A hundred times this.
I think Hitomi has



into some backturned combo, but I need to test and see if this is guaranteed or not.
It does, but it is completely reliant on open/closed stance and the stance varies on which version of the kick you do, and because characters shuffle their feet so much in DoA it's impossible to ever get a consistent setup for the "good" combo. Topple that with it being a high kick and it knocks the opponent to the floor even at the lightest stuns makes the kick mostly useless. Thankfully it's -5 so it's not too terrible to throw it out there even on block, but it's not really reliable as 99% of the time it's going to push them to far away to get anything out of it aside from single hits like 236p, 46p or 236k. 3f+k will connect sometimes if you are close enough. If you get the correct stance though (which is practically never) she does have a half decent setup out of it with 6f+k, 6p+k, 33p > juggle.
Personally I'd like to see her hi-counter setups be returned. Prior DoA's she would get +10 on 6f+p but on hi-counter throw she would bet +15 letting her get unblockable setups. Unfortunately you could still hold out of them in DoA4. I'd change it to have 46p being unholdable if 6f+p was a hi-counter throw.
DoA2U and DoA3 2p on hi-counter hit gave her an unblockable 46p (a lot of characters had 2p setups like this that I would love to see make a return).
Being a striker character I'd prefer she got her damn frame advantage from the demo back, but TN being TN and seemingly enjoys having everything negative on block unless you spend 30 frames charging a useless guard break (except their precious VF characters) I'd like to see her get some utility to make up for her having to constantly be in the negative.
Her low kick hold puts the opponents back to her...let her capitalize on that.
Her parry should at the very least allow her a free stun.
Get rid of the useless 46k strings and make 6f+k capable of causing limbo stuns.
Bring back her guard break from DoA4 that allowed her to get an unblockable setup. (the one that didn't need a long ass charge and had some decent evasive properties to it)
Swap her natural combos so they can't block the last hit. As it is right now on neutral p6pp if the first punch hits the second is unblockable but they can block the most crucial part that opens up the stun game. It's such a useless natural combo and it should be the other way around. If the second punch hits then the third opening the stun should be a natural string.
I'd like to be greedy and say make all her sweeps have the same advantage as 8pp2k, but that would never happen.
Meh, I could probably go on forever but whatever. It's not like DoA5U is going to be a drastic change from the formula we have now.