Hitomi's Crush and True Mid Game

TakedaZX

Well-Known Member
So what do we got

High Crush
:3::P: - Tech Crouch Frames
:1::P: - Instant Tech Crouch
:2::P: - Instant Tech Crouch

:2::P+K: *I don't think this one does... but it does seem to take some priority over certain highs... consider it.

:3::3::P: *This is special. It has no tech crouch frames, the tech crouch comes from the :3::3:. if you crouch dash in or 236236 quickly, you CAN get the notation to pick up 33 instead, causing you do get the extra range and and the move itself.

:1::K::P:_:8::P::K::P: *I'm not 100% sure about this one, I believe I've tech crouched a few high punch retaliations with these, after whiffing the kick.

Low Crush
:3::H+K: - Tech Jump Frames
:6::6::H+K: - Tech Jump Frames
:8::H+K: - Tech Jump Frames
:6::6::K: - Tech Jump Frames
:236::K: - Tech Jump Frames

True Mids
:8::K: Variations *I don't believe it hits people on the ground
:6::6::H+K:
:3::H+K:
:8::P::P::P: - *don't take my for this one.
 

Totbuae

New Member
Not sure if they're tech crouches but she does duck down on these.

sidestep :P:
second :P: of :6::6::P::P: (including its variations: :P::P::6::P::P:, :3::K::P::6::P::P:,
:8::P::K::6::P::P:, :1::K::6::P::P:)

Their applicability may be questionable since the sidestep or the string leading up to them telegraphs them a little bit.
 

P1naatt1ke1tt0

Active Member
I'm not sure, but doesn't :3::P+K: have at least some tech crouch frames? It's not instant like :1::P: .. or did you mean this move by :2::P+K:, Takeda?
 

Totbuae

New Member
I've been experimenting with some of these moves and found some interesting details.

Only :2::P::1::P: put her in a proper crouching state. This is important because only these are guaranteed to go under all highs (frame advantage/disadvantage permitting).

The rest keep her in a standing state but her "hitbox" shrinks down a bit. Since she doesn't go into a proper crouching state, these moves are not guaranteed to go under all highs.

Which highs get crushed seems to be character specific. I went into practice mode and set the com action to GUARD ALL and the com reaction to HIGH PUNCH. I then threw a simple :P: and attempted to crush the com's retaliatory jab with :3::P:, :3::3::P: and :2::P+K:. I should point out that I buffered :3::3::P:, i.e., it wasn't preceded by a crouch dash.

In cases where the com was controlling a tall character or a character with a high fighting stance (e.g., Jann Lee) all three moves would reliably crush the retaliatory jab. By contrast, in cases where the com was controlling a short character or a character with a low fighting stance (e.g., Kokoro) all three moves consistently failed to go under the retaliatory jab. Still in other cases, only one or two of the three moves in question would crush.

The results didn't seem to hold any correlation with stance (open or closed) or frame disadvantage. It all appeared to be related to the trajectory of the jab of the character the com was controlling. Helena isn't particularly tall but her jab follows an upward arcing trajectory and the end result was that Hitomi could reliably crush with all the three moves I was testing. Kokoro, on the other hand, is short, fights from a low, wide stance and throws her jab from below shoulder level in a slightly upward trajectory which, predictably, resulted in all three moves I was testing getting interrupted.

I found another interesting coincidence while I was testing the above. There are certain moves that push the opponent back quite a bit on block. :3::P::P:, :6::P+K:, :8::H+K: and :6::H+K: are some of them but there might be more. What's interesting 'bout these is that if they are blocked then a :8::P: afterwards will reliably crush any retaliatory jab. I suspect this happens 'cause the moves in question push the opponent either just a tiny bit beyond jab range or to the very edge of jab max range and the animation of :8::P: has Hitomi ever so slightly moving her head backward before swinging her fist. It works against jabs from every character... except Pai XD. Pai's jab is 11 frames (corrected)/9 frames (in-game info) and has waaay too much range. I hate you, Pai... j/k :p.
 

Totbuae

New Member
:8::P::P::2::K: leaves her at +13. A follow up jab will get in if buffered correctly which means a combo off of a low... but only if the opponent doesn't slow escape XD (Am I alone in thinking that devs have no love for Hitomi? XD ).

Remember that there's also a :K: followup to :8::P: (:8::P::K:) which in turn has several followup options.
 

Chaos

Well-Known Member
:( No your not along, literally I was a bit disappointed that TN didn't give Hitomi any fresh new tools to work with so instead she requires the DOA4 stun game, a bit slower and worse of all they nerf some of her moves and took away her :K::2::K::P: from DOA4/DOAD! :mad:
But hey, atleast shes still a karate beast who didn't get hit by a nerf bat hardcore, *cough Hayate & Helena cough* also, her :2::3::6::h::+::P:,:h::+::P: had return, new improve combo strings, way better looking, fluid movement & way more fun to use imo. :) Well considering the fact that some of the characters that didn't get much attention, I guess because Shimbori was too busy tity sucking Leifang :p
 

Chaos

Well-Known Member
Leifang can do what ever she wants when shes using that annoying parry and it seems like the active frame is longer, like 0/21/15 longer :mad:
 

NightAntilli

Well-Known Member
It's ridiculous that that parry is BETTER than Hitomi's even though Hitomi had her's first. Or am I wrong, does Hitomi's parry have ANY advantages to Fang's?
Leifang's parry does no damage, while Hitomi's does.
Leifang's parry can still be left at a disadvantage, depending on when the parry connects, provided you don't input an attack from it, while Hitomi's parry is constant in terms of advantage.
Hitomi's parry is instant, while Leifang's requires startup frames.

In terms of parrying itself, Hitomi's parry is better. Leifang's parry excels in the attacks she has from it, and the amount of strings she's able to transition into it.
 

Raansu

Well-Known Member
Leifang's parry does no damage, while Hitomi's does.
Leifang's parry can still be left at a disadvantage, depending on when the parry connects, provided you don't input an attack from it, while Hitomi's parry is constant in terms of advantage.
Hitomi's parry is instant, while Leifang's requires startup frames.

In terms of parrying itself, Hitomi's parry is better. Leifang's parry excels in the attacks she has from it, and the amount of strings she's able to transition into it.

Sorry but the positive far outweighs the negatives.

Hitomi's parry only leaves her at +7, she gets nothing good out of it.

Leifangs parry can be used at neutral or in string and it grants her a free attack or she can do a throw that is an OH that guarantees a feint stun. The parry doesn't need to do damage when she gets a free stun out of it. Go back and do your homework.
 

NightAntilli

Well-Known Member
Sorry but the positive far outweighs the negatives.

Hitomi's parry only leaves her at +7, she gets nothing good out of it.

Leifangs parry can be used at neutral or in string and it grants her a free attack or she can do a throw that is an OH that guarantees a feint stun. The parry doesn't need to do damage when she gets a free stun out of it. Go back and do your homework.
He asked if it has ANY advantages, I pointed those out. I never said Hitomi's was better overall. Stop being a smartass.
 

Raansu

Well-Known Member
Stop being a smartass? There's no fun in that. Also, I wouldn't really call those "advantages." Hitomi's parry sucks, simple as that. Only thing that made it half decent in 4 was the fact that she had an OH so the frame advantage was actually worth a damn.
 

Chaos

Well-Known Member
It would be wonderful if Hitomi's parry had guaranteed avantage just like Jann Lee's Dragon Gunner.
 

NightAntilli

Well-Known Member
Stop being a smartass? There's no fun in that. Also, I wouldn't really call those "advantages." Hitomi's parry sucks, simple as that. Only thing that made it half decent in 4 was the fact that she had an OH so the frame advantage was actually worth a damn.
Come on, you're pretending that you're saying the opposite of what I'm saying, but that's not really the case. I agree that she needs something more from it. Yes the positives of Leifang's followups greatly outweigh the positives that Hitomi's parry has. Again, someone asked if it had ANY advantages over Leifang's, and I pointed those out. That does not mean that it's better overall. I even said that parrying itself is easier with Hitomi, but that Leifang's excels because of the follow-ups.

Maybe if sometime you'd actually put some effort into understanding what someone is saying, you wouldn't be such an arrogant know-it-all asshole. Even though what you say regarding the game is often correct, your attitude about it is appalling and atrocious. Maybe you're the one that needs to do some homework on how to interact with people.
 
ALL DOA6 DOA5 DOA4 DOA3 DOA2U DOAD
Top