Kasumi's Video Thread

EMPEROR_COW

Well-Known Member
Premium Donor
Well I thought I'd do the honors :p

DEAD OR ALIVE 5 Ver0.75 (Gamescom Build) KASUMI - COMBO VIDEO


Here is a compilation of some Kasumi Combos I came up with on the Gamescom Build of DOA5 (Ver. 0.75) that I managed to record at i46. Weather these combos will remain possible in the final version or not is still unknown (but most likely they will be).

Enjoy ^^
 

Mystline

Member
Awesome. The hit effects are kind of growing on me, it makes the critical burst look cooler. lol. I also noticed the power blow animation got kind of wonky and Hayabusa flew towards the camera for a little bit and rolled backwards.
 

Doug Nguyen

Well-Known Member
Nice to see Kasumi get a limbo stun with her H+K. And Cow is her PB glitched in the camera angles? Also her teleports are fuckin awesome, they seem so great for finishing moves. And her CB seems so easy to do. And thanks for the video, much appreciated cow.

Awesome. The hit effects are kind of growing on me, it makes the critical burst look cooler. lol. I also noticed the power blow animation got kind of wonky and Hayabusa flew towards the camera for a little bit and rolled backwards.
Yeah i like the CB hit effect but im so used to having no hit effects. It does look cool but i wish you could make only CB have that cool wind effect.
 

Chaos

Well-Known Member
Awesome :) but don't get too happy, TN might nerf that ground bounce too. :( please don't do it TN.
 

matsu

Member
Really nice and impressive combo vid Emperor_Cow.The bounce is a lot of fun.I was afraid that combos with refloat mechanic would be too long but combos are still nervous,good:).

I was wondering something about hit fx,if it is an option in searching online match ,it would split the community?(as camera movement)Why switch them off ?In DOAD they were yellow and i didn't have any problem with it...
 

EMPEROR_COW

Well-Known Member
Premium Donor
I like hit effects, I think they're pretty .. I always keep them on .. Lol
grad you like it guys :D
 

Goro Hazuki

Active Member
Nice video Cow. Looks like you got her execution down to muscle memory now. Gotta be ready for your setups for the next time I meet you. Lol!
 

EMPEROR_COW

Well-Known Member
Premium Donor
Nice video Cow. Looks like you got her execution down to muscle memory now. Gotta be ready for your setups for the next time I meet you. Lol!

Believe me .. her excecution is tough this time around ..
alot of this stuff in the vid after the juggles is all Just frame timing .. no room for error or delay ..
Looking forward to our next games :D
 

Berzerk!

Well-Known Member
Was the training dummy set to largest life? The numbers went up to 100-112 on normal combos and 145-151 for power blow combos, but didn't seem to take much off the bar.
 

Matt Ponton

Founder
Staff member
Administrator
Standard Donor
Training mode is set to largest by default. Didn't know that i46 was 0.75. Ipl and gvn are 0.95. You didnt maximize the damage or her force techs but otherwise good stuff. I forgot all about 4h+k. Be sure to add it to the media library.
 

DrDogg

Well-Known Member
Not sure how the Gamescom build is different from the IPL/GVN build, but you may want to at least add a disclaimer that many of those combos can be slow escaped.
 

Doug Nguyen

Well-Known Member
Not sure how the Gamescom build is different from the IPL/GVN build, but you may want to at least add a disclaimer that many of those combos can be slow escaped.
Oh wow that sucks. His combos seemed pretty fast though, so is there any way to prevent someone from slow escaping during combos.
 

EMPEROR_COW

Well-Known Member
Premium Donor
Training mode is set to largest by default. Didn't know that i46 was 0.75. Ipl and gvn are 0.95. You didnt maximize the damage or her force techs but otherwise good stuff. I forgot all about 4h+k. Be sure to add it to the media library.

I'm pretty certain that its the same build.
But that's what chin told me to put as a title (Ver 0.75) .. I was confused as well ..
the same bugs and glitches in your build are in this as well ...

I tried to keep it flashy ... lol
I'll leave the Max damage madness for the Kasumi Specialists .. (in fact I think this is the first time I ever considered playing her .. n thought the findings were funky so I shared lol ) .. For the record .. alot of the air juggles including the teleports need just frame timing to guarantee the KK from dash ... its not straight forward ..

All in all I think her execution has gotten a bit more difficult..

Oh and I added it to the media library, would be interesting to see how players evolve her combos when the games out..

Glad you liked it :)
 

DrDogg

Well-Known Member
Oh wow that sucks. His combos seemed pretty fast though, so is there any way to prevent someone from slow escaping during combos.

No, you can always slow escape with the exception of a few specific stuns. But depending on what you follow up with, you can get an attack in before the opponent can SE. The issue is that pretty much all of the CBs used in the combo video can be slow escaped so I think the video gives the wrong idea to potential Kasumi players. I'd hate to be let down thinking all of those combos were guaranteed (or at least guaranteed if the opponent doesn't counter).

For the record .. alot of the air juggles including the teleports need just frame timing to guarantee the KK from dash ... its not straight forward ..

All in all I think her execution has gotten a bit more difficult..

The timing is moderately strict on anything dealing with her teleports and 66KK, but I don't know if I'd call it just frame. That implies it's difficult, where as I think it's just not super easy like most of the execution in DOA (not a bad thing). You have to remember that we'll (hopefully) have people coming over from other fighting games. Just frame in Tekken, SC and VF means a fairly difficult notation. That is not what I would call anything in this video.
 
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