"I shall end it!" The Official Kasumi Gameplay Discussion Thread

KasumiLover

Well-Known Pan Kasumi/Phase/Momiji Fanboy ⚥
Premium Donor
Idk if teching the Fireworks stage was still a thing but I've been experimenting in the stage a bit and found a way to cross up to the other side of the stage and a way to go from the Fireworks to the breakable to the bystanders into the big explosion for 261 damage(I tested these with recovery set to on)

This is a way you can go to the other side

This is a way you can do what I said above for the full 261 damage, although it's tricky to do since you have to be at just the right angle so that you can hit the bystander hazard and then juggle past them to wall explosion.
 

Force_of_Nature

Well-Known Member
Standard Donor
Toronto, Ontario
Main Character
Ayane
Idk if teching the Fireworks stage was still a thing but I've been experimenting in the stage a bit and found a way to cross up to the other side of the stage and a way to go from the Fireworks to the breakable to the bystanders into the big explosion for 261 damage(I tested these with recovery set to on)

This is a way you can go to the other side

This is a way you can do what I said above for the full 261 damage, although it's tricky to do since you have to be at just the right angle so that you can hit the bystander hazard and then juggle past them to wall explosion.
Great stuff. I like the "Around the World" wall carry with Kasumi! The bottom of Chinese Festival is truly ridiculous haha.
 
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KasumiLover

Well-Known Pan Kasumi/Phase/Momiji Fanboy ⚥
Premium Donor
I found some new tech(at least I hope it's new xD)


Basically if you 44P on CH or in stun, you can high or low throw and you'll still be able to continue a stun combo if the opponent doesn't hold, so this is basically an anti hold/anti low hold out of stun trick.

If you do a high neutral throw and the opponent doesn't hold, you'll be at +13-+15 which lets connect :P:, :K: and :6::P: for a combo stun and anything below 13i. If you do a low throw(preferably 1T due to the shorter recovery) you'll be at +14 to +16(you'll need to be at max range for +16 so this is CH oriented) which lets you do :7::K:, :P:, :6::P:, :3::P:, :3::K:, :2::K:, :P+K:, :8::K: and :K: and basically anything under 15i xD
 
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Force_of_Nature

Well-Known Member
Standard Donor
Toronto, Ontario
Main Character
Ayane
I found some new tech(at least I hope it's new xD)


Basically if you 44P on CH or in stun, you can high or low throw and you'll still be able to continue a stun combo if the opponent doesn't hold, so this is basically an anti hold/anti low hold out of stun trick.

If you do a high throw and the opponent doesn't hold, you'll be at +13 which lets connect :P:, :K: and :6::P: for a combo stun. If you do a low throw(preferably 1T due to the shorter recovery) you'll be at +14 to +16(you'll need to be at max range for +16 so this is CH oriented) which lets you do :7::K:, :P:, :6::P:, :3::P:, :3::K:, :2::K:, :P+K:, :8::K: and :K: and basically anything under 15i xD
Good finds. 44P is a nice evasive NH stun jab. With Kasumi's faster launching speeds, the throw checks can be interesting.
 
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DestructionBomb

Well-Known Member
Standard Donor
Bronx, NY
Main Character
Pai Chan
I found some new tech(at least I hope it's new xD)


Basically if you 44P on CH or in stun, you can high or low throw and you'll still be able to continue a stun combo if the opponent doesn't hold, so this is basically an anti hold/anti low hold out of stun trick.

If you do a high throw and the opponent doesn't hold, you'll be at +13 which lets connect :P:, :K: and :6::P: for a combo stun. If you do a low throw(preferably 1T due to the shorter recovery) you'll be at +14 to +16(you'll need to be at max range for +16 so this is CH oriented) which lets you do :7::K:, :P:, :6::P:, :3::P:, :3::K:, :2::K:, :P+K:, :8::K: and :K: and basically anything under 15i xD
Good safe throwing options. Not many characters still have stun advantage to still land attacks after lol, good that you posted this. Normally when you safe throw, you eliminate an opponent's low hold while still be plus so it's always good, usually the advantage was only light with other characters to where it creates fear if they attack afterwards which conditions them to block. Like getting a stun > safe throw > and be +9. Character doesn't get anything guaranteed, but at times conditions people to block.

@KasumiLover Skip to 0:53. Pai's 9K into 2T safe throw leaves her +14 if they don't hold even on fastest stagger, so she gets either 6P or a jab, but because of the conditioning, you can still net a throw. Shoutouts to Codemaster for letting me know on that, Pai was extremely dangerous from it:


Kasumi's case is the same which is really good since she has enough advantage to land a free mid or even a high. I remember back in DOA5LR characters such as Hayabusa, Pai, Rig, Lisa and Nyotengu had options like that where their safe throw was has enough to land a free attack (i'd imagine Kasumi in DOA6 was the same in DOA5), whereas other characters are just left at light advantage. It was still pretty dangerous for the entire roster due to SE. Not many people staggered out.

In my opinion, any stun that lands into a safe throw that can still get you a free attack are the best safe throw options in DOA so that is good.
 
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KasumiLover

Well-Known Pan Kasumi/Phase/Momiji Fanboy ⚥
Premium Donor
I was kinda bored and thinking of certain things that Kasumi could have to buff her a bit so I made this video where I sort of explain how they can improve things like her 6K and 6P and such without making anything game breaking

Pardon my voice, but I explain things alot clearer I feel when I speak it out so I didn't use text xD

And by safer on block for 6K, I mean 6KK I feel should be safer, not the base 6K knee
 

KasumiLover

Well-Known Pan Kasumi/Phase/Momiji Fanboy ⚥
Premium Donor
Everyone is probably busy learning Momiji but just a heads up that Kasumi got a couple of nerfs:

-Her P+K from on hit Hoshinpo transition attacks like 66PP>P+K now can be directly held with a jumping mid punch hold

-Her 3P+K>K is a frame slower so it's more reactable.


Besides that she also got a small buff, her 8K launches higher for more stable juggles and her fatal rush has slightly better juggle in combos
 

XxNoriakixX

Well-Known Member
Main Character
Eliot
I was kinda bored and thinking of certain things that Kasumi could have to buff her a bit so I made this video where I sort of explain how they can improve things like her 6K and 6P and such without making anything game breaking

Pardon my voice, but I explain things alot clearer I feel when I speak it out so I didn't use text xD

And by safer on block for 6K, I mean 6KK I feel should be safer, not the base 6K knee

Oh, I could do a 20 minute about that topic for Busa or most of the cast. Like I wrote under that status, the whole system needs an overhaul. To be fair, Kasumi is buffed enough by now and she has everything. Making her unsafe was basically the only way to balance her. The other Ninjas have worse weaknesses compared to her. Busa is only good because of dmg and sneaky crushes but block one attack and he is dead as well in his bad neutral. Things that should be pokes for him are still at least -10, block his "safe" ongyoin 2P+K and you can throw him afterwards and he cannot attack fast enough to ch you etc etc. I like Kasumi but man, I wish the boiz could get some buffs too. Rip Hayate, sorry for picking your sis lol.

Oh, what is a jumping hold? You mean a normal mid punch hold for her nerfed tele slam?
 
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KasumiLover

Well-Known Pan Kasumi/Phase/Momiji Fanboy ⚥
Premium Donor
Oh, I could do a 20 minute about that topic for Busa or most of the cast. Like I wrote under that status, the whole system needs an overhaul. To be fair, Kasumi is buffed enough by now and she has everything. Making her unsafe was basically the only way to balance her. The other Ninjas have worse weaknesses compared to her. Busa is only good because of dmg and sneaky crushes but block one attack and he is dead as well in his bad neutral. Things that should be pokes for him are still at least -10, block his "safe" ongyoin 2P+K and you can throw him afterwards and he cannot attack fast enough to ch you etc etc. I like Kasumi but man, I wish the boiz could get some buffs too. Rip Hayate, sorry for picking your sis lol.

Oh, what is a jumping hold? You mean a normal mid punch hold for her nerfed tele slam?
Idk much about Hayabusa besides the general rundown of his strings and neutral and how he can havr his teleport shenanigans halted by free stepping up but iirc I think he's considered the best in the game atm? And Hayate idk much about either except I know he has that unique side step and he has that one kick attack that avoids highf xD

And yeah a jump hold means now her mid punch teleport isn't safe to really do anymore in stun since you'll get held unlike before where the opponent just evades it xD but that was the only bad thing since her 8K has a higher launch now
 
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XxNoriakixX

Well-Known Member
Main Character
Eliot
I could make a video about Busa's flaws and the flaws in the American tier list thought process as well :genfu: But tiers and how someone ranks are all preference and opinion based. I could never understand why Japan rated Hayate so high in 5 for example until i learned him again. Ryu has just this crazy damage and he can bound easily but his neutral is so bad, he lives and die sby patience and crushes if he does not Izuna you all day since all his stuff is -15 with a few exceptions, imo. He has clear weaknesses compared to Kasumi while Zoomy has like every tool in the game... and good strings and pokes.
Hayate is too simple for high level play, his low sweep is too obvious animation wise and his best stuff comes from the wind dash which you can fuzzy easily. The guard breaks are good but hard to do without being held...and barely any string manipulation :sad: The older bro should be more efficient than the smol sister lol
 
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KasumiLover

Well-Known Pan Kasumi/Phase/Momiji Fanboy ⚥
Premium Donor
Here's some changes I've noted:

-Her :P+K: :P: and her :P::6::P::P: and other similar strings(only if the last two hits connects and not the first which turns them back facing forward) had the bounce adjusted against a backturned opponent, it used to be much higher but it seems like it's stabilized to make connecting combos easier. The go to is :4::P::K::K: if both hits connect and if only the last hit hits, you can use :K::K::7::K:>:9::P::K::5::P:>:236::P: against everyone although the hit box is tight. You can also just use :P::P::7::K::5::P:>:236::P: as well for easier input. :s: :s: :s: :s: also works as a universal combo from it if only the final slash hits, it even works on Raidou's big ass xD

That seems to be the only change I've seen. I'll add more if I find more
 
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KasumiLover

Well-Known Pan Kasumi/Phase/Momiji Fanboy ⚥
Premium Donor
Idk if this was already known but i found some tech for Kasumi. If you use 4K and quickly :h:(or press guard) to quickly turn back forward at the FASTEST speed, Kasumi will still be at least +13 since her 22i will beat out 9i strikes in this instance! The game won't show you in the frame data sheet since it'll still show the +19 from the on hit 4K stun but you're definitely at least +13 since 4H+K beats out a fast 9i strike, which means virtually it's 9i strikes or faster in that instant.


If it's too difficult to perform and you need an easier way to perform it, you can use :3: or :6: to perform the cancel, but since it's not as "instant", you'll be at +8, which oddly enough is displayed in the game frame data. This means that attacks like her 17i H+K, 18i S, and her 33P would be 9- 12 frames in that instant! Also 2H+K will lose still to most strikes since its 15i in this instant, but I tested it and it can however beat certain mids like Kasumi's 6P and Zacks 6P since the elbows I suppose just are vulnerable to certain low crushed, but interestingly Phase 4's 11i 6P still beats it xD

The cancel is tricky to do at the fastest speed but I think it can be used for further mix up pressure since you're ultimately +8 to +13 from it :p

I also found some more recent tech for her regarding going behind her opponent after a soft wall hit. If the opponent doesn't hold or guesses wrong and or holds too late, it's possible to easily get behind them so you can use backturned set ups. 6K is good for launches, KK is still good since that and KK7K are guaranteed against BT opponents, and K2K is good since if you want to go for a nasty launch set up, it's possible, although the 33P launcher after K2K is not guaranteed.


This is a semi guaranteed combo set up I found that kills. It's based off the fireworks death combo route I found below:

 
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