Well, I tried but google and FSD wasn't my friends, as I was only able to search for "Tanii", "dead or alive", "hitomi" but it answered like "Do you mean 'Tina'?" hahaha xD. Didn't know for Dai-vidson either.
Thanks for the link & tips!! =D
I don't really follow the Japanese scene but I guess this is him. I searched google video and get some results with him doing a FT10 against someone. Dunno if its actually him though.
https://www.google.com/search?q=Dai-vidson hitomi&ie=utf-8&oe=utf-8#q=Dai-vidson hitomi&tbm=vid
Edit:
I watched some of it. I mean he's definitely a damn good player but I don't really see him doing anything special. I mean I guess a lot of Hitomi players don't utilize those set ups so it seems like he's doing something crazy but honestly I've never seen people make use of her BT kicks besides me. He's the first one I've seen consistently use them.
End of the day though you can see him struggling with the massive limitations Hitomi has but he makes up for it with really good reads, which again doesn't suddenly make Hitomi good, it just means hes got really good reactions and reads his opponent well.
Maybe if we ever get DoA6 she'll get some real tools to work with that will actually be a threat. As it stands right now she has a lot of tools but they are all incomplete. I mean look at Lei Fang. They gave her Hitomi's punch parry and she gets actual options to fuck you up after the parry. Hitomi gets literally nothing. Same with 6h+p. Compare hers to Milas or Zacks and its just....wtf? Why bother? Might as well just risk going for the big damage throw.
I mean Hitomi's not absolutely terrible, but she's not good either. You can win with her, it just takes 10x the effort compared to the majority of the cast.
If they gave her back 3h+k being safe on block and returning the old force tech system, made her BT kicks not rely on the terrible open/close stance system (makes that shit super inconsistent) or at least made 46k and the variations of the kick safe on block again, gave her back her old SS kick, brought back her OH from DoA4 to set up traps after the parry and brought back her +15 from 6h+p after hi-counter throw she'd be way more of a threat with actual set ups that she could legit follow up with instead of the crap she deals with right now where every option is a reset.
Oh and bring back 2h+k being actual trips again, not this silly stagger stuff that can be fuzzied out of and make it negative on HIT. Ugh I know its only -1 but its still stupid as hell given how predictable her strings are and how long the damn recovery is on that sweep. There are so many things that can improve with her. Hell I'd love to have her old guard break back (its her power blow animation now). In DoA4 you didn't have to charge it and 7p was unblockable after wards. Man it depresses me knowing that DoA4 being a WAY inferior game to doa5 and yet Hitomi had way better tools than she does now. Like wtf? She feels like an empty shell compared to how she used to be in DoA3 and 4.
/rant.
Yeah thats been going around alot lately...... I noticed that characters that were never problematic to begin are getting spanked with the Nerf Bat.
Like my beloved Tina and her
.
Somewhere along the line TN philosophy changed and they started moving away from the original formula of DoA5 and moving back to more of a DoA4 style of play. There was some good changes in LR but I feel the last patch in vanilla prior to the release of 5U was the best version of DoA5. Everyone had scary tools to work with but the game just got watered down over each release after that. Like I played Bass in LR and all I could say was wtf over and over. I mean he's not terrible but he got shafted pretty bad. A lot of his threats to make up for being big and slow were completely removed and he has to struggle a lot more to do anything. Its kind of ridiculous. I feel like LR got more random and less tools to work with. Still nowhere near the level of DoA4 but I felt the game moving back in that direction over the course of 5U and LR.