Maybe...we'll see how I feel about it if I manage to get it to be consistent in actual matches, though I personally see myself just sticking with the guaranteed 3f+k force techs as it will hit no matter what while 6f+k setup will completely miss if your feet are in the closed stance because the BT kick pushes them too far away (did I mention I really hate the entire idea of open/closed stance making moves inconsistent? Yes? Oh well...)
Lol, I guess you don't play VF then. Shit, all characters have combos and setups revolving around the open/closed stance.
In any case, 6K+F didn't connect in 1.01. I remember trying that setup back then when I posted that crappy vid early on this thread. Glad that now it seems to work. Well, is stance dependent but we'll have to deal with that.
According to what Raansu just said, SS K, 6K+H will only connect in open stance. Closed = whiff.Sidestep K - 66K is only dependent on the opponent's stance. You have to step to the direction of the opponent's back. Hitomi's stance doesn't matter. Is it the same with this combo or do you have to mind open/closed stance?
That's closed stance and it's not missing on the vid :SRaansu said:while 6f+k setup will completely miss if your feet are in the closed stance because the BT kick pushes them too far away
Thanks for clearing it out, Raansu.snip.
Jokes on you VF, apparently it makes sense for DOA5 xDVF mechanics said:Combos are stance dependent, not launchers: It's the actual combo itself, and not the starting move, that's dependent on stance. You may have a combo that only connects against an airborne opponent in Open Stance. However, you can start this combo with either Launcher X or Launcher Y - but - Launcher Y actually changes your player's foot position during the move. Therefore, it's easier to think of the combo being an "Open Stance Combo" for either launcher, provided you just check the stance after the launch. Otherwise, the same combo would be an "Open Stance Combo" for Launcher X, and a "Closed Stance Combo" for Launcher Y, and that doesn't make a lot of sense.
OK, I'm just posting a semi-interesting strat here just because the Hitomi section has been so quiet lately. Anyway, I've been wondering about strings ending in the high flying kick (PP6PK, 8PK6PK, etc.). Could this be used as a pressure tool? I haven't experienced with it in real fights yet, but the idea is this: Hitomi is at -1 if the kick is blocked. A typical answer after a safe string is blocked is for the blocker to attack with mids. Mids typically are 12-14 frames. Now, the Hitomi player can instantly keep the pressure up with PP-combos, since the jab is now essentially 11 frames, and get in nice counter hit stuns?
So my question is, do you guys think this would be viable? Anyone tried this kind of pressure?
You will never get 2p+k on anyone who even slow escapes a small amount. It's the reason why I never used those setups because I found them then tried using them against angryworm and he just blocked 2p+k every time. It's also the reason why I never bothered posting them.
I guess if you wanna look flashy against someone who doesn't know how to SE then the setup is great because ya, "if" you get 2p+k off then everything after that is 100% guaranteed, but the risk imo is never worth it. You are better off doing 66kkp which is guaranteed off the same stance placements. That setup you found was actually the last straw for me and made me drop Hitomi for good as 2p+k should be guaranteed given the fact that the setup requires a high kick that RARELY connects and you can never use it in stun while say Kasumi has a similar setup and can use the kick in fairly deep stun and gets a full juggle off of it. Or Bass has a OH BT that gives him a guaranteed full setup...Hitomi (among a lot of other characters with BT setups) get fucked over...
/rant about how I feel DoA5 is terribly balanced.
Hitomi uses a different leg for SSK depending on the direction she sidesteps. She is consistently in the same stance after the SSK is done at that direction.
I managed to get ss:K->6K+G more consistently when ss:K is executed while stepping towards the opponent's back regardless if she is in open/closed stance prior to the ss:K.
Tested on Kokoro PP6PK doesn't connect on normal hit so I used P+KPPSo i found another cb route for high damage. Not something i would use constantly in a match but the damage is lovely and this is probably one of hitomi's hardest combo to pull off.
4pp, cancel, p+kp, cancel, 6p+k, 33p, 7pk, pp6pk. I forget the damage but i remember being about 120 on counter hit.
Maybe it's open/closed stance related. And it also requires very precise timing (which is easy since the buffer system is quite lenient).Tested on Kokoro PP6PK doesn't connect on normal hit so I used P+KPP