The Scrolls of Tenjinmon: Kasumi's Gameplay Thread

jay

New Member
Ok quick question
Are Kasumi's natural combos not natural combos in stun?
Cause i put critical hold on fastesr in trainning and the cpu holds Kasumi's PP combo everytime.
 

Murakame

Active Member
Ok quick question
Are Kasumi's natural combos not natural combos in stun?
Cause i put critical hold on fastesr in trainning and the cpu holds Kasumi's PP combo everytime.
some stuns are holdable out of meaning that the opponent can still stop your offense even if they are stunned. What you have to do is 1 of 3 things: delay your stun extensions, mix up your opponent (instead of PP which hits high twice do P6P which is high then mid) or throw to beat the hold.

Are there specific strings I should be free canceling? or is it ok to just pause in between strings normally?
 

Allan Paris

Well-Known Member
Are there specific strings I should be free canceling? or is it ok to just pause in between strings normally?

Don't finish anything with her. You should be free canceling a lot, especially if your opponent still has 2 feet on the ground. Pausing in between your strings to start a new one is not a good idea because you may press a button and it'll keep continuing the string you were doing.

Her strings ending with her elbow are ok to finish if you are not playing against a grappler. That string is not safe from them. But don't whore out the move because it can be defended against with a plethora of defensive options. So outside of that you'd want to free cancel a lot of the strings you start with Kasumi.

At times you can finish some of them to put the fear into a player not to press buttons or to bait out their holds. But that does not constantly work against good smart players.
 

Shinigamimatt

Active Member
Anyone find a good use for her combo's ending with her 1K? Or just 1K in general. Now that it doesn't cause a stun, I'm finding it pretty useless and unsafe.
 

Allan Paris

Well-Known Member
Why are you ending a juggle or any juggle with Kasumi's 1K? The kick still stuns on hit by itself and as a part of her PP string.
 

Shinigamimatt

Active Member
Why are you ending a juggle or any juggle with Kasumi's 1K? The kick still stuns on hit by itself and as a part of her PP string.
Oh, sorry, to be clear, I don't use it. That's why I was asking. I was curious, because it's no longer scary like DOA4. But it does stun? On her normal PP2K? Must not be getting it on a critical hit, then.
 

Allan Paris

Well-Known Member
That low still works the same as doa4. I can't setup my unholdable from it like I could in 4 but its still a good move. As far as it being scary its a trip stun coming from Kasumi, no one wants to be caught in that. The move is a critical stun by itself and in that string.
 

Shinigamimatt

Active Member
That low still works the same as doa4. I can't setup my unholdable from it like I could in 4 but its still a good move. As far as it being scary its a trip stun coming from Kasumi, no one wants to be caught in that. The move is a critical stun by itself and in that string.
True, I have to admit, trip stuns are amazing with her speed.

Also, I haven't screwed around with it, mostly because I forget it exists, but would finishing her second kick on 2KK be a good idea, or should you not finish it?
 

Allan Paris

Well-Known Member
That move will be sketchy in the future once it gets figured out. You'd want to finish it, she's safe that way. But the move can be seen coming from a mile away, the second kick that is. The move can also be SS and that's if someone is being nice enough not to hold it.
 

Shinigamimatt

Active Member
That move will be sketchy in the future once it gets figured out. You'd want to finish it, she's safe that way. But the move can be seen coming from a mile away, the second kick that is. The move can also be SS and that's if someone is being nice enough not to hold it.
Alright, thanks. Kinda figured. I know the first kick is unsafe on block, so I assumed the second was for just that, to save her, but the move is pretty telegraphed on the second kick. I try to only use it as a trip stun anyway.
 

Murakame

Active Member
.

At times you can finish some of them to put the fear into a player not to press buttons or to bait out their holds. But that does not constantly work against good smart players.

oh wow lol I thought i was doing something right because of the plethora of 33T's I've gotten off because the opponent is scared of a counter hit stun.
 

Murakame

Active Member
Can I get some tips when applying pressure with Kasumi? My problem pretty much is that I think that my opponent over-respects Kasumi's pressure so after doing things like :P::P::2::K: or fishing for a counter hit 6P or 4P I'll start doing risky things like 33T or 6PK. I really like using 6PK though and I want to become consistent with it when i choose to use it. When I follow up with P+K and it's blocked I get to start applying pressure again or possibly get a counter hit strike in. Is there a specific point where you guys say "alright time for me to stop and block." when you do bllockstrings? also does Kasumi have safe lows other than 2P? i feel like her lows are nonexistent.​
 

Allan Paris

Well-Known Member
What do you guys do after you knock them down?

What most characters have to do. Back up and allow the situation to reset because wake up kicks are still causing a dumbass stun that they shouldn't be causing. The ground game is gone so Kasumi in particular has nothing to press with besides her launching kick holds and her 9P or 9P+K in hopes to get a BT whiff punish on a wake up kick. But you can't or at least you don't want to 100% rely on those two tactics.

The vacuum holds on wake up kicks is still in the game. So you can try that. Stay just outside of the range on them and guess which option their going to do. If you guess right you get hold. If you guess wrong the kick won't hit you. Knocking someone down depending on the character really doesn't pay all to well in this game.

It stops your offense and unless you have guaranteed ground grabs or attacks. You are forced to reset the situation every time after a knockdown.

Can I get some tips when applying pressure with Kasumi? My problem pretty much is that I think that my opponent over-respects Kasumi's pressure so after doing things like :P::P::2::K: or fishing for a counter hit 6P or 4P I'll start doing risky things like 33T or 6PK. I really like using 6PK though and I want to become consistent with it when i choose to use it. When I follow up with P+K and it's blocked I get to start applying pressure again or possibly get a counter hit strike in. Is there a specific point where you guys say "alright time for me to stop and block." when you do bllockstrings? also does Kasumi have safe lows other than 2P? i feel like her lows are nonexistent.​

In strong competitive play her lows are nonexistent. In doa5 you keep pressure up with Kasumi with 6PK and the rest of her initial poking moves: her jab (punch), 4p this punch had some range to it and its still fast, a frame slower than what it use to be. 2P is her only safe low and she is at -1 on hit so you can't really attack after it unless you're up against someone super slow. 2K is another one but at range, this low kick does not have crouching properties. So poke with it at max range.

Kasumi and her speed is her pressure. You have to stun players to really put pressure on with her. If they are blocking everything then you can't really pressure anyone with her. So you start punch grabbing, once they've stopped blocking. Then shit will go in her favor because unless its Pai or Kasumi the character is screwed trying to attack to while she's attacking. Because this game puts you at a disadvantage constantly for putting on an offense on a defensive player. You have to find ways to open people up because you can't afford to keep being blocked all damn day.

I agree her lows aren't all that great but I never thought too highly of them in first place. I also never used them to keep up pressure with her because of how well good players reacted to them. The one you're using in that string is by far the best one to use by her.

Edit: 66P is another good move but its really a whiff punisher. So it's best if it's used at range to stun someone and then move in on them. She also has the follow up that most forget or don't know about that guarantees teleport attacking moves. But both punches are unsafe. So you can't keep them trowing them out. Her 3K is also good to poke with to get a stun but this too needs some space to be done.

When you get a stun with her which isn't hard to do. That's when your pressure game starts.
 

Murakame

Active Member
Thanks for the advice its been very helpful. I'm starting to get more consistent damage and pressure but one thing I need to work on is my defense. What tips do you guys have to get out of pressure? Also I noticed that I always get demolished when people space against me. Are there any answers Kasumi has to spacing other than 66P?
 

Shinigamimatt

Active Member
3k is good and you can whiff 6pk and have the k connect. I think 4p is another option.
Those are good options as far as I can tell. The only thing I don't like, is that all those are kinda slow. I don't really know why they added frames to 4P as I never felt it was too strong. The thing with Kasumi is, is that she's a close range character. Her weakness is just that, good spacing. Her 3K is, in my opinion, her best option most of the time. Learn the range.

If it whiffs, and they move forward, you know for a fact her other stuff will hit. if they space, walk towards them. Never run because you can't block as fast.

You can actually use her stance to dash forward as well, but you have to be careful with it. I use it to bait the opponent. Just takes practice. Really comes down to learning spacing with Kasumi's moves, and the opponent. She's fast, so remember that.
 
Does Kasumi have any good setups with 9P or 9P+K against opponents that tech a lot? I noticed that if you finish her combo with a 6P+K teleport and follow up with just one kick instead of the two kicks, she has enough frame advantage to 9P over the opponent just before they tech. Useful or gimmicky?
 
ALL DOA6 DOA5 DOA4 DOA3 DOA2U DOAD
Top