System Hitomi Wish List for DOA5LR . . .

UncleBiscuits79

Active Member
Hello Everyone.

I wanted to start this thread to get people's thoughts on any changes that they would like to see for Hitomi in DOA5 Last Round.

In general, I think that Hitomi is already very balanced, and in fact, while Kasumi is the main character of the game, I consider Hitomi the 'Ryu and Ken' of DOA5U. She does everything pretty well, but doesn't excel at anything. She has no super fancy combo's, is very straight forward, no guaranteed setups/damage, and generally has to earn every hit that she gets by playing the fundamentals of the fight system to get damage. I feel like she doesn't have 'cheap tricks' to get damage, which is great (I'm looking at you Gen-Fu, the king of permanent sitdown stuns; I know there are other examples, but that sticks out in my head :)

There are just a few things that I would like to change off the top of my head:

1.) Give Hitomi just a little more advantage on her punch parry (I think she gets like +7 now). I would say just make it +10 and lower the damage even more. I think the frame advantage is more valuable than the damage.
2.) Given that Hitomi's 9K is a mid kick, this move RARELY hits crouching opponents, which drives me mad sometimes. This move should either changed to a high attack, or else should be changed to actually work like a mid, in that it hits standing, and is a guaranteed hit against crouching opponents.

3.) Hitomi's back turn throw does NOT do enough damage. Getting someone in a back turn is not easy in any fighting game. If I actually was able to get someone back turned and the opponent did not do anything to try and defend, I feel like I should get more damage for that. Most other fighting games (Tekken comes to mind on this one) give you a good damage boost for landing a back turn throw.

Let me hear your thoughts and discussion on other things to change, or else let me know if you think my suggestions are bogus and tell me why.

Discussion abound!!
 

Randy Chhun

New Member
I can understand why you want those, But hitomi doesn't need any of those things you mentioned. What she need is more variety in her attack strings. Her man mix up string is 3kp followed w.e inputs you choose. But that can be stopped entirely with a low attack after blocking 6k. If hitomi gets a movelist like Paul or jin from tekken. Hitomi would be a top tier character.

Now to counter act your wants for hitomi.

1) hitomi's punch parry is fine on +7 frame advantage. Anything +5 on frame guarantees you to get most high, mids and lows in.
2)that might just be your problem. I will agree certain lows your opponents do will cause hitomi to miss her 9k but on a nuetral low stance, her 9k does in fact hits them.
3)she doesn't need more damage on back turn throws when she has a 7 frame throw damage that gives you +10. But she is one of the worst character in attack against back turned opponents.
 

Ivan

Member
here my wish list for Hitomi
:4::P::P::[[P]]: and variants to be a +3 guard break like before
that all i want
i would love her :2::1::4::P: SDS to give her at least a guaranted 9k launcher and her old doa4 :3::3::[[P]]: for ceiling combos but it will never happen

my hope for LR:no more stupid nerfs for Hitomi
 
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UncleBiscuits79

Active Member
here my wish list for Hitomi
:4::P::P::[[P]]: and variants to be a +3 guard break like before
that all i want
i would love her :2::1::4::P: SDS to give her at least a guaranted 9k launcher and her old doa4 :3::3::[[P]]: for celling combos but it will never happen

my hope for LR:no more stupid nerfs for Hitomi
@Ivan, for me, since I didn't start playing DOA until DOA5U, maybe I don't know what I missed from older versions. Your suggestions do make sense.

One other thing I was wondering is if she could get some sort of guaranteed damage off of her 6T?? Several other characters get gauranteed damage from similar throws. I know Zack gets guaranteed pp from his 6T and Mila gets guaranteed K from hers.
 

Ivan

Member
@Ivan, for me, since I didn't start playing DOA until DOA5U, maybe I don't know what I missed from older versions. Your suggestions do make sense.

One other thing I was wondering is if she could get some sort of guaranteed damage off of her 6T?? Several other characters get gauranteed damage from similar throws. I know Zack gets guaranteed pp from his 6T and Mila gets guaranteed K from hers.

in do4 she had a :3::3::[[P]]: (she lost this move in doad...)that could launch into the ceiling for combo

as for her hasai wich the dmg was nerfed for no reason... i dont mind if she has not a guaranteed damage behind
i prefer to be at +10
 

Saber

Well-Known Member
236K to be -1 on block again.
66H+K, 9K and 8H+K to actually crush lows and avoid them from start to finish instead of having only certain frames be tech jump.
66H+K to track.
214P to guarantee 9K.
46K and variants to guarantee 66KKP regardless of stance.
46P back to its original range.
4PPP and variants to be +3 at full charge (like original).
9PK to be a mid kick instead of a high.
3H+K to allow a guaranteed FT.
6KKK to allow a guaranteed FT, or at least a pseudo one which leaves Hitomi at +frames (I actually haven't tested whether this one is already in place).
1K and variants to tech crouch.
6T to guarantee PP at least, so it means it has to be +12.

A lot of this is wishful thinking, but it's a wishlist so...
 
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