LeifangHitomiFan1985
Member
What changes do we expect from Leifang and Hitomi in DOA6 in terms of moves/stances? I can't wait to see them unveiled on the 20th and hopefully be playable at Gamescom 2018.
Hitomi I feel could really benefit from some stance additions. She is a very basic character right now, and that's by design, but a small stance similar to what Jann Lee has would be welcomed I think.
What about free cancel it? Osu taunt is iconic lol.Or just get rid of it entirely, half the time she osus you could follow up but nope.
What about free cancel it? Osu taunt is iconic lol.
You took the words right out of my mouth. I always feel like she's too.........barebones and it's weird that majority of her attacks are throw publishable. Not to mention 6T is laughable because you can simply just fuzzy guard after it.Hitomi is definitely super basic in DoA5, but just some minor adjustments to her tools would make a drastic difference among some much needed frame advantage to cover for how slow her mids are, though some kind of stance like jann lee's would be super fun of have, though I think it's unnecessary.
Given how she lives and breaths off the spacing game and whiff punishment, it would be nice if 6p+k caused a back turn to give her something other than simple knockbacks in many of these open stages that wont reach the wall where she excels.
46k is great, but completely inconsistent due to it being tied to open/close stance for how close/far the BT stun is. The wrong stance completely removes your ability to get any follow up (6f+p always reset your stance, its the only time the setup is consistent.) If stagger escape is removed that might change as they wouldn't be able to turn around quickly when its the far stun, but I would prefer if they just removed the open/close stance on it and just made it consistent with the same stun distance.
Would it really kill them to let her have a guaranteed hit off her low kick hold? So many characters get BT setups off of holds and Hitomi is over here like "hah, got you....oh you're turned around already.......neat."
Ironically I think she had better options in DoA4 (I say ironic given how bad that game was lol.) 46p on hi-counter gave her several unblockable follow ups (they could be countered). I'd prefer in 6 if they were unholdable follow ups after a hi-counter throw, but I'd take unblockable 50/50 over what she deals with now which is you can block anything after she does 6f+p on hi-counter throw.
Also in doa4 her 7p+k (its her PB in 5) was a guard break that without charging gave an unblockable 7p.
I don't really think she needs an OH back as I still believe those should remain unique to certain characters, but it was nice having in DoA4 as a really strong trap after parrying. It would be nice if in 6 though her attack follow ups in 5 were guaranteed hits in 6 after a successful parry (obviously change the kick to not launch and just be a stun and the punch remain a knockback for wall options)
If stagger escape remains gone then she has decent sit down stun setups and I wont cry anymore with her low sweeps being -1 instead of +5 because someone staggered out of it.
Oh, it would be nice if 3p+k was safe again....That really hurt making that thing super unsafe in ultimate lol.
So ya.....frame advantage and give her tools some actual, ya know, mechanics to them and she would actually be a really solid character even if she's got super basic strings (her low sweeps in string are way too obvious and she's got zero safe options in those strings -_-)
I'm sure something else will pop in my head later, but those are things that stuck out to me for years that I wish would change to improve her.
Hitomi is queen of low pokes. She has so many lows that other characters do not have. You can easily try to make your opponent go for a low hold. Most characters don't have all those low poke options Hitomi has.
^ She has a huge load of low pokes and they're also coming out fast with decent range on them