Thank you!Depends in which way you are using it. Everything after 7K can't be stagger escaped of course because this move will launch. 6P+K on hit is a deep stun, so the opponent cannot slow escape 7K, but still hold it (except you used it on stun level 3, causing a critical burst).
*Edit* Actually, the opponent cannot slow escape anything because the 6P+K stun is a crumble stun which does not allow that.
Just make sure not to use 6P+K as initial stun because it is very slow.
Depends in which way you are using it. Everything after 7K can't be stagger escaped of course because this move will launch. 6P+K on hit is a deep stun, so the opponent cannot slow escape 7K, but still hold it (except you used it on stun level 3, causing a critical burst).
*Edit* Actually, the opponent cannot slow escape anything because the 6P+K stun is a crumble stun which does not allow that.
Just make sure not to use 6P+K as initial stun because it is very slow.
That doesn't make sense to me but I'l accept it.... its not like I have better explanation.
Wait, do you mean that the opponent can still hold 7P after a 6P+K?
What move do you suggest me before doing 6P+K?
Why doesn't make it sense to you? Simple example:
Kasumis KK will stun the opponent, giving me +19 advantage. Now after that initial stun, lets say I want to set him up for a juggle either with H+K, which executes in 17 frames or 8K that takes 12 frames.
If the opponent does not slow escape, both of these moves will hit him. H+K will turn him around for a big damage juggle, 8K will launch immediately.
With slow escape set to "fast", the AI will already block H+K because the advantage I get from the KK stun is only +14 now. H+K is now too slow for taking further advantage of the stun. My 8K will still hit because it only needs 12 frames to execute.
On "fastest" slow escape, my advantage from the KK stun will only be +11, so both H+K and 8K can be blocked. This means it limits my options for dealing more damage from a stun I was able to land and my opponent literally escaped from multiple situations that would have cost him a lot of hitpoints from a single stun he was put into.
I assume you mean 7K, and yes, he can do so. The crumble stun 6P+K causes will result in him falling down to the ground if:
- you don't launch or hit him in time
- he doesn't hold
6P+K is one of Kasumis slowest moves, it is your only attack that causes a critical burst and it is a mid punch, so people will try to hold that specifically.
You can actually use any other attack instead of this. You should only use 6P+K to land a critical burst, but only if you've set your opponent up for that before.
Simple setups for 6P+K usage, causing a critical burst, are:
On normal hit:
, , ,
, , ,
On counter-hit, you can shorten these to:
, ,
, ,
Both of these examples are either holdable or slow escapable though, but that's something you have to life with in general when you are playing Kasumi. She does not have many guaranteed / non-escapable stuff, especially not for 6P+K.
Ok I got it
... I'm trying to make some guaranteed combo and/or launching the opponent in the air to take free damage, but I figured out it isn't how Kasumi is supposed to be played, am I wrong? (I've always played Hayabusa and that's why I do so)
How should I use her?
What do you think about 9PK6 K PP7K.P+K ? Expecially after 9PK6, while the opponent sit on the ground.
Ps: you seem a Kasumi guru
Maybe playing only this character for 3 years (now) makes me a guru. Or what ever you want to call it.
Thank you again!
What can I do after 236T? Do you think it's good?
You should share your knowledge, maybe on a Youtube channel.
The funny thing is "Slow Escape" makes no sense. Theres nothing slow about it.
There is no difference, people use these two terms for describing the same thing, which is reducing the stun duration. I believe "stagger escaping" is the official term from the developers while "slow escaping" is more community slang.
236T is your best launching throw. It relatively fast and gives you good damage on hi counter. If you use it in a ceiling, you get a guaranteed power blow from it.
Other combos for that are:
- 236T 6K PPKK (up to midweights) or
- 236T 66K~K6 KK (all weightclasses) or
- 236T 66K~K6 PP6PK (all weightclasses).
lol, I'm sharing my knowledge with you right now. The things I'm telling you here aren't things that weren't already found or written down here before by other players though. There are many players here in the forum who could propably tell you the same things, if you take a look at this thread here for example:
http://www.freestepdodge.com/thread...y-doa5lr-kasumi-comprehensive-breakdown.2921/
And I do have a youtube channel btw. Or you just take a look at the "recent media" section under my profile page here if you are looking for some videos.
Why doesn't make it sense to you? Simple example:
Kasumis KK will stun the opponent, giving me +19 advantage. Now after that initial stun, lets say I want to set him up for a juggle either with H+K, which executes in 17 frames or 8K that takes 12 frames.
If the opponent does not slow escape, both of these moves will hit him. H+K will turn him around for a big damage juggle, 8K will launch immediately.
With slow escape set to "fast", the AI will already block H+K because the advantage I get from the KK stun is only +14 now. H+K is now too slow for taking further advantage of the stun. My 8K will still hit because it only needs 12 frames to execute.
On "fastest" slow escape, my advantage from the KK stun will only be +11, so both H+K and 8K can be blocked. This means it limits my options for dealing more damage from a stun I was able to land and my opponent literally escaped from multiple situations that would have cost him a lot of hitpoints from a single stun he was put into.