The Scrolls of Tenjinmon: Kasumi's Gameplay Thread

Allan Paris

Well-Known Member
I'd like to start off saying that Kasumi now requires some skill to play with. She's no longer the DoA4 mash monster. For the most part all of the characters can't be mashed with anymore.

Anyways back to yours truly, Kasumi now has to hit confirm her moves. For ex. 66kk is a new string in her arensal of moves. It causes a sit down stun and can be used for a ground bounce from her 236H+P or any launching move that launches high enough on CH or HCH (33K). The kick is a nice addition to her moveset. Though if try to mash the 2nd kick in her 66KK string, the 2nd kick will not come out. It will never come out if you mash it.

This also applies to all of her teleports and her new string 66PP (mid, high) which she can teleport from that as well too. Mashing with Kasumi is now out of the window, you now have to commit to the moves you want and know before hand the moves that you want to do.

Kasumi is still in the category as THE, if not, one of fastest characters in the game. You can only match her jab speeds (P, 6P, 4P, and 2P) and they can only be beaten if they are crushed or with a move that simply out prioritized her's.

Her NH damage is 'Cute' (as CyberEvil would say). Her CH and HCH damage is nothing to get tangled up with. For the most part that's the damage Kasumi will be dealing out the most due to her speed.

Kasumi has always been a rush down/pressure character and in DOA5 she still holds that title. She is still unsafe but some of her moves are safe or at least 5i throw punishable and those can be broken. With Kasumi having pretty much all of her DOA4 moves, mixed with DOA3.1/2U; her pressure game will make uncoordinated, guess heavy players quit on you instantly. As well as making better players respect you and Kasumi once you've learned how to play with her properly.

This thread is to discuss Kasumi, her gameplay, strategies and tactics.
 

Keylay

Well-Known Member
One thing I noticed from videos is that :6::6::K: goes over opponents when they are on the ground. I'm wondering if this will be better tool against wake up kicks compared to her :9::P:. It seems faster.
 

Chaos

Well-Known Member
Hell yeah!!!! she has all her DOA4 moves and DOA5 is going be the most technical fighter in the series. :) Since Kasumi has all her old moves back, I wonder if she has that wall dash attack from DOA3?
 

Allan Paris

Well-Known Member
I wonder if she has that wall dash attack from DOA3?

No she does not but, her unbreakable 5i throw next to a wall is still there.

Speaking on her throws, my baby finally has a legit punish throw (7i)! This was all I needed, I was already annyoing with her, now I can punish and keep up my annoyance. Her other command throws are super slow. I would reccommend using them only on holding opponents, or someone you know for a fact that they are going block in certain situations.

Her 33H+P is a 17i throw and her launching throw is 12i (It was 10i in DOA4, oh well). Her 66H+P can be used for some guaranteed back action if you press 6H+P instead of 2H+P ( kneeing the opponent in the face).

Oh yeah, her 33H+P may be an OH now seeing that it is the same speed as an OH. I didn't get to check to see if it was. It would make sense that it is because if she whiffs the throw it has the OH animation.
 

Doug Nguyen

Well-Known Member
Awesome. Kasumi seems so fun to play as now with all her flashy teleport moves. I kinda liked her DOA4 33H+P though, it was more unique since we already have her running throw.
 

kupo

Active Member
I'd like to start off saying that Kasumi now requires some skill to play with. She's no longer the DoA4 mash monster. For the most part all of the characters can't be mashed with anymore.
I really like this a lot haha

I'm still learning Kasumi (and DOA in general). I've been hearing a lot about Kasumi being really unsafe but you said something interesting - that she has to confirm her moves. Since I come from 2D fighters background it makes a lot of sense to me hit confirming but in DOA, you have some options to get out of hit confirming. Such as slow escape and holds. Holds I believe you can try to be unpredictable with your next moves, stagger your strings or deal stuns that you cannot hold but how does slow escape effects this?

(sorry if this is a noob question)
 

Allan Paris

Well-Known Member
This a very good question, Kupo.

When Kasumi is on the offensive she does have to hit confirm a good portion of her good moves. Someone holding and being guess heavy will stay away from you and Kasumi. Why? Just like how Kasumi has to commit to her moves and not mash, the defender has to commit to holding because they can no longer be mashed (spammed) anymore. The tightened active and longer recovery frames in stun are beautiful. This makes baiting them all the more easier, and one wants to be punished by her throws when they miss holds, especially with a ceiling involved. That's why I said uncoordinated and guess heavy players will quit on you instantly once you know how to play Kasumi.

Also, the more they miss their holds and the more you keep tagging them. Kasumi can put you at the critical threshold quickly. Then they have to guess between a CB, launch, or you throwing them on a missed hold. All 3 are going to do big damage, sorry I don't know the numbers on the damage yet. Just looking at the health bar her damage can get crazy if you know what you're doing.

SE'ing against Kasumi is your opponents best bet. Although, depending on the move or how deep they are in stun against her. You can force them to hold because SE'ing will not get the job done. If the SE meter is built up, that will help them a lot but, if you notice your opponent SE'ing and getting out of your stuns. There are ways around them doing so and keeping up her pressure.

Like I said before, you can only match her speed or crush/out prioritize her pokes. So if someone is SE'ing a lot, getting out of stuns. Just slow down and begin poking (P, 6P, 4P, 2P). Doing this allows you to keep up her pressure game. Smart players know or at least they should know not press buttons against her.

So SE'ing does effect her if the meter is built up. But you can still apply pressure. No one is perfect and players will fuck up, not SE'ing quick enough or too much. So all you need to do is make sure Kasumi is there to capitalize on it.

My bad for this wall of text, for 1 question.
 

kupo

Active Member
Thanks a lot for your time. You pretty much covered all my questions at the moment haha.
I've to check some stuff that you mentioned which is no longer related to Kasumi but to the game's engine though.

You explained it really well. About the SEs I was taking into account that people would always be successful, good point.

I thought Christie and now Eliot with that new (9f ?) palm could keep up with Kasumi's speed.
 

Allan Paris

Well-Known Member
Chritie's jab matches Kasumi's but that's it. Kasumi beats her in the mid and low hit levels, as far as poke moves. Eliot's 9i palm will be a new, annoying obstacle to overcome. That move will beat Kasumi's 9i jab because it out prioritizes her's. Outside of that Kasumi still beats him in mid and low hit levels, as far as poking moves. She can also beat Eliot's jab because it is slower. So she can beat him at all hit levels. You just need to anticipate when that damn palm is coming because it will cause problems if it hits you.
 

synce

Well-Known Member
I'm sure you're good but you can remove 'my' from that statement and it'll still hold true lol
 

Keylay

Well-Known Member
I was messing around in training mode awhile ago and found some things for Kasumi.

Natural Combos:

:3::P::P:
:F::+::K::K:
:F::+::K::2::K:
:6::F::+::K::K:
:6::F::+::K::2::K:

The first kick in the last 4 moves cause the unholdable swagger back critical stun so the next hit is guaranteed.

Unholdable Stuns (normal hit):

:F::+::K: (+23)
:4::F::+::K: (+20)
:6::F::+::K: (+20)

Unholdable Stuns (Critical hit):

:F::+::K: (+23)
:4::F::+::K: (+37)
:6::F::+::K: (+20)
:6::6::K::K: (+31) [first hit can be held]
:6::P::P: (+27) [first hit can be held]

:F::+::K: and :6::F::+::K: both give you the same critical stun but :F::+::K: is better. Startup is 17 frames and it leaves you at +23 on hit. :6::F::+::K: startup is 20 frames and leaves you at +20 on hit. On block, :F::+::K: leaves you at -13 and the other at -11.

After :F::+::K:, she can get a guaranteed :4::P: and :6::P: but the latter is stance dependent. You can do guaranteed combos like :F::+::K: :6::P::6::K: :4::P::K::K:. If the opponent doesn't slow escape, you can get :2::3::6::P: and that gives you a nice height so you can follow up with :K::K::7::K: and teleport into another attack or combo. But that combo is all dependent on if they slow escape or not.

:6::6::K::K: looks easy for opponents to counter but it gives you the best sit down stun because it leaves Kasumi at +31 and she can launch the opponent with :3::3::K::K:

After :6::P::P: you can get :9::K: guaranteed which will launch and let you get :4::P::K::K:

She can get at least :4::P: gaurantteed from the rest of the sit down stuns except :6::P::P: because that knocks the opponent too far back. And it's stance dependent for :6::F::+::K:

I haven't tried everything but that's what I've found so far.

EDIT:

I like this combo a lot but it's stance dependent as well.

:F::+::K::Link::K::K::7::K::6::P::+::K::Link::P::P::7::K::6::P::+::K::K::K:

They can only hold the first attack. If you're in the wrong stance, you'll miss the first kick. Kasumi's combos aren't as easy anymore lol.
 

Allan Paris

Well-Known Member
Keylay, do 8K after the stagger stuns. Also for the combos you put together make sure you set the sparring dummy to fastest SE and make the CPU hold whatever it is you are following up with. I don't know if you did that to get these guaranteed combos after her stagger. I know 8K is happening regardless of the SE.
 

Keylay

Well-Known Member
Keylay, do 8K after the stagger stuns. Also for the combos you put together make sure you set the sparring dummy to fastest SE and make the CPU hold whatever it is you are following up with. I don't know if you did that to get these guaranteed combos after her stagger. I know 8K is happening regardless of the SE.

Why do you have to ruin my fun? I totally forgot about those CPU options. I was recording the combos and trying to escape them myself and I couldn't but the CPU can on Fastest. Everything works on Fast stagger recovery but on Fastest, you can't link :9::K: after :6::P::P: and they can recover before the back flip kick in the last combo I posted.

I forgot about :8::K:. It's stance specific though if they stagger escape as fast as possible.

EDIT:

And you can link anything after :4::F::+::K: on Normal hit with stagger set to fastest. Works on fast. You can still get it to work on critical hit and can still link :3::P::P: as well.
 

Allan Paris

Well-Known Member
Good deal. This is how we find out the real shit. She still has some good stuff as you see with those settings. Come next week I'll show you something.
 
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