DoA 4 Hitomi intro guide - Historical

Applied By Raansu: Nov 1, 2011 at 3:25 PM

DoA 4 Hitomi intro guide
Old VersionNew Version
1This is really ancient. I wrote this back in like July of 2006 when the game was still pretty young, but I figured it wouldn't hurt to post it as a decent reference and as a decent archive/nostalgia of an old play style I guess. It's an old play style but it more or less still works and is a good way to get started with Hitomi, but only practice and experience can improve your game. 1This is really ancient. I wrote this back in like July of 2006 when the game was still pretty young, but I figured it wouldn't hurt to post it as a decent reference and as a decent archive/nostalgia of an old play style I guess. It's an old play style but it more or less still works and is a good way to get started with Hitomi, but only practice and experience can improve your game. 
2 2-Raansu
3 3 
4 4 
5-------------------------------------------------------------------------------------------------------------------------------------- 5-------------------------------------------------------------------------------------------------------------------------------------- 
... ... 
23SS - Side Stepping 23SS - Side Stepping 
24HCB - High Counter Blow 24HCB - High Counter Blow 
25CB - Counter Blow 25CB - Counter Blow 
26NB - Nock back ( hits them flying across the stage) 26NB - knock back ( hits them flying across the stage)
27GB - Gaurd Break 27GB - Guard Break
28GS - Gaurd Stun 28GS - Guard Stun
29GC - Gaurd Crush 29GC - Guard Crush
30BT - Back Turned 30BT - Back Turned 
31OH - Offensove Hold 31OH - Offensive Hold
32DH - Deffensive Hold 32DH - Defensive Hold
33F - Free Button (block button) - Interupts a string 33F - Free Button (block button) - Interrupts a string
341 - down back 341 - down back 
352 - down 352 - down 
363 - down forward 363 - down forward 
... ... 
397 - up back 397 - up back 
408 - up 408 - up 
419 - up forward 419 - up forward 
42An easy way to remember these numbers and directions is to look at ur numbpad. The numbers correspond to the spots they are located on the numbpad. 42An easy way to remember these numbers and directions is to look at your numb-pad. The numbers correspond to the spots they are located on the numb-pad.
43 43 
44Basic Jabs / Single Hits 44Basic Jabs / Single Hits 
45P - 10/2/13 - Attribute - High(NH) - Leads into a series of safe and unsafe strings with gaurd stun 45P - 10/2/13 - Attribute - High(NH) - Leads into a series of safe and unsafe strings with guard stun
462P -14/2/20 - Low(NH) - A low punch that gives you a +1 frame on NH, also gives a small stun against an attacking opponant using any high attack. 462P -14/2/20 - Low(NH) - A low punch that gives you a +1 frame on NH, also gives a small stun against an attacking opponent using any high attack.
476P - 14/3/20 - Mid(NH) - A good mid punch used by alot of hitomi users. It leads into alot of fast consecutive attacks and some mix ups. 476P - 14/3/20 - Mid(NH) - A good mid punch used by a lot of Hitomi users. It leads into a lot of fast consecutive attacks and some mix ups.
487P - 11/2/22 - High(CH) - A great high punch! Only 1 frame slower then her basic jab and it stuns on hit. Continue the string for a nice bounce and gaurenteed juggle. 487P - 11/2/22 - High(CH) - A great high punch! Only 1 frame slower then her basic jab and it stuns on hit. Continue the string for a nice bounce and guaranteed juggle.
491P - 15/2/25 - Low(CH)(HC) - One of the best high crush's in the game and after the patch its now safe on hit. On crush it puts ur opponant to a sit down stun which leads to alot of choices in mixups. 491P - 15/2/25 - Low(CH)(HC) - One of the best high crush's in the game and after the patch its now safe on hit. On crush it puts your opponent to a sit down stun which leads to a lot of choices in mix ups.
5046P - 12/2/24 - High(NB) - A good power attack that does wonders agaisnt turtlers( ppl who like to back away to much). If you miss or its blocked its generally a free throw, but most of the time it either hits or they are to far away to get the throw. 5046P - 12/2/24 - High(NB) - A good power attack that does wonders against people who like to turtle( people who like to back away to much). If you miss or its blocked its generally a free throw, but most of the time it either hits or they are to far away to get the throw.
51236 P - 15/2/25 - Mid(NB) - Pretty much the same as 46P but a bit slower and a bit stronger. 51236 P - 15/2/25 - Mid(NB) - Pretty much the same as 46P but a bit slower and a bit stronger. 
5233P - 24~45(charge)/3/27 - Mid(CH)(NB) - A mid punch launcher that launchs on NH (this is her only launcher that launchs on NH) Full charge will make them flip and flaunch them into a ceiling on indoor stages. 5233P - 24~45(charge)/3/27 - Mid(CH)(NB) - A mid punch launcher that launches on NH (this is her only launcher that launches on NH) Full charge will make them flip and launch them into a ceiling on indoor stages.
5388P/22P - 25/3/30 - Mid(CH)(SS) - A decent side step punch, a bit slow but can sometimes throw off opponants at the beggining of a match. 5388P/22P - 25/3/30 - Mid(CH)(SS) - A decent side step punch, a bit slow but can sometimes throw off opponents at the beginning of a match.
54 54 
55Throws 55Throws 
566F+P - A quick knee to the head. A HCB gaurentees 46P 566F+P - A quick knee to the head. A HCB guarantees 46P
5733F+P - Her strongest throw, use only as a bait throw if you know they are gonna counter, or against the wall for maximum damage 5733F+P - Her strongest throw, use only as a bait throw if you know they are gonna counter, or against the wall for maximum damage 
584F+P - If you're against the wall this is a great throw. It graps the opponant and puts them against the wall. 584F+P - If you're against the wall this is a great throw. It grabs the opponent and puts them against the wall.
59 59 
60Launchers 60Launchers 
619K - 17/2/25 - Mid(CH) - Can launch off wall 619K - 17/2/25 - Mid(CH) - Can launch off wall 
6233P - 24~45(charge)/3/27 - Mid(CH)(NB) - Will not launch off the wall 6233P - 24~45(charge)/3/27 - Mid(CH)(NB) - Will not launch off the wall 
6346K - 15/2/26 - High(CH) - Will launch off wall. This kick is actually underused. Although It doesnt launch very high, its a good mixup to avoid mid p/k counters. 6346K - 15/2/26 - High(CH) - Will launch off wall. This kick is actually underused. Although It doesn't launch very high, its a good mix-up to avoid mid p/k counters.
644F+K - 14/2/32 - High(CH) - Will not relaunch off wall 644F+K - 14/2/32 - High(CH) - Will not relaunch off wall 
65 65 
66Bounce strings 66Bounce strings 
677PKKK - First punch stuns, kick is difficult to counter. Good bounce string 677PKKK - First punch stuns, kick is difficult to counter. Good bounce string 
686PKKK - Only boucne's off a counter blow or high counter blow 686PKKK - Only bounce's off a counter blow or high counter blow
696KKK - Same as above 696KKK - Same as above 
709PKK - First punch warrents a CH but only bounce's if the character is already in a CB/HCB/FCH 709PKK - First punch warrants a CH but only bounce's if the character is already in a CB/HCB/FCH
71 71 
72 72 
73Basic Juggles 73Basic Juggles 
74PP6PK - More or less your main and stongest juggle off a normal launch. Also does more damage when hit into a wall 74PP6PK - More or less your main and strongest juggle off a normal launch. Also does more damage when hit into a wall
757PKKK - A bit weaker then PP6PK, but it knocks the player into the ground. Good for ground game and tech pressure 757PKKK - A bit weaker then PP6PK, but it knocks the player into the ground. Good for ground game and tech pressure 
767PK~F~PP6PK - This juggle can only be achieved off a FCH launch or off a mid kick counter, but its her strongest juggle of them all. 767PK~F~PP6PK - This juggle can only be achieved off a FCH launch or off a mid kick counter, but its her strongest juggle of them all. 
77 77 
78Defensive Holds - Punishable by throws for high counter damage 78Defensive Holds - Punishable by throws for high counter damage 
797F - High Punch/Kick Counter - Damage 797F - High Punch/Kick Counter - Damage 
804F - Mid Punch Counter - Damage 804F - Mid Punch Counter - Damage 
816F - Mid Kick Counter - Damage/Launchs - Allows FCH juggle 816F - Mid Kick Counter - Damage/Launches - Allows FCH juggle
821F - Low Punch/Kick Counter - Damage 821F - Low Punch/Kick Counter - Damage 
839F - High/Mid Punch Parry - Damage/Advantage - Parries high and mid punch. Knocks the opponant back and warrents a slight advantage/mixup 839F - High/Mid Punch Parry - Damage/Advantage - Parries high and mid punch. Knocks the opponent back and warrants a slight advantage/mix-up
84 84 
85Offensive Holds - Holds with a throw property. Regular throws beat them out and warrent high counter damage 85Offensive Holds - Holds with a throw property. Regular throws beat them out and warrant high counter damage
86236F+P~F+P - 17/3/30 - Standing hold with the properties of a throw. Best used after the parry or low sweeps or just throws in general against slower attacks. 86236F+P~F+P - 17/3/30 - Standing hold with the properties of a throw. Best used after the parry or low sweeps or just throws in general against slower attacks. 
873F+P - 10/3/30 - Low hold, good for catching sweep attacks. 2F+P preferred because 3F+P is a bit slower and can miss a gaurenteed low throw. 873F+P - 10/3/30 - Low hold, good for catching sweep attacks. 2F+P preferred because 3F+P is a bit slower and can miss a guaranteed low throw.
88 88 
89Safe Moves 89Safe Moves 
904KPPP~P(charge)(GB) 904KPPP~P(charge)(GB) 
... ... 
1116P+K 1116P+K 
112F+K 112F+K 
113 113 
114Unsafe / Dissadvantage 114Unsafe / Disadvantage
115PPP 115PPP 
116PP6PPP 116PP6PPP 
1174PPP 1174PPP 
... ... 
133PP 133PP 
134 134 
135Ground Game 135Ground Game 
136Sadly Hitomi's ground game is only so so, the most you can do(or should I say the best option) is 1K or 2Px2 to get a force tech roll and a decent advantage, from here is all mind game. After the tech your best choice is her standing OH. You're already at a slight advantage, so if you opponant attacks, your OH is almost gaurenteed to catch. Here's the downside, it puts the opponant back on the ground and you cant get another force tech. If this is the case you have a few choices 136Sadly Hitomi's ground game is only so so, the most you can do(or should I say the best option) is 1K or 2Px2 to get a force tech roll and a decent advantage, from here is all mind game. After the tech your best choice is her standing OH. You're already at a slight advantage, so if you opponent attacks, your OH is almost guaranteed to catch. Here's the downside, it puts the opponent back on the ground and you cant get another force tech. If this is the case you have a few choices
137Back away. 137Back away. 
138Stand next to them and pressure them for a mid/high rising kick. 138Stand next to them and pressure them for a mid/high rising kick. 
139Stand next to them pressure them for a low kick, do 9K to low crush the low rising attack. 139Stand next to them pressure them for a low kick, do 9K to low crush the low rising attack. 
140Back away and do 66F+K. It's safe on black but easy to read, so don't throw it out recklessly. 140Back away and do 66F+K. It's safe on black but easy to read, so don't throw it out recklessly. 
141Last choice is you could stand next to them and do 3F+K (preferably against the wall> Again I dont recommend this unless you know the strick timming to get the counter blow. 141Last choice is you could stand next to them and do 3F+K (preferably against the wall> Again I don't recommend this unless you know the strict timing to get the counter blow.
142If the player starts catching on to your standing offensive hold after a force tech (if they are smart) will start using low attacks to avoid the throw and get a HCB or they will just simply low counter. If this is the case you can do a few things 142If the player starts catching on to your standing offensive hold after a force tech (if they are smart) will start using low attacks to avoid the throw and get a HCB or they will just simply low counter. If this is the case you can do a few things 
143Do a low OH to catch the low attack or the thow DH 143Do a low OH to catch the low attack or the throw DH
1443P for a nice CB/CH which leads into a mix up from that stun 1443P for a nice CB/CH which leads into a mix up from that stun 
14566K hops over a low sweep/stuns the low DH opponant, mix up from there 14566K hops over a low sweep/stuns the low DH opponent, mix up from there
1469K low crush them and get a launch 1469K low crush them and get a launch 
147 147 
148Offensive Game / Mixups 148Offensive Game / Mix-ups
149Hitomi is a very well rounded character and has many options at her disposal, along with an abundance of safe moves that its insane. Im a very offensive/pressure player, I dont lauch that often (mostly because hitomi lacks good launchers), but I can tear someone up on the ground just with stuns/mixups/throws. This is what Hitomi excels at, but whats even better is you can also be very conservative/deffensive and do just as well. Also the parry, use that damn parry! The parry is your best friend. Unsafe strings become safe and put you back in the advantage with the parry. Love the parry, thank the parry, the parry is your friend. 149Hitomi is a very well rounded character and has many options at her disposal, along with an abundance of safe moves that its insane. I'm a very offensive/pressure player, I don't launch that often (mostly because Hitomi lacks good launchers), but I can tear someone up on the ground just with stuns/mix-ups/throws. This is what Hitomi excels at, but whats even better is you can also be very conservative/defensive and do just as well. Also the parry, use that damn parry! The parry is your best friend. Unsafe strings become safe and put you back in the advantage with the parry. Love the parry, thank the parry, the parry is your friend.
150PP6K - High/High/Mid string, good safe string, and if the opponant tries to attack or is to slow with the high crush then that mid kick nails then for a sit down stun. 150PP6K - High/High/Mid string, good safe string, and if the opponent tries to attack or is to slow with the high crush then that mid kick nails then for a sit down stun.
151PP2KK - High/High/Low/Low - A good mix up to continue after PP6K if they block it. Its good agaisnt defensive players and tends to force them to go low. Which then you can launch them. Only downside is these strigns are easy to high crush 151PP2KK - High/High/Low/Low - A good mix up to continue after PP6K if they block it. Its good against defensive players and tends to force them to go low. Which then you can launch them. Only downside is these strings are easy to high crush
152K2KP - High/Mid/High string - difficult to get started if you're on the defensive, but against a defensive player its a good move. The move gives you an advantage on block and some players forget that theres a punch after the 2 kicks 152K2KP - High/Mid/High string - difficult to get started if you're on the defensive, but against a defensive player its a good move. The move gives you an advantage on block and some players forget that there's a punch after the 2 kicks
1532KKP - Low/Mid/High string - same as above, warrents an advantage on block and everything, but the low kick makes things a bit easier. Also the move can go into 2 low kicks as well where the second kick trips. Its a good mix up that lets you catch them if they go low or mid. 1532KKP - Low/Mid/High string - same as above, warrants an advantage on block and everything, but the low kick makes things a bit easier. Also the move can go into 2 low kicks as well where the second kick trips. Its a good mix up that lets you catch them if they go low or mid.
15466KKP - Mid/High/High - Last punch launch's and its safe on block. Best bet is to jab right afterwards or go with 1P for a crush if they try to throw, which most ppl try to do. 15466KKP - Mid/High/High - Last punch launch's and its safe on block. Best bet is to jab right afterwards or go with 1P for a crush if they try to throw, which most people try to do.
15566F+K - Mid - One heck of a safe move. I love using this kick to set up for a high counter blow, it also launchs on NH. I love this kick, except for the fact that it can be interupted fairly easily =( Generally good to use against heavy defensive players or timed well against players tech rolling. 15566F+K - Mid - One heck of a safe move. I love using this kick to set up for a high counter blow, it also launches on NH. I love this kick, except for the fact that it can be interrupted fairly easily =( Generally good to use against heavy defensive players or timed well against players tech rolling.
156P6PP~F - Quick attack that if it connects stuns the opponant allowing you to follow up with multiple mixups. Good ones being for max launch is 9PKK and 6KKK. You can also go with the less risky and launch with 33P or 9K, or 46K, and of course throw them for high counter damage if they do a defensive hold. 156P6PP~F - Quick attack that if it connects stuns the opponent allowing you to follow up with multiple mix-ups. Good ones being for max launch is 9PKK and 6KKK. You can also go with the less risky and launch with 33P or 9K, or 46K, and of course throw them for high counter damage if they do a defensive hold.
1573KP4P - Mid range kick, warrents a good sit down stun, the punch lengthens the stun for a FCH launch 1573KP4P - Mid range kick, warrants a good sit down stun, the punch lengthens the stun for a FCH launch
1583P - A 2 punch string, good stun/launch move. If first punch is blocked you can continue with the second punch making the first half safe. 1583P - A 2 punch string, good stun/launch move. If first punch is blocked you can continue with the second punch making the first half safe. 
159PP4P - the third punch stuns on NH, warrenting a mix up. 159PP4P - the third punch stuns on NH, warranting a mix up.
16044PKP - First punch stuns, last part launchs. You can also do 44PK~F~3K. Lots of mix ups to be creative with. 16044PKP - First punch stuns, last part launches. You can also do 44PK~F~3K. Lots of mix ups to be creative with.
1616PK2K 1616PK2K 
1626K2K 1626K2K 
163PP6Pk 163PP6Pk 
... ... 
1651KPK 1651KPK 
1661KP2K 1661KP2K 
167Parry - Do a OH or mix up with any of the strings above. 167Parry - Do a OH or mix up with any of the strings above. 
168These last few sets of strings are great. Drives everyone insane. The low sweepstrip, and the other strings go into mid kicks punch's. With creative free cancling and proper safe moves, you will literally give you opponant an ulcer with those mixups with the sweeps. Remember, pressure with Hitomi is your friends. Always try to get those CB/HCB when you are the defensive, which thankfully hitomi is amazing at. 168These last few sets of strings are great. Drives everyone insane. The low sweep strip, and the other strings go into mid kicks punch's. With creative free canceling and proper safe moves, you will literally give you opponent an ulcer with those mix-ups with the sweeps. Remember, pressure with Hitomi is your friends. Always try to get those CB/HCB when you are the defensive, which thankfully Hitomi is amazing at.
169 169 
170Off The Wall 170Off The Wall 
1713KP4P - bounch's them off the wall second 2 punchs stun. Follow up with either 9K / 46K / 1KP / P+K~9K or throw em 1713KP4P - bounce's them off the wall second two punches stun. Follow up with either 9K / 46K / 1KP / P+K~9K or throw em
17233P - Doesnt launch near the wall but bouce's them off it. 17233P - Doesn't launch near the wall but bounce's them off it.
173 173 
174Key Defensive Moves 174Key Defensive Moves 
1759F - As Ive said before, this parry is the best to get out of tough situations. Thankfully you cant parry when stunned, otherwise it would be a heck of a broken move 1759F - As Ive said before, this parry is the best to get out of tough situations. Thankfully you cant parry when stunned, otherwise it would be a heck of a broken move 
1766F - Mid kick counter - This counter is great, ask anyone, I almost never miss a mid kick counter. 1766F - Mid kick counter - This counter is great, ask anyone, I almost never miss a mid kick counter. 
177236 F+P~F+P - and of course the famouse standing OH. This OH just simply rule 177236 F+P~F+P - and of course the famous standing OH. This OH just simply rule
178Fuzzy Gaurding - A bit of an advanced technique but handy once you've mastered it. In short its a quick duck to block a low but avoids a mid hit stun. 178Fuzzy Guarding - A bit of an advanced technique but handy once you've mastered it. In short its a quick duck to block a low but avoids a mid hit stun.
179And of course your 4 main defensive holds. Remember these are last resort moves. Unless you want HCB damage try not to abuse defensive holds, otherwise you're in for a beating. Basically only do a defensive hold if you are in too deep of a stun to slow escape out of or if you know for sure what their next move is going to be. 179And of course your 4 main defensive holds. Remember these are last resort moves. Unless you want HCB damage try not to abuse defensive holds, otherwise you're in for a beating. Basically only do a defensive hold if you are in too deep of a stun to slow escape out of or if you know for sure what their next move is going to be.