DOA5LR The Kunoichi of Destiny - DOA5LR Kasumi Comprehensive Breakdown

tokiopewpew

Well-Known Member
Standard Donor
yeah,its g.u.a.r.a.n.t.e.e.d!and does more damage than other junggle,and basicly its safe,so every online kasumi player only use the move...FML,kasumi had so many BNB combos and cool like hell,but NO~lets go HK PPK and HK:mad:

not complaining bro~I just hope DOA5U system go better

In which way is it save? It was kind of 2(?) patches before, were it was unholdable and both players ended up neutral, but now it's holdable, high-crushable and double digit negative on block. And since she has a guaranteed juggle after it, why shouldn't players use it if their opponent is not able to do anything against it. I would do it all day long if I notice that my opponent is spamming mid punch holds only. Just remeber that other characters have guaranteed critical burst after sit down stuns, holds and similar, so uhmm ...

Since TN already nerfed that move a lot, it has become better now, hasn't it?
 

J.D.E.

Well-Known Member
Standard Donor
yeah,its g.u.a.r.a.n.t.e.e.d!and does more damage than other junggle,and basicly its safe,so every online kasumi player only use the move...FML,kasumi had so many BNB combos and cool like hell,but NO~lets go HK PPK and HK:mad:
The move is holdable now (which I thought was uncalled for) lol & was already crushable & duckable with a low hold. She's one of the only characters who gets a guaranteed launcher from her toolset & is also not safe on block.That's why they went & changed it the 1st time. And why would any Kasumi player would want this changed when it's giving them a free juggle in an exchange for more juggles? Better yet, why would ANY player that gets guaranteed damage exchange it for more juggles for their characters?

This is one of the things that drive me insane about this community. No offense to you. It's not just you who does it. This may have been your 1st time doing it but had no clue how to get around it, so if that's the case, then I apologize for it if this is coming off rude to you because that's not my intention at all. They go by online experience & then spam TN's twitter page or other sites for nerfs because they don't understand what's going on & how to deal with it. Not only that, people show so much character bias to the point they'll holler nerf just because they hate the character... For stupid reasons instead of a legitimate reason of character balance. This isn't even a legitimate reason to even consider it nerfed lol. I highly advise you to go to the lab & learn how to stop it. If you can, play offline for better exp. You can't just up & have something nerfed based on online play let alone understanding how the move can be dealt with. Please take mine & everyone else's advice & try to understand how the move is used before doing this. I even put up a section to how it can be stopped & what to apply to it. Unless you're just trolling.

EDIT: Added a Fighting game glossary to the OP for people to learn more of fighting game terms & FG's in general. http://en.wiktionary.org/wiki/Appendix:Glossary_of_fighting_games
 
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Soaring Zero

Active Member
^Amen. I swear some of the completely ignorant things I hear players complain about(especially about Kasumi) annoy me to no end. The way I see it, if you have time to complain about something, then you have time to learn how to deal with it.
 

Koompbala

Well-Known Member
The guys not trolling it's the way he plays he's over at the Tina forums too. No one over there is on board with his ideas. He did at least as I already said over there revive the Tina forums a bit.
 

J.D.E.

Well-Known Member
Standard Donor
I updated the OP a bit.

* 8P's section & what purpose it serves
* The issue of 6P6K & 9K from H+K (Thanks @Allan Paris for explaining this)
*3P+KP & 66K's situation
*Some spacing tactics of 4H+K & 3K in the Defensive/Spacing section
*6H+K & it's variants it can serve
 
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UprisingJC

Well-Known Member
Dunno what to say about her mid k stun extenders though.

3K creates a gap after hitting her opponent, which I really hate a lot, and this makes her have to use moves like 66P or 66K that covers a decent range to keep her opponent stunned.
After the patch, I can't do things like stun -> 3K -> 6K. I have to move forward a little bit after 3K.


4H+K may be better but it's quite slow(i22) and holds may cause some tricks.
4H+K -> 3P is guaranteed but 3P whiffs if her opponent attempts a wrong hold before 4H+K hits.

66K only gives her +19 at most and +11 at least, and same can be said about her 66KK.
 

Lulu

Well-Known Member
When I'm done with Alpha I am going to need a new temporary character with Ceiling throws and some other good tools I can use to help me get a hang of the Stage Enviroments....... and positional awareness in general....
Gen Fu is out of the question, I couldn't play him to save my life and Hayabusa is hard as nails, I barely completed his Combo Challenge.
Kasumi is the only character I know with a ceiling throw that doesn't require any special conditions.... well Hayate too but he's dead to me.
The part I struggle with is performing the dash to chase after her 236T Launch Throw.... good news is I can buffer it.... bad news is I don't know when to stop dashing.
Fantastic Breakdown By The Way. Love it.

Edit: Can Kasumi, like, jump off the walls and stuff like Momiji and Lisa ? That would be so awesome.
 
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Chapstick

Well-Known Member
The part I struggle with is performing the dash to chase after her 236T Launch Throw.... good news is I can buffer it.... bad news is I don't know when to stop dashing.
Fantastic Breakdown By The Way. Love it.

Edit: Can Kasumi, like, jump off the walls and stuff like Momiji and Lisa ? That would be so awesome.
Use 6K PPKK or 66K~K 7K~KK. 66K~K 66K~K PP6PK doesn't require dashing but it's tough to do consistently. With dashing, KK7K~9PK~KK is pretty easy to land

@The wall thing- yes, with 7P and it's pretty useful. Can give a guaranteed juggle and it guardbreaks.
 

Lulu

Well-Known Member
Use 6K PPKK or 66K~K 7K~KK. 66K~K 66K~K PP6PK doesn't require dashing but it's tough to do consistently. With dashing, KK7K~9PK~KK is pretty easy to land

@The wall thing- yes, with 7P and it's pretty useful. Can give a guaranteed juggle and it guardbreaks.
Damn Kasumi is so Bad Ass :) .
All righty then , this is good. It's nice to have specific characters to use as training wheels.
Edit: Oh now I see.... so you're bounding them to the ground with 66K~K..... I notice that actually favours Kasumi alot better because its hard to connect K at the proper height to guarantee everything else afterwards..... its pretty clever of you. :D
 
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J.D.E.

Well-Known Member
Standard Donor
@Lulu you'll need to take some time out to 66K~K its use. Once you learn to land 66K~K on her combos like 236T, it becomes a consistent thing. Like Chap mentioned, 66K~K into 7K 6KK is a BNB that you need to learn. It's 73 CH & around 90ish with the wall & it wall carries. However, if you're too close to the wall, the wall will stop the combo because it'll slam. So you may need to work on a wall juggle in close-wall juggling situations. She scores around 90 & a little more on CH if you're near the wall, 88 to 89 CH out in mid space.

In order for you to get her potential max damage, you'll need to work towards the timing of KK7K & its series of juggles & landing 66K~K 2xs & then ending the combo with either PP6P6K or PP6PK. PP6P6K is what you land if you're going near the wall because it will get you 98 CH. However, just go with what's comfortable now so that you'll get your damage without losing out on any damage potential (If you're not consistent with it yet).
 

Lulu

Well-Known Member
@Lulu you'll need to take some time out to 66K~K its use. Once you learn to land 66K~K on her combos like 236T, it becomes a consistent thing. Like Chap mentioned, 66K~K into 7K 6KK is a BNB that you need to learn. It's 73 CH & around 90ish with the wall & it wall carries. However, if you're too close to the wall, the wall will stop the combo because it'll slam. So you may need to work on a wall juggle in close-wall juggling situations. She scores around 90 & a little more on CH if you're near the wall, 88 to 89 CH out in mid space.

In order for you to get her potential max damage, you'll need to work towards the timing of KK7K & its series of juggles & landing 66K~K 2xs & then ending the combo with either PP6P6K or PP6PK. PP6P6K is what you land if you're going near the wall because it will get you 98 CH. However, just go with what's comfortable now so that you'll get your damage without losing out on any damage potential (If you're not consistent with it yet).

Yeah I saw that.... KK7K use to be tricky because the last kick wouldn't connect sometimes..... it turns out I wasn't doing KK fast enough.
66K~ K is no problem.... if I can do it with Sarah then it should be a piece of cake with Kasumi.... I've also been practicing the Combo Challenge standing on both sides.
Now its just a matter of putting it all together into a viable strategy to use in an Actual fight.
 

PMS_Akali

ヽ༼ຈل͜ຈ༽ノ
Premium Donor
Luckily, 66K-K is the only hit confirm move she has. Everything else comes out pretty easy outside of heavy lag. And her teleports come out automatically if you hold forward now.
 

Lulu

Well-Known Member
Does anybody ever feel like Kasumi is just a stepping stone to Phase 4 ?
They have alot of the same moves but more importantly they follow a simular strategy, Except Phase 4 can milk more out of it.
 

J.D.E.

Well-Known Member
Standard Donor
Actually, Phase 4 is more of a Spacing/Counter-Poking character. Kasumi is more of an offensive threat who can also use tools to counter-poke & moves like PK, 4P, 6PK, etc for an exchange & win at a reasonable range. Phase 4 is also just as unsafe as Kasumi. Both of them are unsafe, except for the fact that Phase is also slower & worse than her on block. Kasumi, for the most part despite being unsafe, she has more tools that will push back on block & keep her at a safe range not to be punished. Moves like 3K which they both share is punished by grapplers, but not everyone else on in open floor, but against the wall, they both are being punished. 6PK of Kasumi's & H+K of Phase's are similar also. Both are -12, but the pushback keeps them out of safe range. Kasumi also is better at the mixup game. Phase does beat her in damage, but not everywhere else.

However, if you look at who has more tools that are able to play safer, it's Kasumi.

Kasumi:
P
PP
PPP
6P
4P
3P
6K (-7 can be neutral thrown, but can also be broken)
6PK
3K
66K~K
PP6PK
2P
1P
4H+K
66PP

Phase:
P
PP
6P
H+K
3K
66PP
3P+KP
2P
 
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KasumiLover

xX_APO_Prince_Xx
Premium Donor
Actually, Phase 4 is more of a Spacing/Counter-Poking character. Kasumi is more of an offensive threat who can also use tools to counter-poke & moves like PK, 4P, 6PK, etc for an exchange & win at a reasonable range. Phase 4 is also just as unsafe as Kasumi. Both of them are unsafe, except for the fact that Phase is also slower & worse than her on block. Kasumi, for the most part despite being unsafe, she has more tools that will push back on block & keep her at a safe range not to be punished. Moves like 3K which they both share is punished by grapplers, but not everyone else on in open floor, but against the wall, they both are being punished. 6PK of Kasumi's & H+K of Phase's are similar also. Both are -12, but the pushback keeps them out of safe range. Kasumi also is better at the mixup game. Phase does beat her in damage, but not everywhere else.

However, if you look at who has more tools that are able to play safer, it's Kasumi.

Kasumi:
P
PP
PPP
6P
4P
3P
6K (-7 can be neutral thrown, but can also be broken)
6PK
3K
66K~K
PP6PK
2P
1P
4H+K
66PP

Phase:
P
PP
6P
H+K
3K
66PP
3P+KP
2P
It also helps that Kasumi possesses mix-ups that are great for poking and that transition from high to low hit levels like these:
:K::2::K:
:P::K::2::K:
:6::P::2::K:
:4::P::2::K:
:P::P::2::K:

Phase 4 on the other hand isn't as mix-up oriented and has few safe high to low transitions:
:P::P::2::K:
:1::K:

Those are the only ones that I really know off the top of my head for Phase 4. In comparison to Kasumi, she just doesn't seem to have a lot of moves that can slip underneath the radar...:(
 
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