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

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KasumiLover

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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 combos and such for competitive purposes. :-D

For anyone who doesnt know Kasumi's move set or new moves, here's the link:

https://teamninja-studio.com/doa6/us/movelists.html

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:

*:8::s::s:/:2::s::s:- Not only can Kasumi sidestep using this but if you press :s: 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.


*:s::s::s::s:- 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. Also break holds can be used to stop the string as well.

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. This also seems to be a general universal go to combo for her :236::T: launcher throw as well as it works for lights and mid weights so far.


*:4::s:- 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. A relatively large amount of space will be given between you and your opponent so there isn't really any guaranteed or go moves to use after this from what is seen.

*:6::s:- Her Break Blow, she delivers a vicious strike to her opponent's abdomen. Does great damage and can go through attacks 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 :s::s::s::4::s:. You can also cancel the break blow transition at the cost of a full meter by pressing and holding :h: 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. This move also causes a GB.

*:6::6::P::K:- New 14i mid kick follow up from this move, functions like how Hayate's :6::P::K: does with how it knocks down on hit. Frames unknown at the moment, but this should scare opponents into not crouching to avoiding the :P: follow up from :6::6::P:. Decent reach, good delay and also tracks but unsafe at -12 on block.


*:6::6::K:~:P:- New mid punch option, causes a bound for combos in juggles and can be tele canceled into Hoshinpo with :6:. A go to after :3::3::K: in critical stun but must be done with a slight delay like the other kick option. Unsafe at -12 on block.

*:9::P::P:- New mid punch option. Causes a guard break and will grant +1, +0, or -1 depending on distance.

*:6::P+K:- New attack from DOA2 and DOA3, a 15i upwards swiping jab that provides a lift stun on counter hit and in stun. 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 her 17i mid kick :K: after so you can get a launch in stun, but it's launch can't be really used unless near a wall. Also has decent push back which can help her get some distance but can still be punished, especially near a wall.

The other option :2::K: is a somewhat slow low sweep, unsafe at -17 to -19 on block but knocks down in stun and stuns briefly on normal hit, giving +1 frame advantage on hit.

As of the Deluxe Demo, the only downside is that the sweep doesn't track and it's considered "standing", meaning the opponent can jab you out of it, although it's evasion is inconsistent. To compensate, it doesn't have the tip range property like her other various lows and it can knock down even from an apparent tip range from a distance.

New "on hit" options from attacks like :9::P::K:, :6::6::P::P:, :7::K:(and strings with this as an ender):

*:P:- This option is similar to the bound mid punch from :6::6::K::P:, will likely be useful in adding bounds for combo extenders. :6::s: can be used after it to go into a Break Blow or even :6::s::h: so you can get the fatal stun for a combo extender. Another good go to is :4::P::K::K:. This also GBs and grants +1,+0, or -1 depending on distance.

*:K:- This option is the same ender from :6::6::K:~:K:. In DOA6 this attack has been nerfed so it no longer bounds but it provides a knockdown. Safe on block and one of her go to teleport enders from a bound after :7::K:, but functions as a combo ender since the other punch follow up will not connect quick enough after an initial bound.
Backturned :H+K:- 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 :P+K:. Pretty similar to Phase 4's :3::P+K::K:. Appears to be her go to follow up after :3::3::P: leaves her backturned. Doesn't wallsplat but this may change in the final game.



Move input changes/general buffs or nerfs from DOA5LR
------------------------------

*Her high elbow ender from strings like :6::P::P:, :3::P+K:~:P: and :P::P::6::P::P: has been buffed to knockdown on NH. It's also safe now at -6 on block since it no longer causes a sit down stun in critical stun anymore, making it a good ender on block, with the only downside being it doesn't track, making it vulnerable to side steps.

*:6::6::P: now will cause a limbo type fall stun against backturned opponents. Actual limbo stuns however where characters will turn around and fall have been removed from the game.

*Backturned :K: refloats the opponent somewhat rather than making them just drop to the ground after a launch. This will open up more combo opportunities when in more open stages for bound combos, but it still wallsplats.

*Has generally more options from special stances and a few new moves and follow ups which will make her more threatening to defend against and less linear.

*:6::6::K::K: no longer causes the pushed back sit down type stun it did in DOA5, instead it causes the stomach grab stun that :3::K: does. The stun is also toned down.

*:6::6::K:~:K: will no longer provide a bound on normal hit and during counter hits or juggles, it'll only provide one atm from her :236::T: throw and certain stun set ups,

* Her :8::P: is now -4 instead of -5 on block.

*Her old :4::6::T: has been reworked into an expert mid punch hold, now performed using :6::4::h:. It does somewhat average damage, and it causes a brief critical stun granting you frame advantage to do her :7::K: guaranteed before the opponent can hold.

*:6::K::K: and :P::P::6::K::K: are both now safe on block at -5. The stun only gives you +9 on hit however meaning the stun can't be continued except for if you finish the string, making it more bait oriented in nature.

*Her old CB from DOA5 has been changed from :6::P+K: to :236::P: and has "close hit" properties. Knocks back on hit and seems like a viable go to after bound combos when near a wall to score a wall splat so you can get more damage when in stages with walls.

*Her old :236::P: has been changed to :214::P:. Seems to have more range and a better base launch height. Can still be used as a filler refloat in moves that provide the needed launch height such as :236::T:, :1::T:, :4::6::h:, etc.

*Her old PB :4::P+K: has been removed.

*:6::P::K: has a different spin type stun animation in critical stun. As seen in the Deluxe Demo, this will allow for a variety of different attacks due to the stun length.

*In general her damage output seems to be higher, more notably her counter hit damage.

*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.

Furthermore certain attacks that were go to follow ups for juggles in DOA5 don't seem to work in DOA6, so adjustments will have to be made to maximize your Kasumi combo damage. An example would be if you do :3::3::P:; rather than using :2::P: while backturned for a filler refloat, her new :H+K: into her :P: bound follow up would be the better option for better damage potential.

*The wall game has changed, so 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. Attacks like :P+K::P: that don't knock down on normal hit but still can hit the wall like in DOA5 will cause this stun.

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. Attacks like :K::K::K: and :6::P::P: that knock down on normal hit will cause a wallsplat.

*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, :4::H+K: will now be stronger, and will grant more guarantees. You can perform a break hold to escape this. The move however is unsafe at -13 on block.

Some go to attacks after this would be launchers like :3::3::P: and :3::3::K:, but if you want to play the stun game and get more damage at the risk of getting held, you can use other attacks that continue the stun threshold.

*Hoshinpo(:3::P+K:) can avoid side step attacks, guaranteeing a break blow. Depending on characters, Kasumi will also go backturned when using Hoshinpo to avoid sidesteps as well.

(Will add more if anything new is seen in the final game)
 
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J.D.E.

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I actually haven't seen anything in terms of move update besides the new match videos that I was sent. I have the move list from the EVO build. They definitely changed her though. Supposed to do more damage, but combo routes will definitely be different.
 

KasumiLover

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Ive seen a few new moves, like here's her new H+K, it definitely was used from Phase 4:

That's gonna give her another follow up, so now she'll have a launching mid kick with a telecancel and a launching mid punch which I think will definitely make her backturned game more deadly, especially if that new H+K doesn't wallsplat xD

I also like her new 6P+K(I believe) which is her old DOA2-DOA3 66P which is a upwards swiping mid punch that provides a lift stun, and it has a flipping cartwheel type follow up as well which based on the videos I've is gonna be another good refloater. I also think she also has a low follow up to it too like in DOA2 which will be good for mind games and plus it can be used to trip up from mid range like her 6P2K, 4P2K, and 3P2K since those lows have good range even tho I'm not sure how much reach 6P+K2K would have, but it provides the same trip stun like her 1K does xD


All in all I'm really excited for her new kit, I really wanna play her so bad right now xD idk if she'll be safer since we haven't seen her frame data but I think they're gonna give her alot more options and power to compensate her unsafety since Kasumi is more a counter fighter, she's fast but she's not supposed to be a rundown type since she doesnt have the safety to really back it up
 

J.D.E.

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She still has H+K that did the turn around stun too. I think you're referring to the one that she has for a sidestep command. It'll be useful, but I don't think it'll be an abusable tool. Seems like you'll have to commit to using it & in most cases now, they seem risky. It'll depend on the push back on block whether or not it'll be reliable as a safe router, but if it's -12. then you shouldn't be hitting buttons. Then again, it may not be this negative. It might be completely different. That video is her 33P crush. Seems like it'll have a follow up, but the question will be how high will it launch since the game will no longer be tied into the stun system like it was in 5.

66P she's had since DOA1. It crushed highs. I'd have to see its function 1st in the updated games before making the assumption of what it will do now. Also, is that costume of her's only in the Deluxe Ed for Xbox One or is to all? I already paid off the game, but I wouldn't mind going out of my way to add a little more in. Probably have to anyway since Phase 4 & Nyotengu are bonuses & DLC.

Edit: If they took out her DOA5 version of 66P (which I doubt they did), then that means that her range got nerfed a tad because while 66P wasn't her best whiff punish by any means, the thought of it made people afraid. 66P caught a lot of players in the back & guaranteed follow ups. 66K still exists though, which imo was her best in terms of strikes.
 
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KasumiLover

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She still has H+K that did the turn around stun too. I think you're referring to the one that she has for a sidestep command. It'll be useful, but I don't think it'll be an abusable tool. Seems like you'll have to commit to using it. That video is her 33P crush. Seems like it'll have a follow up, but the question will be how high will it launch since the game will no longer be tied into the stun system like it was in 5.

66P she's had since DOA1. It crushed highs. I'd have to see its function 1st in the updated games before making the assumption of what it will do now. Also, is that costume of her's only in the Deluxe Ed for Xbox One or is to all? I already paid off the game, but I wouldn't mind going out of my way to add a little more in. Probably have to anyway since Phase 4 & Nyotengu are bonuses & DLC.
Oh Kasumi actually has a different 66P in the games. In DOA2 to DOA3 its an upwards swipe and in DOA2 it had a low follow up while in DOA3 they replaced it with a flipping back cartwheel. In DOA5 they gave her a new 66P that's actually one of her DOA3 moves, I watched her DOA3 move set the other day and recognized it so it seems like they mapped her old DOA2 66P to 6P+K so she could have both which is fine since she won't really need her old DOA4-5 6P+K since there's no CBs xD it also makes more comfortable since I preferred how Kasumi plays in DOA2, I wasn't really a fan of her rushdown type conversion in DOA4 tbh

And if you mean her Sigma outfit its for all ports iirc, the preorder digital version promised a Kasumi costume as well so she'll be getting both her sigma outfit and a deluxe battle costume as well :-D
 

J.D.E.

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Oh Kasumi actually has a different 66P in the games. In DOA2 to DOA3 its an upwards swipe and in DOA2 it had a low follow up while in DOA3 they replaced it with a flipping back cartwheel. In DOA5 they gave her a new 66P that's actually one of her DOA3 moves, I watched her DOA3 move set the other day and recognized it so it seems like they mapped her old DOA2 66P to 6P+K so she could have both which is fine since she won't really need her old DOA4-5 6P+K since there's no CBs xD it also makes more comfortable since I preferred how Kasumi plays in DOA2, I wasn't really a fan of her rushdown type conversion in DOA4 tbh

And if you mean her Sigma outfit its for all ports iirc, the preorder digital version promised a Kasumi costume as well so she'll be getting both her sigma outfit and a deluxe battle costume as well :-D
Yeah I know. I played them too. Wasn't around & was completely new when 5 came, but I recognized the moves. DOA5U & LR she played similar to DOA4, just more guaranteed damage & different juggles. I liked her better in DOA5 Vanilla.

I prefer her in DOAU & 3. She had nice damage in DOA4 & string delay though. Still relatively strong.
 

KasumiLover

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Yeah I know. I played them too. Wasn't around & was completely new when 5 came, but I recognized the moves. DOA5U & LR she played similar to DOA4, just more guaranteed damage & different juggles. I liked her better in DOA5 Vanilla.

I prefer her in DOAU & 3. She had nice damage in DOA4 & string delay though. Still relatively strong.
Yeah, i just think in DOA5 she didn't shine as much because at high level play she's pretty linear because she's unsafe and since she's so popular she's one of the most studied....which is unsettling tbh :-/ but in DOA6 I think she'll be fine with her new moves, I pray they also adjust her frames a bit too so she has more safety, like I feel her elbow ender from moves like 6PP should be safe since its a high, and I even think her enders from 1PP and 3KK and 2KK should be safe too since theyre static strings and also highs which can easily be ducked xD
 

J.D.E.

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Yeah, i just think in DOA5 she didn't shine as much because at high level play she's pretty linear because she's unsafe and since she's so popular she's one of the most studied....which is unsettling tbh :-/ but in DOA6 I think she'll be fine with her new moves, I pray they also adjust her frames a bit too so she has more safety, like I feel her elbow ender from moves like 6PP should be safe since its a high, and I even think her enders from 1PP and 3KK and 2KK should be safe too since theyre static strings and also highs which can easily be ducked xD
Honestly, in DOA5, she didn't have a really good specialist representation offline. Kwiggle was good with her & he's still is. He's amazing, but I thought of him to be more of a Christie & Phase 4 player. Plus, he played a ton of characters as it was. Me, Allan, & Shade actually discussed this a little while ago. Them 2 were placing high in vanilla. BBoy Dragon had some success too. Rendering Star & Panic It's Tylor could be good representations of her too, but they may not be able to go places like others. I hope they can travel this time. She’s not linear in the slightest actually. She has a lot of tracking. What hurt was the safety issues, nerf to damage from vanilla & 5U, & increase to health bar. Her stun game wasn’t the best, but she had decent stun setups. She still did decent work because of her unique throws. If you were able to mixup then conditioned people to guess, you’d mount damage because of the throw game.

What happened to me was I kept playing her, but I felt like the game passed her by a bit with her being nerfed in 5U. I'd have my share of success with her too at the end of vanilla & the 5U build. Then in last round, she really didn't get changed. I still played her, but I hit a wall with the game & didn't play it for a while. Then Mai came out & I ended up playing with her & Kasumi, but I played her more then ended up going far with her instead of Kasumi.

I wouldn't admit it to anyone because I love the character, but she did take a little step back after she got nerfed. She wasn't bad but wasn't super up. I still thought she was a complete character, but had to work harder.
 
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KasumiLover

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I wonder how Phase 4 will play now that Kasumi inherited her gameplay. Will she just have smoke effects ?
I don't think so, I think they gave Kasumi a few on hit Tele cancels like Phase to make them a bit more similar but I still feel like Phase 4 will be the same as before, maybe a couple of new moves she can cancel from and maybe a few new lows or something so she isn't as linear. It wouldn't hurt since the game no longer involves CBs or that much stun dependence xD

Also I realized something last night, Kasumi no longer has her 46T reset throw from what I saw, it seems like they converted it to a expert hold since she now has that one elbow yo stomach 46H attack although idk if it'll do anything special besides leave them standing again xD
 

KasumiLover

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Here's some things I noticed when I looked at her movelist:

-Her old CB :6::P+K: is now her :236::P: input and it seems like they changed her launching high punch elbow to :214::P: instead.

-Her old :4::6::T: reset throw is absent, or at least I haven't seen it in her move list. They changed it to her :6::4::h: hold command which I guess is fine, but I hope they make it like Phase 4's version which did more damage

-Her elbow ender from moves like :P::P::6::P::P: and :6::P::P: now knocks down on normal hit

-Her move :9::K: and :P::P::6::P::6::K: and :6::P::6::K: now cause another bounce in a combo from what I saw so that means it'll allow more combo opportunity

-Her :6::P+K::K: doesn't seem to wallsplat so it looks like it could be her go to refloat when near walls

-I went back to Dimensions where it had her new :6::P+K: as Kasumi @'s :6::6::P: and the move itself is 13i so it'll likely remain around that in DOA6, unless they added frames to it since she can now do it instantly instead of as :6::6:.
*Idk if :6::P+K: stuns on normal hit but if it doesn't the normal hit disadvantage is -10 at tip and -11 up close.(Also the move has bad range xD)

**Idk if the :6::P+K::2::K: low sweep properties have changed but in Dimensions its +8 up close and +9 at tip range on normal hit and you can't combo from it. When done from max range it won't trip up and does less damage(like 12) but gives you +4. The sweep has decent range.

***on CH, :6::6::P: gives you a +36 lift stun while the :6::6::P::2::K: if just the sweep hits will knock down. This will likely carry over to DOA6

****If :6::6::P: is blocked, it's -12, and if you finish the string with :6::6::P::2::K: the sweep will be -19 on block or -17 to -18 at a distance. Will likely carry over.

*****In dimensions if you do :6::6::P: to a backturned opponent, you'll cause a stun similar to :6::P::K: on a BTed opponent that can lead to some guaranteed damage! If this carries over to DOA6 that means it'll guarantee :6::P::K::K: and maybe even more.

******In dimensions if you do the full :6::6::P::2::K: string against a BTed opponent it'll give you a nice side trip stun that allows you to continue into a stun combo as well. They'll still be BTed if you do :6::6::P:,:3::K:,:3::P:, etc. Basically any moves you did afterwards including high attacks(the stun in Dimensions allows highs to connect, idk if this will carry over to DOA6...) will connect and still hit them as if BTed, idk if they'll remove this or tone it down. The only attack I couldn't get to hit was :P+K: since after you do the sweep, it comes out as just :P:.

*******Since :6::P+K: does the exact same type of stun that :6::P::K: does on a BTed opponent, I think this could potentially mean stun loops into guaranteed damage, an example being a combo from Dimensions like :6::6::P:>:6::P::K:>:6::6::P:>:3::3::K:>:6::6::P:>:P::P::6::P::6::K:. In Dimensions after the :3::3::K: you could even do a :P::P::6::P::K::K: for 104 damage(114 at a wall!)! This may not work in DOA6 but if the stuns function the same we'll probably be able to get some big BTed damage.

Idk if they changed the move that much but it'll be an interesting addition if it keeps the same properties as it was in dimensions.

Some additional info I found regarding the low sweep, pertaining to stages where slip stuns happen when in environments with water hazards:

*NOTE: These frames listed may not be super accurate but they're pretty close. In dimensions I did some comparing of Kasumi's slip stun advantage and compared it to her DOA5LR slip stun from the same moves and the advantage either was the same or changed very little, an example being in Dimensions, the advantage she gained from :3::P::2::K: was +49, but in LR it's +48. Still because alot of the slip stun properties weren't touched, these findings should still hold true in DOA6.

**In Dimensions on CH(I'm using CH instead of Normal hit as a reference since NH no longer triggers the slip stun effect iirc) if the :6::6::P::2::K:(low sweep only) hits on CH, you'll gain +38 FA at max range, +37 at mid, and +36 at close range.

***If :6::6::P::2::K: was done on a BTed opponent in slip stun areas, the awkward slip stun from your opponent would give you +23 FA up close, +24 at mid range, and +25 at max range.
 
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KasumiLover

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I went back to DOA3 so I could do some more note taking on Kasumi s :6::P+K::K: string that was :6::6::P::K: in that game and here's some things I gathered:

*The most glaring change was that in DOA3, the flipping mid kick was a mid attack, now in DOA6 it's a high so that means that it can be ducked. So from that alone since the only other option is the sweeping low, this seems to be more a string that when not used in juggles or a stun, it's more a bait to get the opponent to duck.

**The flip follow up was 16i, but is -8 on block in DOA3 and it's recovery is 37i. I think it'll stay the same in DOA6 but since the kick is now a high im hoping they'll make it safe on block at least since the only other option is the sweep which is already unsafe. XD

***In DOA3 the :6::6::P::K: launched on normal hit but unless there was a sort of invisible wall barrier like on the roof of the Azuchi stage or unless you were at a right enough position away from the wall, you couldn't really follow up from the launch since it was so far and Kasumi's strikes couldn't really reach. In DOA6 hopefully this was changed.

****In DOA3 the :6::6::P::K: would wallsplat and didn't allow a refloat if done in the air after a launch, it would simply flip them over face first on the ground. This doesn't seem to be the case in DOA6 tho from videos I've seen since it was used on throw down stage and didn't cause a wallsplat and was used as a refloat. I also tested it on the Azuchi stage in DOA3 and after a set up I used(:8::K:>:6::6::P::K:) I was able to do :6::6::P::K: again so you can use the string again from a launch.

But then again idk since the CH launch seems kinda low in DOA6, but maybe that's if you use the entire string and :6::P+K::K: doesn't hit by itself


This was definitely nerfed in DOA6 since in DOA3 if you did this string on CH and were near like an invisible wall, the launch was high enough to combo from >.>

*****The same type of launch occurred if you did this in DOA3 to a BTed opponent where it just launches, so I'm betting in DOA6 if the launch isnt the same as the type of CH launch shown above, you'll be able to get a free guaranteed combo after a :6::P+K::K: to a BT opponent!

******She seems to be considered jumping during the flip since when Kasumi was recovering in DOA3, the dummy Kasumi was set to perform a reaction high jab, and when she hit Kasumi, she somehow fell out of the air in a sort of broken back pose and fell on the ground.

*******In DOA3 the move has pushback despite being unsafe so hopefully they didn't touch that ability.

That's pretty much all I could gather from that string too, so now we should hopefully have a good idea of how these old DOA3 strings should function in DOA6 :-D I'll post more if I can find any more old tech
 
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J.D.E.

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Standard Donor
I went back to DOA3 so I could do some more note taking on Kasumi s :6::P+K::K: string that was :6::6::P::K: in that game and here's some things I gathered:

*The most glaring change was that in DOA3, the flipping mid kick was a mid attack, now in DOA6 it's a high so that means that it can be ducked. So from that alone since the only other option is the sweeping low, this seems to be more a string that when not used in juggles or a stun, it's more a bait to get the opponent to duck.

**The flip follow up was 16i, but is -8 on block in DOA3 and it's recovery is 37i. I think it'll stay the same in DOA6 but since the kick is now a high im hoping they'll make it safe on block at least since the only other option is the sweep which is already unsafe. XD

***In DOA3 the :6::6::P::K: launched on normal hit but unless there was a sort of invisible wall barrier like on the roof of the Azuchi stage or unless you were at a right enough position away from the wall, you couldn't really follow up from the launch since it was so far and Kasumi's strikes couldn't really reach. In DOA6 hopefully this was changed.

****In DOA3 the :6::6::P::K: would wallsplat and didn't allow a refloat if done in the air after a launch, it would simply flip them over face first on the ground. This doesn't seem to be the case in DOA6 tho from videos I've seen since it was used on throw down stage and didn't cause a wallsplat and was used as a refloat. I also tested it on the Azuchi stage in DOA3 and after a set up I used(:8::K:>:6::6::P::K:) I was able to do :6::6::P::K: again so you can use the string again from a launch.

But then again idk since the CH launch seems kinda low in DOA6, but maybe that's if you use the entire string and :6::P+K::K: doesn't hit by itself


This was definitely nerfed in DOA6 since in DOA3 if you did this string on CH and were near like an invisible wall, the launch was high enough to combo from >.>

*****The same type of launch occurred if you did this in DOA3 to a BTed opponent where it just launches, so I'm betting in DOA6 if the launch isnt the same as the type of CH launch shown above, you'll be able to get a free guaranteed combo after a :6::P+K::K: to a BT opponent!

******She seems to be considered jumping during the flip since when Kasumi was recovering in DOA3, the dummy Kasumi was set to perform a reaction high jab, and when she hit Kasumi, she somehow fell out of the air in a sort of broken back pose and fell on the ground.

*******In DOA3 the move has pushback despite being unsafe so hopefully they didn't touch that ability.

That's pretty much all I could gather from that string too, so now we should hopefully have a good idea of how these old DOA3 strings should function in DOA6 :-D I'll post more if I can find any more old tech
They won't be able to duck the string because it stands them up & the slow escaping is out of the game. So it's fine. I don't recall anyone ducking a follow up to a 2-hit string like that. It works the same as her 3PK & K in that sense. No one ducked the high & the 2nd hit wallsplatted.
 

KasumiLover

xX_APO_Prince_Xx
Premium Donor
They won't be able to duck the string because it stands them up & the slow escaping is out of the game. So it's fine. I don't recall anyone ducking a follow up to a 2-hit string like that. It works the same as her 3PK & K in that sense. No one ducked the high & the 2nd hit wallsplatted.
I think on NH and on block it'll be able to be ducked tho since I'm testing the string out now in Dimensions and even when the 66P part hits on NH, the opponent can still duck, plus the 66P is -11 on NH which might explain that. I'll test it out again in DOA3 to see if the opponent can do anything after 6PP in that game but I kinda think it'll be the same case in DOA3 since the low follow up is there too. I can only really see this changing in DOA6 if the 6P+K provides a sort of stun like Kasumi's 5K on NH would do

EDIT: I booted up DOA3 and you can duck the string after a NH or on block 66P too, the only thing that made it dumb to duck in DOA3 was because after 66P it's a 50/50 guess between a launching mid or a low sweep. In DOA6 unless the 6P+KK jails on block and or on NH, pretty much the way to shut down the follow ups is to just duck and crouch guard after the 6P+K outside of a stun since the flipping kick is now a high a kick
 
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KasumiLover

xX_APO_Prince_Xx
Premium Donor
So I found out you can actually simulate Kasumi's new 6P+K into 6PK backturned set ups and vice versa in DOA5LR by using Kasumi and Alpha as a tag team xD If you do one or the other moves against a backturned opponent and quickly tag out and perform one or the other move, you can find guaranteed launchers by setting the hold to fastest.

-If you do Alpha's :6::P:(This is actually Kasumi's new move in DOA6, except without the follow ups besides Alpha's.) and then during the +34 stun do Kasumi's :6::P::K:(+28) you can get these launchers(They are best if done near a wall since getting them to connect can be hard because of Kasumi's attack range):

*:3::3::K: is the best guaranteed option imo but you have to be quick with this one. I had to do several retries with critical hold set to fastest before I realized it's possible to get if you do it RIGHT after the :6::P::K: almost immediately before the hold comes out.

*:8::K: is the easiest but has the lesser launch height.

*:3::P: can be used as a launch.

*Alpha's :6::P: is fast enough to connect so since it's Kasumi's new :6::P+K: I'm willing to bet :6::P+K::K: can be used in place of this in DOA6, especially since the K follow up will refloat.

*:7::K: can be used but since it wallsplats, I think it'll best be used when near invisible wall type areas.

*Kasumi's new :6::6::K::P: I really feel could be used as a sort of "launcher" if the P follow up is faster than the normal K one and if it would rebound in this particular situation.

-Now if you instead do :6::P::K: into :6::P+K: here's what you can do:

*Kasumi's :9::K: is fast enough to hit before the opponent can do the fastest critical hold while BTed, so if it's able to still rebound bounce the opponent like it can in LR, I think this could be a viable go to.

*:7::K: once again can be used.

*Kasumi's new :6::P+K: can be used as well.

I'll add on more to this if I can find anymore info using this sort of simulation. I can't exactly test possible combos after the launch however since the Tag mode juggle gravity is way lesser than what DOA6 will have
 

KasumiLover

xX_APO_Prince_Xx
Premium Donor
With the new property they added to sit down stuns, I think 4H+K will definitely be a much better Kasumi move since you won't be able to escape the stun unless you have meter to break, so that'll guarantee alot of Kasumi's launchers if they have no meter. Here's some go-tos I think she should have assuming this is the move with SDS they go with using for this:

-:6::K::K: will be her general go to if you want just get a knockdown since its guaranteed

-:3::3::K: will definitely be her best go to launcher. I tested her :6::6::K::K: on the weight classes in LR and it even hits heavies so I believe :6::6::K::P: in DOA6 will be her general go to for all weight classes so you can get that bound. But due to how the juggle is close range, it'll only likely be able to be used in closer proximity to walls to "cage" the combo and launcher

-:7::K: has awful range but in areas with invisible corners it'll be useful if you want to for her :7::K:~:6:>:9::P::K:~:6:>:K::K: against all weights. It'll also be lethal against walls


-:3::P: and :P+K: will both be good for lift stun follow ups if you want to bait or go for more combo set up damage, more or so :3::P: since it has a jailing follow up and the :K: if you want to go backturned. :6::P+K: is also a lift stun and 13i iirc so that'll be fast enough to be used in the stun, it may also do damage as well as the :K: launching as a refloat that doesn't wall splat.

-:6::6::K: will be great because of the three follow up options plus the chance of a free cancel :-D

-:6::6::P: for the same reasons above, you'll be able to either free cancel for a bait or continue to pressure into a combo or if the opponent doesn't react you can go for her the :P: follow up into her hoshinpo for more antics

-:3::H+K: can connect for a launch but ONLY at max distance since at this range when Kasumi's :4::H+K: hits, you will gain +20i FA which will be enough for the 18i launch. Because it's difficult to get the launcher to connect in this situation, it's probably best to use this near an invisible wall barrier or near a wall in general if you want that wallsplat.

-:1::P:, :2::K:, :3::K: and :4::P: all have highs attacks so we can use these to continue the stun or bait if we don't want to get too fancy.

----------------------------------------------
With Phase 4(using her SS :P: as a guinea FSDS), her guarantees would be these:

-:6::K::K:

-:9::K: but only from a distance since you'll need the max range +20i FA. I don't see any use for Kasumi or Phase using this unless you want a guaranteed floor break in stages that have it or maybe into a nearby wall.


-:3::P:, :P+K:, :2::K:, :H+K:. These will all likely be abke to be used to either continue combo set ups or bait for a hold or even a break hold if the opponent gains enough meter for a 50% gauge at this point

-:6::6::P:

-:6::6::K:

-:3::3::K: which I can already see being her best launch option from her SDS.

The thing about phase I've noticed is that with her guarantees, :3::P:, :P+K:, :6::6::K: ALL have Tele-cancel opportunities. I think with these and with her guarantees in general, it'll be less about going for direct damage but more or so for scary mix ups since your opponent will have to be very mindful of Phase's Tele cancels and will have to quickly react and guess right, or else they're gonna be eating a long lengthy combo that'll likely leave the victim with very little health.

Also if you noticed some removed moves that's because Force of Nature informed me that SDS and the stun game in general is treated as if you Slow Escaped on FASTEST so a few options I had to remove but most still work, it was only the slower ones since Phase would have +19 FA in this situation and Kasumi would have +18
 
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J.D.E.

Well-Known Member
Standard Donor
I just want to get my hands on the damn game so I can break her down & go play a lot of sets at Final Round & later events!!!! Lol
 

KasumiLover

xX_APO_Prince_Xx
Premium Donor
I just want to get my hands on the damn game so I can break her down & go play a lot of sets at Final Round & later events!!!! Lol
A recent interview Shimbori did showed that's he trying to hopefully get a demo of the game out so if that's true im hoping it happens xD I've read a Japanese Kasumi blog last night tho and alot of what I did say is true, like they said :6::P+K::K: does launch but the launch is difficult to really capitalize off of so it does seem like they haven't really touched that move at all. He also said that both Kasumi's :6::6::K::P: and her :9::P::P: will be the ways she gets a bounce for combos and that :6::6::K:~:K: won't bounce at all, and her :7::K:~:K: and backturned :H+K:~:K: and :6::6::P::P:~:K: that all have the same ender also won't bounce.

I guess those will probably be used more as strong enders if they more damage and maybe as a general mix up since I imagine in DOA6 most everyone will expect Kasumi players to always or mostly always go for the bound both in stun and launch set ups
 

J.D.E.

Well-Known Member
Standard Donor
A recent interview Shimbori did showed that's he trying to hopefully get a demo of the game out so if that's true im hoping it happens xD I've read a Japanese Kasumi blog last night tho and alot of what I did say is true, like they said :6::P+K::K: does launch but the launch is difficult to really capitalize off of so it does seem like they haven't really touched that move at all. He also said that both Kasumi's :6::6::K::P: and her :9::P::P: will be the ways she gets a bounce for combos and that :6::6::K:~:K: won't bounce at all, and her :7::K:~:K: and backturned :H+K:~:K: and :6::6::P::P:~:K: that all have the same ender also won't bounce.

I guess those will probably be used more as strong enders if they more damage and maybe as a general mix up since I imagine in DOA6 most everyone will expect Kasumi players to always or mostly always go for the bound both in stun and launch set ups
I "can" confirm that her combos will be dramatically different. We might not even be using that one in the video that we posted. The last times I've gotten word from someone, they all said that strings like PKK7K, KK7K, etc will be replaced because they drop. IDK how true it is that they drop but I can imagine that they might not lead to her best possible damage output for conversions. I'm hyped to see how her bnbs turnout, but I also am interested to see how flashy that they will be.
 
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