
Strength: 0.6 is my personal sweet spot for realism / style influence. 0.4 is sufficient for keeping the character features while using anime styles. Is the model too baked? Probably. PONY XL is still breaking my brain.
Trigger Word: hitdoa
[TRAINED] Hairstyle: brown hair, long hair, sidelocks, hairband
Other Hairstyles: They're possible, see examples. Model was trained on only her long hair, but I explicitly tagged it in every training image so you can just prompt for other styles. It's not entirely accurate to character, but it's good enough.
Short Hair: brown hair, bob cut, hairband
Ponytail: brown hair, ponytail, red hairband
Twin Braids: brown hair, twin braids, hairband
Costume is not trained.
Add realistic to your positive prompt if you want more accurate body / face proportions.
Leave it out for 2.5D or more grounded anime styles.
Add it to your negative prompt if you're trying to go for an exaggerated style.
By default, the model has a bit of a baked style influence from the game. You should use 3d in your negative prompt if you want to experiment with style LORAs. You can also use shiny skin in your negative prompt if Hitomi looks like she's made of plastic.
Remember your source tags and score tags.
Danbooru Tag: hitomi \(doa\), can be used if you have extra tokens left, not sure if Pony XL has any training data from the danbooru tag, but it doesn't hurt to include it as far as I can tell.
Model was trained on only 12 images from Dead or Alive 5: Last Round. DOA characters' proportions change from game to game, with DOA 5, 6, and Xtreme 3 / Venus Vacation all using wildly different models. Even just within DOA 5, proportions change depending on the costume.
Training on DOA 5 exclusively means her body proportions fall in line with that game; boobs are a bit smaller, hips aren't as wide, abs are more pronounced compared to Xtreme 3. In future, I'd like to train a version on Xtreme 3, but that isn't something I plan to do soon. Maybe I'll get around to doing other fighters, then revisit Hitomi later.

