xINFINITELIGHTx
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JESUS IS LORD AND THE LIGHT OF THE WORLD EVERYBODY!
Hitomi Top Ten Moves Thread In no Order of goodness. I repeat this is not in order from good to bad becausae of the nature of a game it is just the best move you can use for her.
THESE ARE ALL BASED ON FACTS AND FIGURES ABOUT THE GAME THAT I EXPLAIN FROM FACTS AND NOT PERSONAL OPINION! THESE ARE FACTS ABOUT THE GAME THAT I USE TO BACK UP! I MAY USE SOME MOVE THAT I LIKE LIKE BACK FORWARD KICK AND SO ON BUT THEY ARE NOT THE BEST MOVE IN THE GAME. TEH BEST MOVES IN THE GAME FOR HITOMI ARE THE ONES LISTED HERE BEGINNING WITH HER ABSOLUTE BEST MOVE THE UNBEATABLE KICK
1. THE UNBEATABLE KICK qcf+k (is an 18 frame wiff punisher that is -1 on block)
The TRUTH about this game is that if you analyze all the other characters each character has a 18 frame move that is + or safe on block.
It takes 5 frames to throw which is the quickest move in the game and 10 frames to punch which is the second quickest (9 frames for kasumi). As such you can follow up with a side step punch or you can punch yourself if they are going to punish with a throw, or you can down punch, or you could forward knee.
QCF+K MAY NOT BE + ON BLOCK BUT THE PERSON DOES NOT RECEIVE ANY COUNTER DAMAGE FOR COUNTERING IT
So we have a SAFE wiff punisher that is -1 on block that gives you advantage after block because your opponent has no idea that it's safe and even still it puts you in an EVEN mixup (because it's only -1 and they cannot get a DEFINITIVE advantage unless they read correcftly that's if they know they have to read at all and then) and then finally they CANNOT COUNTER IT FOR DAMAGE.
YOU CANNOT spam moves in DOA because of the counter system. . . now you can. When it is countered ti goes to back turned position and although you are -5 they CANNOT get a definitive advantage and that's IF they counter it.
I shall call this move THE UNBEATABLE KICK (named after the UNBEATABLE ELBOW that tom brady named hayate's elbow in doa3.1)
This move IS her best move.
ALL STRINGS THAT END WITH QCF+K STILL HAVE THE -1 ON BLOCK ABUSE THOSE STRINGS IF AND ONLY IF YOU ARE GOING TO FINISH THE STRING.
that is
66K,k,k -1 on block
not in the move list is 3k,p,6p,k -1 on block
p,p,6p,k -1 on block
1k, 6p, k (mix up that's safe on block and cannot be countered if last hit is countered abuse this endlessly and then take advantage of the fact that the opponent does not know it is -1 and that they cannot get damage of countering qcf/236+k!)
FACT: ALL STRINGS THAT END WITH QCF+K ARE SAFE THE END
2. 9h | 9h+k
So we KNOW for a fact that in the old DOA games the counter window was
0/22/8
That means that the counter window was 0 frames to execute a counter and it would be open for a whole 22 frames and then it would take 8 frames for it to recover so all along a counter took half a 60 frame iteration of the game in 30.
We know now that the counter window is 0/18/12
Which means that it's still a 30 frame window and half a 60 frame iteration but they just took 4 frames from the ACTIVE (the time you can actually counter which was 22 ) and put it on the 8 frame recovery which is now 12 frames.
THEN they made it so that when your in critical the counter window is even more unsafe so that you are
0/18/18
making a counter take all together 36 frames well over 6 frames over the 30 frame limit.
Now what this means for the game is that you can COUNTER all you want but the punishment window is way bigger. because back in the day you could counter low the "MOMENT" You were hit and be able to block afterwards because of the -8 recovery but now that it is -12 you CANNOT do that and it is not a good strategy. so 4 frames count.
I explain all this because this is the ONLY way you could possibly even BEGIN to understand why this punch parry move is one of the BEST parry moves in the entire GAME!
I will now explain.
Her punch parry is so good that it counters high and mid punches and then puts you a in a extremely + frame advantage. if you donot get a punch parry though what happens is you can literally press kick and FORGO the -12 frames recovery time after a usual counter in other words what if you had a counter that you did not have to use all your recovery frames for and right as the recovery frames began you got to do an attack that STUNS that could possibly give you an advantage?
This move is GDLK
3. 4,6p | b,f+P
For the entirety of DOA HISTORY SINCE THE BEGINNING OF DOA TIME everycharacter who has had this move (her and ein) has had a special feature that goes unnoticed about this character and this move.
Only someone who read's frame data has known the TRUE NATURE of this deceptively SUPER FAST wiff punisher of TRUTH and now I shall reveal it's great secret's to EVERYONE.
Here it is in short: THIS MOVE IS ONLY 12 FRAMES TO EXECUTE
That is a mind blowing TRUTH considering these facts.
1. A punch is 10 frames.
2. A 10 frame punch can punish virtually all unsafe move moves from UP CLOSE
3. From far away, a 10 frame punch can punish nothing.
4. If you add 2 frames to a punch you get 4,6+p | b,f+p
What this means that if you try to punish a move with b,f+p a little before the move finish you almost get a guaranteed punish IF YOU ARE IN RANGE but if you try to punish with the slow 18 frame qcf+k you may not get so and the 15/14 frame qcf+p is the same.
But qcf+p is a good wiff punisher as well, it's just a regular 15 frame move that has better range and the most beautiful thing about it is that it is a mid punch. You cannot punish certain moves with either of them because of distance so you must use qcf+k. So in the end it's a mix up but know this.
qcf+p is 15 frames and unsafe on block
b,f+p is 12 frames and unsafe on block
qcf+k 18 frame and is safe on block by -1 AND uncounterable for counterable damage and is the UNBEATABLE KICK
Moving on.
4. u/b+p | 7+p strings
This is an 11 frame punch that leads to a mid PUNCH or a mid KICK or even another high as it's very next move.
So you have a punch punch into string as an option but what about using these as options to trap people into strings into a possible stun into a launcher or mixup damage? They work like a charm and they stun easier and are harder to read.
5. d/f+k strings
ah yes d/f+k I know thee well. This is a game about stunning others before they stun you and d/f+k is a long range 14 frame move that leads into strings that can end in safety if you end it with the UNBEATABLE KICK (qcf+K, 236+k). It is a VERY good move to use when you are trying to close distance between people or beat them out with your move before theirs.
Also it leads to strings that can be safe or plus on block.
d/f+k,p, (charge)p is +8 on block
d/f+k, p, f+p, k is -1 on block
d/f+k, p, f+k does a move THAT IS NOT EVEN IN THE MOVE LIST that is just another iteration of f+k that takes up MASSIVE AMMOUNTS OF DISTANCE IN THE SPACING GAMES.
d/f+k, p, f+p, down+k is a low
and etc. It's a very good string starter at 14 frames and if you want to trap someone in a mixup from far away use this.
6. 66+f+k | ff+free+kick
This is a +3 on block move that spans the distance of the whole screen. It is +3 on block. it is +3 on block and it spans the whole screen. . . did I mention that it was +3 on block?
What does that mean? That means when your opponent presses punch afterwards and you press punch you both are throwing out 10 frame moves but you threw yours out 3 frames ago (unnoticeably by the eye) but you will still end up winning the exchange. You can do 6k after this move and since it's a 13 frame move it will beat out a 10 frame punch. You can throw out 6p it will beat out punch and any 13 frame move you want all day you want.
7. forward+p | 6p and strings
This is a 13 frame move KARATE CHOP that leads into her kick strings. A trick of her forward knee strings is this. Forward knee can stun only slightly but you are actually close enough to your opponent to forward knee ,into a free cancel (which his just pressing block), then pressing punch and getting a complete stun out of the deal. or you could alterantivey forward knee into into a 3p, 3p+K for a complete stun.
This move is deceptively good. It is deceptively good because if your opponent cannot beat her strings they will get hit by them. If they can you can use it to get a stun that is very good.
8. d/b+k | 1K plus strings
Her most deceptive move set in the world. It is a mix up that begins with a LOW and ends with a mid punch, a kick, or a low.
Here is why it's beautiful.
a.) It is hard to counter.
b.) You can end with the UNBEATABLE KICK which is -1 on block.
c.) You can end with a LOW which is a LOW so it's deceptive.
d.) You can end with a mid punch for stun into massive damage that is unsafe but can lead to high reward.
9. d/f+p | 3p
Yes we know it launches, we know it stuns but DID YOU KNOW IT WAS A HIGH PUNCH CRUSH! THIS MOVE CRUSHES HIGH PUNCHES AND HIGH KICKS AND IS EXTREMEL YGOOD WHEN USED PROPERLY AND IT IS UNDER 15 FRAMES of execution.
When used propely this move is extremely good. How to use properly you ask? Simple, when you know yoru opponent is going for a high do this and it will stun them and you can possibly get massive damage.
10. f+p+k | forward+punch+kick
This is a move that has been with hitomi that has been underused since the beginning of DOA TIME.
In doa2u it was literally NEUTRAL on block meaning -0. Now it is -3 on block making it an officially safe super move.
So here is why it's good.
it's a slow move it's 20 frames but look at all these properties.
1. It stuns deeply and the only slow escaping you can do is hit the ground and if they do that you can easily stop them with d/b+k, to punch. So it's a SAFE MOVE THAT LEADS TO A DEEP STUN. AMAZING!
2. IT is now her stun that makes it so you cannot counter after it connects at the end of a stunning some one deeply. So it's a SAFE move that could possibly lead to you executing a combo that is horribly fast.
Hey, if you want to throw this move out and they block it donot try to punch instead try to downpunch or sidestep into p it will work every time
BECAUSE IT'S SAFE!
11. back +free+kick | 4f+K
Her fastest launcher to date it is under 15 frames at 14 frames leaves her back turn but is still a very very good launcher when it's time to launch them in the air. Of course it's very unsafe.
12.
forward+free+kick | 6+f+K
Huh why? it's a move that's mid and it goes into a low or a high so what their is no mixup and it's unsafe. . . accept this new feature of the move
IT IS -2 ON BLOCK
That means it's safe and you can follow up instead with a down+p, a punch, or a sidestep into a punch. since it's -1 following up with a punch is not recommended.
13.
d+p.
This is a low move that gives you +1 on block you can follow up with the popular 46p for damage right then and there and let me tell you why.
46p is 12 frames.
d+p gives you +1 on block.
this allows you to have advantage enough to do that move unless the opponent decides to do a punch and that may be beaten out because they may not do it as soon as they are hit.
another good move to do is 7 p because it's an 11 frame move so that means that the one frame in that you are + makes the move 10 frames in an allegorical type of way allowing you to match a punch or you can just do double down punch or you can down punch throw. it's up to you.
14
1+p | d/b+p
Yo. . . this move is super good it's super awesome use it to crush high moves just like ayane players use back punch to crush high and mid moves use this move to crush and interrupt combos and you will get a stun that you can use like any other stun to get to massive damage. this move is incredibly high level.
15
back+kick, kick
Yo why? why back kick? I don't understand? this is just a normal move? nothing you can say can stop this move from being a normal move you are insane why are you telling us this stupid stuff right?
BACK KICK BEATS OUT SIDE STEP! BACK KICK IS THE ANTI SIDE STEP MOVE?
Do i have to really say anything else?
ALRIGHT EVERYBODY HAVE A BLESSED DAY JESUS IS LORD!
ALRIGHT EVERYBODY HAVE A BLESSED DAY JESUS IS LORD!
Hitomi Top Ten Moves Thread In no Order of goodness. I repeat this is not in order from good to bad becausae of the nature of a game it is just the best move you can use for her.
THESE ARE ALL BASED ON FACTS AND FIGURES ABOUT THE GAME THAT I EXPLAIN FROM FACTS AND NOT PERSONAL OPINION! THESE ARE FACTS ABOUT THE GAME THAT I USE TO BACK UP! I MAY USE SOME MOVE THAT I LIKE LIKE BACK FORWARD KICK AND SO ON BUT THEY ARE NOT THE BEST MOVE IN THE GAME. TEH BEST MOVES IN THE GAME FOR HITOMI ARE THE ONES LISTED HERE BEGINNING WITH HER ABSOLUTE BEST MOVE THE UNBEATABLE KICK
1. THE UNBEATABLE KICK qcf+k (is an 18 frame wiff punisher that is -1 on block)
The TRUTH about this game is that if you analyze all the other characters each character has a 18 frame move that is + or safe on block.
It takes 5 frames to throw which is the quickest move in the game and 10 frames to punch which is the second quickest (9 frames for kasumi). As such you can follow up with a side step punch or you can punch yourself if they are going to punish with a throw, or you can down punch, or you could forward knee.
QCF+K MAY NOT BE + ON BLOCK BUT THE PERSON DOES NOT RECEIVE ANY COUNTER DAMAGE FOR COUNTERING IT
So we have a SAFE wiff punisher that is -1 on block that gives you advantage after block because your opponent has no idea that it's safe and even still it puts you in an EVEN mixup (because it's only -1 and they cannot get a DEFINITIVE advantage unless they read correcftly that's if they know they have to read at all and then) and then finally they CANNOT COUNTER IT FOR DAMAGE.
YOU CANNOT spam moves in DOA because of the counter system. . . now you can. When it is countered ti goes to back turned position and although you are -5 they CANNOT get a definitive advantage and that's IF they counter it.
I shall call this move THE UNBEATABLE KICK (named after the UNBEATABLE ELBOW that tom brady named hayate's elbow in doa3.1)
This move IS her best move.
ALL STRINGS THAT END WITH QCF+K STILL HAVE THE -1 ON BLOCK ABUSE THOSE STRINGS IF AND ONLY IF YOU ARE GOING TO FINISH THE STRING.
that is
66K,k,k -1 on block
not in the move list is 3k,p,6p,k -1 on block
p,p,6p,k -1 on block
1k, 6p, k (mix up that's safe on block and cannot be countered if last hit is countered abuse this endlessly and then take advantage of the fact that the opponent does not know it is -1 and that they cannot get damage of countering qcf/236+k!)
FACT: ALL STRINGS THAT END WITH QCF+K ARE SAFE THE END
2. 9h | 9h+k
So we KNOW for a fact that in the old DOA games the counter window was
0/22/8
That means that the counter window was 0 frames to execute a counter and it would be open for a whole 22 frames and then it would take 8 frames for it to recover so all along a counter took half a 60 frame iteration of the game in 30.
We know now that the counter window is 0/18/12
Which means that it's still a 30 frame window and half a 60 frame iteration but they just took 4 frames from the ACTIVE (the time you can actually counter which was 22 ) and put it on the 8 frame recovery which is now 12 frames.
THEN they made it so that when your in critical the counter window is even more unsafe so that you are
0/18/18
making a counter take all together 36 frames well over 6 frames over the 30 frame limit.
Now what this means for the game is that you can COUNTER all you want but the punishment window is way bigger. because back in the day you could counter low the "MOMENT" You were hit and be able to block afterwards because of the -8 recovery but now that it is -12 you CANNOT do that and it is not a good strategy. so 4 frames count.
I explain all this because this is the ONLY way you could possibly even BEGIN to understand why this punch parry move is one of the BEST parry moves in the entire GAME!
I will now explain.
Her punch parry is so good that it counters high and mid punches and then puts you a in a extremely + frame advantage. if you donot get a punch parry though what happens is you can literally press kick and FORGO the -12 frames recovery time after a usual counter in other words what if you had a counter that you did not have to use all your recovery frames for and right as the recovery frames began you got to do an attack that STUNS that could possibly give you an advantage?
This move is GDLK
3. 4,6p | b,f+P
For the entirety of DOA HISTORY SINCE THE BEGINNING OF DOA TIME everycharacter who has had this move (her and ein) has had a special feature that goes unnoticed about this character and this move.
Only someone who read's frame data has known the TRUE NATURE of this deceptively SUPER FAST wiff punisher of TRUTH and now I shall reveal it's great secret's to EVERYONE.
Here it is in short: THIS MOVE IS ONLY 12 FRAMES TO EXECUTE
That is a mind blowing TRUTH considering these facts.
1. A punch is 10 frames.
2. A 10 frame punch can punish virtually all unsafe move moves from UP CLOSE
3. From far away, a 10 frame punch can punish nothing.
4. If you add 2 frames to a punch you get 4,6+p | b,f+p
What this means that if you try to punish a move with b,f+p a little before the move finish you almost get a guaranteed punish IF YOU ARE IN RANGE but if you try to punish with the slow 18 frame qcf+k you may not get so and the 15/14 frame qcf+p is the same.
But qcf+p is a good wiff punisher as well, it's just a regular 15 frame move that has better range and the most beautiful thing about it is that it is a mid punch. You cannot punish certain moves with either of them because of distance so you must use qcf+k. So in the end it's a mix up but know this.
qcf+p is 15 frames and unsafe on block
b,f+p is 12 frames and unsafe on block
qcf+k 18 frame and is safe on block by -1 AND uncounterable for counterable damage and is the UNBEATABLE KICK
Moving on.
4. u/b+p | 7+p strings
This is an 11 frame punch that leads to a mid PUNCH or a mid KICK or even another high as it's very next move.
So you have a punch punch into string as an option but what about using these as options to trap people into strings into a possible stun into a launcher or mixup damage? They work like a charm and they stun easier and are harder to read.
5. d/f+k strings
ah yes d/f+k I know thee well. This is a game about stunning others before they stun you and d/f+k is a long range 14 frame move that leads into strings that can end in safety if you end it with the UNBEATABLE KICK (qcf+K, 236+k). It is a VERY good move to use when you are trying to close distance between people or beat them out with your move before theirs.
Also it leads to strings that can be safe or plus on block.
d/f+k,p, (charge)p is +8 on block
d/f+k, p, f+p, k is -1 on block
d/f+k, p, f+k does a move THAT IS NOT EVEN IN THE MOVE LIST that is just another iteration of f+k that takes up MASSIVE AMMOUNTS OF DISTANCE IN THE SPACING GAMES.
d/f+k, p, f+p, down+k is a low
and etc. It's a very good string starter at 14 frames and if you want to trap someone in a mixup from far away use this.
6. 66+f+k | ff+free+kick
This is a +3 on block move that spans the distance of the whole screen. It is +3 on block. it is +3 on block and it spans the whole screen. . . did I mention that it was +3 on block?
What does that mean? That means when your opponent presses punch afterwards and you press punch you both are throwing out 10 frame moves but you threw yours out 3 frames ago (unnoticeably by the eye) but you will still end up winning the exchange. You can do 6k after this move and since it's a 13 frame move it will beat out a 10 frame punch. You can throw out 6p it will beat out punch and any 13 frame move you want all day you want.
7. forward+p | 6p and strings
This is a 13 frame move KARATE CHOP that leads into her kick strings. A trick of her forward knee strings is this. Forward knee can stun only slightly but you are actually close enough to your opponent to forward knee ,into a free cancel (which his just pressing block), then pressing punch and getting a complete stun out of the deal. or you could alterantivey forward knee into into a 3p, 3p+K for a complete stun.
This move is deceptively good. It is deceptively good because if your opponent cannot beat her strings they will get hit by them. If they can you can use it to get a stun that is very good.
8. d/b+k | 1K plus strings
Her most deceptive move set in the world. It is a mix up that begins with a LOW and ends with a mid punch, a kick, or a low.
Here is why it's beautiful.
a.) It is hard to counter.
b.) You can end with the UNBEATABLE KICK which is -1 on block.
c.) You can end with a LOW which is a LOW so it's deceptive.
d.) You can end with a mid punch for stun into massive damage that is unsafe but can lead to high reward.
9. d/f+p | 3p
Yes we know it launches, we know it stuns but DID YOU KNOW IT WAS A HIGH PUNCH CRUSH! THIS MOVE CRUSHES HIGH PUNCHES AND HIGH KICKS AND IS EXTREMEL YGOOD WHEN USED PROPERLY AND IT IS UNDER 15 FRAMES of execution.
When used propely this move is extremely good. How to use properly you ask? Simple, when you know yoru opponent is going for a high do this and it will stun them and you can possibly get massive damage.
10. f+p+k | forward+punch+kick
This is a move that has been with hitomi that has been underused since the beginning of DOA TIME.
In doa2u it was literally NEUTRAL on block meaning -0. Now it is -3 on block making it an officially safe super move.
So here is why it's good.
it's a slow move it's 20 frames but look at all these properties.
1. It stuns deeply and the only slow escaping you can do is hit the ground and if they do that you can easily stop them with d/b+k, to punch. So it's a SAFE MOVE THAT LEADS TO A DEEP STUN. AMAZING!
2. IT is now her stun that makes it so you cannot counter after it connects at the end of a stunning some one deeply. So it's a SAFE move that could possibly lead to you executing a combo that is horribly fast.
Hey, if you want to throw this move out and they block it donot try to punch instead try to downpunch or sidestep into p it will work every time
11. back +free+kick | 4f+K
Her fastest launcher to date it is under 15 frames at 14 frames leaves her back turn but is still a very very good launcher when it's time to launch them in the air. Of course it's very unsafe.
12.
forward+free+kick | 6+f+K
Huh why? it's a move that's mid and it goes into a low or a high so what their is no mixup and it's unsafe. . . accept this new feature of the move
IT IS -2 ON BLOCK
That means it's safe and you can follow up instead with a down+p, a punch, or a sidestep into a punch. since it's -1 following up with a punch is not recommended.
13.
d+p.
This is a low move that gives you +1 on block you can follow up with the popular 46p for damage right then and there and let me tell you why.
46p is 12 frames.
d+p gives you +1 on block.
this allows you to have advantage enough to do that move unless the opponent decides to do a punch and that may be beaten out because they may not do it as soon as they are hit.
another good move to do is 7 p because it's an 11 frame move so that means that the one frame in that you are + makes the move 10 frames in an allegorical type of way allowing you to match a punch or you can just do double down punch or you can down punch throw. it's up to you.
14
1+p | d/b+p
Yo. . . this move is super good it's super awesome use it to crush high moves just like ayane players use back punch to crush high and mid moves use this move to crush and interrupt combos and you will get a stun that you can use like any other stun to get to massive damage. this move is incredibly high level.
15
back+kick, kick
Yo why? why back kick? I don't understand? this is just a normal move? nothing you can say can stop this move from being a normal move you are insane why are you telling us this stupid stuff right?
BACK KICK BEATS OUT SIDE STEP! BACK KICK IS THE ANTI SIDE STEP MOVE?
Do i have to really say anything else?
ALRIGHT EVERYBODY HAVE A BLESSED DAY JESUS IS LORD!
ALRIGHT EVERYBODY HAVE A BLESSED DAY JESUS IS LORD!