Chris Harris
Well-Known Member
Hitomi Q&A thread. Use this thread for questions that aren't being answered in any of the other threads.I will eventually turn this thread into a thread for the Hitomi guide or general guideline to using her in an effective manner.
Hitomi is no longer a sweep monster that pretty much rushed in and tried to open you up with unsafe sweeps. She can still play that game but it has been toned down significantly and doesn’t give you what you want to really put the hurt on someone. She no longer just runs at you recklessly trying to open you up with strings because now she can be kept out fairly well. She also has to worry about sidestep attacks but those vary depending on the character and the speed of their sidestep attack(s).
Now what Hitomi will have to do in DoA5 is have a solid foundation of defense with the ability to poke your way out. She will have the match ups that she will be able to play the mix up game but it’s just not that good in this game since they added sidestep. Her fast strings are no longer viable as they don’t give a stun that holds long enough. Granted if a player goes for a counter then the strings are much stronger but in general you can slow escape them.
Hitomi’s best stand-alone attacks are;
-4p[p]
3p+k
6f+k
3f+k
6k
P+k[pp]
46p
236p
6p+k
All of these attacks either stun on normal hit or have follow ups that give a stun that can’t be struggled out of. The others give a knockdown and push your opponent towards the wall which is where we want to get our opponent.
Hitomi’s goal in this game is to work a solid mid-range game and get a good counter hit in. From there she has many ways to reach the threshold in one guess and force a launch/throw/CB! Situation. She also gets pretty good damage from quick launches so we no longer have to be timid about going for early launchers or trying to get big damage from a risky throw. The nerf to holds makes it easier for Hitomi to go for an early launch and press the opponent to the wall where she can get her insane damage.
So in general don’t get frustrated because it is a bit difficult to rush people down if they are struggling out of everything. Just have to use a different approach with her because players with strong defense will edge you out easily.
Dead or Alive 5 Hitomi
Now that Dead or Alive 5 has been out for a bit (a week) and I have had time to mess with training mode I finally had some time to ACTUALLY mess with my character Hitomi. This won’t be a very long post/blog as I will be doing others as time progresses and I figure more things out with her.Hitomi is no longer a sweep monster that pretty much rushed in and tried to open you up with unsafe sweeps. She can still play that game but it has been toned down significantly and doesn’t give you what you want to really put the hurt on someone. She no longer just runs at you recklessly trying to open you up with strings because now she can be kept out fairly well. She also has to worry about sidestep attacks but those vary depending on the character and the speed of their sidestep attack(s).
Now what Hitomi will have to do in DoA5 is have a solid foundation of defense with the ability to poke your way out. She will have the match ups that she will be able to play the mix up game but it’s just not that good in this game since they added sidestep. Her fast strings are no longer viable as they don’t give a stun that holds long enough. Granted if a player goes for a counter then the strings are much stronger but in general you can slow escape them.
Hitomi’s best stand-alone attacks are;
-4p[p]
3p+k
6f+k
3f+k
6k
P+k[pp]
46p
236p
6p+k
All of these attacks either stun on normal hit or have follow ups that give a stun that can’t be struggled out of. The others give a knockdown and push your opponent towards the wall which is where we want to get our opponent.
Hitomi’s goal in this game is to work a solid mid-range game and get a good counter hit in. From there she has many ways to reach the threshold in one guess and force a launch/throw/CB! Situation. She also gets pretty good damage from quick launches so we no longer have to be timid about going for early launchers or trying to get big damage from a risky throw. The nerf to holds makes it easier for Hitomi to go for an early launch and press the opponent to the wall where she can get her insane damage.
So in general don’t get frustrated because it is a bit difficult to rush people down if they are struggling out of everything. Just have to use a different approach with her because players with strong defense will edge you out easily.