So, Now That Leifang and Hitomi Have Been Teased...

Rikuto

P-P-P-P-P-P-POWER!
Staff member
Administrator
Main Character
Bayman
Gamertag
Rikuto Kuronaga
PSN ID
Rikuto-san
#2
I don't know about Leifang. Her greatest weakness is probably range, so that might be addressed but it could also screw up her balance. Anyone's guess really.

Hitomi I feel could really benefit from some stance additions. She is a very basic character right now, and that's by design, but a small stance similar to what Jann Lee has would be welcomed I think.
 

Hazard

Well-Known Member
Standard Donor
Augusta, Georgia
Main Character
Akira Yuki
#3
Hitomi I feel could really benefit from some stance additions. She is a very basic character right now, and that's by design, but a small stance similar to what Jann Lee has would be welcomed I think.
I could see her "Osu" pose becoming a stance if they ever gave her one. What would come out of it though is questionable (something like a 46P out of stance with different properties, Ein's 3P, sweep, and a throw). Pretty much look at Tekken's Jin.
 

Raansu

Well-Known Member
Lutz, FL
Main Character
Hitomi
Gamertag
Raansu
PSN ID
Raansu
Steam
Raansu86
#5
Hitomi is definitely super basic in DoA5, but just some minor adjustments to her tools would make a drastic difference among some much needed frame advantage to cover for how slow her mids are, though some kind of stance like jann lee's would be super fun of have, though I think it's unnecessary.

Given how she lives and breaths off the spacing game and whiff punishment, it would be nice if 6p+k caused a back turn to give her something other than simple knockbacks in many of these open stages that wont reach the wall where she excels.

46k is great, but completely inconsistent due to it being tied to open/close stance for how close/far the BT stun is. The wrong stance completely removes your ability to get any follow up (6f+p always reset your stance, its the only time the setup is consistent.) If stagger escape is removed that might change as they wouldn't be able to turn around quickly when its the far stun, but I would prefer if they just removed the open/close stance on it and just made it consistent with the same stun distance.

Would it really kill them to let her have a guaranteed hit off her low kick hold? So many characters get BT setups off of holds and Hitomi is over here like "hah, got you....oh you're turned around already.......neat."

Ironically I think she had better options in DoA4 (I say ironic given how bad that game was lol.) 6f+p on hi-counter gave her several unblockable follow ups (they could be countered). I'd prefer in 6 if they were unholdable follow ups after a hi-counter throw, but I'd take unblockable 50/50 over what she deals with now which is you can block anything after she does 6f+p on hi-counter throw.

Also in doa4 her 7p+k (its her PB in 5) was a guard break that without charging gave an unblockable 7p.

I don't really think she needs an OH back as I still believe those should remain unique to certain characters, but it was nice having in DoA4 as a really strong trap after parrying. It would be nice if in 6 though her attack follow ups in 5 were guaranteed hits in 6 after a successful parry (obviously change the kick to not launch and just be a stun and the punch remain a knockback for wall options)

If stagger escape remains gone then she has decent sit down stun setups and I wont cry anymore with her low sweeps being -1 instead of +5 because someone staggered out of it.

Oh, it would be nice if 3p+k was safe again....That really hurt making that thing super unsafe in ultimate lol.

So ya.....frame advantage and give her tools some actual, ya know, mechanics to them and she would actually be a really solid character even if she's got super basic strings (her low sweeps in string are way too obvious and she's got zero safe options in those strings -_-)

I'm sure something else will pop in my head later, but those are things that stuck out to me for years that I wish would change to improve her.
 
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Chaos

Well-Known Member
Detroit, Michigan
Main Character
Hitomi
PSN ID
tru130krazy
#8
Hitomi is definitely super basic in DoA5, but just some minor adjustments to her tools would make a drastic difference among some much needed frame advantage to cover for how slow her mids are, though some kind of stance like jann lee's would be super fun of have, though I think it's unnecessary.

Given how she lives and breaths off the spacing game and whiff punishment, it would be nice if 6p+k caused a back turn to give her something other than simple knockbacks in many of these open stages that wont reach the wall where she excels.

46k is great, but completely inconsistent due to it being tied to open/close stance for how close/far the BT stun is. The wrong stance completely removes your ability to get any follow up (6f+p always reset your stance, its the only time the setup is consistent.) If stagger escape is removed that might change as they wouldn't be able to turn around quickly when its the far stun, but I would prefer if they just removed the open/close stance on it and just made it consistent with the same stun distance.

Would it really kill them to let her have a guaranteed hit off her low kick hold? So many characters get BT setups off of holds and Hitomi is over here like "hah, got you....oh you're turned around already.......neat."

Ironically I think she had better options in DoA4 (I say ironic given how bad that game was lol.) 46p on hi-counter gave her several unblockable follow ups (they could be countered). I'd prefer in 6 if they were unholdable follow ups after a hi-counter throw, but I'd take unblockable 50/50 over what she deals with now which is you can block anything after she does 6f+p on hi-counter throw.

Also in doa4 her 7p+k (its her PB in 5) was a guard break that without charging gave an unblockable 7p.

I don't really think she needs an OH back as I still believe those should remain unique to certain characters, but it was nice having in DoA4 as a really strong trap after parrying. It would be nice if in 6 though her attack follow ups in 5 were guaranteed hits in 6 after a successful parry (obviously change the kick to not launch and just be a stun and the punch remain a knockback for wall options)

If stagger escape remains gone then she has decent sit down stun setups and I wont cry anymore with her low sweeps being -1 instead of +5 because someone staggered out of it.

Oh, it would be nice if 3p+k was safe again....That really hurt making that thing super unsafe in ultimate lol.

So ya.....frame advantage and give her tools some actual, ya know, mechanics to them and she would actually be a really solid character even if she's got super basic strings (her low sweeps in string are way too obvious and she's got zero safe options in those strings -_-)

I'm sure something else will pop in my head later, but those are things that stuck out to me for years that I wish would change to improve her.
You took the words right out of my mouth. I always feel like she's too.........barebones and it's weird that majority of her attacks are throw publishable. Not to mention 6T is laughable because you can simply just fuzzy guard after it.

I would be jumping for joy if TN give her some of these buffs you mentioned, but knowing them they would either keep her the same with small minor changes or give her new moves and be slightly worse. :(
 
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Likes: Raansu

Barrogh

New Member
Moscow, Russia
Main Character
Mila
Steam
Barrogh
#9
Long recovery on hit almost definitely means the move was supposed to be an ender. People act annoyed a lot when there's a special animation attached to it, but truth is that if you want those gone at no cost (with said cost normally being, say, amount of knockdown frames equal to length of said animation), then you want entirely different move, new launchers/setups etc.

Perhaps it would be more productive to talk about what you want better oki or combos off and why.
 

Raansu

Well-Known Member
Lutz, FL
Main Character
Hitomi
Gamertag
Raansu
PSN ID
Raansu
Steam
Raansu86
#13
^ She has a huge load of low pokes and they're also coming out fast with decent range on them
Her low kicks are all in the 17-20 frame range. They are not fast.

She has a total of 5 lows 2 of which are input individually and in string.

2p is 14 frames and gives +1 on hit. Its the only really good one.

1p Is 15 frames -10 on block and -5 on NH. I don't remember what it is on counter hit, but its not that great.

1k is 17 frames -9 on guard and -8 on NH and is more or less just for starting strings. Its not that great of a poke and is easily interrupted by most mids.

2kk gives +5 on NH stun, but you can stagger it making it unsafe and its such an obvious string. Doing 2kk is like doing all 3 of Tina's low sweeps.

And then there's her sweeps 2f+k and the string varients. 19 or 20 frames (I forget exactly) -17 on block, +5 on NH than can be staggered out of and turned into -1.

She has one good poke and its 2p. 1p is super situational and only good on counter hit and her low sweeps are easy to block.

Edit:

I'm not trying to be overly negative, just pointing out that she's not a low poking character. Hitomi excels almost completely on zoning because she has really good reach. Its also the reason why she's "just ok" in doa5. For the most part her tools are lacking, but when it comes to the zoning game, one good whiff punish into the wall and you can say goodbye to half your health. So in that aspect she can be terrifying, but being good at only one thing makes her pretty easy to deal with as she has no threat anywhere else.
 
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Likes: Hazard

Princess Kasumi

Well-Known Member
EU - Denmark.
Main Character
Marie Rose
#14
Her lows are still what makes her shine in the game. It is what you're forgetting. Her lows are fast they are not seeable, they're only readable through any opponents. And having low(s) in a string is also helping her/any character who has.
 

Fantailler

Well-Known Member
#16
Give Hitomi High damaging expert Holds or Sabakis like her girlfriend Lei Fang !



@Raansu you are forgetting

:6::6::K::2::K: (this one is really good)
:6::K::2::K:
:6::P::K::2::K:

They are crazy fast, Hitomi can mix you up all day long with her lows.They nerfed it because she has access to many lows within her strings.Hitomi has always been really annoying with it. It was needed imho but it may be too much compared to others.

They are not as good as Zack,Ayane or Rig though i agree. I would give it low stun on NH(Like Zack's :6::K::2::K:) but if they totally remove SE it's an other story...SE+low stun is something i love in DOA 5.
 
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Raansu

Well-Known Member
Lutz, FL
Main Character
Hitomi
Gamertag
Raansu
PSN ID
Raansu
Steam
Raansu86
#17
*sigh*

I didn't forget them, I mentioned them directly in my previous post, all of those strings lead into the same sweep as 2f+k except those kicks are actually 1 frame slower.

2f+k is 19 frames. String variants are 20 frames. They are all -17 on block, +5 on hit, -1 if staggered. I don't know how you think those are fast lows. 20 frames is incredibly slow and anyone who even fuzzy guards a little bit is going to block every kick. The only "mix up" she has in that string is to go into the high kick to middle kick finisher which is -11 on block. Free canceling the first kick leaves you at -9 and the second leaves you at -12. There's no mix up there. Its a super obvious string.

They may seem fast online, but that's because even in a perfect connection low's are hard to catch.
 

Fantailler

Well-Known Member
#18
*sigh*

Maybe you shouldn't be using them in neutral...but in Stun.

I'm pretty much used to DOA and i can tell you it's hard to 100% react to them.

The moves i mentionned are almost the same as ayane and Zack and even with godlike reaction they are difficult to see.No need to show me the frames again.

Why are you mentioning online ?I.don't base my judgement with online. I submited a possible answer for her and told you why they nerfed her,she's a mixup machine good with spacing.Many middle to high/low many high to middle.She has access to three mixups on many strings, many middle kicks, many lows.

She's a nightmare to hold against on short range,she's walking fast has a good range and :6::t: for 50/50.

She's not as weak as you may think, even though i don't think that's what yoj say,but i told you that compared to other her lows are weaker.She could receive a buff but it's how they balanced her in 5 and the overall roster by mitigating lows.

Lows are supposed to be slow,do you want them to be 12 on startup +9 on NH ? I know Rig has crazy +frames on low.

-1 with SE is dumb i agree but i doubt you're always facing this situation,plus it leaves you far enough for spacing.
 
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Raansu

Well-Known Member
Lutz, FL
Main Character
Hitomi
Gamertag
Raansu
PSN ID
Raansu
Steam
Raansu86
#19
Why would you ever sweep someone who's stunned? Hitomi doesn't have an effective ground game. You have a dozen other options in stun and you would opt for a low that trips?

She's not a mix up machine either. No decent Hitomi player is playing the mix up game. Her strength is at zoning. Most of her core strings end the exact same way.

7pkkk
7pk2k
6pkkk
6pk2k
6kkk
6k2k

And that's just those string sweeps. Then there's the 8p2k variant and the 1k6p variant that also all have the same strings. It also doesn't help that they changed the kick on pp6pk to a high kick and then nerfed it to -5.

There's a reason why she's not played much at high level and almost never picked at tournaments. She's incredibly basic, easy to read and lacks mechanics to most of her tools. You have to play twice as hard to win with her.
 

Princess Kasumi

Well-Known Member
EU - Denmark.
Main Character
Marie Rose
#20
Hitomi does not deserve any buff regrading her low pokes. She has way more lows than the other characters.
She has safety and she can reach much better than other characters.
236K has reach: 2.86m. 18f. high damage (35damage). It is a safer option than her 26KH.
2KH has reach: 1.93m and 19f. This move is more better than Kasumi's 24K and Marie Rose's 2KH

Marie Rose's 2KH has reach: 1.48m and 23f. This move is the worst low in the game and Hitomi's beats it by miles. (Marie Rose lacks in range, speed, low pokes and safety. Sure she has "expert holds" which Hitomi doesn't have.)

Kasumi's 24K has reach: 1.65m and 20f. This move gives more plus, if done up-close. (Kasumi has faster speed than Hitomi.)
 
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