Kasumi 1.03 Changes

FocusDMR

New Member
P6P, P+K: Removed wall blow back, added sidestep tracking
6P2K, PPP2K: fixed an issue that caused them not to do 50% damage on half hit
P+KK, P6PK: fixed an issue that caused them not to do 50% damage on half hit
3K: Changed disadvantage on block from -12 to -3 and changed hit reaction on normal hit to stagger
66P: changed startup from 18 to 16F
66PP: changed to be a guard break move, changed from disadvantage from -23 to GB -6F and added the ability to perform derivative follow up moves even when blocked.
P6PP, P+KP: changed from disadvantage on guard from -12 to -8F.
9K, 6P6K, PP6P6K: changed from to a bounce with a juggle follow up possible on counter hit or higher.
1K, PP2K: recovery shortened from 32 to 29F.
66K: changed from disadvantage on guard from -15 to -10F.
4H+K: changed recovery from 28 to 22F, and made stuns on counter hit and higher the same as normal hit.
33T: changed damage from 65 to 67
Sidestep P: changed disadvantage on guard from -14 to -9F, removed wall blow back, added sidestep tracking.
New move: 8 or 9 in hoshinpo: Gekko-tenbu can now be performed from hoshinpo
 

ErickBello

Active Member
Someone could delete the older thread about this? xD
Well, this is pretty good... She is "Safer" now. So basically now you can sucessfully use the stun of 66K, and now you have more tracking moves. And YES! 66PP Guard breaks, she needs that.
 

Keylay

Well-Known Member
I like that she can jump over opponents heads from Hoshinpo and she can go into Hoshinpo even if 66PP is blocked. I'm going to be using that move more now

And now that 66P is 16 frames, you can probably get guaranteed followups after H+K.

Now that 4H+K has a recovery of 22i instead of 28i, does that mean that it's -1 on block instead of -7?

3K got a lot better.

The changes in frames will mess up my combo resets but I'll adapt.
 

J.D.E.

Well-Known Member
Standard Donor
Just think.. I'm curious now what kind of possible juggles I can come up with of that 9K bounce.. Shit just got real! &&&& she's safer
 

Allan Paris

Well-Known Member
She didn't get safer, she is still unsafe. The only thing that became safe was 3K but no one grabbed after that on block anyway because of the slight push back and the follow up it has. It was like that in DOA4.

And now that 66P is 16 frames, you can probably get guaranteed followups after H+K.

6K is a guaranteed follow up. 66P being 2i faster does open up a few other things though. I can't wait to try them.

Overall she got better and that means it's about a get very bad for players.

Keylay, I think you are on PSN too, hit me up sometime. Hopefully we don't lag.
 

Keylay

Well-Known Member
She didn't get safer, she is still unsafe. The only thing that became safe was 3K but no one grabbed after that on block anyway because of the slight push back and the follow up it has. It was like that in DOA4.



6K is a guaranteed follow up. 66P being 2i faster does open up a few other things though. I can't wait to try them.

Overall she got better and that means it about a get very bad for players.

Keylay, I think you are on PSN too, hit me up sometime. Hopefully we don't lag.
[/quote]


Yea, I'm on PSN and Xbox Live. I need all the practice I can get before Socal Regionals on Saturday.
 

J.D.E.

Well-Known Member
Standard Donor
Wonder if 9K bounce would be good with PP6P6K then a guaranteed PP7K strings? I hate imagining things. I feel like Im talking crazy when I'm going off of what I read.
 

Keylay

Well-Known Member
Wonder if 9K bounce would be good with PP6P6K then a guaranteed PP7K strings? I hate imagining things. I feel like Im talking crazy when I'm going off of what I read.

I'm wondering how high the bounce will be. Currently, if you get a critical burst and do 9K, you'll get a bounce but I've only been able to followup with 4PKK. I tried to do PP6P6K today after I read the patch notes and that didn't work.
 

J.D.E.

Well-Known Member
Standard Donor
I'm wondering how high the bounce will be. Currently, if you get a critical burst and do 9K, you'll get a bounce but I've only been able to followup with 4PKK. I tried to do PP6P6K today after I read the patch notes and that didn't work.
Yeah I do that on Hi counter. But we'll know in 5 days & I can't wait.
 

Allan Paris

Well-Known Member
I'm wondering how high the bounce will be. Currently, if you get a critical burst and do 9K, you'll get a bounce but I've only been able to followup with 4PKK. I tried to do PP6P6K today after I read the patch notes and that didn't work.

This is my concern with the bounce, but I will figure out something retarded to do after it. She does have new toys.
 

Murakame

Active Member
They said the stuns for 4H+K are the same on counter and normal hit. I've been wondering what does that mean? I always found it strange that 4H+K didn't guarantee a critical burst even though the advantage is +25 and Kasumi's CB is 20 frames. Does that mean the issue is addressed now and her CB is guaranteed?

Edit: Also I'm going to assume that Kasumi will get +1 from her P+K after the 66PP guardbreak. If she does, then in addition to the changes made to 6P+K she has a legit reason for people to be afraid of her mid range now.
 

Allan Paris

Well-Known Member
They said the stuns for 4H+K are the same on counter and normal hit. I've been wondering what does that mean? I always found it strange that 4H+K didn't guarantee a critical burst even though the advantage is +25 and Kasumi's CB is 20 frames. Does that mean the issue is addressed now and her CB is guaranteed?

4H+K gives of 2 different sit-down stun animations as of now. The NH sit-down stun (the same as 66KK sit-down stun) for it guarantees nothing and can be completely SE'd out of. On CH or HCH it gave a sit-down stun (the same as Jann Lee's 214P I think that his jumping elbow punch) and it guaranteed a 3H+K launch. When the patch comes there will only be 1 animation for that stun. Which is the 66KK sit-down stun animation.

As long as the advantage from 4H+K does not change on CH or HCH then I really don't care about this change. If 4H+K becomes a shake-able stun guaranteeing nothing on CH or HCH like it is on NH then I will be highly pissed about that. That would be an unnecessary nerf.

I am pretty sure this still doesn't allow her a guaranteed CB. Although Jann Lee and Pai can get them from their sit-downs, but whatever.
 

TakedaZX

Well-Known Member
4H+K gives of 2 different sit-down stun animations as of now. The NH sit-down stun (the same as 66KK sit-down stun) for it guarantees nothing and can be completely SE'd out of. On CH or HCH it gave a sit-down stun (the same as Jann Lee's 214P I think that his jumping elbow punch) and it guaranteed a 3H+K launch. When the patch comes there will only be 1 animation for that stun. Which is the 66KK sit-down stun animation.

As long as the advantage from 4H+K does not change on CH or HCH then I really don't care about this change. If 4H+K becomes a shake-able stun guaranteeing nothing on CH or HCH like it is on NH then I will be highly pissed about that. That would be an unnecessary nerf.

I am pretty sure this still doesn't allow her a guaranteed CB. Although Jann Lee and Pai can get them from their sit-downs, but whatever.
That was the exact thing that I was worried about when I read that.

Anyone understand what the new move is as well? It says 8 or 9, so does that just mean... a jump like 9p?
 
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