Hitomi Beginner Guide Tutorial (DOA5LR)

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Published on ● Video Link: https://www.youtube.com/watch?v=ZkCurOtQbKw



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This is a small guide, featuring the new Attack on Titan stage, to help people out if they're interested in Hitomi (or Super Hitomi!) and would like an idea on how to approach learning her. This guide is mainly for letting you get your "feet wet" with the character. Feel free to message me if you have any questions pertaining to anything. Cheers!

*Note that Hitomi's a good beginner character if you're new to DOA5LR

*Additional Notes
- 4P+K is a good whiff punisher and "back-feint" move
- 3PP is only -1 on block, though is a fairly obvious high
- A fully charged 4P+K can guarantee 236P or 46P "deathfists" for a powerful wall combo at a wall
- 6T & 9H are useful tools for getting Hitomi's offense started
- 8PP2K is a solid low string to implement, along with 8PPP being a safe mid P on block and a potential small combo starter.
- After an "explosive" dangerzone, 66KKK is generally a decent go-to follow-up juggle
- Opponents to take note of: LeiFang, Christie, Bayman and most ninjas (Generally opponents that are good at covering many options)
- 236P & 46P are unsafe on block at -9
- 6H+K is safe on block at -2 and has two delayable follow-ups making it a solid mid-range poke
- 236K reaches almost 2.9 metres, is i18, and is only -5 on block making it an interesting "get-in" move or back-step killer at certain ranges
- 66KKK can be used as a "get in" move from mid-range but be sure to free cancel at points and utilize 66K2K for opponents that freeze on 66KK or 66KKK
- 33P is a good hi-crush launcher with some mid-crush properties too.
- Any variation of 66PPP can serve as a very delayable "string-launcher" similar to 33P
- 3H+K is a good go-to low-crush causing a solid hard knockdown
- 6K & 6PK can induce a good NH stun that can allow 3P to act as a follow-up
- Hitomi's CB is safe at -3 on block
- Hitomi can perform an attack off of a wall with 7P+K when her back is to a wall.

For additional tips with regards to DOA5LR's gameplay, or to clarify certain things, check out the Top Tier Tips Advanced Series: https://www.youtube.com/watch?annotation_id=annotation_366802457&feature=iv&index=2&list=PLV4Z7LoRwodBYCiMNOVwLGY75qkNNlNTv&src_vid=ZkCurOtQbKw&v=vZdOdf3Wp_Q#t=30s

For Directional Notation:

7 8 9

4 5 6

1 2 3

Each number represents the corresponding direction. 1 for "Down-Back", 9 for "Up-Forward", 5 for "Neutral" or no input, etc. Quarter-Circle Back = 214, Quarter-Circle Forward = 236, Half-Circle Back = 63214, Half-Circle Forward = 41236, etc.

For Input commands:

P = Punch
K = Kick
H = Hold/Guard Button
T = Throw Button
P+K = Strong punch
H+K = Strong Kick
H+P = Alternate Way to Input "Throw"

Don't forget to SUBSCRIBE & RATE for more DOA goodness! ;-)

-- Watch live at https://www.twitch.tv/force_of_nature




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