To avoid messy threads, & to keep the full breakdown list organized, & looking forward to what she has in the next build, this is a discussion, preparing for it.
She still will be that pure rushdown character.
The newest edition to the mechanics besides the power blow & critical burst is the power launcher. Some ideas came to mind for power launching juggles to work. The biggest concern that I have with the power launcher is how high could she keep them in the air. We'll list some juggles that come to mind soon. She has a new 46T which almost works as Hitomi's 6T, 33T is now 12i (68 NH, 102 CH) with the range of it being shorter. She has her wall Punch, 7P from DOA3 back where she jumps off & dashes (like 33T) when near the wall. H+K is still turn-around on CH or HCH only for now, but the stun that may give her the 6K launcher still, but no word on 6H+K's stun. 3KK is now a turn-around stun.
Also, she has a new 66KK (SDS) a 66K follow-up, going to the ground, giving a ground bind (bound state) and a follow-up of 7K > 6P+K > KK. Right now I'm thinking what juggles could work: PP6P6KK, 7K > 6P+K > KK, 33P > 2P > 7K, 33P > 2P > 4PKK etc.
In the 2nd video with the combo demand, you can see that her new 66KK & the bound state (may be a different input to the original) with 3P going into a CB. 9PK bound state that follows up with a potential combo (6P+K > KK was shown). Maybe now 9PK has been changed to a mid k & can be used as a follow up with a combo off of 236T, 1T, 46H & possibly 1H depending on the height of the ground bounce from the hold.There's also the new 66KK (may be a different input to the original) going into a CB.
In the 3rd video (props & shout outs goes to Nameless Sama for recording this vid), you'll see the 3PKK 2P 4PKK combo. You will also see after the original 66KK that 33P does work on the bound. The PPK 6K launch combo is also shown. Overall, this is a video showing a bit more possible combos in the game that could be done. Some of them may just be for show.
Discuss Kasumi's gameplay & ideas that come to mind for Dead or Alive 5 Ultimate. If there's more info that I have, I will edit the post in order to keep folks updated on where we are as Kasumi players at this point.
If anybody has either AIM or Skype, I was going to have a "Kasumi Skype Group" & a "Kasumi AIM Group" made so we can do findings, discuss strats, & help with the threads as we go. Something to think about if you want to.
She still will be that pure rushdown character.
The newest edition to the mechanics besides the power blow & critical burst is the power launcher. Some ideas came to mind for power launching juggles to work. The biggest concern that I have with the power launcher is how high could she keep them in the air. We'll list some juggles that come to mind soon. She has a new 46T which almost works as Hitomi's 6T, 33T is now 12i (68 NH, 102 CH) with the range of it being shorter. She has her wall Punch, 7P from DOA3 back where she jumps off & dashes (like 33T) when near the wall. H+K is still turn-around on CH or HCH only for now, but the stun that may give her the 6K launcher still, but no word on 6H+K's stun. 3KK is now a turn-around stun.
Also, she has a new 66KK (SDS) a 66K follow-up, going to the ground, giving a ground bind (bound state) and a follow-up of 7K > 6P+K > KK. Right now I'm thinking what juggles could work: PP6P6KK, 7K > 6P+K > KK, 33P > 2P > 7K, 33P > 2P > 4PKK etc.
Here goes a video (s) to help further explain this:
In the 2nd video with the combo demand, you can see that her new 66KK & the bound state (may be a different input to the original) with 3P going into a CB. 9PK bound state that follows up with a potential combo (6P+K > KK was shown). Maybe now 9PK has been changed to a mid k & can be used as a follow up with a combo off of 236T, 1T, 46H & possibly 1H depending on the height of the ground bounce from the hold.There's also the new 66KK (may be a different input to the original) going into a CB.
In the 3rd video (props & shout outs goes to Nameless Sama for recording this vid), you'll see the 3PKK 2P 4PKK combo. You will also see after the original 66KK that 33P does work on the bound. The PPK 6K launch combo is also shown. Overall, this is a video showing a bit more possible combos in the game that could be done. Some of them may just be for show.
Discuss Kasumi's gameplay & ideas that come to mind for Dead or Alive 5 Ultimate. If there's more info that I have, I will edit the post in order to keep folks updated on where we are as Kasumi players at this point.
If anybody has either AIM or Skype, I was going to have a "Kasumi Skype Group" & a "Kasumi AIM Group" made so we can do findings, discuss strats, & help with the threads as we go. Something to think about if you want to.
Last edited by a moderator: