"I will fight on!" The Kasumi Gameplay Discussion Thread

Canada, Alberta
Main Character
Kasumi α
Gamertag
XxSakuraLuvaxX
PSN ID
Everglaid
#41
I can't really get creative like I want to and experiment since I'm worried about dropping stuff xD in the beta I found myself doing more general and guaranteed combos I knew would hit but in the final game im gonna search for max damage most definitely
honestly I got really frustrated trying to actually win since the netcode + delay through remote play on PC wouldn't even let me react to stuff like ayane's 1P1K.. I decided to just go for combos because it was more about trying to stun launch every moment I got hehe.. less stressful for me xd

Also I have a question, can all of her 9P follow ups be sidestepped?
yeah nothing tracks :( 9PT works sometimes but it's a bit inconsistent with how far SS moves you now
oh and thank you !
 

KasumiLover

Well-Known Bi Kasumi/Phase Fanboy ⚥
Premium Donor
Georgia
Main Character
Kasumi
#42
honestly I got really frustrated trying to actually win since the netcode + delay through remote play on PC wouldn't even let me react to stuff like ayane's 1P1K.. I decided to just go for combos because it was more about trying to stun launch every moment I got hehe.. less stressful for me xd


yeah nothing tracks :( 9PT works sometimes but it's a bit inconsistent with how far SS moves you now
oh and thank you !
Same for me, although I relied more on spacing(I play Kasumi defensively since I feel safer that way xD) and poking but the lag input was so bad that the opponent would seem to always beat me at R1F so I usually would just mash PPPPP if they tried to smother me, and I focused more on interrupting and getting CHs and sometimes I would just be like YOLO and I would throw out a fatal rush string or a break blow. Break holds I've learned to use when I'm near the wall

And really?? Well I guess that means that it'll be risky using that to get in but the way I see it, if you know you opponent will SS you can toss out 9P to bait it like how you would bait a crouch in LR with it, so I dont think that's too bad :p and no problem xD anything Kasumi gameplay related I'm hype for!
 

J.D.E.

Well-Known Member
Standard Donor
Chattanooga, TN
Main Character
Kasumi
Gamertag
XX JDE XX
PSN ID
oJDEo
Steam
justinjde
#43
Guys correction: Neither of the 4H+Ks are safe currently.

ALSO 66P on BT now causes a limbo stun. And here's another video of me playing. Plan on getting on again today, although I'm not really a fan of this current netcode. The netcode is better than before but it's choppy at times too especially with Wi-Fi players.

 

J.D.E.

Well-Known Member
Standard Donor
Chattanooga, TN
Main Character
Kasumi
Gamertag
XX JDE XX
PSN ID
oJDEo
Steam
justinjde
#45
I knew i should have went by gut feeling xD Also do you know if 6P+KK is safe and if 66PK is safe as well and if that mid kick tracks?
I edited my post above with more info. I haven't tested to see if they could SS 66PK & I'm unsafe about 6P+KK. I just know of the pushback on block.
 
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KasumiLover

Well-Known Bi Kasumi/Phase Fanboy ⚥
Premium Donor
Georgia
Main Character
Kasumi
#46
I edited my post above with more info. I haven't tested to see if they could SS 66PK & I'm unsafe about 6P+KK. I just know of the pushback on block.
Ok xD and 6PP causing a limbo stun on backturned opponents will definitely be a good go to for when the opponent sidesteps since if you do the first hit of a fatal rush to an opponent who trys to step you it'll cause a stun that turns them around. She'll definitely be able to get a good launch from that like 33K or maybe something more!
 

KasumiLover

Well-Known Bi Kasumi/Phase Fanboy ⚥
Premium Donor
Georgia
Main Character
Kasumi
#48

These are some really nice break blow combo set ups, I'm definitely gonna archive these! I'm not gonna get too attached to combos in the beta yet tho since properties can changes like how 6P+KK doesn't seem to refloat anymore. I also feel like they're gonna add a wallsplat property to certain attacks so it won't seem as ridiculous since I expected 9P~P and BT H+K to wallsplat xD
 

J.D.E.

Well-Known Member
Standard Donor
Chattanooga, TN
Main Character
Kasumi
Gamertag
XX JDE XX
PSN ID
oJDEo
Steam
justinjde
#49
@Keylay we've run into each other I think 3 or 4 times between today & yesterday. GGS my guy!

I think I'm going to play a few more rounds then I'm going to go back to labbing SFV & SC6 until the game drops. I just wanted to make this post & then fill out the survey for the game. After discussing some things with Hajin, XCalibur, Shade, Master, & some others, I've come up with this conclusion: Kasumi seems better in DOA6. This is premature, but I'm going to explain some differences & what we can realistically expect & what we can unrealistically expect.

Notable things

6P+KK

This is an old move that's returned. It has some pushback, but how safe the pushback is right now is still unknown to me unless someone else knows something that I don't. It does launch, but I wasn't able to get anything major with it as of now.

The new 6PK

This needs to be explored more. On CH, they do some sort of turn around. They can hold the 3rd hits after 6PK, but it's still not a bad idea to use to check opponents still. I hit several people will it over & over to see what could I do after the CH, but I wasn't able to find what I wanted from it as a follow. It could just be a new animation for it & nothing more, but we'll see. Still, it's something that I'm going to keep an eye on.

New Toys that will make players respect her neutral

Moves like 66KP & 66PK are godsends because before, all the opponent had to do was either duck the 66P follow up 66PP & then just abuse mid kick hold against her for 66K- K. NOW, they have to look for several things: 66PP, 66PK, 66P9PP, 66KK, 66K-K, 66KP & 66PP9PK. This is why I was telling Sakura Luva not to write off 66KP. We should be able to get an extension off of this too. I believe that 66PK is safe also. Cyber Evil & others tried to punish it, but were unable to. I even ducked to see if I would be thrown. The 2nd hit also causes a knockdown.

9P tools now are to be respected. Yes. one of the riskiest tools in DOA5 is now something that we could use in neutral as a guard break because now, she has 9PP, which hits mid I want to say AND guard breaks. I'm not going to lie. I am stretching a bit getting excited about this move, but the reason why I am excited about it is because if it tracks, then that means that means that not only we have a new mid that will make people freeze for 9P to see the follow ups, but they'd also have to block & deal. I doubt that this will track, but this is still a good addition to have for her.

Insane corner carry & PP7K/ PKK7K/ KK7K > P

I learned some of the new combos that I will post a little bit later after I make this post, but long story short, if you use KK7K > P (hoshinpo punch that bounds them to the ground), then you could possibly use one of her new follow ups then extend the juggle to carry them across the screen. This is the gist of it. I'm going to make a note of this string because I feel like it's going to be really important going forward for 236T, 33K, 46H, 214P, & 1T. Time will tell.

However, what's unrealistic/impractical will more than likely be the damage output mainly & how long she can keep the combos going. Not only they do an insane amount of corner carry, but the damage is also insane too, to the point that the opponent doesn't have a chance to play. I actually feel like this will more than likely be toned down a bit. Kasumi is an offensive character with a relatively decent neutral plus mixups. How long she can extend the combos off of bounces I expect to be toned down too. However, I do hope that the damage is more substantial than what she did in DOA5.

Some of the new juggles like 33K (launcher) > 33P > BT H+K > 6KK are really fun to do. This possibly could replace her 6K > PPKK or 66K-K > 7K 6KK as a small juggle for a bnb.

Overall, from what I see, I think she got several things that she needed that really opens up doors for her gamplan moving forward. I hope that they tweak some of the mechanics in the game a bit & work more on the netcode. I do like that they show you what type of connection that they have though.
 
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KasumiLover

Well-Known Bi Kasumi/Phase Fanboy ⚥
Premium Donor
Georgia
Main Character
Kasumi
#50
@Keylay we've run into each other I think 3 or 4 times between today & yesterday. GGS my guy!

I think I'm going to play a few more rounds then I'm going to go back to labbing SFV & SC6 until the game drops. I just wanted to make this post & then fill out the survey for the game. After discussing some things with Hajin, XCalibur, Shade, Allan, Master, & some others, I've come up with this conclusion: Kasumi seems better in DOA6. This is premature, but I'm going to explain some differences & what we can realistically expect & what we can unrealistically expect.

Notable things

6P+KK

This is an old move that's returned. It has some pushback, but how safe the pushback is right now is still unknown to me unless someone else knows something that I don't. It does launch, but I wasn't able to get anything major with it as of now.

The new 6PK

This needs to be explored more. On CH, they do some sort of turn around. They can hold the 3rd hits after 6PK, but it's still not a bad idea to use to check opponents still. I hit several people will it over & over to see what could I do after the CH, but I wasn't able to find what I wanted from it as a follow. It could just be a new animation for it & nothing more, but we'll see. Still, it's something that I'm going to keep an eye on.

New Toys that will make players respect her neutral

Moves like 66KP & 66PK are godsends because before, all the opponent had to do was either duck the 66P follow up 66PP & then just abuse mid kick hold against her for 66K- K. NOW, they have to look for several things: 66PP, 66PK, 66P9PP, 66KK, 66K-K, 66KP & 66PP9PK. This is why I was telling Sakura Luva not to write off 66KP. We should be able to get an extension off of this too. I believe that 66PK is safe also. Cyber Evil & others tried to punish it, but were unable to. I even ducked to see if I would be thrown. The 2nd hit also causes a knockdown.

9P tools now are to be respect! Yes. one of the riskiest tools in DOA5 is now something that we could use in neutral as a guard break because now, she has 9PP, which hits mid I want to say AND guard breaks. I'm not going to lie. I am stretching getting excited about this move, but the reason why I am excited about it is because it tracks, then that means that means that not only we have a new mid that will make people freeze for 9P to see the follow ups, but they'd also have to block & deal. I doubt that this will track, but this is still a good addition to have for her.

Insane corner carry & PP7K/ PKK7K/ KK7K > P

I learned some of the new combos that I will post a little bit later after I make this post, but long story short, if you use KK7K > P (hoshinpo punch that bounds them to the ground), then you could possibly use one of her new follow ups then extend the juggle to carry them across the screen. This is the gist of it. I'm going to make a note of this string because I feel like it's going to be really important going forward for 236T, 33K, 46H, 214P, & 1T. Time will tell.

However, what's unrealistic/impractical will more than likely be the damage output mainly & how long she can keep the combos going. Not only they do an insane amount of corner carry, but the damage is also insane too, to the point that the opponent doesn't have a chance to play. I actually feel like this will more than likely & should be toned down a bit. Kasumi is an offensive character with a relatively decent neutral plus mixups. However, I do hope that the damage is more substantial than what she did in DOA5.

Some of the new juggles like 33K (launcher) > 33P > BT H+K > 6KK are really fun to do. This possibly could replace her 6K > PPKK or 66K-K > 7K 6KK as a small juggle for a bnb.

Overall, from what I see, I think she got several things that she needed that really opens up doors for her gamplan moving forward.
Yeah that's why for the most part besides practical combos I haven't really been taking the beta combos and damage seriously, I feel lkme they're gonna tone it down. And yeah I figured with her 66P and 66KK and 9P having more follow ups, it'll basically make her harder to read and you won't be able to duck or just rely on a hold to shut them down.

And Yeah 6P+KK basically does what I posted it did back in DOA3 xD I think it's like 6PK where it's not exactly safe but it's push back acts as a safe guard. I think it'll be a good thing but since you can just crouch to avoid both follow ups it'll be a linear pushback. The launch situation is also like in DOA3, you're not gonna be able to do much with it unless you're near a wall and get the stun on CH or unless you get a CH from the high flip kick ender since I'm sure it'll probably have more juggle ops if the high flip hits by itself on CH or HCH. Plus it's a sort of attack to bait a crouch from the opponent as well

As far as 6PK I guess we'll have to wait for DOA6 final release or a training mode to see what it'll do with that stun, and I don't think any of her 9P follow ups will track tbh, but at least if we know our opponent has a habit of sidestepping we can bait them to do that and do a step attack for a guaranteed throw xD
 
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J.D.E.

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Standard Donor
Chattanooga, TN
Main Character
Kasumi
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XX JDE XX
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oJDEo
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justinjde
#51
Yeah that's why for the most part besides practical combos I haven't really been taking the beta combos and damage seriously, I feel lkme they're gonna tone it down. And yeah I figured with her 66P and 66KK and 9P having more follow ups, it'll basically make her harder to read and you won't be able to duck or just rely on a hold to shut them down.

And Yeah 6P+KK basically does what I posted it did back in DOA3 xD I think it's like 6PK where it's not exactly safe but it's push back acts as a safe guard. I think it'll be a good thing but since you can just crouch to avoid both follow ups it'll be a linear pushback. The launch situation is also like in DOA3, you're not gonna be able to do much with it unless you're near a wall and get the stun on CH or unless you get a CH from the high flip kick ender since I'm sure it'll probably have more juggle ops if the high flip hits by itself on CH or HCH. Plus it's a sort of attack to bait a crouch from the opponent as well

As far as 6PK I guess we'll have to wait for DOA6 final release or a training mode to see what it'll do with that stun, and I don't think any of her 9P follow ups will track tbh, but at least if we know our opponent has a habit of sidestepping we can bait them to do that and do a step attack for a guaranteed throw xD
If that's the case, then it's something that we could use in neutral then bait out an attack. 6PK mainly resets neutral for her.
 
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J.D.E.

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Standard Donor
Chattanooga, TN
Main Character
Kasumi
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XX JDE XX
PSN ID
oJDEo
Steam
justinjde
#53
also that reminds me, have you been able to find out exactly what 64H does? Like I know it causes a brief stun but does it do anything special?
It's frame advantage for mixups. It's almost like her parries. So basically, you get a 50/50. Stuff like P6P, 6P, & some lows are good for it. @KasumiLover it's basically her 46T from 5U she got.
 
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Keylay

Well-Known Member
Pasadena, CA
Main Character
Kasumi
Gamertag
Keylay
#54
@Keylay we've run into each other I think 3 or 4 times between today & yesterday. GGS my guy!

I think I'm going to play a few more rounds then I'm going to go back to labbing SFV & SC6 until the game drops. I just wanted to make this post & then fill out the survey for the game. After discussing some things with Hajin, XCalibur, Shade, Allan, Master, & some others, I've come up with this conclusion: Kasumi seems better in DOA6. This is premature, but I'm going to explain some differences & what we can realistically expect & what we can unrealistically expect.

Notable things

6P+KK

This is an old move that's returned. It has some pushback, but how safe the pushback is right now is still unknown to me unless someone else knows something that I don't. It does launch, but I wasn't able to get anything major with it as of now.

The new 6PK

This needs to be explored more. On CH, they do some sort of turn around. They can hold the 3rd hits after 6PK, but it's still not a bad idea to use to check opponents still. I hit several people will it over & over to see what could I do after the CH, but I wasn't able to find what I wanted from it as a follow. It could just be a new animation for it & nothing more, but we'll see. Still, it's something that I'm going to keep an eye on.

New Toys that will make players respect her neutral

Moves like 66KP & 66PK are godsends because before, all the opponent had to do was either duck the 66P follow up 66PP & then just abuse mid kick hold against her for 66K- K. NOW, they have to look for several things: 66PP, 66PK, 66P9PP, 66KK, 66K-K, 66KP & 66PP9PK. This is why I was telling Sakura Luva not to write off 66KP. We should be able to get an extension off of this too. I believe that 66PK is safe also. Cyber Evil & others tried to punish it, but were unable to. I even ducked to see if I would be thrown. The 2nd hit also causes a knockdown.

9P tools now are to be respected. Yes. one of the riskiest tools in DOA5 is now something that we could use in neutral as a guard break because now, she has 9PP, which hits mid I want to say AND guard breaks. I'm not going to lie. I am stretching a bit getting excited about this move, but the reason why I am excited about it is because if it tracks, then that means that means that not only we have a new mid that will make people freeze for 9P to see the follow ups, but they'd also have to block & deal. I doubt that this will track, but this is still a good addition to have for her.

Insane corner carry & PP7K/ PKK7K/ KK7K > P

I learned some of the new combos that I will post a little bit later after I make this post, but long story short, if you use KK7K > P (hoshinpo punch that bounds them to the ground), then you could possibly use one of her new follow ups then extend the juggle to carry them across the screen. This is the gist of it. I'm going to make a note of this string because I feel like it's going to be really important going forward for 236T, 33K, 46H, 214P, & 1T. Time will tell.

However, what's unrealistic/impractical will more than likely be the damage output mainly & how long she can keep the combos going. Not only they do an insane amount of corner carry, but the damage is also insane too, to the point that the opponent doesn't have a chance to play. I actually feel like this will more than likely be toned down a bit. Kasumi is an offensive character with a relatively decent neutral plus mixups. How long she can extend the combos off of bounces I expect to be toned down too. However, I do hope that the damage is more substantial than what she did in DOA5.

Some of the new juggles like 33K (launcher) > 33P > BT H+K > 6KK are really fun to do. This possibly could replace her 6K > PPKK or 66K-K > 7K 6KK as a small juggle for a bnb.

Overall, from what I see, I think she got several things that she needed that really opens up doors for her gamplan moving forward. I hope that they tweak some of the mechanics in the game a bit & work more on the netcode. I do like that they show you what type of connection that they have though.
Yea good games! I'm really enjoying Kasumi.

Anyone figure out what moves of hers cause different types of wall splats? I only used her 9K and 4H+K by the wall to get a wall splat that launched the opponent but I'm curious about which of her moves cause the wall splat that leave the opponent in a critical stun.
 

KasumiLover

Well-Known Bi Kasumi/Phase Fanboy ⚥
Premium Donor
Georgia
Main Character
Kasumi
#55
Yea good games! I'm really enjoying Kasumi.

Anyone figure out what moves of hers cause different types of wall splats? I only used her 9K and 4H+K by the wall to get a wall splat that launched the opponent but I'm curious about which of her moves cause the wall splat that leave the opponent in a critical stun.
I know P6PP and P+KP wall stun iirc. I think in general any of Kasumi's moves that stun on NH or CH will cause a wall stun but attacks that knock down on NH will cause a wall splat which explains why 9K does and 4+K causes a fatal stun which may be why it splats

I really wish this beta would have had training mode since it would have been much easier to see which attacks did what against the wall
 

UprisingJC

Well-Known Member
Taiwan, Taipei
Main Character
Kasumi
Gamertag
UprisingJC
PSN ID
UprisingJC
#56
It's been a while since I posted in FSD...

One thing to mention beforehand.
I don't feel like making videos at the moment due to the lack of time and the fact that it's just beta.
This means that I can't promise that all the content will still work once the game is officially released.



Basically after the newly added bounce in this game, she can do the following things for different purposes.

1. 66(Not necessary) > 236P for knockback/wallslam, and in some cases you can micro-dash and then do 236P to make it a close hit for more damage, but it's very difficult. You can just do 236P without dashing if you don't want to risk dropping the combo just for pursing higher damage.

2. 4H+K/2H+K for knockdown/ground game

3. 6S for guaranteed damage or 6SH to go for more damage while allowing your opponent to burn their meter for break hold.

4. 66 > 7KK also for knockdown, but in some cases it doesn't connect. I will specifically list it in juggles where it can be used as the ender.

I'll express the newly bound as "BND" in the following context.

Strike launchers
8K & 3H+K & 214P > PKK7KP > (BND) (Lightweight & middleweight)
In 8K's case, if there's a small gap between Kasumi and her opponent, it's recommended that you go for PP7KP to avoid dropping PKK7KP due to the distance.

33P > BT KK7K6P+K9PKP > (BND) (Lightweight & middleweight)
33P > BT H+KP > 236P(Close hit) (Lightweight & middleweight, wall combo)

4PK & 3P* > PP7KP > (BND) (Lightweight only)
4PK & 3P* > PP7KK (Middleweight)

7K6P+K9PKP > (BND) (Lightweight and middleweight)

33K > 66 > PKK7KP > (BND) (Lightweight only)
Be aware that you have to hit your opponent at close range so that you're more likely to make PKK7KP connect.
33K > 66 > PP7KP > (BND) (Lightweight and middleweight)
33K > 66K.K > 7KK (Lightweight and middleweight)

Throws
236T > 66 > PKK7K6P+K9PKP > (BND) (Can be close hit for more damage, but it's very difficult)
236T > 33P > BT H+KP > (BND) > 236P/P+KP (Wall combo)

66TT > 6P6K > 7KP > (BND) > 66 > 7KK (Lightweight & middleweight)

1T > KK7K6P+K9PKP > (BND)

Holds
46H > 214P > KK7K6P+K9PKP > (BND)

1H > KK7K6P+K9PKP > (BND)

Others
H+K no longer causes a backturned stun that guarantees her 9K as it does in DOA5LR, but now it does a longer stun that allows you to connect the following launchers(can be countered, however):
214P/3H+K/33P

You can connect 33K directly without having to dash forward after hitting your opponent with 4H+K.

9K no longer grants you any bounce to follow anything after if it hits an opponent facing you.

66KK now doesn't cause a sit-down stun and only grants you minor frame advantage that it's not even enough to connect her 9f jab afterwards.

66KP is probably -11 or -12 on block.
 
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KasumiLover

Well-Known Bi Kasumi/Phase Fanboy ⚥
Premium Donor
Georgia
Main Character
Kasumi
#57
It's been a while since I posted in FSD...

One thing to mention beforehand.
I don't feel like making videos at the moment due to the lack of time and the fact that it's just beta.
This means that I can't promise that all the content will still work once the game is officially released.



Basically after the newly added bounce in this game, she can do the following things for different purposes.

1. 66(Not necessary) > 236P for knockback/wallslam, and in some cases you can micro-dash and then do 236P to make it a close hit for more damage, but it's very difficult. You can just do 236P without dashing if you don't want to risk dropping the combo just for pursing higher damage.

2. 4H+K/2H+K for knockdown/ground game

3. 6S for guaranteed damage or 6SH to go for more damage while allowing your opponent to burn their meter for break hold.

4. 66 > 7KK also for knockdown, but in some cases it doesn't connect. I will specifically list it in juggles that it can be used as the ender.

I'll make the newly bound as "BND" in the following context.

Strike launchers
8K & 3H+K & 214P > PKK7KP > (BND) (Lightweight & middleweight)
In 8K's case, if there's a small gap between Kasumi and her opponent, it's recommended that you go for PP7KP to avoid dropping PKK7KP due to the distance.

33P > BT KK7K6P+K9PKP > (BND) (Lightweight & middleweight)
33P > BT H+KP > 236P(Close hit) (Lightweight & middleweight, wall combo)

4PK & 3P* & 4PP*/1PP* > PP7KP > (BND) (Lightweight only)
> PP7KK (Middleweight)

7K6P+K9PKP > (BND) (Lightweight and middleweight)

33K > 66 > PKK7KP > (BND) (Lightweight only)
Be aware that you have to hit your opponent at close range so that you're more likely to make PKK7KP connect.
33K > 66 > PP7KP > (BND) (Lightweight and middleweight)
33K > 66K.K > 7KK (Lightweight and middleweight)

Throws
236T > 66 > PKK7K6P+K9PKP > (BND) (Can be close hit for more damage, but it's very difficult)
236T > 33P > BT H+KP > (BND) > 236P/P+KP (Wall combo)

66TT > 6P6K > 7KP > (BND) > 66 > 7KK (Lightweight & middleweight)

1T > KK7K6P+K9PKP > (BND)

Holds
46H > 214P > KK7K6P+K9PKP > (BND)

1H > KK7K6P+K9PKP > (BND)

Others
H+K no longer causes a backturned stun that guarantees her 9K as it does in DOA5LR, but now it does a longer stun that allows you to connect the following launchers(can be countered, however):
214P/3H+K/33P

You can connect 33K directly without having to dash forward after hitting your opponent with 4H+K.

9K no longer grants you any bounce to follow anything after if it hits an opponent facing you.

66KK now doesn't cause a sit-down stun and only grants you minor frame advantage that it's not even enough to connect her 9f jab afterwards.

66KP is probably -11 or -12 on block.
I love all these!! So does this confirm that 7K~K does more damage than the 7K~P as an ender? If so I figured that, it seems like 7K~K will be her staple ender now, it would have been useless otherwise in combos if the P follow up wound up doing more damage xD
 
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UprisingJC

Well-Known Member
Taiwan, Taipei
Main Character
Kasumi
Gamertag
UprisingJC
PSN ID
UprisingJC
#58
I love all these!! So does this confirm that 7K~K does more damage than the 7K~P as an ender? If so I figured that, it seems like 7K~K will be her staple ender now, it would have been useless otherwise in combos if the P follow up wound up doing more damage xD
I'm not sure if 7KK does more damage than 7KP does. It's just that in some cases you have to use 7KK as 7KP won't connect.
For example, after launching your opponent that is middleweight with 4PK you have to go for PP7KK as PP7KP will just whiff.
 
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KasumiLover

Well-Known Bi Kasumi/Phase Fanboy ⚥
Premium Donor
Georgia
Main Character
Kasumi
#60
Alright. I'm going to ask here. I'm not going to do this if people aren't wanting to. Would anyone be interested in a Kasumi discord? Folks are making character discords & if they're going to happen, then we should get our own. Anyone interested? If not, then it's okay.
I wouldn't mind joining one, if Render and Panic are gonna be in it I definitely will since I consider them my Kasumi teachers and they're who really made me want to play Kasumi seriously xD

As long as the discord is drama free and any problematic members and drama in general is excluded, I would join definitely
 
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