DOA5U Kasumi's match video and critique thread

Nameless Sama

Well-Known Member
As I noticed you use your :7::P: or :9::P: useless I mean you use it then where your opponent can hit you. It like "here I am come and hit me" One question why do you use her :9::P::K: when :236::F: :+: :K::K::7::K: :+: :6::P+K: :+: :P::P::6::P::K: makes more damage o.o ? It would interest me ! :9::P::K: is useful in tag in my opinion.

But nice video thanks for that. You Kasumi are better than mine even though my 6 years experience on my xbox o.o. I play only with 2 characters all the time but you are great.
 
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Tenryuga

Well-Known Member
His usage of :9::P: was correct. He used it on grounded opponents. He uses 8T just in case the opponent gets up and decides to just block. If they lay there he will flip over and create space. It's not a bad usage of the move at all; just gotta be careful with when it's used because as you guys saw he got hi counterblown at one point. The offense was good as well. It's a good example for you guys starting out with Kasumi.

He uses lows to gain frame advantage and keep up the pressure. When he doesn't have frame advantage he is free cancelling here and there and using delays. That is how Kasumi's offense works. The player just needs to be weary and know when they should stop and block because otherwise they will get counterblown alot. You don't just mash out strings with Kasumi. Know what it is you want to do and where you want to stop every time you press a button.
 

UprisingJC

Well-Known Member
His usage of :9::P: was correct. He used it on grounded opponents. He uses 8T just in case the opponent gets up and decides to just block. If they lay there he will flip over and create space. It's not a bad usage of the move at all; just gotta be careful with when it's used because as you guys saw he got hi counterblown at one point. The offense was good as well. It's a good example for you guys starting out with Kasumi.

It was stupid of me to have used 8T when Leifang was near the rope and I ended up getting over 100 dmg in the first match, LOOOOL.

He uses lows to gain frame advantage and keep up the pressure. When he doesn't have frame advantage he is free cancelling here and there and using delays. That is how Kasumi's offense works. The player just needs to be weary and know when they should stop and block because otherwise they will get counterblown alot. You don't just mash out strings with Kasumi. Know what it is you want to do and where you want to stop every time you press a button.

It still depends on your opponent's playstyle.
Some players tend to retaliate right after blocking certain attacks such as Kasumi's 6p, 3p or even pp.
They DON'T REALLY CARE that there're followups right after those attacks. THEY SELDOM RESPECT THEM. If you don't free cancel but throw out the followups, you hit them; if you free cancel and intend to start a new string or throw them, you're dead.

THEY WOULD RATHER GET HIT BY YOUR FOLLOWUPS THAN LET YOU START A NEW STRING OR ATTEMPT A THROW.
 
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Tenryuga

Well-Known Member
Lmao that's so true. To test my opponent I will sometimes start a match with PPPPP. If they get counter hit at any point I know they don't respect ANYTHING at all lmao so I don't free cancel often and use delays more. On opponents that respect the string followups a lot I will free cancel and use lows to maintain pressure as well as throws.
 

tokiopewpew

Well-Known Member
Standard Donor
Hello,

I'm quite new to the forum so I hope this is the right place to ask some questions regarding to some match videos I've seen on YT. I have been playing with Kasumi only since I've started with DOA5 as my first fighting game in august (except some random matches), but I'm still confused about the effects of some of her moves.

A friend gave me the advice to take a look at matches from UprisingJC , wich already gave me a lot of inspiration. But one thing I've been wondering about is his frequent usage of :6::H+K: in the video below:


I know that this is based on vanilla DOA5, but I've searched some threads here about significant changes on the move in Ultimate and found nothing, so it should be almost the same (correct me if I'm wrong).

He sometimes uses this move while his opponent is stunned, but as far as I noticed, it is a high kick which can be hold and wont leave you unharmed like :H+K: without a directional input.

I've read in this thread http://www.freestepdodge.com/threads/kasumi-in-doa5u.3250 that it offers a good stun buff, but it pushes the opponent far away from yourself, so its not really possible to start a juggle out of it (right?). The only thing I can image that could follow is something like :6::6::P: or :6::6::K:

Therefore, I really wonder if there is anything else that would make it worth to use compared to :H+K:, regarding to the fact that I should go for a juggle as fast as possible instead of trying a long stungame or CB with Kasumi as far as I know.

If someone can give me some advice concerning this, please note that I'm mostly playing online.

Thank you in advance
 

Tenryuga

Well-Known Member
Hello,

I'm quite new to the forum so I hope this is the right place to ask some questions regarding to some match videos I've seen on YT. I have been playing with Kasumi only since I've started with DOA5 as my first fighting game in august (except some random matches), but I'm still confused about the effects of some of her moves.

A friend gave me the advice to take a look at matches from UprisingJC , wich already gave me a lot of inspiration. But one thing I've been wondering about is his frequent usage of :6::H+K: in the video below:


I know that this is based on vanilla DOA5, but I've searched some threads here about significant changes on the move in Ultimate and found nothing, so it should be almost the same (correct me if I'm wrong).

He sometimes uses this move while his opponent is stunned, but as far as I noticed, it is a high kick which can be hold and wont leave you unharmed like :H+K: without a directional input.

I've read in this thread http://www.freestepdodge.com/threads/kasumi-in-doa5u.3250 that it offers a good stun buff, but it pushes the opponent far away from yourself, so its not really possible to start a juggle out of it (right?). The only thing I can image that could follow is something like :6::6::P: or :6::6::K:

Therefore, I really wonder if there is anything else that would make it worth to use compared to :H+K:, regarding to the fact that I should go for a juggle as fast as possible instead of trying a long stungame or CB with Kasumi as far as I know.

If someone can give me some advice concerning this, please note that I'm mostly playing online.

Thank you in advance


6H+K doesnt have much worth to Kasumi at all right now since it is not part of her 3P string anymore. In Vanilla it provided tracking in that string and was a viable way to reset stun if the opponent failed to SE and block. In 5U H+K is superior to this move in everyway so just forget it exists for now lol.

In addition to JC some other great Kasumi players are TenjinShadow, Shade switfteye, Allan Paris and Bboydragon. If you haven't already you should take look at his beginner tutorial for Kasumi. It will set you off on the right track. I also made a thread of juggles for each critical level but its incomplete atm because I have been busy with school. Once I get out I will complete it and make it more organized.
 
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tokiopewpew

Well-Known Member
Standard Donor
In addition to JC some other great Kasumi players are Shade switfteye and Allan Paris. If you haven't already you should take look at his beginner tutorial for Kasumi. It will set you off on the right track. I also made a thread of juggles for each critical level but its incomplete atm because I have been busy with school. Once I get out I will complete it and make it more organized.

Firstly, thanks for your advice.

Watching Shade Swifteye playing Kasumi on tournaments like NEC was actually what got me into DOA5 in general.^^
He is the one I got my most inspirations from, but sadly, there are not many videos of him, especially since DOA5U was released. Most of them are from DOA5 vanilla, where he is using combos that do not really work for me in Ultimate since some moves changed (ok I have to admit that some of them are very hard to perform for me too :oops:)

I've already taken a lot of information from your juggle thread and these character-tutorials during the last months, they really helped me out to get better very fast. Many thanks for that, I'm looking forward to learn more from great players like those who are present here.
 

UprisingJC

Well-Known Member
Hello,

I'm quite new to the forum so I hope this is the right place to ask some questions regarding to some match videos I've seen on YT. I have been playing with Kasumi only since I've started with DOA5 as my first fighting game in august (except some random matches), but I'm still confused about the effects of some of her moves.

A friend gave me the advice to take a look at matches from UprisingJC , wich already gave me a lot of inspiration. But one thing I've been wondering about is his frequent usage of :6::H+K: in the video below:


I know that this is based on vanilla DOA5, but I've searched some threads here about significant changes on the move in Ultimate and found nothing, so it should be almost the same (correct me if I'm wrong).

He sometimes uses this move while his opponent is stunned, but as far as I noticed, it is a high kick which can be hold and wont leave you unharmed like :H+K: without a directional input.

I've read in this thread http://www.freestepdodge.com/threads/kasumi-in-doa5u.3250 that it offers a good stun buff, but it pushes the opponent far away from yourself, so its not really possible to start a juggle out of it (right?). The only thing I can image that could follow is something like :6::6::P: or :6::6::K:

Therefore, I really wonder if there is anything else that would make it worth to use compared to :H+K:, regarding to the fact that I should go for a juggle as fast as possible instead of trying a long stungame or CB with Kasumi as far as I know.

If someone can give me some advice concerning this, please note that I'm mostly playing online.

Thank you in advance

Uhhh...this video was uploaded after vanilla DOA5 had been released just for 1 month.
I don't recommend this to you as I must admit that I was still finding things out at that moment.

In vanilla DOA5, 6H+K wasn't a good move as IT'S HOLDABLE, DOESN'T GIVE YOU ANY GUARANTEED MOVES IF YOUR OPPONENT KNOWS WHAT SLOW ESCAPE IS AND DOES IT FAST ENOUGH.

Now her 6H+K does a very long turnaround stun just like Christies 1KK from her Jakeiho stance but I still don't think it's a good move IMO because of the existence of her H+K.
 

Soaring Zero

Active Member
This post seems dead.
Well...

Wow...you're Kasumi is really solid. I was watching the way you applied pressure and I was able to see the flaws in the way that I do it. I think my problem is that I don't stop when I should. I should also make much more usage of delays. I also don't use 9P all that much. I didn't know it could prove useful in that way. I sometimes just do the 9K flip instead over a grounded opponent. For some reason I figured 9P would leave me open to attack lol.

I've gotten better a my pressure though. Or at least I like to think so. I'm free cancelling and such more now and sticking to my safer string options. But I seem to be having an issue with lows. Now I'm not exactly sure, but does Kasumi's 2P or 2K give her any kind of advantage on block? Also is 1K good for pressure as well? For some reason when I try to go for lows in my pressure strings I get punished.
 

Tenryuga

Well-Known Member
Wow...you're Kasumi is really solid. I was watching the way you applied pressure and I was able to see the flaws in the way that I do it. I think my problem is that I don't stop when I should. I should also make much more usage of delays. I also don't use 9P all that much. I didn't know it could prove useful in that way. I sometimes just do the 9K flip instead over a grounded opponent. For some reason I figured 9P would leave me open to attack lol.

I've gotten better a my pressure though. Or at least I like to think so. I'm free cancelling and such more now and sticking to my safer string options. But I seem to be having an issue with lows. Now I'm not exactly sure, but does Kasumi's 2P or 2K give her any kind of advantage on block? Also is 1K good for pressure as well? For some reason when I try to go for lows in my pressure strings I get punished.

2P is -1 on hit. Who it is okay to attack against is completely dependent on the speeds of the opponent. Against a character like Christie check it out:

After 2P Kasumis jab becomes 10i, her 6p 12i and her 2P 13i. Christies speeds are 9i jab, 11i mid, 14i low.

After 2P hits on normal hit Kasumi's jab will win against Christie's mid punch but lose to Christie's other options.
Her mid punch will beat Christie's low punch but lose to other options. Her low punch will beat Christies jab but lose to other options. What you should get from this is that it is possible to continue pressure after 2P but only if the correct read is made.

This is the general situation against all characters that have 12i mids and faster. If the character has a 13i mid Kasumi can get away with pressure after 2P much more easily.

2K is not a poke for pressure. It is a distance poke and that is it. You should never be free canceling into this move at close range. Stick to lows from strings or 1K.

1K is really good for pressure. If the opponent doesn't stagger escape you can open up the stun game with 6P. If they do you can just start throwing them or applying string pressure. You'll get punished for lows like 1K and her string lows if they are blocked or interrupted because you tried to delay the lows. Otherwise they are frame advantage on hit and you can continue your offense.
 

Princess Kasumi

Well-Known Member
Wow...you're Kasumi is really solid. I was watching the way you applied pressure and I was able to see the flaws in the way that I do it. I think my problem is that I don't stop when I should. I should also make much more usage of delays. I also don't use 9P all that much. I didn't know it could prove useful in that way. I sometimes just do the 9K flip instead over a grounded opponent. For some reason I figured 9P would leave me open to attack lol.

I've gotten better a my pressure though. Or at least I like to think so. I'm free cancelling and such more now and sticking to my safer string options. But I seem to be having an issue with lows. Now I'm not exactly sure, but does Kasumi's 2P or 2K give her any kind of advantage on block? Also is 1K good for pressure as well? For some reason when I try to go for lows in my pressure strings I get punished.

1k has horrible range and hitbox. i barely use this move for the range and no stun game on counter.
 

Tenryuga

Well-Known Member
1K shouldn't be used at range anyway. You should only be using 1K when you are right in the opponents face. It does need to be a trip stun on counter hit though.
 

Soaring Zero

Active Member
Well 1K works pretty well for me. It's only when I play against people with knowledge of Kasumi that it gets read. But that may be me getting predictable with it. It is kinda my go to low when my strings are getting blocked.
 

Tenryuga

Well-Known Member
If strings are getting blocked then you should throw a bit and use delays or just poke cancel to frustrate them.
 

Soaring Zero

Active Member
Yeah I've gotta work on mixing in throws at different times. I have a bad habit of free cancelling the same string even after it's been stopped like twice. Trying to break myself of that. When I'm trying to get in I typically try to bait and make them whiff so I can punish, or move in and poke with 4P or 3K. For punishing I stick to 66P and sometimes 66K but that's when I'm feeling lucky.
 
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