Caderyn
New Member
Table of contents
Introduction:
Hitomi is the karate user of DOA5LR. Her style is fairly straight forward, with no real noticeable strengths or weaknesses (compared to the rest of the cast) but is given all the right tools to be a solid all around character. Her juggles are simple and don't require high execution, she dishes out good damage, and her whiff punishing game is no joke.
As an Hitomi player, you will quickly realize that Hitomi will not win the fight for you, instead it is up to you to outplay, and outsmart your opponent.
In the right hands, Hitomi can blow her opponents away, but if you don't stay awake you'll lose just as fast.
So that we can have a hand dandy Hitomi guide/notes for all Hitomi mains to have, it would be appreciated if you can add info to this document for everyone to use. I have made a template for it but feel free to change it, edit it, etc. This is to help us all, and so that we can have access to info at all times.
https://www.evernote.com/shard/s424...e87d5023a73e/49083a8d766ad0be46a544d4ffd0db1e
Legend:
789
456
123
Numbers correspond to the position of the stick with 5 being neutral.
Thus, 6 is forward, 2 is down, and 7 is up back.
Just look at the number pad if you need help remembering.
Terms:
CH - Counter Hit
SE - Slow/Stagger Escape
CB! - Critical Burst
No Timing - Power Launcher combo that allows you to whiff a move for timing purposes
Strengths:
Weaknesses:
Last Round changes:
- Introduction and Key
- General Strategy/Overview
- Pokes/Frame Advantage/Throws
- Basic Combo building
- Combo listing
- Links
Introduction:
Hitomi is the karate user of DOA5LR. Her style is fairly straight forward, with no real noticeable strengths or weaknesses (compared to the rest of the cast) but is given all the right tools to be a solid all around character. Her juggles are simple and don't require high execution, she dishes out good damage, and her whiff punishing game is no joke.
As an Hitomi player, you will quickly realize that Hitomi will not win the fight for you, instead it is up to you to outplay, and outsmart your opponent.
In the right hands, Hitomi can blow her opponents away, but if you don't stay awake you'll lose just as fast.
So that we can have a hand dandy Hitomi guide/notes for all Hitomi mains to have, it would be appreciated if you can add info to this document for everyone to use. I have made a template for it but feel free to change it, edit it, etc. This is to help us all, and so that we can have access to info at all times.
https://www.evernote.com/shard/s424...e87d5023a73e/49083a8d766ad0be46a544d4ffd0db1e
Legend:
789
456
123
Numbers correspond to the position of the stick with 5 being neutral.
Thus, 6 is forward, 2 is down, and 7 is up back.
Just look at the number pad if you need help remembering.
Terms:
CH - Counter Hit
SE - Slow/Stagger Escape
CB! - Critical Burst
No Timing - Power Launcher combo that allows you to whiff a move for timing purposes
Strengths:
- mid-high strike
- juggle damage output
- excellent knockback and keepout game
- excellent wall damage
- relatively strong throws
- good tracking.
Weaknesses:
- strings are easily crushable, and telegraphed
- string delay-tick throw-CH game is unreliable
- relatively slow launchers (besides 4H+K)
- stuns aren't particularly deep
- weak crushes
- no tech crouching NH low stun
- terrible low kick hold
- 6T and 7H do not gurantee anything
- very susceptible to OHs due to a lack of tech crouch moves besides 1P and 2P which aren't good enough
Last Round changes:
- PPP: Damage changed from 25 to 28.
- (PP)4PPP maximum charge: Changed to GB (+4).
- 9PK: When hitting an aerial opponent, now causes refloat instead of knockdown.
- 3P: Possible delay frames shortened.
- 3PP: During the attack, fixed so that she is facing forward instead of back. Advantage on block changed from -5F to -3F.
- 9KK: Damage changed from 23 to 25.
- 3K: Advantage on block and normal hit changed from -10F to -11F.
- 66K: Causes float when hitting a back-turned opponent.
- 214KP (second hit): On counter hit and above, changed to bend over stun.
- 3H+K: Frames changed from 20 (5) 25 to 22 (3) 25, Advantage on block changed from -4F to -7F.
- Wall 7P+K: Added jump status (low attacks won’t hit) frames.
- Wall 7H+K: Added jump status (low attacks won’t hit) frames.
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