Hitomi's Punch Parry

MasterGamer

Member
Does anyone else see a serious problem with this move? I had a problem with its inclusion in DOA4, but I'm really fed up with it at this point.

I've seen plenty of Hitomi players throwing it out after an unsafe move and the ways to get around it seem so severely limited. Grabbing hardly works because you can't react fast enough to a whiffed parry (plus she has an attack option afterwards) and if you try to grab because the move she did was unsafe she could easily hit you out of it with her next move. Kicking hardly works because after the unsafe move mid-string she's still faster than you and can hit you out of that (should she choose not to throw out the parry). Jabbing doesn't work for obvious reasons. So your only option left is to do a low jab.

Is that the only way to get around this? I'm frustrated because I'm at the point where I almost don't do anything against Hitomi because she's always got upper hand. I feel as though this game would be perfectly balanced without her parry as it is my biggest complaint. I feel as though she has enough to work with and the parry is unnecessary. If it were removed she would have to be played with a lot more caution and right now she's reckless and can get away with it. Don't get me wrong, I am asking for help on this and I'll take any suggestions so that I don't enter the ring vs Hitomi feeling mind-fucked from the get-go. I also want to know your thoughts about this.
 

P1naatt1ke1tt0

Active Member
Does anyone else see a serious problem with this move? I had a problem with its inclusion in DOA4, but I'm really fed up with it at this point.

I've seen plenty of Hitomi players throwing it out after an unsafe move and the ways to get around it seem so severely limited. Grabbing hardly works because you can't react fast enough to a whiffed parry (plus she has an attack option afterwards) and if you try to grab because the move she did was unsafe she could easily hit you out of it with her next move. Kicking hardly works because after the unsafe move mid-string she's still faster than you and can hit you out of that (should she choose not to throw out the parry). Jabbing doesn't work for obvious reasons. So your only option left is to do a low jab.

Is that the only way to get around this? I'm frustrated because I'm at the point where I almost don't do anything against Hitomi because she's always got upper hand. I feel as though this game would be perfectly balanced without her parry as it is my biggest complaint. I feel as though she has enough to work with and the parry is unnecessary. If it were removed she would have to be played with a lot more caution and right now she's reckless and can get away with it. Don't get me wrong, I am asking for help on this and I'll take any suggestions so that I don't enter the ring vs Hitomi feeling mind-fucked from the get-go. I also want to know your thoughts about this.

If a move is unsafe it's unsafe and Hitomi can't do anything to prevent you from grabbing her. There are two possible explanations for your troubles. 1) Some of those perceivedly unsafe strings are actually safe and she can jab you out of your grab attempt (for example her running flying kick is only -1, as are all strings ending in that kick) 2) you have discovered one big problem with online play: unsafe moves become safe and the aggressor can just continue pressing buttons. Lag does that, very very irritating indeed when you KNOW you can throw punish but still eat a fist in your face.

With regard to the parry, just do your fastest mid kick if you expect it and start a juicy stun combo.
 

MasterGamer

Member
Alright, thanks for the tip. I'm going to try and work this into my game.

Edit: Also, in regards to trying to grab after something seems unsafe: When Hitomi does something like that running flying kick you mentioned (for instance) and I know that doesn't give me a free grab, my next option would be (against any other character) jab and work my way into the offensive, but her parry kills that option. It's frustrating to have to change the entire way you play because of one character.
 

Totbuae

New Member
There's also the option of retaliating with a slightly delayed jab or mid punch so that it connects after the holding frames from the parry have expired. Admittedly, this isn't optimal since it still relies on a good read against the Hitomi player but the psychological effect may be worth it (the Hitomi player may get frustrated that jabs are still getting through despite the parry). Online lag may make this technique useless, though.
 

Raansu

Well-Known Member
There is this thing called the kick button...You should try it. For the most part Hitomi is a garbage character and that parry is really her only saving grace(along with 6f+p)...and even then it's nowhere near as threatening as Leifang's punch parry. Hitomi is pretty much limited to tracking moves after the parry as anything else she does will be SS'd easily. Leifang on the other hand does not have to worry about holds or blocking after her punch parry as she gets a free attack off of it.
 

Chaos

Well-Known Member
There is this thing called the kick button...You should try it. For the most part Hitomi is a garbage character and that parry is really her only saving grace(along with 6f+p)...and even then it's nowhere near as threatening as Leifang's punch parry. Hitomi is pretty much limited to tracking moves after the parry as anything else she does will be SS'd easily. Leifang on the other hand does not have to worry about holds or blocking after her punch parry as she gets a free attack off of it.
Its all TN's fault for making her unsafe. :mad:
 

Raansu

Well-Known Member
What do you usually do after 6t? another throw? or go low?
Your only good options are pretty much mixing up her tracking moves as the parry is only +7 so she really gets no real follow up after the parry. It's all guessing.

Its all TN's fault for making her unsafe. :mad:
She's not really that unsafe... Many of her strings leave her at -1 to -4. The problem is that the majority of those safe moves require you to finish the string and her frame advantage has to be obvious long charges that don't really give her any real follow ups.
 

Jefffcore

Well-Known Member
6H+K, 3P+K, 6T, 33T. Mix up between those depending how they react. Treat her parry and 6T the same.

If you don't wanna get parried, kick. If she's at negative she'll have to block or hold something else.
 

Chaos

Well-Known Member
Your only good options are pretty much mixing up her tracking moves as the parry is only +7 so she really gets no real follow up after the parry. It's all guessing.


She's not really that unsafe... Many of her strings leave her at -1 to -4. The problem is that the majority of those safe moves require you to finish the string and her frame advantage has to be obvious long charges that don't really give her any real follow ups.
It would be really nice if her :3::K: can you a sit down stun & a 11 frame kick.
 

Raansu

Well-Known Member
I used to be annoyed by that, but now I'm glad 3k doesn't cause a sit down. It's one of her better setups now for stuns.
 

TakedaZX

Well-Known Member
Your only good options are pretty much mixing up her tracking moves as the parry is only +7 so she really gets no real follow up after the parry. It's all guessing.


She's not really that unsafe... Many of her strings leave her at -1 to -4. The problem is that the majority of those safe moves require you to finish the string and her frame advantage has to be obvious long charges that don't really give her any real follow ups.
not to mention they're all mid punches, which is depressing as fuck. They should change 66h+k to a minor advantage guard break, considering how long it is. If kids wanna bitch about it being OP (Leifangs 6h+k crushes better, is faster, does more damage, ground bounces as well, AND guard breaks for advantage. It wouldn't be so bad to give Hitomi a better one, considering that she's only got a punch parry while Lei can parry damn near everything... emphasis on damn near) they'll have to deal with it. There's so much disbalance between that shit. It's like the idea of utility vs damage isn't even in the equation.
 

Chaos

Well-Known Member
Leifang's elbow can interrupt any of Hitomi's attacks which is fucking annoying and Not to mention Leifang can easily give Hitomi serious trouble if shes all up in her face, not even the karate chop or the 10 frame jab can save her life. :(
 

TakedaZX

Well-Known Member
Leifang's elbow can interrupt any of Hitomi's attacks which is fucking annoying and Not to mention Leifang can easily give Hitomi serious trouble if shes all up in her face, not even the karate chop or the 10 frame jab can save her life. :(
Yea considering that the 6p is her fastest mid, and that her jab can be crushed easily you're really stuck to blocking and punishing things that Leifangs do, until you can get the offensive momentum. On the bright side, many of her good moves fall right into the punch parry, as long as you're careful about it, because her 2h+k on ch can fuck your day up pretty easily.
 

HiguraShiki

Active Member
Leifang's elbow can interrupt any of Hitomi's attacks which is fucking annoying and Not to mention Leifang can easily give Hitomi serious trouble if shes all up in her face, not even the karate chop or the 10 frame jab can save her life. :(
I now love Leifang. Thank you for sharing these wonderful tips with me.
 

TakedaZX

Well-Known Member
NOOOOOOOOOOO!! LOL.
Foiled again eh? Regardless Leifang is indeed stupid in this game. Why would you give a character every type of advanced hold, every type of parry, a special STANCE parry that she can do raw or cancel into, and few sabaki moves. Not to mention her 4P+K is the best whiff baiting move created to man, possibly over taking Hayabusa's , and he moves have great priority, and her 6h+k is better than Hitomi's 66h+k in every way. Why... just why...
 

Chaos

Well-Known Member
Yea considering that the 6p is her fastest mid, and that her jab can be crushed easily you're really stuck to blocking and punishing things that Leifangs do, until you can get the offensive momentum. On the bright side, many of her good moves fall right into the punch parry, as long as you're careful about it, because her 2h+k on ch can fuck your day up pretty easily.
Might as well consider Leifang as a grabber because thats all she'll do.
 

Chaos

Well-Known Member
Foiled again eh? Regardless Leifang is indeed stupid in this game. Why would you give a character every type of advanced hold, every type of parry, a special STANCE parry that she can do raw or cancel into, and few sabaki moves. Not to mention her 4P+K is the best whiff baiting move created to man, possibly over taking Hayabusa's , and he moves have great priority, and her 6h+k is better than Hitomi's in everyway. Why... just why...
The window of her 4P+K is probably +23 lol.
 

TakedaZX

Well-Known Member
Might as well consider Leifang as a grabber because thats all she'll do.
Like I could rant on and on about how dumb Leifang, Helena, and Kokoro are in this game. I think it has something to do with the quans because look at Gen-Fu and Eliot as well. Eliot unfortunately only excels in the department of fastest jab though so he's less dumb, and you really have to know what you're doing to make his parries worth doing, and even his sabaki.

Kokoro, just go ham. Helena, handslaps, 6p, go ham. Leifang go ham with parries and high priority moves. Genfu go ham with simple shit.

Quans. Never underestimate them.
 
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