Hitomi Match Up and Strategy Thread

Gill Hustle

Well-Known Member
I had a hard time against Brad Wongs that Spam Running Dash :6_::6_::P:.

Is that the headbutt into lay down stance? If so I just block and low throw punish or if I see it coming, Hitomi's parry is godlike.

Granted I've only done it online but I'm pretty certain the block/low throw option is viable.
 

FakeSypha

Well-Known Member
Is that the headbutt into lay down stance? If so I just block and low throw punish or if I see it coming, Hitomi's parry is godlike.

Granted I've only done it online but I'm pretty certain the block/low throw option is viable.

I've tested that before since I'm constantly playing a friend who mains Brad. I can't remember the exact frames on block right now, but you can only do a low throw punish after blocking when Brad does :236::P:, not :6::6_::P:
 

iLoveHitomi

New Member
Since I'm a newbie and start playing and sticking with hitomi, I suggest watch black mamba and Vanessa's Hitomi matches, well that's the only top 2 Hitomi fighters I could find now. Black Mamba's spacing and defencing style Hitmoni and Vanessa's extremely offensive style.
 

iLoveHitomi

New Member
I like ur head Icon:) from the story mode Hitomi chapter. 2 players are actually very good, I've went through many tournament video from youtube, as most wellknown DOA players only use one char.

Is Hitomi the only char do not have special moves? Jane Lee's dragon stance is really cool and useful, and I tried Kokora too. I am a new DOA player start with DOA5, in online match I found I win more with Jane Lee and Kokora. Jane Lee'd mid hold and dragon gunner is all too poweful, Kokora fast stun etc.
I've played Hitomi more than 800 times I guess? And about 100 for Jane Lee and Kokora. Its sad that you always lose with your favourate char. Hitomi's 4T grab and low hold does not give any guarantee damage too.
 

P1naatt1ke1tt0

Active Member
I like ur head Icon:) from the story mode Hitomi chapter. 2 players are actually very good, I've went through many tournament video from youtube, as most wellknown DOA players only use one char.

Is Hitomi the only char do not have special moves? Jane Lee's dragon stance is really cool and useful, and I tried Kokora too. I am a new DOA player start with DOA5, in online match I found I win more with Jane Lee and Kokora. Jane Lee'd mid hold and dragon gunner is all too poweful, Kokora fast stun etc.
I've played Hitomi more than 800 times I guess? And about 100 for Jane Lee and Kokora. Its sad that you always lose with your favourate char. Hitomi's 4T grab and low hold does not give any guarantee damage too.

Hitomi's punch parry (9H) is a "special move", although Lei Fang also has a punch parry now, but only from a stance.

Regarding the low kick counter hold, does anybody have some good strategies off of it? I usually do 6K2K, but that is kind of low damage and can be countered after the opponent learns the pattern. Sometimes I mix up with a throw, but that's very risky.
 

TakedaZX

Well-Known Member
Here's another strategy. I recently discovered that Dead or Alive is like other fighters now when it comes to okizeme. It's not about getting them on the ground and forcing them to tech. You kinda of want to tech trap them and to do that there's 3 elements of beating them.

1. Scare them out of wake up kicks
This might be the toughest part. Every wake up kick situation is 50/50 not including them getting up and grabbing. If you can see a pattern and guess it right, eventually they'll feel discourage from throwing them out, and this is where you take control.

2. Force Tech
Chances are that some will just stop trying anything as far as retaliation goes purely out of frustration, or to take time to think of what to do next. This is where you gotta apply pressure. Force them up and continue your onslaught and eventually they'll get the picture. Just because they don't get up right away though, doesn't mean they won't get up, so if you throw a slower move, chances are you could be at disadvantage after they get up, or worse, you may have to take a wake up kick. Here's some options:

  • :1::K: :~: :1::K:
  • :2::H+K:
  • :1_::K::K:
  • :3::H+K:
  • :6::6::H+K:
3. Standing Trap
This is the riskiest part. After they realize that they can't lay out or wake up kick, they'll simple get up. This means that they will be invincible until they can block themselves, but most will try to retaliate instead, but even if they block, it's your move even still. If they do try to retaliate without using a wake up kick (ex. getting up and grabbing or using a punch), your move will get counter/hi counter hit, meaning the possibility at huge damage.

See now the great part about this is you advantage is always going have the potential to make your move come out in 1 frame as opposed to them. In other words, you use the move a bit earlier and while they're in the start up frames of their move or grab, you'll impact in the 1st few frames. Using this you can keep the pressure up as long as you keep one and two in check. It works best with strings, just in case you screw up the timing on the first input. Here's some good ones for Hitomi.
  • :P+K::P::P: - Use the guard break pressure, more likely to connect
  • :3::K: Mix-ups
  • :6::K: Mixups
  • :6::6::K: - Mixups
  • :1::K: Mixups
  • :3::H+K:
  • :4::P: Mixups, Use guard break to pressure people who get up and block, and exchange kick for people who expect the last mid punch.
  • :4::P+K:_:1::P+K: - The embodiment of Risk taking. At the wall this becomes especially useful. :4::P+K: offers +6 which will put you in and advantageous state or make way for a free wall combo for 100+ damage on NH. This is because :4::P+K: is 70 raw damage, + a wall for 80 damage(90) on electric, then you get a free wall combo. If you hold it out longer, it won't give you more damage, but it will give a +23 guard break where you can put together a quick cb combo, the problem with getting a cb combo after guard break is that if there's no wall, the push back is pretty extreme, so you'll have to dash in quickly to get your combo, which dwindles down the options to 66kkp or 66~7PP, and other faster things with less of a stun. I usually just go with 66~7pp, 3k, 6p+k (CB), 33P, 7pk, p+kpp.

    :1::P+K:is just her power blow. It gives +17 on block same deal for what to do with it except if you land the powerblow, it's about 80 raw damage not including walls, I'd say do this as a finisher... but it's up to you. If it lands, guaranteed damage. If it doesn't, there's also guaranteed setups and you can still go for cb setups as well.
    • :7::K: :~: :4::K::P::P::P::P: - 44 dmg
    • :4::H+K: :~: :P::P::6::P::K: - 40 dmg
Always remember that they can wake up kick you even still in these situations so take some time to figure out their plans of action and condition the hell out of them.
 

Raansu

Well-Known Member
Hitomi's punch parry (9H) is a "special move", although Lei Fang also has a punch parry now, but only from a stance.

Regarding the low kick counter hold, does anybody have some good strategies off of it? I usually do 6K2K, but that is kind of low damage and can be countered after the opponent learns the pattern. Sometimes I mix up with a throw, but that's very risky.

You can turn around and block immediately, so honestly your best choice is to throw them. It's stupid that she gets nothing guaranteed out of it.
 

iHajinShinobi

Well-Known Member
Standard Donor
@TakedaZX: None of those are force techs...

A force tech is basically something that is part of a combo that puts opponents into inescapable situations. The Aggressor is not putting themselves into a guess of "This should force my opponent off the ground if they don't tech". Your guessing only comes after performing a force tech, in which you'll be in a 50/50, which is in your favor anyway.
 

TakedaZX

Well-Known Member
@TakedaZX: None of those are force techs...

A force tech is basically something that is part of a combo that puts opponents into inescapable situations. The Aggressor is not putting themselves into a guess of "This should force my opponent off the ground if they don't tech". Your guessing only comes after performing a force tech, in which you'll be in a 50/50, which is in your favor anyway.
Smh. There you again. If they lay out it's gunna force tech them up. Would it make you feel better if I tagged on "pseudo" to the beginning? It's the same principle.
 

Chaos

Well-Known Member
:4::6::h: (AH), :6::P::K:, ::P::+::K::P::P:
:4::6::h:, :6::P::K:, :1::K::6::P::K: (sometimes you will whiff the :P:..:( but if you want the combo to connect all the time, you need
to get the timing right) :)
:4::6::h:, :6::P::K:, :P::P::6::P::K:
:4::6::h:, :4::K::P::P::P::P:
:4::6::h:, :6::P::K:, :3::P::P:
:4::6::h:, :6::P::K:, ::6::6::P::K:
::4::6::K: (I prefer using the SS kick) ::6::6::K::K::P:, :4::K::P::P::P::P:
:hitomi: #1 main forever....I said forever damn it!!! lol.
 

iHajinShinobi

Well-Known Member
Standard Donor
Smh. There you again. If they lay out it's gunna force tech them up. Would it make you feel better if I tagged on "pseudo" to the beginning? It's the same principle.

Let me show you a very simple example of what a force tech is.

Ayane; Starter 4P Counter and Hi counter

BTPP2PK

The combo ends with Ayane immediately forcing her opponent off the ground. There was no guessing involved in this at all whatsoever. Forcing opponents off the ground this way puts them in disadvantage. Here are her preferred options after performing her force tech;

Breakdown: Neither 3P or 66KK4 can be beaten by "any" attack opponents try to attempt after being forced up. Both are vunerable to holds, however, can be blocked. If 66KK4 is blocked, Ayane is still in a good spot to continue pressure. Both 3P and 66KK4 can be side stepped. But this is where the Dynamic Duo of the infamous 8H+P and 8H+K come into play. Both moves track, preventing all side step attempts. And the animation between these two moves are very hard to tell apart. So, after forcing opponents up, if they attempt to attack, 3P and 66KK4 beats them clean and puts them in CH/HCH state. If they block, they are thrown by 8H+P. If they duck, 66KK4 hits them.

That is how a force tech is performed, and they should definitely have solid followups to keep the pressure going.

Performing a force tech should not contain any element of guessing. Your interpretation of how force techs work is completely inaccurate. That is why I bothered to post here in the first place, to help you. But it would seem that instead you want to view it as me attacking you, for some reason.
 

TakedaZX

Well-Known Member
Let me show you a very simple example of what a force tech is.

Ayane; Starter 4P Counter and Hi counter

BTPP2PK

The combo ends with Ayane immediately forcing her opponent off the ground. There was no guessing involved in this at all whatsoever. Forcing opponents off the ground this way puts them in disadvantage. Here are her preferred options after performing her force tech;

Breakdown: Neither 3P or 66KK4 can be beaten by "any" attack opponents try to attempt after being forced up. Both are vunerable to holds, however, can be blocked. If 66KK4 is blocked, Ayane is still in a good spot to continue pressure. Both 3P and 66KK4 can be side stepped. But this is where the Dynamic Duo of the infamous 8H+P and 8H+K come into play. Both moves track, preventing all side step attempts. And the animation between these two moves are very hard to tell apart. So, after forcing opponents up, if they attempt to attack, 3P and 66KK4 beats them clean and puts them in CH/HCH state. If they block, they are thrown by 8H+P. If they duck, 66KK4 hits them.

That is how a force tech is performed, and they should definitely have solid followups to keep the pressure going.

Performing a force tech should not contain any element of guessing. Your interpretation of how force techs work is completely inaccurate. That is why I bothered to post here in the first place, to help you. But it would seem that instead you want to view it as me attacking you, for some reason.
I get it, I get it. I was falsely informed that hitting them on the ground to force them up and force teching fall under the same tree, guaranteed or not.

Off Topic: And frankly I'm still waiting for you to explain why elements of Tekken's oki game don't apply to DOA (and maybe other fighters as well). Saying that you have to be wary of wake up kicks isn't a valid point since they've got mid and low wake up kicks and other moves to get up as well.

you didn't bother to ask why I see it that way either. smh.
 

TakedaZX

Well-Known Member
I just gave you a clear example of what force techs are and you're still arguing otherwise? Wow.
That's not what I asked you. Smh. I asked you what would you call hitting someone up off the ground if they stay laid out.

Did you even read my comment?

See this is the problem: You come in to to correct me, but when I [ask] for an answer, I get nothing. You seem to not understand how frustrating that is, and an argument is different from a discussion, which I'm trying to have with you since you're giving "help" and "enlightenment", yet I'm getting no help.

Is it me? Am I wrong for asking questions? Please. Do tell. Because you haven't so far.

and in case you just... maybe can't see very well or something.

I'm asking for answers my to my questions my good sir. It'd be appreciated if I could have them since you say I'm wrong, which I never disagreed with from the start.
 
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