Eh, if someone really wanted to abuse the kimono they'd attempt to stay in close stance most of time. And that'd pretty difficult to manage.
Been working on Hitomi the past few nights. Finding it difficult to really punish players running off strings all day. I'm not really sure what Hitomi's crushes are, but I did find out that 3K strings aren't guaranteed after the first hit. Meaning players can just guess high or mid on the second hit and they don't really need to slam a forward+hold on either. Kinda lame. Also found out that Hitomi's punch parry can't be used to escape a holdable string. I'm cool with that. Just a matter of predicting and properly timing 9H for those high and mid strings. I was wondering if it's possible to change the follow-up punch? Hoping for some sort of launcher.
Speaking of launchers, I've found a number of good ones, but I'm lacking in basic combos. I thought 4KPPP would work on a number of them, but most launchers launch too low to work. So trying to find some other, damaging strings that could connect. P+KPP seems good, but was hoping for others. PP6PK is a bit tricky for me at the moment, and doesn't always work.
Hitomi's sit-downs seem to suck. About the only thing I could follow up with is 66K strings, and those are holdable on the second hit.