crawling speed in the game. I'm not so sure about anything else when it comes to Agent 47's physics, help me out here.
Neutral Attack: 47 does a headbutt followed up by 3 punches. Headbutt has terrible range, but it does more damage than the punches. Punches are the reverse: Good range but not very powerful.
Origin: In
Hitman: Blood Money, 47 is capable of headbutting an opponent to briefly stun them, and he can proceed to punch a stunned person to knock them unconscious.
Forward Tilt: 47 swings in front of him with a golf club. Has long range and solid damage, but is slow to use.
Origin: In
Hitman 2: Silent Assassin,
Hitman: Absolution, and
HITMANTM, a golf club is a usable melee weapon..
Up Tilt: 47 slashes a Chinese Sword above him. High damage, but obviously useless against fighters below or on the same elevation as you.
Origin: The Chinese Sword is used by the target Lee Hong in
Hitman: Codename 47, but it is an unobtainable weapon. In
Hitman: Contracts, a remake of the Lee Hong mission is present, and 47 can use the Chinese Sword if he kills Hong.
Down Tilt: 47 shoots several shots from his customized SMG at the ground. Obviously only attacks foes right in front of him, but does incredible damage.
Origin: In
Blood Money, 47 can purchase upgrades for customized weapons. One of these custom weapons is a tactical submachine gun.
Dash Attack: Agent 47 comes to a complete stop and does a two-handed push. Doesn't do much damage, but it knocks down opponents.
Origin: In
Blood Money, if 47 is close to an NPC's back or sides, he can push them in a similar manner to his Dash Attack in Crusade. Usually this has no effect aside from agitating the NPC, but if done near a staircase or railing they will fall down and die.
Forward Smash: 47 pulls out two sawn-off shotguns, fires them simultaneously, and then he takes a second to reload. Not much range, but it's one of the strongest Forward Smashes in the game.
Origin: Akimbo sawn-off shotguns are an unlockable weapon in both
Silent Assassin and
Contracts. They should be self-explanatory.
Up Smash: 47 tosses an explosive rubber duck upward and detonates it. Good damage and good range.
Origin: The rubber ducky is a running gag in the Hitman series, at least once in every game it can be found, even in the terrible live-action film from 2007 the ducky makes an appearance. In
HITMANTM, there are several types of explosive rubber ducks available for 47 to use.
Down Smash: 47 takes out two Silverballers and fires them at the ground. A bit like Mii Gunner's Down Smash in Sm4sh.
Origin: Silverballers are Agent 47's signature pistols in every game of the Hitman series.
Neutral Aerial: 47 does a front flip while firing his Silverballers around him. Has better range than most other NAirs, but medium-low damage.
Origin: See "Down Smash"
Forward Aerial: 47 shoots opponents ahead of him with Dexter's Ultramax. Fantastic range, but low damage.
Origin: Dexter's Ultramax, as the name implies, is a machine gun used by Blake Dexter, the main antagonist of
Absolution.
Back Aerial: 47 throws a knife behind him. Great range and medium damage.
Origin: In both
Blood Money and
HITMANTM, 47 can pick up knives and throw them at his enemies in addition to just stabbing them at close range.
Down Aerial: A chandelier suddenly appears and 47 rides it downwards, damaging anyone in its path, and on impact with the ground it shatters, releasing bits of glass on opponents within short distance of the landing zone. Extremely powerful.
Origin: In
Blood Money, there are many points where 47 can make a chandelier (or in one level, a piano) "accidentally" drop on his target. This is done by placing a bomb on the chandelier's winch and detonating it, causing the chandelier to collapse.
Grab: Agent 47 strangles a fighter with his fiber wire. Similar to Donkey Kong, 47 can move while grabbing a fighter, albeit very slow and he can't jump. Unlike other grab moves in the game, it does a small amount of damage to a fighter when they are grabbed.
Origin: The fiber wire is 47's primary method of stealth kills in the Hitman series. In
HITMANTM, after killing a person with fiber wire 47 can drag their body around with the wire, hence why 47 can drag grabbed fighters in Crusade.
Pummel: Agent 47 smacks the grabbed opponent in the head with the handle of one of his Silverballers. Slow, but deals high damage.
Origin: In
Blood Money, if 47 is carrying a handgun and sneaks up to an NPC, he can take them as a human shield. When 47 knocks out a human shield he is carrying, he will hit them with his gun, making them fall over.
Forward Throw: Agent 47 picks up the grabbed opponent bridal style and then drops them on the ground. Shortest throwing distance of all Forward Throw moves, but does good damage and the thrown opponent will be unable to get up for about a second.
Origin: In every Hitman game starting from
Blood Money, 47 can dispose of bodies by tossing them into conveniently placed boxes. The Forward Throw animation is based on this mechanic.
Back Throw: 47 picks up the grabbed opponent over his shoulder and drops them on the ground behind him.
Origin: This is an original move not featured in any Hitman game so far, because I was too lazy.
Up Throw: 47 simply lifts the grabbed opponent and tosses them upward.
Origin: I'm a lazy bum.
Down Throw: 47 slams the grabbed opponent downward and they bounce up from the throw.
Origin: For the third time in a row, I was too lazy.
Neutral Special - Flip A Coin: Agent 47 tosses a coin. The power of the toss can be charged the same way as Snake's grenade throw. On contact with an opponent or the ground, the coin makes an audible
ti-chink noise typically associated with dropping a coin on the ground, and a "sonar" effect (representing the sound waves from the coin hitting the ground) appears wherever the coin landed, the further the coin traveled the bigger the sound wave. Anybody near the sound wave will be stunned. Does no damage whatsoever.
Origin: In
Blood Money and
HITMANTM, 47 can throw a coin to distract NPCs, letting him sneak past.
Side Special - Bullet Time: Agent 47 whips out his dual Silverballers and begins running forward in slow motion. As 47 is running, you can't make him change direction, jump, or stop moving, but you can press the directional buttons to aim his Silverballers and press the special button to shoot forward. The Silverballer bullets are basic projectiles that do average damage, plain and simple. If 47 gets 3 headshots (I.E. he shoots someone at point-blank range), he will recover 10% of his damage/stamina. After a short duration, or if 47 gets 3 headshots, the slow motion ends and 47 puts away his Silverballers. During the slow motion, anything within a short distance around 47 will be slowed down, and he's immune to flinching during Bullet Time, except during its startup animation.
Origin: In both
Contracts and
Blood Money, when 47 runs out of health during a mission, the game will go into slow motion, and if 47 gets 3 headshots before the slow motion ends, he will automatically get revived, but he'll have only 1 hit point left.
Up Special - Going Up: An elevator suddenly appears around 47 and he rides it upward before it disappears. If Going Up is used on the ground, 47 will climb up onto the elevator's roof, and if a fighter is "caught" in the elevator (I.E. they're near 47 when Going Up is first activated or touch the elevator when it is moving), 47 will do a surprise attack from the elevator's shaft with his fiber wire, "dragging" them up with him. If this is used in the air 47 just rides the elevator like a normal person. This is Agent 47's only recovery move.
Origin: Elevators appear in every Hitman game with the exception of
HITMANTM. They work the same way as elevators in real life, so I shouldn't have to explain them to you. In
Blood Money, every elevator in the game has an open hatch 47 can climb through to strangle a person riding the elevator with his fiber wire.
Down Special - Disguise: Agent 47 jabs forward with a syringe. If the syringe makes contact with a fighter, they will be put to sleep and 47 will disguise himself as the fighter. When 47 is disguised, he steals the psychics of the character he is disguised as (for example, if you're disguised as Kirby you can make 6 jumps and become lighter, if you're disguised as Sonic you'll run faster, etc.). 47's current disguise is indicated by a paper mask he is wearing (like how a disguised Spy appears to his own teammates in Team Fortress 2). If 47 performs a Smash attack or Special attack, the disguise will be removed. The syringe does no damage.
Origin: As previously mentioned in the "Who is Agent 47?" section of this post, disguises are 47's signature move for stealth in the Hitman series. The syringe 47 uses to knock out a fighter is based on the sedation syringe he uses in both
Contracts and
Blood Money. In the latter game a lethal syringe can also be used.
Final Smash - Sniper Rifle: 47, briefcase in hand, climbs up a guard post that suddenly appears. Once in the guard post, he then unpacks the briefcase, takes the sniper rifle inside, and gets ready to shoot, with Ave Maria replacing the current stage theme. Basically, it's a semi-copy of Snake's FS: Aim a crosshair with the joystick/arrow keys/whatever and press any button to shoot. The differences between this and Snake's FS are as follows:
- It does more damage and knockback.
- The shots are not explosive, and as such has no area of effect, you have to aim directly at an opponent to do any damage.
- Time will be (slightly) slowed down for all other fighters. This is to help with aiming due to the aforementioned lack of AoE with this attack.
- A single chandelier appears over the center of the stage when the Final Smash starts. 47 can shoot the chandelier to make it fall down and do EXTREME damage (like the light fixtures in Smash 4's Boxing Ring stage). Limit one chandelier per activation of Final Smash, so use it wisely.
After firing 4 shots, 47 packs up his sniper rifle and the Final Smash ends.
Origin: You should know what a sniper rifle is meant to do if you've played any game that has one, Hitman games included, as every game has several snipers available. As for the music change, "Ave Maria" was a song composed by Franz Schubert (1797-1828). A rendition of Ave Maria is heard when you first start up
Blood Money, and it plays during the final mission of that game. An 8-bit rendition can be head in
HITMANTM, but that has no relevance to this Final Smash and was only inserted here to waste your time.