Kasumi's Guard Breaks are interesting..... two of them have the Ability to put her into her Hoshinpo Stance..... doing so grants her a small advantage.
However that advantage only applies to whatever moves she can perform while still in that Stance.......
Guard Breaking into Hoshinpo Stance...
@Gruff757
BTW I never thanked you for teaching me that technique you used to measure how long the Side Steps are..... I've been using it to test all kinds of things and its been very Helpfull. ;)
You're the best !!! :oops:
Or Alpha's :9::P::h: F.L.O.A.T. :K: at point blank.
I know exactly what a cross up is..... I just didn't know how to phrase whatever it is Kasumi's Teleports do.
Man I'm greatfull for a Guard Button. I'm not big on Directional Blocking....
It just occured to me that I never actually introduced myself here officially..... so here it goes:
Hi I'm Lulu..... I I've been playing DoA exclusively for the past 3 months. Its so much fun.
Well nobody is quite sure how it works.... I think it requires specific timing or a specific action on the part of the knocked down opponent.
Set the dummy to perform a mid kick on reaction.... then knock it down and see if it works.
I know.... I've been using other attacks to ensure that the the Final Move, :7::K::6_:, always lands on the desired Critical Level.
Anyway... it seems like the ability to move right underneath the opponent has a bunch of weird factors. To give you an example of what I mean... a raw :7::K::6_...
Does anybody feel like there's a difference among Kasumi's Flash Kicks Teleports:
:7::K::6_:
:K::K::7::K::6_:
:P::P::7::K::6_:
It feels like launching with :P::P::7::K::6_: or :7::K::6_: is more likely to get Kasumi to sneak right underneath the opponent..... :K::K::7::K::6_: seems to be more...
LoL..... it took a while but I now have a pretty good theory why Double Bounce Combos sometimes don't work.
Its got something to do with the initial Launch Height..... if you fling the Opponent too high into the Air then for some strange reason the 2nd Bounce doean't connect.... mind you that...
Does anybody feel like Alpha is abit too Mashy ?
Her strings are just way too long. I find it difficult to keep Track of how many :P:'s and :K:'s I've used.
She's definitely easy to start with but but theres some nice potential in there once you understand her individual moves.
Yeah throw damage is certainly a grappler's characteristic but I was very interested in the Properties and Nuances to her Throws.... I like the Fact she can Throw while Backturned when Hayabusa can't.....
I also Checked Brad Wong's Back Turned Throws and they are also i6....
I always though...