I saw that people were starting to make threads for characters in DOA6 so I thought I would make a thread where we as Kasumi players can discuss her moveset and such for competitive purposes. :-D
For anyone who doesnt know Kasumi's move set or new moves, here's the link:
I hope we'll be able to have some good Kasumi gameplay discussion here and that she will be a viable character this go around! ^.^
For a quick reference so you won't have to really search through this thread for her new attacks, here's what she's gotten as of now:
*/- Kasumi can not only sidestep using this but if you press once again after the initial up or down sidestep, she'll perform a powerful kick attack that knocks the opponent back. Unsafe and will guarantee a throw if blocked however. Also if you are hit during the step with a tracking move(an attack that will hit sidestepping opponents), it'll count as a counter hit. Also if your opponent hits you with the first attack of a fatal rush while sidestepping, you'll be put into a special stun that turns you around.
*- Her fatal rush string, is guaranteed fully if the first strike hits. Keep in mind that the first strike is a high and can be ducked as well as low crushed with a low. Likely will be very unsafe. Can be stopped midway as a mix up to make a custom combo but normal holds will shut down any normal attacks.
If the first hit of the fatal rush hits a sidestepping opponent, a special fatal stun will occur, turning them around. If the full string is done almost near a wall, it will cause a rope stun.
*- Break hold, holds anything but costs a 1/2 bar of meter. Does pitiful damage and does not KO, but should provide a small advantage and help you escape scary situations in which you're completely lost at what your opponent will do.
*- Her Break Blow, she delivers a vicious strike to her opponent's abdomen. Does great damage but costs 1 full meter. If you have a full meter after you've done her fatal rush, you will automatically chain into her break blow unless you nullify this with . You can also cancel the break blow transition at the cost of a full meter by pressing and holding before the transition, therefore creating a pusedo Critical Burst scenario that allows you to go for an extended combo set up for more damage, however the opponent is still able to break hold unless you've launched them and they're already being juggled.
*- New mid kick follow up from this move, functions like how Hayate's does with how it knocks down on hit. Frames unknown at the moment, but this should scare opponents into not crouching to avoiding the follow up from . Decent reach.
*~- New mid punch option, causes a bound for combos in juggles and can be tele canceled into Hoshinpo with .
*- New mid punch option. Likely will be able to cancel into hoshinpo, , , and on hit.
*- New attack from DOA2 and DOA3, a 13i upwards swiping jab that provides a lift stun. If it uses the old frame data(-10 to -11 on normal hit, -11 to -12 on block) this attack will be unsafe. Has two options: you can do after so you can get a launch in stun, but it's launch can't be really used unless near a wall. Also has good push back. This is a high, so it's frame data may be made to be safe since everything after the mid punch is able to be crouched. Had jumping properties during the recovery in DOA3 so this may carry over in DOA6 as well.
The other option is a somewhat slow low sweep, likely unsafe(was -17 to -19 on block in dimensions) but knocks down in stun and stuns briefly on normal hit, giving +8 to +9 frame advantage and +4 from a tip hit.
New "on hit" options from attacks like , , (and strings with this as an ender):
*- This option is the same bound mid punch from , will likely be useful in adding bounds for combo extenders. can be used after it to go into a Break Blow or even so you can get the fatal stun for a combo extender. Another good go to is.
*- This option is the same ender from ~. In DOA6 this attack has been nerfed so it no longer bounds but it provides a knockdown.
Backturned - Her new jumping mid kick option while backturned that allows her to cancel into hoshinpo, as well as the two new options listed above as well as her . Pretty similar to Phase 4's . Appears to be her go to follow up after leaves her backturned.
Move input changes/general buffs or nerfs from DOA5LR*Her high elbow ender from strings like has been buffed to knockdown on NH. I've seen a few older videos where it also caused guard breaks but this was likely removed.
*Has generally more options from special stances and such which will make her more threatening to defend against and less linear.
*~ will no longer provide a bound on normal hit and during counter hits or juggles, it'll only provide a knockdown.
*Her old has been reworked into an expert mid punch hold, now performed using . Haven't seen much of it in early build gameplay but it does somewhat average damage, and it causes a brief critical stun.
*Her old CB from DOA5 has been changed from to and has close hit properties. Knocks back on hit and seems like a viable go to after bound combos.
*Her old has been changed to . Seems to have more range and a better base launch height.
*Her old PB seems to have been removed.
*In general her damage seems to be higher.
*Juggles have been toned down and no longer tie into how long you played the stun game. It seems like launch height will be consistent regardless on the stun threshold, so it's more about which launcher the player wants to use and their preferences.
*The wall game has recently changed, so it'll be seen if this element of her gameplay will be made stronger or weaker since now opponents can be hit into the wall two ways: Wall stun or wallsplat. Wall stuns is similar to how it functions in DOA4, the opponent hits the wall but won't fall, allowing you to continue a set up for more damage via a stun into launch set up, possible hi counter throw bait, or maybe even into a fatal rush with a break hold cancel into a guaranteed juggle if you have meter. This however is risky since the opponent can defensive hold and break hold, and because they don't fall from the stun, they can even wait out your bait attempts, making this more risky, albeit with more damage potential.(Which attacks cause what type of wall hit is still not seen as of yet.)
Wall splats are how they are in DOA5, the opponent will bounce off the wall, unable to hold, guaranteeing you free damage via a shorter juggle. The damage output will likely be weaker and the possibilities are more limited, but this has no risk involved and the opponent will not be able to hold to escape it.
*Due to how sit down stuns now have fatal stun properties and will result in a sort of falling stun if you don't do anything, will now be stronger, and will grant more guarantees. You can perform a break hold to escape this. The move however seems to be unsafe now.
(Will add more if anything new is seen)