I wanted to make a casual move thread where FSD members can suggest new moves for their main characters and characters in general. In this thread, feel free to leave moves(can be completely new or derived from an original/old one) that you would find useful or neat to have for the character in mind, but make sure it's a fair and reasonable one and it doesn't come off as OP or game breaking. If you want to leave an explanation or frame data or anything about that suggested move, feel free to include that too! Also, if you ever get another suggestion, you can just edit your original post and add it there to save time and to have your suggestions all in one place. I'll begin:
236H+K/- Inspired from her already existing 2H+K move that is from the 6PK2K string. This move is basically the last kick of the 6PKK string, and does the same general thing the move does, which is knock the opponent far backwards if it hits. Since it's done by itself, it would have a somewhat slower start up, and would be unsafe on block.
214P2K/- derived from her old DOA2 66P2K string, except with a different input since she currently already has a move with the same input. The first hit would be safe on block, but only stuns CH, and launches on HCH but has a low launch like her 2KK string as a sacrifice. It can also provide a slight refloat if done on airborne opponents. The second 2K hit trips on NH, but knocks down only on HCH, and would be unsafe at -15 on block, and would be fairly predictable since it's a static string with only one possible follow up. It can also hard force tech opponents who are on the ground.
P2KK/- A possible hybrid combination that merges her high punch with her 2KK string, making it a high to low to high string. It pretty much has the same properties as the original separate moves, but provides a decent and basic way to further mix up her attacks. To make it balanced, it is not possible to delay this string at all after the 2K, meaning it can be held on reaction if your opponent reads the flow.
236PP/- A move derived from Kasumi's old DOA1 move 3PP or PPPP where she finished the string with another upwards slap instead of the 2K follow up TN replaced the DOA2 66P string with. The first hit is a mid, and the second hit is a high that stuns on NH, but would be unsafe at -9. The first hit doesn't provide a slight refloat like kasumi's variant would, but the second hit can. To balance it's abilities, the move string is relatively weak, similar to how Kasumi's PPPP and 3PP move was weakened in DOA5LR because of the added refloat capability.
236PK/- Derived from Kasumi's DOA3 string 66PK where she does an upper mid slash and finishes the string with a a backwards cartwheel flip. The flip would be unsafe at -15 on block, but stuns on NH and CH, but knocks down on Hi counter hit. There is also another possible way to finish the string: Like Kasumi's 66K~K string, Phase can delay the 236PK string to make the 236P~K string, which is safe on block and provides a launch if the ~K hits. This comes at the cost of being VERY predictable and able to be held on reaction.
9K~P+K 9K or P/ or - This string is obviously derived from Kasumi's 9KK and 9KP string, except these have Phase 4's teleport on hit properties thrown in. This is a JUST FRAME attack with very strict timing to execute the 9K~P+K tele-cancel, and it has to hit! Because the 9K already knocks down, this is a more situational string that punished opponents who try to FT after the 9K hit them. The 9K follow up after the tele-cancel knocks down on NH and causes a bounces on CH or HCH if the opponent attempts to hold or attack you upon getting up. The P follow up has the normal properties that the 3P+KP has, and would be useful for sending an opponent flying backwards into a danger zone or environmental hazard or fall. Both hits would be unsafe on block if the opponent chooses to defend.
43T/- Inspired from her 46T teleport throw. This throw targets low crouching opponents, and when initiated, she teleports out of sight and reappears as she does a harsh slash to her opponent. This puts your opponent into a sit down down, allowing you a chance to start up a combo, but 33K and 33P will not be usable in this state since the stun is brief and to prevent an OP juggle opportunity.
4H+K/- Pretty much the same as Kasumi's, but this does not provide a sit down stun. This has the same properties as the DOA2 version, and instead knocks down the opponent on hit, and will cause a bounce if done on counter hit or hi counter hit for a launch combo.
236K/- Derived from Kasumi's 3KK string, with the move being the second vaulting kick she uses to finish the string. Stuns on NH, and knocks down on counter and hi counter hit.
PP8K~P+K/- A merged string that combines the PP with her 8K, which are all linear high hit level attacks. The string allows her to teleprt if it hits, but there is a slight delay upon the 8K part, meaning it can be interrupted fairly easy if predicted. Unsafe on block.
*Note: For Phase 4's moves, I avoided any low or high to low mix ups since phase 4 isn't really supposed to easily open her opponents. I focused mainly on mid and high hits so she would not be OP.
236H+K/- Inspired from her already existing 2H+K move that is from the 6PK2K string. This move is basically the last kick of the 6PKK string, and does the same general thing the move does, which is knock the opponent far backwards if it hits. Since it's done by itself, it would have a somewhat slower start up, and would be unsafe on block.
214P2K/- derived from her old DOA2 66P2K string, except with a different input since she currently already has a move with the same input. The first hit would be safe on block, but only stuns CH, and launches on HCH but has a low launch like her 2KK string as a sacrifice. It can also provide a slight refloat if done on airborne opponents. The second 2K hit trips on NH, but knocks down only on HCH, and would be unsafe at -15 on block, and would be fairly predictable since it's a static string with only one possible follow up. It can also hard force tech opponents who are on the ground.
P2KK/- A possible hybrid combination that merges her high punch with her 2KK string, making it a high to low to high string. It pretty much has the same properties as the original separate moves, but provides a decent and basic way to further mix up her attacks. To make it balanced, it is not possible to delay this string at all after the 2K, meaning it can be held on reaction if your opponent reads the flow.
236PP/- A move derived from Kasumi's old DOA1 move 3PP or PPPP where she finished the string with another upwards slap instead of the 2K follow up TN replaced the DOA2 66P string with. The first hit is a mid, and the second hit is a high that stuns on NH, but would be unsafe at -9. The first hit doesn't provide a slight refloat like kasumi's variant would, but the second hit can. To balance it's abilities, the move string is relatively weak, similar to how Kasumi's PPPP and 3PP move was weakened in DOA5LR because of the added refloat capability.
236PK/- Derived from Kasumi's DOA3 string 66PK where she does an upper mid slash and finishes the string with a a backwards cartwheel flip. The flip would be unsafe at -15 on block, but stuns on NH and CH, but knocks down on Hi counter hit. There is also another possible way to finish the string: Like Kasumi's 66K~K string, Phase can delay the 236PK string to make the 236P~K string, which is safe on block and provides a launch if the ~K hits. This comes at the cost of being VERY predictable and able to be held on reaction.
9K~P+K 9K or P/ or - This string is obviously derived from Kasumi's 9KK and 9KP string, except these have Phase 4's teleport on hit properties thrown in. This is a JUST FRAME attack with very strict timing to execute the 9K~P+K tele-cancel, and it has to hit! Because the 9K already knocks down, this is a more situational string that punished opponents who try to FT after the 9K hit them. The 9K follow up after the tele-cancel knocks down on NH and causes a bounces on CH or HCH if the opponent attempts to hold or attack you upon getting up. The P follow up has the normal properties that the 3P+KP has, and would be useful for sending an opponent flying backwards into a danger zone or environmental hazard or fall. Both hits would be unsafe on block if the opponent chooses to defend.
43T/- Inspired from her 46T teleport throw. This throw targets low crouching opponents, and when initiated, she teleports out of sight and reappears as she does a harsh slash to her opponent. This puts your opponent into a sit down down, allowing you a chance to start up a combo, but 33K and 33P will not be usable in this state since the stun is brief and to prevent an OP juggle opportunity.
4H+K/- Pretty much the same as Kasumi's, but this does not provide a sit down stun. This has the same properties as the DOA2 version, and instead knocks down the opponent on hit, and will cause a bounce if done on counter hit or hi counter hit for a launch combo.
236K/- Derived from Kasumi's 3KK string, with the move being the second vaulting kick she uses to finish the string. Stuns on NH, and knocks down on counter and hi counter hit.
PP8K~P+K/- A merged string that combines the PP with her 8K, which are all linear high hit level attacks. The string allows her to teleprt if it hits, but there is a slight delay upon the 8K part, meaning it can be interrupted fairly easy if predicted. Unsafe on block.
*Note: For Phase 4's moves, I avoided any low or high to low mix ups since phase 4 isn't really supposed to easily open her opponents. I focused mainly on mid and high hits so she would not be OP.
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