The Scrolls of Tenjinmon: Kasumi's Gameplay Thread

IceMage95

Active Member
I've always been curious about this but what's the input for DOA4 Kasumi's :6::P::K::K:? I know that that input is replaced by DOA2/DOA3 Kasumi's :6::P::K::K:.
 

x Sypher x

Active Member
Omg this is music to my ears! So much shit guaranteed, it's beautiful. And here I thought only sit down stuns were unholdable lol.
 

Doug Nguyen

Well-Known Member
Is Kasumi that stance dependent? I cant focus on her stance while fighting someone. And stance is pertaining to her foot placement right?
 

Allan Paris

Well-Known Member
How her body is positioned. Open or closed stance. You can look at her feet to see that, though. Go to the wiki and look at the terminology to get a better understanding.
 

Doug Nguyen

Well-Known Member
How her body is positioned. Open or closed stance. You can look at her feet to see that, though. Go to the wiki and look at the terminology to get a better understanding.
YEah i got it, i was just making sure thats what everyone meant by stance. Im probably not even gonna notice in game, but in training mode it seems easy but once someone starts fighting you, how are you suppose to be able to pay attention to stances?
 

Allan Paris

Well-Known Member
I've always been curious about this but what's the input for DOA4 Kasumi's :6::P::K::K:? I know that that input is replaced by DOA2/DOA3 Kasumi's :6::P::K::K:.

It's 4PKK now. It's very weird to do that after 7 years of doing it the other way.

YEah i got it, i was just making sure thats what everyone meant by stance. Im probably not even gonna notice in game, but in training mode it seems easy but once someone starts fighting you, how are you suppose to be able to pay attention to stances?

Being very good. It will be a bitch to keep up with I am not going to lie about that. But it's doable. Learn what each of her moves do and how they position you as well as her holds and throws. Then you need to learn what the other characters holds and throws position you. You don't need to learn this as much as you need to learn how her moves position you.
 

IceMage95

Active Member
It's 4PKK now. It's very weird to do that after 7 years of doing it the other way.
What?! That feels directionally awkward. That attack is a forward jab and now I have to get used to having that jab in the reverse direction. Same thing for Ayane's current 8KKK and 9K.
 

Shinigamimatt

Active Member
What?! That feels directionally awkward. That attack is a forward jab and now I have to get used to having that jab in the reverse direction. Same thing for Ayane's current 8KKK and 9K.
This. What I like about DOA, is the moves seem to match the direction you input. That's so backwards it's gonna hurt at first.
 

Allan Paris

Well-Known Member
Ohhh ok. I didnt realize stagger escaping was so used by human players. Im been mainly playing with com and new players so the CB was pretty useful as of now. But what do you recommend for Kasumi? Im going to this tournament in Long beach, and i need lots of practice with the new Kasumi, i used to rely of force teching in DOA4, but now its kinda not there.

All I can tell you is 6PK right now. I can't help you all that much because like most people I won't have the game until Tuesday. So the best of luck to you at the tournament. If you look in this thread you will see what Keylay has posted about her. It will give some insight on how you want to play her. Or at least some of the strings you want to land.

Thanks for the input everyone, do you guys know any good for force techs, other than 9K. I feel like people are tech rolling so fast, i cant even keep on the pressure. I always whiff the 9K and get hit since they tech roll. I miss DOA4's force teching.

You can keep up pressure. Rush down and keep her in their face and poke at them. The moves are posted in this thread. They are teching so they are at a disadvantage. If they are throwing wake up kicks at you then adjust accordingly to that. You have to stop the DOA4 tactics. I know it won't be easy but, it must be done.
 

Doug Nguyen

Well-Known Member
You can keep up pressure. Rush down and keep her in their face and poke at them. The moves are posted in this thread. They are teching so they are at a disadvantage. If they are throwing wake up kicks at you then adjust accordingly to that. You have to stop the DOA4 tactics. I know it won't be easy but, it must be done.
Alright thanks, i just need to play more i guess. Im so used to DOA4, it seemed faster, and mindless. DOA5 seems more strategic now.
 

Keylay

Well-Known Member
Today I was thinking about how in VF5, if you break an opponent's guard by the wall, the opponent hits the wall. So I decided to test it out in DOA5 and it doesn't work the same but similar. Kasumi has two moves that guard break. The first one is :9::P::K: but that doesn't guarantee anything. I believe it used to in a previous build. Her Power Blow will guard break but only when the red bar is active. If you charge it up to at least where the PB would come out, it will leave you at +13 and you can follow up with a guaranteed :6::P: that will put the opponent in critical stun. It always works against the wall but it also works if you're close to the opponent.
 

Shade

Active Member
Kasumi has her work cut out for her in 5. Shes a little more predictable this go around.

Anyone notice that 66kk after a 33k isnt ground bouncing as high as the gvn build?


Also when using 33k on an opponent against a wall with either hch or cb, ive found

33p bt3p 4pkk

to be an effective substitue for her bnb since most other options slam the opponent against the wall prematurely. Lightweights and middleweights only though.
 

Shinigamimatt

Active Member
I won't get DOA5 until tomorrow, so feel free to ignore this, but I can't really see how she would be any more predictable. She was incredibly predictable in the past games. From everything I've seen and heard, she seems the same to me.

Could I trouble you for your opinion on why she seems more predictable? Anything Kasumi interests me.
 

Allan Paris

Well-Known Member
Lol, Matt you're right. She is no more predictable than she was before. Her gameplay really hasn't changed. Beside the fact that she's stance dependent now for juggling. She is a mixture of DoA2-4 which is actually a great thing. I'll be in the lab for a few months. She changed a little from GVN and I am adjusting to that now and learning to watch close/open stance.

Playing with Jann lee has helped me pick up on. So I should adjust to that a little faster.
 

Shade

Active Member
I disagree AP. her mixups have suffered. For example 6p2k, 4p2k, or pp6p2k or the other strings that end with that that particular 2k no longer trip stun on normal hit. Which means your opponent can eat those pokes all day without fear.

9k (formerly 6k in doa4) no longer ground bounces on ch but more importantly if blocked the P ender doesnt need to be respected anymore because it now hits high making it vulnerable to crushes.

Im not saying her gameplay changed. instead, Her pressure options are more limited. I.E more predictable
 

Allan Paris

Well-Known Member
Well going by what you have said. You just confirmed what I have been saying for awhile now. This is not DOA4 that's why you're having issues or at least you see this "more predictable" character now.

Only in online play were those trip stuns a headache to deal with. Once you went offline they were all a none factor. The only one that matter was 1k or PP2k. Why? Because it was mixed into her plethora of PP strings. This move and string is still effective now in 5, if I may add. I was able to keep up a strong pressure game without using those trip stuns you mentioned in 4. So it can be done.

Before this patch you couldn't hold 9k it diverted. Now it is back to being a jump mid kick hold if its held. The same way in 4. That hurt a little bit, I won't lie. But you should be asking yourself about 66P.

66p is an i18 move just like 9K. and it also gives the same stun as 6K did in doa4. Guess what that means. You now have another move to whiff punish with and close in the gap on players. Where as before you really only had 1 option, 6K. They are both on unsafe on block. (66P/-10 and 9k/-12). But just like in four everyone better respect the follow ups. If the 1st punch in 66pp hits she gets a guaranteed jab after. So she's still keeping pressure. So say hello to your 2nd whiff punisher.

At GVN she was getting a guarantee launch after 66pp. The patch must've changed that too. Because she can't even move after the stagger stun from it.

What else do you have as far as her being more predictable this tine around?

Edit: I apologize for the mixup. She gets nothing guaranteed in the middle of the floor if 66pp hits. Damn patch.
 

Shade

Active Member
lol

Cmon man You know I know this isn't DOA4 or 3 or 2. And lets skip the offline vs online debate as well. I've won tournaments with kasumi against the best in both. But that's history, i'm not one to toot my horn like that and this is DOA5.

In previous DOA's, 6P2K, 4P2K and every other 2k like it (meaning not pp2k) had their uses. That's like saying Jann Lee's 6p2k doesn't hit people offline. It can, but it's not something you abuse, just another tool for the opponent to think about. And what I said about kasumi's variation is that people no longer need to fear the 2k ender's because they don't cause trip stun which doesn't help her pressure game. I'm not saying you cant pressure. Clearly we both did it with some success without it at GVN based on our placements but she has lost another tool to pressure which makes any match up more difficult and after all this is the gameplay thread where we discuss how she can played. And this is what day 2? I think it's helpful to talk about what she can and can not do in addition to her new stuff.

I like 66P(P). Realistically we will have to use it as a replacement for 9k in most instances to whiff punish. But at the same time its another mid punch. Kasumi has a ton of mid punches at this point. Another one that we rely on makes her a little more predictable. Id rather us have gotten a mid kick version instead. And yea she doesn't get anything guaranteed off the middle of the stage to my knowledge with 66pp.

Like I said though, let me know when you're back on live and not on ps3 lol
 

Allan Paris

Well-Known Member
No, she does get something guaranteed. I completely forgot she can teleport from the string if it hits.

Well, I don't know who you were playing for people to fear those lows. There so telegraphed offline, lol. I got ate alive whenever I tried them offline. That's why I abandoned them and figured out other things with her. I'm not trying to start a debate with on vs off. But I try to taylor my game plan based of the environments were things are 100%. So when I reference it or tell someone something they will be solid in both worlds, on and offline.

Gameplay wise, she's no worse (predictable) than she was before. In 2 days I know that much. But, You're a big boy I won't try to convince you that she hasn't lost anything from her pressure game. Or at least saying she's more predictable this time around.

I should be on there this weekend. I'll be unlocking characters at first. Then we can get to it. Hopefully we are not plagued with a bad connection.
 

Murakame

Active Member
Sup, Im new to Doa and I have a few questions about Kasumi and the game.

1. How do i perform a "Free Cancel"?
2. Those of you that have the game, how do u guys feel about 1PP? first hit stuns on counter the second hit stuns on hit and counterhit. can they still hold the second hit if the first hit is a counter hit?
3. KK puts the opponent in a stun though i havent tested if its the first or second hit that does it. Is this a good mid range attack for kasumi or are there better kicks I should be utilizing?
4. What settings do i use in training mode to make sure a combo i have is guaranteed or un-safe escapable?
 

Allan Paris

Well-Known Member
Sup, Im new to Doa and I have a few questions about Kasumi and the game.

1. How do i perform a "Free Cancel"?
2. Those of you that have the game, how do u guys feel about 1PP? first hit stuns on counter the second hit stuns on hit and counterhit. can they still hold the second hit if the first hit is a counter hit?
3. KK puts the opponent in a stun though i havent tested if its the first or second hit that does it. Is this a good mid range attack for kasumi or are there better kicks I should be utilizing?
4. What settings do i use in training mode to make sure a combo i have is guaranteed or un-safe escapable?

1. You free cancel by pressing :h:.

2. 1P is good becuase it crushes, finsihing it is a bad idea because a high hold beats it as well as a low hold. So just make it habit of using 1P and not following through. 1PP is also unsafe on block if you finsih it.

3. The 1st kick is or at least it still should be a critical stun. Her K is pretty good becuase it's coming out in i11 and that's fast. Faster than the average standard high kick in DOA. You can use this to stop or back players up from rushing down. Just use K by itself and not KK.

The other kicks you should be using are 33K, F+K, 6F+K, 8K, 3K, 9K.

4. You can either record your actions, or make the AI stagger from normal to fastest, then make them block or hold.

Welcome to FreeStepDodge, Murakame.
 
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