GarryJaune
Well-Known Member
not complaining bro~I just hope DOA5U system go better..So you are just complaining about it? Well alrighty take it somewhere else
not complaining bro~I just hope DOA5U system go better..So you are just complaining about it? Well alrighty take it somewhere else
yeah,its g.u.a.r.a.n.t.e.e.d!and does more damage than other junggle,and basicly its safe,so every online kasumi player only use the move...FML,kasumi had so many BNB combos and cool like hell,but NO~lets go HK PPK and HK
not complaining bro~I just hope DOA5U system go better
The move is holdable now (which I thought was uncalled for) lol & was already crushable & duckable with a low hold. She's one of the only characters who gets a guaranteed launcher from her toolset & is also not safe on block.That's why they went & changed it the 1st time. And why would any Kasumi player would want this changed when it's giving them a free juggle in an exchange for more juggles? Better yet, why would ANY player that gets guaranteed damage exchange it for more juggles for their characters?yeah,its g.u.a.r.a.n.t.e.e.d!and does more damage than other junggle,and basicly its safe,so every online kasumi player only use the move...FML,kasumi had so many BNB combos and cool like hell,but NO~lets go HK PPK and HK
Use 6K PPKK or 66K~K 7K~KK. 66K~K 66K~K PP6PK doesn't require dashing but it's tough to do consistently. With dashing, KK7K~9PK~KK is pretty easy to landThe part I struggle with is performing the dash to chase after her 236T Launch Throw.... good news is I can buffer it.... bad news is I don't know when to stop dashing.
Fantastic Breakdown By The Way. Love it.
Edit: Can Kasumi, like, jump off the walls and stuff like Momiji and Lisa ? That would be so awesome.
Damn Kasumi is so Bad Ass .Use 6K PPKK or 66K~K 7K~KK. 66K~K 66K~K PP6PK doesn't require dashing but it's tough to do consistently. With dashing, KK7K~9PK~KK is pretty easy to land
@The wall thing- yes, with 7P and it's pretty useful. Can give a guaranteed juggle and it guardbreaks.
@Lulu you'll need to take some time out to 66K~K its use. Once you learn to land 66K~K on her combos like 236T, it becomes a consistent thing. Like Chap mentioned, 66K~K into 7K 6KK is a BNB that you need to learn. It's 73 CH & around 90ish with the wall & it wall carries. However, if you're too close to the wall, the wall will stop the combo because it'll slam. So you may need to work on a wall juggle in close-wall juggling situations. She scores around 90 & a little more on CH if you're near the wall, 88 to 89 CH out in mid space.
In order for you to get her potential max damage, you'll need to work towards the timing of KK7K & its series of juggles & landing 66K~K 2xs & then ending the combo with either PP6P6K or PP6PK. PP6P6K is what you land if you're going near the wall because it will get you 98 CH. However, just go with what's comfortable now so that you'll get your damage without losing out on any damage potential (If you're not consistent with it yet).
Does it? Oh, well at least you don't have to for it to come out.4PK can be hit confirmed too
It also helps that Kasumi possesses mix-ups that are great for poking and that transition from high to low hit levels like these:Actually, Phase 4 is more of a Spacing/Counter-Poking character. Kasumi is more of an offensive threat who can also use tools to counter-poke & moves like PK, 4P, 6PK, etc for an exchange & win at a reasonable range. Phase 4 is also just as unsafe as Kasumi. Both of them are unsafe, except for the fact that Phase is also slower & worse than her on block. Kasumi, for the most part despite being unsafe, she has more tools that will push back on block & keep her at a safe range not to be punished. Moves like 3K which they both share is punished by grapplers, but not everyone else on in open floor, but against the wall, they both are being punished. 6PK of Kasumi's & H+K of Phase's are similar also. Both are -12, but the pushback keeps them out of safe range. Kasumi also is better at the mixup game. Phase does beat her in damage, but not everywhere else.
However, if you look at who has more tools that are able to play safer, it's Kasumi.
Kasumi:
P
PP
PPP
6P
4P
3P
6K (-7 can be neutral thrown, but can also be broken)
6PK
3K
66K~K
PP6PK
2P
1P
4H+K
66PP
Phase:
P
PP
6P
H+K
3K
66PP
3P+KP
2P