DoA 4 Hitomi intro guide - Historical

Applied By Raansu: Nov 1, 2011 at 3:34 PM

DoA 4 Hitomi intro guide
This 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.



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http://www.deadoralive.jp/eng/index.html - all info is based off Frame Data from the official site.
Offline data = 4.0
Online data = 4.1
This is my first guide, so bare with me if its sloppy >_< and sorry if its not the most informative guide =/

Frames
- Frames are listed as 3 numbers: initial time(frames move becomes active) / duration time(frames of time during the hit) / inactive time(frame's for how long you cannot attack) (ex. 13/2/13).
Terms
NH - Normal Hit
CH - Critical Hit
FCH - Full Critical Hit
HC - High Crush
MC - Mid Crush
LC - Low Crush
SS - Side Stepping
HCB - High Counter Blow
CB - Counter Blow
NB - knock back ( hits them flying across the stage)
GB - Guard Break
GS - Guard Stun
GC - Guard Crush
BT - Back Turned
OH - Offensive Hold
DH - Defensive Hold
F - Free Button (block button) - Interrupts a string
1 - down back
2 - down
3 - down forward
4 - back
6 - forward
7 - up back
8 - up
9 - up forward
An 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.

Basic Jabs / Single Hits
P - 10/2/13 - Attribute - High(NH) - Leads into a series of safe and unsafe strings with guard stun
2P -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.
6P - 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.
7P - 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.
1P - 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.
46P - 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.
236 P - 15/2/25 - Mid(NB) - Pretty much the same as 46P but a bit slower and a bit stronger.
33P - 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.
88P/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.

Throws
6F+P - A quick knee to the head. A HCB guarantees 46P
33F+P - Her strongest throw, use only as a bait throw if you know they are gonna counter, or against the wall for maximum damage
4F+P - If you're against the wall this is a great throw. It grabs the opponent and puts them against the wall.

Launchers
9K - 17/2/25 - Mid(CH) - Can launch off wall
33P - 24~45(charge)/3/27 - Mid(CH)(NB) - Will not launch off the wall
46K - 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.
4F+K - 14/2/32 - High(CH) - Will not relaunch off wall

Bounce strings
7PKKK - First punch stuns, kick is difficult to counter. Good bounce string
6PKKK - Only bounce's off a counter blow or high counter blow
6KKK - Same as above
9PKK - First punch warrants a CH but only bounce's if the character is already in a CB/HCB/FCH


Basic Juggles
PP6PK - More or less your main and strongest juggle off a normal launch. Also does more damage when hit into a wall
7PKKK - A bit weaker then PP6PK, but it knocks the player into the ground. Good for ground game and tech pressure
7PK~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.

Defensive Holds - Punishable by throws for high counter damage
7F - High Punch/Kick Counter - Damage
4F - Mid Punch Counter - Damage
6F - Mid Kick Counter - Damage/Launches - Allows FCH juggle
1F - Low Punch/Kick Counter - Damage
9F - High/Mid Punch Parry - Damage/Advantage - Parries high and mid punch. Knocks the opponent back and warrants a slight advantage/mix-up

Offensive Holds - Holds with a throw property. Regular throws beat them out and warrant high counter damage
236F+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.
3F+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.

Safe Moves
4KPPP~P(charge)(GB)
P
2P
PP6P
33P(charge)(GB)
PP4PPP
3PP
6PPP
(hold)6PPP
4PP~P(charge)(GB)
7PPP
66PP~P(charge)(GB)
44P
4PP(BT)(GB)
1K6P
4P+K(GB)
1P+K(GB)
66KKP
6F+KK
K2KP (advantage)
2KKP(advantage)
6P+K
F+K

Unsafe / Disadvantage
PPP
PP6PPP
4PPP
7PPP
P+KP

Punishable By Throw
4KPP
33P
66P
66PPP
8P
PP6PPP
44PK
9KK
3KP
P6P
PP6K
PP

Ground Game
Sadly 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
Back away.
Stand next to them and pressure them for a mid/high rising kick.
Stand next to them pressure them for a low kick, do 9K to low crush the low rising attack.
Back away and do 66F+K. It's safe on black but easy to read, so don't throw it out recklessly.
Last 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.
If 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
Do a low OH to catch the low attack or the throw DH
3P for a nice CB/CH which leads into a mix up from that stun
66K hops over a low sweep/stuns the low DH opponent, mix up from there
9K low crush them and get a launch

Offensive Game / Mix-ups
Hitomi 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.
PP6K - 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.
PP2KK - 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
K2KP - 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
2KKP - 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.
66KKP - 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.
66F+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.
P6PP~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.
3KP4P - Mid range kick, warrants a good sit down stun, the punch lengthens the stun for a FCH launch
3P - 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.
PP4P - the third punch stuns on NH, warranting a mix up.
44PKP - First punch stuns, last part launches. You can also do 44PK~F~3K. Lots of mix ups to be creative with.
6PK2K
6K2K
PP6Pk
PP6P2K
1KPK
1KP2K
Parry - Do a OH or mix up with any of the strings above.
These 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.

Off The Wall
3KP4P - bounce's them off the wall second two punches stun. Follow up with either 9K / 46K / 1KP / P+K~9K or throw em
33P - Doesn't launch near the wall but bounce's them off it.

Key Defensive Moves
9F - 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
6F - Mid kick counter - This counter is great, ask anyone, I almost never miss a mid kick counter.
236 F+P~F+P - and of course the famous standing OH. This OH just simply rule
Fuzzy 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.
And 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.