You all know by now that I'm a big fan of air to assassinate. Ubisoft must have rushed it in at the last minute because both they and Prima failed to document how to do it. Whenever someone on the internet asks for help, at least one well intentioned player comes to their aid with advice like, "Jump at your target and hit the attack button when you get close." That's what I call a "jump assassinate" (or "stunt assassinate" if the fall is high enough to cause partial desynchronization). Air to assassinate is actually easier and more reliable. The problem with jump assassinate is you have to judge where you will land and make sure it's close to the target. I usually end up jumping way over the target's head.
The advantage of jump/stunt assassinate is that you can do it from high roofs where air to assassinate is impossible. Over the course of a normal game, the only time I recommend using a jump assassinate is on Templar #3 in the Rich District of Jerusalem.
Just for fun, I like to do stunt assassinations on main targets. Remember, "stunt" is where you lose some bars of health from the fall. The more you lose, the better. Ideally, the fall should nearly kill you. It doesn't matter because you get all your bars back after a successful assassination.
Here are the steps to design your own stunt assassination:
The video above demonstrates my five favorite stunt assassinations.
The hardest one was Sibrand because the lighthouse sits at an odd angle with respect to his ship. I rotated the camera so that the gangplank was at 12 o'clock, right at the top of the screen. Then I sat there in High Profile and waited for him to walk past one of the 5 rope riggings on either side of the gangplank. The hard part was pushing the Left Thumbstick straight up while hitting the Jump button. If my aim had been off a little to the left or right I would have landed in the drink. Finally, I used the Left Thumbstick to roll the last couple of meters to Sibrand. Note that I only lost four bars of synchronization. You could probably jump from higher on the lighthouse (but not the top ) and get a little more distance than I did.
I won't bore you with the details of the other ones in the video unless someone has specific questions. Here are some ideas for other targets:
Not too sure about AC1, but in AC2 you can, it's just not reliable in aiming a precise trajectory. For example in my introduction video, the Bernardo Baroncelli Eagle Strike I had to rely on luck to be in reach for a ledge grab, most of the time I died.
For example in my introduction video, the Bernardo Baroncelli Eagle Strike...
That's definitely an off-angle eject. You must have to quickly aim after pressing . Any earlier and Ezio would begin to climb laterally.
A YouTube subscriber named Master Plo commented on this video about aiming back ejects:
I did some testing on my own you can actually aim your back eject. You do this by well aiming your left stick in the direction you want relative to the camera right or maybe a little window prior to pressing the back eject buttons.
I think he means that when hanging from a wall (as in the thumbnail for this video above) you have the option to eject at angles other than straight back. Is this something we knew about and I just forgot? I'm familiar with running up a wall and then ejecting left, right or back, but when hanging from a wall I thought that straight back was your only option. Off-angle ejects would open the door to more stunt possibilities on targets that don't cooperate by standing directly opposite a wall.
A YouTube subscriber named Master Plo commented on this video about aiming back ejects:I did some testing on my own you can actually aim your back eject. You do this by well aiming your left stick in the direction you want relative to the camera right or maybe a little window prior to pressing the back eject buttons.I think he means that when hanging from a wall (as in the thumbnail for this video above) you have the option to eject at angles other than straight back. Is this something we knew about and I just forgot? I'm familiar with running up a wall and then ejecting left, right or back, but when hanging from a wall I thought that straight back was your only option. Off-angle ejects would open the door to more stunt possibilities on targets that don't cooperate by standing directly opposite a wall.
Maybe this is a phantom memory, but yeah, that has always been possible, in AC1 as well.