Recent content by KayJay

  1. K

    THE BEST HITOMI PLAYER'S GUIDE TO HITOMI PART 1: TOP TEN MOVES

    In Dimensions the kick gave +3 Advantage on Block, and you could OH throw afterwards. It was also not counterable and still 46P was simply the better option whenever you wanted to punish a wiff. In DoA 5 Hitomi doesn't have an OH throw anymore and with -1 on block you simply don't have the...
  2. K

    THE BEST HITOMI PLAYER'S GUIDE TO HITOMI PART 1: TOP TEN MOVES

    Your enemy just needs to crouch and your "unbeatable kick" gets beaten pretty hard all day. The kick isn't really that useful, also the kick was way better in DoA Dimensions, on Block you had more Frame Advantage but it still wasn't that useful for calling it unbeatable. :/ I prefer 46P because...
  3. K

    Hitomi Video/Critique Thread

    I just link this to get a few more clicks If possible, you can enjoy it in 1080p. And I'm sorry P1naatt1ke1tt0 that I recorded your lose. All matches were recorded at 1 day in a rush and I just wanted some gameplay footage for my channel. Nothing more. :) GGs as always.
  4. K

    Hitomi Video/Critique Thread

    Using 9PK for juggles isn't very good imo because Hitomi has better tools for launching her opponents (9K, 33P, 4P+K, 7K). 9PK doesn't launch very high and it's 2 high attacks thus makes it easy to counter (7H & 1H will avoid her 9PK). When I use 9PK, I use it for a guaranteed force tech. 9PK...
  5. K

    Hitomi Video/Critique Thread

    In your videos you are way too predictable. You are trying to land the same combo over and over. Even if the enemy blocks your first few punches/kicks you continue with the critical burst move at the end even thought it won't get them into critical stun. Also, at the beginning of the match you...
  6. K

    Do new patch make Hitomi realy stronger?

    As a juggle combo, her 4KPPPP will be viable now due to the fact that it also works against a wall in 1.03A. It does more damage than 5PP4PPP.
  7. K

    Hitomi's Crush and True Mid Game

    -11 is still safe against 10 frame jabs (which are actually 12 frames) and sidestep/freestep can't happen on wakeup.
  8. K

    Hitomi's Crush and True Mid Game

    It's better because the startup frame where she's counting as "jump" is coming out much earlier than the jumping frame from 8H+K. So punishing lowkick wakeups is much easier. It's so fast that Hitomi can crush low jabs at the beginning of a round. You can combo into 5PP4PPP at 69 DMG. Sometimes...
  9. K

    Hitomi Players Unite!!! PSN/XB360 Listings

    Thank you, I found this forum through DoA Central and when I saw that the character discussion is more active here I decided to register. :) GGs I remember you, very good Hitomi.
  10. K

    Hitomi Players Unite!!! PSN/XB360 Listings

    XBL Gamertag: KayJay Location: Austria Have you played Hitomi before DOA 5: Hitomi-main since DoA4 & DoAD Strengths: combos, sidestepping, pressure, punishing wakeups Weaknesses: Helena
  11. K

    Hitomi's Crush and True Mid Game

    Her best (fastest) low crush is missing: 9K (Tech jump frames, midkick). Imo it's overall the best option against low kick wakeups.
  12. K

    I'm quitting DOAD

    It's not the 3 Point system that makes the Countersystem in Dimensions annoying, it's the fact that you can hold the direction while spamming the Hold button. You don't need to time the directional input + H, thus resulting in holdspams between any of your succesfull hits.
ALL DOA6 DOA5 DOA4 DOA3 DOA2U DOAD
Top