Well, it's that time again. Dead or Alive 5: Last Round is nearing us. This will be the last installment of DOA5 so only time will tell if more patches are to come in the long run. It will be released in February of 2015. For now, let's discuss Kasumi from DOA5 (vanilla) to now which is DOA5U leading up to her eventual DOA5LR counterpart. Again, there may be patches within the game, but keep in mind that this is also "the" last DOA5 sequence, meaning that Kasumi in this game will be here to stay (but can see changes within patches) until another DOA sequel is released.
She can get a full combo from the Danger Zone stage from DOA1. This was tested by players who went to TFC14 (Allan Paris, Rikuto, CyberEvil, Rhythmik, Shade Swifteye, & myself. There may have been more but I didn't catch them, sorry if I left you out. I just listed the ones who played one I got there).
The thread will be updated as more things are announced. Discuss Kasumi leading up to Dead or Alive 5: Last Round.
Newly Translated changes going into LR:
Kasumi (Special movement techniques made easier for beginners)
(Back-turned) PPPP, 3PP refloat properties strengthened
(Back-turned) PPPPP, (Back-turned) PP6PP, 3PPP, 6PP: Damage changed from 26 to 18.
For all "Senpuu" variations, holding 6 trigger the move (6P+K still works as well)
6PP: Small adjustment to push back when guarded.
66PP: Stun changed to blind stagger animation on hit.
4P+K: 4_P+K also works now.
33P: Fixed the priority so 236P shouldn't happen.
44P: On counter hit and above, causes blind stun animation.
1K, (Back-turned)PP2K, PPK2K, H+K2K: Damage changed from 20 to 23.
1K: Glancing hit base damage changed from 25 to 23.
66KK: Added jump status frames
((Back-turned)PP)6KK: Advantage on guard changed from -12F to -7F.
Added Cherry Blossom effects to the following, (Back-turned(P))KKP, Back-turned 4P, (Back-turned (PP))6PKK, 236P
9P+K: Jump status frames added (low attacks won't hit)
Hoshinpo 9P+K: Jump status frames added (low attacks won't hit)
Wall 6T: Damaged changed from 40+20 to 50+10.
She can get a full combo from the Danger Zone stage from DOA1. This was tested by players who went to TFC14 (Allan Paris, Rikuto, CyberEvil, Rhythmik, Shade Swifteye, & myself. There may have been more but I didn't catch them, sorry if I left you out. I just listed the ones who played one I got there).
The thread will be updated as more things are announced. Discuss Kasumi leading up to Dead or Alive 5: Last Round.
Newly Translated changes going into LR:
Kasumi (Special movement techniques made easier for beginners)
(Back-turned) PPPP, 3PP refloat properties strengthened
(Back-turned) PPPPP, (Back-turned) PP6PP, 3PPP, 6PP: Damage changed from 26 to 18.
For all "Senpuu" variations, holding 6 trigger the move (6P+K still works as well)
6PP: Small adjustment to push back when guarded.
66PP: Stun changed to blind stagger animation on hit.
4P+K: 4_P+K also works now.
33P: Fixed the priority so 236P shouldn't happen.
44P: On counter hit and above, causes blind stun animation.
1K, (Back-turned)PP2K, PPK2K, H+K2K: Damage changed from 20 to 23.
1K: Glancing hit base damage changed from 25 to 23.
66KK: Added jump status frames
((Back-turned)PP)6KK: Advantage on guard changed from -12F to -7F.
Added Cherry Blossom effects to the following, (Back-turned(P))KKP, Back-turned 4P, (Back-turned (PP))6PKK, 236P
9P+K: Jump status frames added (low attacks won't hit)
Hoshinpo 9P+K: Jump status frames added (low attacks won't hit)
Wall 6T: Damaged changed from 40+20 to 50+10.
Last edited: