DOA5U "I have no choice, but to fight!" Kasumi's Gameplay DOA5U discussion

extravagant

Active Member
I'm sorry everyone but I have no idea what some of you guys are saying when you say 6K, 3P, 33T, and etc...

is there a guide for all these terms? xD
 

Shade

Active Member
I'll be making a post later today detailing some of her changes. I'm going straight to work after Summer Jam so yea but heres a few quick things

H+K doesnt do a turn around stun on normal hit. Only on CH. I mentioned that should be changed back to its a original form so maybe by release it will.

The new 66KK is beastly. Plain and simple it will be your goto tool if you feel like continuing a stun with mid K. You are guaranteed at least a 7K into combo every time.

9PK still hits high sadly.

9T from hoshinpo is not a catch throw as rumored.

3KK has zero new property changes as previously rumored.

2P is still friggin -1 on hit.

1p is still-9 on hit

P+K6 9PK 6P+K is a viable mixup option.

The ground game has alot of untapped potential.

Christie and Kasumi both were

46T guarantees nothing. You're basically playing hitomis life afterwards. Realistically I wouldn't recommend using it ever unless you are trying to style. 66T is a far better option still.

33T still has the overly bold animation but executes in 12F

The launch animations for 236P and 8K have changed dramatically. It'll take some adjustment.
 

Tenryuga

Well-Known Member
Christie and Kasumi both were

46T guarantees nothing. You're basically playing hitomis life afterwards. Realistically I wouldn't recommend using it ever unless you are trying to style. 66T is a far better option still.

What happened to Christie and Kasumi?

I don't think 46T should be written off just yet. 66T is the superior option for punishment and damage for sure but the statement you made is like saying Hitomi players should never use her 6T from neutral when she has 33T. It might just be a guessing game since it only grants frame advantage but play your cards right and you can really capitalize off it when you start opening people up because they feel like holding guard or pressing buttons after you get your frame advantage. It's like a force tech in a grab. I'm assuming 66T still grants the guaranteed BT combo? Was the damage untouched? And did you manage to get a damage value on 46T as well?

Is the new 66KK a 2 in 1? I don't think I saw a single person hold it. If so lmao...thats insane. We're gonna have a great time with that for sure lol!
 
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Shade

Active Member
What happened to Christie and Kasumi?

I don't think 46T should be written off just yet. 66T is the superior option for punishment and damage for sure but the statement you made is like saying Hitomi players should never use her 6T from neutral when she has 33T. It might just be a guessing game since it only grants frame advantage but play your cards right and you can really capitalize off it when you start opening people up because they feel like holding guard or pressing buttons after you get your frame advantage. It's like a force tech in a grab. I'm assuming 66T still grants the guaranteed BT combo? Was the damage untouched? And did you manage to get a damage value on 46T as well?

Is the new 66KK a 2 in 1? I don't think I saw a single person hold it. If so lmao...thats insane. We're gonna have a great time with that for sure lol!

Shimbori had mentioned through Lee that they discussed reducing Christie and Kasumi damage. In christie's case, removing guaranteed stuns after her GB's. Removing the trip stun from her low. For kasumi it was the reduction of her throw damage and force tech options. They felt those were more the grapplers. Which btw, she still has hers, just gotta go about it differently.

I don't think 66kk is, but its so fast that the likely hood it is held is because the opponent wanted to hold Mid K from the start. But if it is , a potential setup will be CH hoshinpo P >66KK > Launch of choice. Where everything is guaranteed after the P!

True, I probably shouldn't say ever. It's certainly a viable reset option I just wish the input was different, maybe like 6T instead. The damage is comparable to hitomis but I don't have the exact number. Honestly, unless something drastically changes between now and launch, Kasumi got better. Way better.
 

UprisingJC

Well-Known Member
Thanks for your info, sir. However I have some questions...

I'll be making a post later today detailing some of her changes. I'm going straight to work after Summer Jam so yea but heres a few quick things

H+K doesnt do a turn around stun on normal hit. Only on CH. I mentioned that should be changed back to its a original form so maybe by release it will.

Does it still do a turnaround stun on a stunned opponent?

I mean something like:

6P(Stun starter) -> H+K



The new 66KK is beastly. Plain and simple it will be your goto tool if you feel like continuing a stun with mid K. You are guaranteed at least a 7K into combo every time.

What's its hit property now?
In the combo challenge it causes a sit-down stun but from the videos where some JPN staff(Shimbori...Hayashi...etc) played DOA5U against others last week, the second hit knocked her opponent down straight and I didn't see any sit-down stun caused by it.


3KK has zero new property changes as previously rumored.

Still just a knockback property? How much disavantage is Kasumi at after it's blocked?


2P is still friggin -1 on hit.

Oh c'mon...


P+K6 9PK 6P+K is a viable mixup option.
What do you mean by that, plz?
 

Tenryuga

Well-Known Member
@UprisingJC

H+K is a regular stun on NH but we get the turnaround stun on CH and in stun.

New 66KK is a sitdown stun that looks to guarantee 7K and 3P. 3P can have use deeper in the threshold for a launch and 7K is the go to launcher mid threshold.

Last I heard 3K was -8 on block.

As for the P+K mixup Shade just means that when you try that in stun the reward for landing it is good. Though it would be ALOT better if it was a mid kick because her current Hoshinpo mid K is ass and she already has the elbow for the high.

@Shade

Has the stun on her elbows indeed been buffed to +31? If so we can get a guaranteed 9K after them now. She still has the teleport P+K force techs? or is it just the 6PK2K techs? Either way she got super buffed dude. We are going to have alot of fun with her if she stays this way.
 
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J.D.E.

Well-Known Member
Standard Donor
My skype's just my username.

Something I noticed, in the bikini video the person showing off 236T KK7K 6P+K 9PK 6P+K KK
hit the KK7K really low.. It could either be that the person couldn't dash right
(we all know team ninja people can't really play doa *cough* momiji juggle *cough*)
or that we can't dash as early as before- no more KK7K 6P+K PPKK?
However, if we can still dash as fast I think Kasumi could land a PKK7K instead.

After 9PK 6P+K mid juggle, I'm really wondering whether we could follow up instead of just the KK- it would help for people who prefer using the cartwheel as an ender, maybe if they knew how the other person would get up.
Clearly the bound isn't high enough for a 33P.

Ultimate combo POSSIBILITIES/IDEAS.

236T 66 PKK7K 6P+K 9PK 6P+K KK
33P+K (power launcher) 3P+K to slide under, then BT 4P for relaunch then maybe PKK7K 6P+K KK.
9PK 6P+K 6P6KK
mid juggle > 9PK P+K (most likely possible)
Gotcha. Yeah I came up with some myself (including some of the ones that you've named). I think there's no more possibility for KK7K 6P+K K PP6P6K by the way the height of the KK7K animation is. Then again, it may be that the person didn't time the height just right for the juggle so it's still in the equation for now. But if the newer ones are good enough to use with more damage potential, then it'll replace it automatically regardless of it being a possibility or not. The teleport dashes, I didn't hear of anything of them being nerfed except for her range on 33T (oboro).

You named off the ones I thought of for 236T but the other 1 I thought of was KK7K 6P+K 9PK PP6P6K. KK7K 6P+K 9PK 7K 6P+K KK. That's just a few more I thought of.

As for 33P, I'm still going to test it. It may work off 66KK (the one) but not 9PK. It could just be that it wasn't shown. I hope 9PK is a mid now. 46H's juggle potential is pretty high too because it launches higher than 236T.

For the 33P+K Power launch, I thought of KK7K 6P+K KK7K 6P+K KK, KK7K 6P+K 9PK 6P+K KK. Then there's KK7K 6P+K 9PK PP6P6K The ones with the PKK7K you already named off lol.

KK7K 6P+K 9PK 7K P+K is possible

@Shade, these are some of the possible juggles we can up with. Did you or Kwiggle find any while playing or no?

The person in the vid didn't time it right IMO. If KK7K 6P+K PPKK was reported to have the damage reduced to 71 it should mean KK7K still has enough height to it that we can hit some things. Also for those of you that didn't know already KK7K is superior to PKK7K in DOA5 because it has a higher launch and relaunch height thus leading to more damage in her throw and hold juggles in most cases. If 9PK 6P+K KK indeed becomes Kasumi's stongest juggle ender then PKK7K might be better than KK7K in some cases come 5U due to how low Helena was to the ground when 9PK hit.

For the power launcher I am seeing these

Open space
KK7K~6P+K FC PKK7K~6P+K 9PK~6P+K KK

236P KK7K~6P+K FC PKK7K~6P+K KK

I've got nothing for the wall.

I just highlighted it for more juggle possibilities.

Edited for Update: In this combo video, it shows that 33P DOES work for the bounds as I expected. It also shows another new combo from 3PKK 2P 4PKK. It also shows the PPK 6K launcher combo.

 
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UprisingJC

Well-Known Member
Edited for Update:
In this combo video, it shows that 33P DOES work for the bounds as I expected. It also shows another new combo from 3PKK 2P 4PKK. It also shows the PPK 6K launcher combo.


Speaking of 33P, I wonder if its speed would be a bit faster or remain 20 frames.
Really hope that it could be around 17 or 18 frames instead of 20 frames which her 6P+K also has.
 
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J.D.E.

Well-Known Member
Standard Donor
I'm actually curious now if 33K would work from the bounds to relaunch since it's 16 frames & I seen Chosen 1 use Hayabusa's Punch launcher & his kick launcher going into a handstand on stream, which was filled up with a bunch of cornballs in the chat whining & complaining for no reason at all imo. Busa players now shouldn't complain about him not getting anything especially after that.
 

Tenryuga

Well-Known Member
I'm actually curious now if 33K would work from the bounds to relaunch since it's 16 frames & I seen Chosen 1 use Hayabusa's Punch launcher & his kick launcher going into a handstand on stream, which was filled up with a bunch of cornballs in the chat whining & complaining for no reason at all imo. Busa players now shouldn't complain about him not getting anything especially after that.

33K would probably hit but wouldn't float them for a juggle. Reason I say that is because Busa's handstand kick and punch are used as relaunches after his standard juggles and air throw. That's the reason 33P works for Kasumi after bounds; That's one of her re-launchers as well as 7K. If the bound was a Jacky or Sarah status bound though things would probably be different.

As for the Busa players they lost two guard breaks. 4PK and 3H+K. 4PK and PP4PK were decent strings to use to keep momentum and pressure going, to check SS and to open people up. 3H+K was alright as an alternative way to come in with frame advantage the other being his 214P I believe (The mid P sitdown stun that's +2 on guard.). In exchange for limiting this ability to come in with frame advantage and apply pressure / open people up with guard breaks he got blessed in the whiff punishment department seeing as how his 214P causes the bound state leading into 78 points of damage. As the Hayabusa players in his thread have already noted whiff punishment is going to be key with him. It's definitely too soon to say whether he got better or worse. What is clear right now is that hes gotta be played a little differently in 5U and at the moment he seems alright. At least hes got some form of gameplan going for him unlike Eliot. PM me or something if you wanna talk some more so we don't derail the thread too much lol.
 

UprisingJC

Well-Known Member
I personally don't mind Kasumi's damage from her 33T being nerfed as she already has some other good things such as her 66T. Instead, what I care more about her is her setups after stunning her opponent.

I hope the new 66KK can be an effective mid-kick attack for extending the stun with 6k. Her 3k is ass. You can't follow any long-enough stun, at least +25(NO SE) IMO, before dashing forward a bit unless you're near a wall.

The other thing is that I hope she can have a more effective mid-punch launcher.
She has 4pk to do the job but after all it's a 2-hit launcher. The second hit is still likely to be countered sometimes either by hold spammers or people with decent reaction.
I hope her 33p can be sort of quicker, making it either 17 or 18 frames. I hate that my 33p gets blocked just because my opponent does a "fastest" hold(In the past it's called JF-hold I guess) instead of doing Slow Escaping by themselves.

Currently, 33P is more of a relauncher than a launcher for most of the time because it's too slow and the fact that Kasumi has 4PK, which is much faster to launch her opponent. If Kasumi intends to launch her opponent right after stunning him/her with her mid punch launcher, 4pk is the first choice. Even when Kasumi tries to keep stunning her opponent for higher height and higher air juggle damage, 4pk still works. The other alternative is her 6P+K for critical burst. 33P? Sorry you don't seem to be in the choice(at least for me it isn't.)

33P executes in 20 frames and so does 6P+K. Kasumi is at -8(It can be -6 from the farthest distance) after 6P+K gets blocked and 33P leaves her in a backturned stance and at -9. Then why would I use that thing as a launcher-_-? Unless 33p is faster, I don't think it's a good launcher.

That's just what I hope. But...if Kasumi's 33p were faster as I wished in DOA5U, some characters like Brad Wong would have more trouble I guess.(Not trying to go through this too much here.)
 
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Tenryuga

Well-Known Member
33P really only has use when you set it up with her jabs and 3P. But that's mid threshoid. At the threshold there's no point to the launcher as CB is the same speed as it so you might as well burst to get massive damage. You can try 3P > 3P to launch the opponent but that gives them two chances to guess if 3P wasn't the initial stun. I'd rather 3PP if I'm going to use 3P to extend stun. Personally I'd like a 16 - 17 frame 33P before I consider using it at all.
 

J.D.E.

Well-Known Member
Standard Donor
Food for thought here. Remember 4H+K bounds too, so 3H+K may be guaranteed this time.
 
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