DOA5U OSU! The Hitomi Compendium

Caderyn

New Member
Table of contents​
  1. Introduction and Key
  2. General Strategy/Overview
  3. Pokes/Frame Advantage/Holds
  4. Combos and critical burst set ups
  5. Hasai and Post-Hasai
Hitomi is lacking a thread which compiles all the info for players to use as a reference. Fellow FSD Hitomi players, let's correct this, and put together our knowledge and better our game. Also if there is anyone who can make this look prettier in anyway, tell me right away.

Introduction:
Hitomi is the karate user of DOA5U. 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.

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


Hitomi's Pros and Cons:

Pros:​
  • Above average damage
  • Whiff punishing monster
  • Punch Parry
Cons:​
  • No notable BT set ups
  • No non-SE sit down set ups
  • Few crushes
 
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Caderyn

New Member
General Strategy and Overview:
Overview: (The general gameplan for Hitomi

Neutral: (Hitomi's game plan when not pressing offense, or dealing with the opponent's pressure)

On offense: (Hitomi charging in and applying pressure)

On defense: (Ah snap, you guessed wrong now you gotta block. Hitomi on defense!)

Punch Parry (9H): (Hey 9H is pretty cool, why not a small section talking about what it can be used for)
 
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Caderyn

New Member
Pokes and strings:
More than anything else, having good footsies will help you win a game.​
  • PP - Hitomi's standard jab. Fast(ish) at 10f. It has several follow ups, such as PP[P] which can cause a guard break, puts Hitomi at +8. P2K hits low, and PP[2]KK can cause a knockdown though extremely unsafe. PP6P can be free canceled into 6T or 33T. Following the K enders will leave Hitomi at -5, allowing her to KBD and buffer throw escape.
  • P6P - (10)(12) frame start up, and -6 on block. Can lead into 2P+K[P] which can guard break.
  • 6P - 13f start up, causes Critical Stun on CH. This is one of Hitomi's main tools. It causes a deep stun allowing her to either extend a stun with 3KP, or other strings, or go into a launcher. The follow ups (6PK, 6PK2K) can be free canceled into 6T/33T or allows Hitomi to press the offense.
  • 6K - 13f start up, causes Critical stun. While the stun isn't as deep as 6P, this string can be used to clip side steppers, or those who rely on Mid P holds. 6KKK bounds can be followed for a quick juggle. (PP6PK, PP6P2K).
  • 6H+K - 18f, tracks, and is only -2 on block. 6H+KK is -5 on block and hits high, while 6H+K2K hits low but is -17 on block. Landing 6H+K2K can allow Hitomi to dash and apply pressure. As with every tool of Hitomi's by mindful when using 6H+K, and don't rely on it.
  • 9P - 15f, hits high, and causes critical stun. Unsafe at -10, but has decent rage and is a good starter. Nothing more than that. 9PK launches.
  • 4P - 19f, hits mid, and tracks. Causes critical stun. 4PP[P] is -3 on block, while 4PPK is -5. Aside from that, 4P should be used to clip side steppers, and for initial stun.
  • P+K - natural combo, hits mid. Can be used to extend a critical combo. -6 on block, P+KP[P] causes a guard break and grants +3 when fully charged.
  • 3KP - (14)(16) start up. Mainly used to extend stuns, 3KP[P] can cause guard break when fully charged giving Hitomit +8 frame advantage. The 3KP string can lead into 4P, or go low.
  • 7P - 11f start up, can also go into 2P+K. Nothing special aside from that. Can be used to extend a stun, or Post 6T.
  • 46P - 12f, and an excellent whiff punisher. -9 on block, so use sparingly.
  • 236P - 15f and Hitomi's other whiff punisher. -9 on block, and has slightly more range than 46P. Can be used after bounds as an ender.
  • 9HP - 20f start up. Reaches very far, and can catch an opponent off guard, using sparingly.
  • 9HK - 13f, causes critical stun, and launches on CH. Grants +21 frame advantage in critical stun allowing Hitomi to do whatever she wants. If it launches you can get a short juggle with PP6PK, PP6P2K, P+KPP, and 6KKK.
    An example of what you can do after crit stun: 9HK, 214P, 3P, 6P+K, (CB!)
  • 214K - 15f causes critical stun. Can be used in combo or to catch an opponent off guard. Nothing too special, but "quick" enough to warrant a mention.
  • 236K - () knocks down, and hits high. Quite possibly Hitomi's most powerful tool. Extremely safe on block. Extremely difficult for opponents to punish it, even with a hold. Not a bad idea to use this move, or any string that ends it.
  • 1P - 15f. Crushes high. Not too fast, but can be used to dodge throws and gain a critical stun on CH versus throws.
Guard Breaks: Hitomi has a few strings that end with guard breaks. Working these into your game can allow Hitomi to press the offense more, bait your opponent to make a mistake/mis hold, or give yourself some space.
  • 4P+K- +6 ~ +21(fully charged)
  • 66H+K - +3
  • PP[P] - +8
  • 3KP[P] - +8
  • 2P+K[P] - +8
  • P+KP[P] - +3
  • (Near wall) 7P+K - +7
  • (Near wall) 7H+K - +6
Tracking: Within Hitomi's strings there are tracking moves which can be used to clip side steppers. Examples being:
  • PP4P
  • 6PP
  • 7P P+K
  • 66P2K
  • 6PK (retracks)
  • P+K(second punch will hit on a SS attack).
Post 6T tracking options are:
  • H+K
  • 6H+K
  • 4P
  • 2P+K
  • 2H+K
 
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Caderyn

New Member
Combos and Juggles:
With the freestyle way DOA has its combo system, this section will be divided up by:
  • Starter
  • Critical Combo
  • Launcher
  • Juggle
  • Enders
These are pieces of Hitomi's combos and combining them will give you an idea of how to get maximum damage with Hitomi

Starters: The initial hit that puts your opponent in critical stun. Input: Speed / Hit level / Frame Advantage on hit *Frame advantage is with fastest SE.
  • 9P: 15f / High / +28
  • 4PP: 19(15)f / Mid / +17
  • 6P: 13f / Mid / +20 CH
  • 6K: 13f / Mid / +13 ~14 (spaced)
  • P6PP: 10(12)(15) / +26
  • 66KK: 16(16)f / Mid / +11
  • 2P+K: 18f / Mid / +16
  • 7PP: 11(15)f/ High / +22 CH
Critical Combos: The critical combo extends the stun closer to the critical threshold. These are examples of what you can do and are not the only ones to use. As you become better with Hitomi you'll learn how to mix up in this section stun. (Also, please submit more!)
  • 3KP, 2P+K
  • 3KP, 6P,
  • 6PK, 214P, 3P
Launchers: Start up / Hit level / Input
* Hitomi's Power Launcher is best used after a Critical Burst
  • 14f / High/ 4H+K - puts Hitomi in BT.
  • 15f /High/ 7K -
  • 17f /Mid/ 9K -
  • 19f /Mid/ 33P - Able to crush highs if you crouch dash, but no reliable.
  • 24f /High/ 8H+K - Crushes low
  • 31~35f/ Mid/ 33P+K - Hitomi's power launcher
  • 32f /High/ 66H+K - Crushes low, and causes guard break.
Juggle enders: Timing and application of each juggle ender will vary between weight classes, positioning, and launcher used. Experiment and test which best suit you and for which character.
  • PP6PK - Works on the majority of the cast, and sends the opponent flying.
  • PP6P2K - Mostly for heavy/super heavy weight characters.
  • PP4PPP - Works on the majority of the cast and gives great damage.
  • 4KK, PP6PK - PP6PK can be replaced with PP6P2K depending on weight class.
  • 4KPPP - Generally used near a wall.
  • 8PK6PK
  • 8P6P2K
  • 4KK, 6KKK
  • 4KK, 4KPPP - against super light weights

Power Launcher: Juggles to use after scoring a power launcher

No Timing:
  • 4(K)K, 4KK, PP6PK
  • 4H, 4KK, PP4PPP
  • 4(K)K, 4KK, 66KKK
  • 6T, 4KK, PP4PPP
  • 6T, 4KK, PP4PPP
  • PH, 33P, 4KK, PP4PPP
No Timing (Wall):
  • 4H, 4KK, PP4PPP
  • 6T, 4KK, PP4PPP
  • 4(K)K, 4KK, 8PK6PK
  • PH, 9K, 4KK, PP6PK
  • PH, 33P, 4KK, PP4PPP

Timed:
  • 4(K)K, 4KK, PP4PPP
  • 33P, 4KK, PP4PPP

Enders: For when you wish to end the combo in a knock down, send your opponent into a danger zone, get enviromental damage, or keep certain positioning.
  • 2H+K
  • 3H+K
  • 236P
  • 1P+K (Power Blow)
Against BT opponents:
  • (to be filled later)
After 46 H:
  • 4KK, PP6PK
  • 4KK, PP6P2K

Sample Combos for you practice!: Some basic Bnb, and other combos to practice when starting out with Hitomi.
  • 6P, 33P, PP6PK
  • 6P, 3KP, 9K, PP4PPP
  • 6P, 3KP, 6P+K (CB!) 214P (B!) 66KKK
  • 9P, 214P, 3P, 6P+K (CB!) 33P, 4KK, 4KPPP (Super Light weights only)
  • 8H+K, P+KPP
 
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Caderyn

New Member
Hasai (6T) 33T, Guard Breaks, etc:
When Hitomi isn't punching the opponent, and baiting out holds with her delayed strings, she can punish her opponents for relying on holds and blocking with Hasai (6T).

What is Hasai? and why should I care?
Unlike some of the other DOA5U cast, Hitomi's throws do not cause BT, or launch the opponent. However, Hitomi's 6T is indeed special in that it grants Hitomi a +10 frame advantage. In FG lingo, that means Hitomi can do whatever she wants after landing 6T. By conditioning your opponent to respect 6T, you can blow open their guard, punish hold attempts, and apply pressure.

** Keep in mind that the opponent can duck under 6T, throw escape it, or strike you out of it. You must condition your opponent to stay standing, and to respect the Post-Hasai mix up. Use 6T wisely, and don't carelessly throw it out. Use it with purpose!

Free canceling into 6T:
(additional notes)
On block:
:P:, :6::H+P:
:6::P:, :6::H+P:
:4::P:, :6::H+P:
:P::P::6::P:, :6::H+P:
:P::P::6::K:, :6::H+P:
:P+K:, :6::H+P:
:1::K::6::P:, :6::H+P:
:6::K:, :6::H+P:
:3::K::P:, :6::H+P:
:9::P:, :6::H+P:

On CH
:3::K::K:, :6::H+P:
:6::K::K:, :3::3::H+P:
:2::H+K:, :3::3::H+P:
:1::P:, :3::3::H+P:
:6::P:, :1::K::P:, :3::3::H+P:
:6::P:, :8::P:, :3::3::H+P:
:6::P:, :6::K::K:, :3::3::H+P:
:P::K:, :3::3::H+P:
:3::K::P::6::P:, :6::H+P:
:3::K::P::6::K::K:, :6::H+P:


Post-Hasai Mix up(Post 6T mix up)
(Some notes on what Hitomi can do after landing 6T. These options include doing 6T again, a critical combo, etc)

 
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Tenryuga

Well-Known Member
Great job on this thread; The information is accurate. I'd like to state that Hitomi actually isn't very linear. Within her strings she has tracking or retracking by the 2nd or 3rd hit.

Examples:
PP4P
6PP
7P P+K
66P2K
6PK (retracks)
P+K(second punch will hit on a SS attack).

Let us not forget that after 6T we have unbeatable tracking options on all hit levels:

H+K
6H+K
4P
2P+K
2H+K

I can give some stuff about her general gameplan a bit later and you can see if you agree.
 

Caderyn

New Member
Thanks! I'm still learning Hitomi, and I only know so much, so the input is greatly appreciated.
 

Ana

Member
Noob queston: after 8H+K isn't PP6PK better? It's unversal (53dmg), I do also 8H+K 66KKK but it doesn't work on super heavy
Sorry, started playing as her yesterday^^'
 

Caderyn

New Member
Noob queston: after 8H+K isn't PP6PK better? It's unversal (53dmg), I do also 8H+K 66KKK but it doesn't work on super heavy
Sorry, started playing as her yesterday^^'
PP6PK is better, and stronger. Generally, PP6PK should be your go to juggle ender if you're not sure how to end the combo. P+KPP is mostly an example. For super heavy weight characters try PP6P2K as well. It ends the juggle in a knockdown, and when PP6PK doesn't work, that string should.
 

Caderyn

New Member
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