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.
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.