Hitomi Video/Critique Thread

Kokomi

Member
After seeing Saber doing so well with Hitomi's 236P and 46P, I honestly felt embarrassed because that was Hitomi's BnB. So I decided to focus more on my 236P and 46P game this time round, and focusing less on my stun/poke/juggle. I apologize for the crappy gameplay, A+ rankers are very hard to predict that I can't hold as much as I used to. That and because I've been focusing on my League of Legends game a few days back so my skills have gone back to being rusty, hence the slight button mashing. I felt like I lacked something in my Hitomi. Notice me throwing out 2KK? My bad habits are back Q_Q. Need some comments on my video. Thanks :D.





 

Saber

Well-Known Member
Spacing is a much more reliable defensive option compared to blocking, thus Hiomi's 46P is the punch of death since you can pretty much get a counter hit off of hit almost every time you use it to interrupt an opponent's string.

I would say you should be using Hitomi's pseudo force tech options more. Most of the opponents don't tech roll (if at all), so using 2H+K to force your opponent leaves her at +5, IIRC. Plus it comes out quite fast too.

Oh, and for the most part, when you attack and it hits on block, you usually stop the string right there. Free-cancelling is good, but do keep in mind that if you free-cancel a move that's unsafe, you're gonna get throw punished. There's also a lot of juggle potential since you manage to get in an early launcher, but her PPP string as the ender has minimal damage. You should incorporate 8PK6PK, 1K6PK, 7PKK and/or P+KPP as enders for higher damage potential (P+KPP gets the juggle off of almost every launcher Hitomi throws out).

Other than that, nice whiff punishment and spacing. Also to note, utilize Hitomi's wall game more, too. She's probably the best character in the game in terms of using wall damage, and it's hard to go against a Hitomi who's on the offensive.
 

Kokomi

Member
Spacing is a much more reliable defensive option compared to blocking, thus Hiomi's 46P is the punch of death since you can pretty much get a counter hit off of hit almost every time you use it to interrupt an opponent's string.

I would say you should be using Hitomi's pseudo force tech options more. Most of the opponents don't tech roll (if at all), so using 2H+K to force your opponent leaves her at +5, IIRC. Plus it comes out quite fast too.

Oh, and for the most part, when you attack and it hits on block, you usually stop the string right there. Free-cancelling is good, but do keep in mind that if you free-cancel a move that's unsafe, you're gonna get throw punished. There's also a lot of juggle potential since you manage to get in an early launcher, but her PPP string as the ender has minimal damage. You should incorporate 8PK6PK, 1K6PK, 7PKK and/or P+KPP as enders for higher damage potential (P+KPP gets the juggle off of almost every launcher Hitomi throws out).

Other than that, nice whiff punishment and spacing. Also to note, utilize Hitomi's wall game more, too. She's probably the best character in the game in terms of using wall damage, and it's hard to go against a Hitomi who's on the offensive.

I jelly that you know so much more than me Q_Q and you're just in high school! But yeah, I'm still struggling with 46P. It's my hands that kills it, not quick enough with the D Pads. In regards to juggling and wall damage, I understand what you're trying to convey. Actually, I was more concerned about winning each match and grinding exp that I just wanted things to get over with it. Believe it or not, I was actually using PP6PK half of the time during my juggles, but the game never registered it. For wall games, I just wanted my juggles to be a bit more special and flashy, so I kinda forgone any easy wall game juggles like P+KPPP or 4PPP. I was looking forward to do enders like PP4PPP or PP6PK. You're right that I let go a lot of potential damage, I was afraid repeating the same thing would make me cheap, LOL.

I'm not familiar with Pseudo force techs, would you mind elaborating on that?
 

Saber

Well-Known Member
I played DOA non-stop during the school holidays, and in that one month, I tried to learn as much as I could about the game, haha.

Pseudo force techs are basically a way to force your opponent off the ground if they do not tech roll themselves. What makes pseudo force techs an integral part of the game is that it eliminates the wake-up kick game, and not only does it put you at frame advantage, you just reduced the risk of you getting your health bar decreased. It eliminates that 50/50 situation the wake-up kicks put you in, and exactly why characters like Helena are so feared because her ground game is solid.

They're called pseudo because they're not guaranteed. Guaranteed force techs are purely controlled by the attacker and cannot be avoided (Hitomi's guaranteed force tech is using 3H+K after 66H+K or 8H+K).

Hitomi's pseudo force tech options are 2H+K and 2KK (and their variations), as well as 3H+K.
 

Kokomi

Member
I played DOA non-stop during the school holidays, and in that one month, I tried to learn as much as I could about the game, haha.

Pseudo force techs are basically a way to force your opponent off the ground if they do not tech roll themselves. What makes pseudo force techs an integral part of the game is that it eliminates the wake-up kick game, and not only does it put you at frame advantage, you just reduced the risk of you getting your health bar decreased. It eliminates that 50/50 situation the wake-up kicks put you in, and exactly why characters like Helena are so feared because her ground game is solid.

They're called pseudo because they're not guaranteed. Guaranteed force techs are purely controlled by the attacker and cannot be avoided (Hitomi's guaranteed force tech is using 3H+K after 66H+K or 8H+K).

Hitomi's pseudo force tech options are 2H+K and 2KK (and their variations), as well as 3H+K.

I'd be barred from the PS3 if I was playing that intensively at your age lol. And okay, I understand what force tech is, I keep forgetting its the short form for force tech roll. I generally don't do FTR because when I was at a lower rank, I realize FTR doesn't connect as quickly as it does on DOA4. Sometimes I try to force tech and it doesn't hit, and when it fails, I need to space out again before I have to play the hold-wake-up-kick-game. FTR isn't my forte, but I would love to get some understanding as to how to make your attacks connect in order to FTR.
 

P1naatt1ke1tt0

Active Member
I'd be barred from the PS3 if I was playing that intensively at your age lol. And okay, I understand what force tech is, I keep forgetting its the short form for force tech roll. I generally don't do FTR because when I was at a lower rank, I realize FTR doesn't connect as quickly as it does on DOA4. Sometimes I try to force tech and it doesn't hit, and when it fails, I need to space out again before I have to play the hold-wake-up-kick-game. FTR isn't my forte, but I would love to get some understanding as to how to make your attacks connect in order to FTR.

High level players start tech-rolling EVERY TIME once they see that you use pseudo FTs, so I'd use them only as a surprise every now and then. I've lost many matches because I've insisted on trying to PFT them up :(

By the way is tiring and losing of focus a problem for you guys? I really can't play for shit late at night. Just tonight I played like a C-, seriously I sucked so bad and now I'm sulking because I'm so embarassed.
 

Kokomi

Member
High level players start tech-rolling EVERY TIME once they see that you use pseudo FTs, so I'd use them only as a surprise every now and then. I've lost many matches because I've insisted on trying to PFT them up :(

By the way is tiring and losing of focus a problem for you guys? I really can't play for shit late at night. Just tonight I played like a C-, seriously I sucked so bad and now I'm sulking because I'm so embarassed.

For me, I can't split my focus between two games. When I do, I tend perform badly for both. Reason being my attention's equally divided among two games, but not specifically focused towards improving one game and then I get stranded in the middle of just being really mediocre. In other words, I can't multitask.
 

Chaos

Well-Known Member
After seeing Saber doing so well with Hitomi's 236P and 46P, I honestly felt embarrassed because that was Hitomi's BnB. So I decided to focus more on my 236P and 46P game this time round, and focusing less on my stun/poke/juggle. I apologize for the crappy gameplay, A+ rankers are very hard to predict that I can't hold as much as I used to. That and because I've been focusing on my League of Legends game a few days back so my skills have gone back to being rusty, hence the slight button mashing. I felt like I lacked something in my Hitomi. Notice me throwing out 2KK? My bad habits are bad Q_Q. Need some comments on my video. Thanks :D.





You have gotting waay better and I see you're using Hitomi's best tools, outstanding
job ;) Now remember if you go against the high level players like MASTER, Black Mamba, Mr. Wah, etc.... You have to be very careful
because they will counter hold them like it's nothing. However, you can catch them by surprise when they're going to attack.
 

Kokomi

Member
You have gotting waay better and I see you're using Hitomi's best tools, outstanding
job ;) Now remember if you go against the high level players like MASTER, Black Mamba, Mr. Wah, etc.... You have to be very careful
because they will counter hold them like it's nothing. However, you can catch them by surprise when they're going to attack.

Happy-oh-stop-it-you-l_large.png



You make me so happy :3, lolololol. But thank you. Anyways, I uploaded another video.

This time, I actually wanna focus my offense on rush down characters or turtlers, for some reason, I feel really scared when I try to approach them. Someone has to start the offense and momentum afterall. I ran in to this Kasumi a few times this morning and the video you're seeing has me already adapting to his style, more or less. Earlier on, every match ended in a 3-2 outcome, with me on really low health. But anyways, comments appreciated. I can't stand Japanese players, many of them just uses the same moves until you adjust to their patterns. It's always same move - space out - punish - space out - either same move or punish. I got so pissed with this guy in particular I went all out with him -_-. No offense to American borne Japanese by the way.

 

Saber

Well-Known Member
Well, if you whiff, of course you'll get punished for it. But he's using the same whiff punisher over and over again (Kasumi's 3PK), which is a mid punch followed by a low kick, and if you held that, you would get a nice bit of guaranteed damage*.

You should try using Hitomi's in-string launchers as well. Most people expect a raw launcher, so using it in the middle of a string will throw them off a bit, and for mix-up's sake (1KP, 8PKP, 9PK, etc.).

When punishing with 46P, I advise you not to use it against lows. The move itself is a high, and it goes right over them, so only 236P would hit them since it's a mid.

*when an opponent is back-turned, it's guaranteed that Hitomi can follow up with 66KKP.
 

Kokomi

Member
Well, if you whiff, of course you'll get punished for it. But he's using the same whiff punisher over and over again (Kasumi's 3PK), which is a mid punch followed by a low kick, and if you held that, you would get a nice bit of guaranteed damage*.

You should try using Hitomi's in-string launchers as well. Most people expect a raw launcher, so using it in the middle of a string will throw them off a bit, and for mix-up's sake (1KP, 8PKP, 9PK, etc.).

When punishing with 46P, I advise you not to use it against lows. The move itself is a high, and it goes right over them, so only 236P would hit them since it's a mid.

*when an opponent is back-turned, it's guaranteed that Hitomi can follow up with 66KKP.

Ah, the low kick, I kinda give up on that because I couldn't time my hold. It was just way too fast.
Still struggling 9PK, I've honestly been meaning to use 33P and 9PK and 4H+K for launchers, but the problem with all these launchers are my opponents to block them. Especially the 9PK, it gets so frustrated when you have your opponent on stun game and when you're about to throw 9PK, the 9P gets block and renders the K useless shit. For 33P, it just keeps getting blocked, and with 4H+K, the risk for me is when the opponent block it and I'm on BT stance and Hitomi's BT options are just really bad.So I play safe with 9K. 8H+K is really out of option still since I get punished a lot using that as a launcher, regardless of whether its in the presence of a wake up kick or not.
 

Raansu

Well-Known Member
High level players start tech-rolling EVERY TIME once they see that you use pseudo FTs, so I'd use them only as a surprise every now and then. I've lost many matches because I've insisted on trying to PFT them up :(.

The entire point is to force them to tech roll on their own, that is why it is a pseudo. You are removing the wake up kick while maintaining advantage. If you're doing an attack that can force techs but recovers slower than the recovery of a tech roll then it is not a pseudo because you are not keeping the advantage. So yes, they will be tech rolling every time, but that's exactly what we want them to do so we don't have to deal with the wake up kick.
 

P1naatt1ke1tt0

Active Member
The entire point is to force them to tech roll on their own, that is why it is a pseudo. You are removing the wake up kick while maintaining advantage. If you're doing an attack that can force techs but recovers slower than the recovery of a tech roll then it is not a pseudo because you are not keeping the advantage. So yes, they will be tech rolling every time, but that's exactly what we want them to do so we don't have to deal with the wake up kick.

What's the best PFT for Hitomi? I've used 3H+K but it has kind of slow recovery. 1K is fast but it doesn't work every time. 2H+K is slow-ish too... 1P I'm not very familiar with.
 

KayJay

New Member
Using 9PK for juggles isn't very good imo because Hitomi has better tools for launching her opponents (9K, 33P, 4P+K, 7K).
9PK doesn't launch very high and it's 2 high attacks thus makes it easy to counter (7H & 1H will avoid her 9PK).
When I use 9PK, I use it for a guaranteed force tech. 9PK 2H+K is a guaranteed force tech, not a pseudo.
But I rarely use it, because when I think I can succesfully land 2 highs on my opponent on counter hit, I'll go for 3 highs instead (5PPK) so I can do some guaranteed combo damage (66KKP 7PK 5P+KPPP).
 

Kokomi

Member
Just gonna upload two more videos for the night before I head off to bed. I'm not sure if I'm over-uploading videos :x. But anyways, I think these videos kinda show that I'm starting to pay a bit more attention to my wall damage. I seriously can't stand ninjas anymore, everytime there's a ninja, it's always the same trick. Ayane with all those backflips, Kasumi players with their spacing out and rushing down tactic, then you have Hayabusa's teleportation gimmicks and now I might have to end up dealing with kicks-in-the-knee Hayates. I was pretty pissed at myself for failing to hold Hayate's low kicks on time. Otherwise the match would have been perfect imho. The one with Hayabusa was after my match Hayate, when I saw that guy spamming, I just decided to give him hell and letting him taste his own medicine. Still failed to perform 46P. I don't know why, but there's fear in me that when I throw out 46P, I have the anxiety of having my 46P held or counter struck. And the main problem with is the mid range 46P, unlike 236P which you can easily pull off running, 46P requires a bit of directional effort, which is why I don't think 46P is still working.

On a side note, I'm kinda happy I managed to throw out a hi-counter 236T :oops:


 

Raansu

Well-Known Member
What's the best PFT for Hitomi? I've used 3H+K but it has kind of slow recovery. 1K is fast but it doesn't work every time. 2H+K is slow-ish too... 1P I'm not very familiar with.

I'm not sure if they still work in 1.03a but I assume they do but she has a bunch of guaranteed force techs. I posted them here http://www.freestepdodge.com/threads/force-tech.1982/

As far as pseudo goes, on max height 8pkp > 3f+k is her pseudo.
 

P1naatt1ke1tt0

Active Member
I'm not sure if they still work in 1.03a but I assume they do but she has a bunch of guaranteed force techs. I posted them here http://www.freestepdodge.com/threads/force-tech.1982/

As far as pseudo goes, on max height 8pkp > 3f+k is her pseudo.

Yeah I've seen those, but I'm honestly not gonna sacrifice the damage of a full juggle. It's just too much. Anyway, after some debating, I'm pretty sure that 2F+K is the safest pseudo for situations where your opponent decides to stay on the ground with a wake up kick in mind. It has a much shorter recovery than 3F+K but it still forces them up with 1 hit.
 

Chaos

Well-Known Member
Just gonna upload two more videos for the night before I head off to bed. I'm not sure if I'm over-uploading videos :x. But anyways, I think these videos kinda show that I'm starting to pay a bit more attention to my wall damage. I seriously can't stand ninjas anymore, everytime there's a ninja, it's always the same trick. Ayane with all those backflips, Kasumi players with their spacing out and rushing down tactic, then you have Hayabusa's teleportation gimmicks and now I might have to end up dealing with kicks-in-the-knee Hayates. I was pretty pissed at myself for failing to hold Hayate's low kicks on time. Otherwise the match would have been perfect imho. The one with Hayabusa was after my match Hayate, when I saw that guy spamming, I just decided to give him hell and letting him taste his own medicine. Still failed to perform 46P. I don't know why, but there's fear in me that when I throw out 46P, I have the anxiety of having my 46P held or counter struck. And the main problem with is the mid range 46P, unlike 236P which you can easily pull off running, 46P requires a bit of directional effort, which is why I don't think 46P is still working.

On a side note, I'm kinda happy I managed to throw out a hi-counter 236T :oops:


Aw man! Those spamming kicks had me lmao I can tell you was irritated XD
 

Kokomi

Member
Aw man! Those spamming kicks had me lmao I can tell you was irritated XD

I WAS! Earlier on I faced a Brad Wong who did the same thing, he low kicked me to death. When I faced him again, I just gave him hell. 3H+K-ed him to death. Although I did apologize still.
 

Saber

Well-Known Member
Haven't not played DOA for a few weeks...made my skills rusty as hell. But thanks to that, I could do a little reset on my playstyle (somewhat).

 
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