Kasumi in DOA5U

UprisingJC

Well-Known Member
Please allow me to start a new thread. I got the game today and have been working on finding changes on her... I'm listing what I've found so far and I'll keep updating this post.

Changes on her tools
1.Parries are changed from 0(18)12 to 0(12)18, but other characters that own parries also have theirs nerfed.
Kasumi's closer to her opponent than she used to after succesfully using her parry to teleport to appear behind her opponent.


2.The damage caused by 9PK has been nerfed from 40 to 23, which affects Kasumi's damage output from her air juggle a lot.

3.The recovery of 3KK has been changed.
17(3)37 -> 17(3)
24

4.H+K still causes a turnaround stun but on CH and HCH only, and 6K can be used to launch her opponent.
Stun -> H+K -> 6K -> KK7K6P+K9PK6P+KKK for all lightweight and mediumweight characters.
Replace the last part with PKK7KP+K if you're launching a heavyweight character.


5.Juggle after CB
8_ -> 4H+K -> KK7K6P+K9PK6P+KKK against all characters


6.Her 4KP 3PKP still SUCKS AS HELL.

Updated on 9/3
7.3P+KP on NH now gives her +31, but 3PPP and 6PP on NH still leaves her at -1.

8.4H+K still a SDS, +18~+26. When it hits and exceeds the threshold, a bounce will take place and Kasumi can do 66 7KP+K for further damage after it.

Throws
Standing throws
1.T - dm 45
2.6T - dm 50
3.66T-2T - dm 55
4.4T - dm 56
5.8T-T and 9PT from hoshinpo stance - dm 56+2
6.Running T and T from hoshinpo stance - dm 60
7.66T-T

Updated on 9/3
a.PKK7K6P+K9PK6P+KKK - dm 79
This works on Alpha-152 only.

b.KK7K6P+K9PK6P+KKK - dm 76

(This doesn't work on Alpha-152, Momiji, Kokoro, Mila and Hitomi)

c.PKK7K6P+KKK - dm 70

8.214T - dm 62
9.33T - dm 65
10.236T
a.KK7K6P+K9PK6P+KKK - dm 62
b.KK7K6P+KK PP6P6K(K) - dm 66(73)
c.KK7K6P+K PP6PK(K) - dm 60(67)

Crouching throws
1.1T
a.KK7K6P+KK PP6P6KK - dm 59(66)
b.4PK -> KK7KP+K - dm 56 (Alpha-152)
c.KK7K6P+K9PK6P+KKK - dm 55
d.KK7K6P+K PP6P6KK - dm 53(60)

2.2T - dm 50
 
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J.D.E.

Well-Known Member
Standard Donor
This will be her combo thread. Keep all of the Kasumi's combo discussions here.

@UprisingJC, about the Momiji dropped combo, it may be because of Momiji's weight class?
 

UprisingJC

Well-Known Member
This will be her combo thread. Keep all of the Kasumi's combo discussions here.

@UprisingJC, about the Momiji dropped combo, it may be because of Momiji's weight class?

Tried it on more characters just now. It doesn't work on Alpha-152 and certain lightweight characters.
 

Tenryuga

Well-Known Member
4PK launch height buffed and nerfed. We can now combo on cruiserweights and beyond at the minimal launch height but at threshold level 2 we used to be able to get PKK7K P+K on all weights. Now we can't. Also let's keep this a thread to discuss any changes and tech we find. I made a separate thread for juggles.
 

J.D.E.

Well-Known Member
Standard Donor
Stuff so far: KK7K 6p+K is still the superior right now for launch juggles. KK7K 6p+ k 9k 6p+ k kk is 78 while the other is 84.

She's also a bit more unsafer with 6PK -12 & 4H+K -6. 6PK however does push back still, but its still in punish mode kinda like DOA4 but her elbow is -8.You have to be even more exceptional with her canceling now if you wanna play with her. Also KK7K 6P+K PPKK is 89. These were checked on counter.

However, from 1H KK7K 6P+K 9PK KK is superior than KK7K 6P+K PP6P6K. KK7K 6P+K PP6P6K is 72 while KK7K 6P+K 9PK KK does 74.
 
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Tenryuga

Well-Known Member
6PK was always -12 and 4H+K was always -6. Those moves didn't change. Her elbow got unsafer; it was -7 now it's -8.
 

J.D.E.

Well-Known Member
Standard Donor
Yeah I edited the post. Got in a hurry & forgot to put her elbow. I don't have time to post anymore of what I found of the juggles. Some of them changed. Also 6K can be shook after H+K. Gotta keep searching. I have nothing with the +10 elbow yet or her 66KK (the new animation). The original 66KK input gives you a bound juggle. I have an evening class & a paper I need to start on & I'll post more later (Loving Momiji. Looks like she'll take a character's spot in my playbook).
 
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Tenryuga

Well-Known Member
I'm saying that 6PK still isn't punishable. 4H+K isn't either; it can only be punished by the 4-5 frame throws which are breakable unless they got rid of the input delay in this game. Then grapplers would be able to 6T 4H+K.
 

Tenryuga

Well-Known Member
6H+K got a ridiculous stun buff it's like +40 something now. Dunno if it guarantees anything yet.
 
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J.D.E.

Well-Known Member
Standard Donor
4H+K from the back is still good. As a bound, it gives a small follow up.
 

UprisingJC

Well-Known Member
6H+K got a ridiculous stun buff it's like +40 something now. Dunno if it guarantees anything yet.
Nothing's guaranteed. You can follow with attacks like 66k or dash forward to keep ur pressure on ur opponent, but your opponent can hold your attack.
 

J.D.E.

Well-Known Member
Standard Donor
Despite the frame sequence between 9K & 6K, H+K 9K is guaranteed opposed to H+K 6K. 6K can be slow escaped but I haven't seen anyone do it except for B Boy Dragon but it spiked up a few times when I played him. Even still, when I checked it, I was able to shake it. I posted in the other thread that 4H+K guarantees 3PP, 6KK, 6K, 3P, & P+K. 66T-T guarantees 6P6K & 4PK still.

1K, 2K, 1P, 9K registers as force techs on the ground. Wish I could find a "vortex" (I hate that name for force tech) though. I'm still looking for more tech, though.

9PK 6P+K KK enders aren't useless like I thought they would be. It's great off of a follow up for 9K, CB as follow up combo, good on 1T, & there's one from 236T that can be used in open space with sloped stages like the forest & deserts & on super heavy characters like Bass, Bayman etc PKK7K 6P+K 9PK 6P+K KK which does 82 on CH thought I prefer KK7K 6P+K KK because it's better with the wall hit (77 CH open space, 92 with the wall) .
 

Nameless Sama

Well-Known Member
I am here because I want to master Kasumi as my second and last Character besides Ryu. I played with Kasumi on vanilia and here are my thoughts about her. I played with her in DOAU2 - DOA 4 too but just for fun.

Throws:
Her :6::6::F: :+::F: is useless for me becuase after making these inputs the opponent blocks or attacks. I havent seen any positive points for this.
Thats why when I make :6::6::F: then I make it so :6::6::F: :5: :2::F:.
I like her :3::3::F: it makes good damage.
:236::F: is something where I have sometimes problems because I miss always the combo. Are there a trick or something to hit the oppoent easier?
My Combo is so with :236::F::
:426::F: :+: :P::K::K::7::K::+::6::P+K: :+::9::P::K: :+: :6::P+K: :+: :K::K:.

Crounch Throws:

What is the different between :2::F: and :3: or :1::F: ?
Her Ukifune makes less damage than the other throw or I am wrong ?


Strikes :

There are some Strikes that I dont understand or dont know how to use them.

She has 2 types of :6::6::K: doesnt she ?
I want to know how you make the Vanilia :6::6::K: ?


Vanilia
 
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