The Scrolls of Tenjinmon: Kasumi's Gameplay Thread

qoodname

Active Member
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?
I actually use that setup quite often to be honest. Since forced tech is kinda gone i do that sometimes just to cause some confusion. Otherwise i do 9P if they try wake up kicks and punish with BT 6P. If they catch up to that and start just staying on the ground waiting for me to do 9P i force tech them with 9K and from that point i start mixing all these things up. Worked quite well so far though.
 

Shinigamimatt

Active Member
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?
to me, 9P is gimmicky. 9P+K is great for getting a backturn combo. But if a good player just techs it, then it's fairly useless. I can't really see those being useful in high level play. Nice for putting yourself away from danger zones and cliffhangers.
 

Murakame

Active Member
How often do you guys use strings like :P::P::K: :6_: where she dashes forward and you are able to follow up with a teleport move?
 

Shinigamimatt

Active Member
How often do you guys use strings like :P::P::K: :6_: where she dashes forward and you are able to follow up with a teleport move?
Personally, a lot. But I only do it after a stun, and usually cancel it into another string. Whether I follow up with :6: is a 50/50.

She has better options than that string, really. But it's nice for her mix up. She's predictable as it is, so I like moves like that where the opponent won't hold it often. All highs is nice, since Kasumi trains people into holding her mids too much.
 

Murakame

Active Member
Personally, a lot. But I only do it after a stun, and usually cancel it into another string. Whether I follow up with :6: is a 50/50.

She has better options than that string, really. But it's nice for her mix up. She's predictable as it is, so I like moves like that where the opponent won't hold it often. All highs is nice, since Kasumi trains people into holding her mids too much.
What other options have you found that are effective? I feel comfortable enough with her now to start mixing in moves that utilize :6_:.
 

Shinigamimatt

Active Member
What other options have you found that are effective? I feel comfortable enough with her now to start mixing in moves that utilize :6_:.
Anything really. I usually cancel, and go with 33K. 8K is good. 66KK is amazing. P+K as well. In DOA4, her 1P was godly.

Rarely, you get the good old grab. it's her most damaging. Can only get it on a hold. But the damage is beautiful.
 

Murakame

Active Member
Anything really. I usually cancel, and go with 33K. 8K is good. 66KK is amazing. P+K as well. In DOA4, her 1P was godly.

Rarely, you get the good old grab. it's her most damaging. Can only get it on a hold. But the damage is beautiful.

Cool. So when you use :6_: do you do it raw (:3::P+K:) or are there effective pokes/strings you use to transition into it?
 

Twilit Ninja

New Member
Hi everybody. New player here. I used to play DOAU on Xbox but missed most of DOA4. I'm trying to understand the more technical side of the game now, including frame data and punishment, which I never understood before. Hoping to become a decent competitive player. But right now I'm struggling with various matchups. Any general anti-character knowledge would be much appreciated.

I picked this game up a few days ago and found some nice things in training. I hope these contributions are useful. Sorry if I'm not using the terminology correctly.

:6::6::H+P:: this move seems really good. It is 7f, and if you can time the :H+P: follow-up, you get a free BT combo on your opponent.

The best guaranteed combo I've found is :K::K::6::K::Link: :P::K::K::7::K::P+K:. This does 82 damage. It seems like a lot of damage for a 7f throw. On lighter characters, you can use :6::P+K::K::K: to finish for 86 damage instead. With explosive walls this can go up to 106 damage.

If you do the throw near a wall, so that you reverse positions and put your opponent next to the wall, you can do :K::K::6::K: w! :P::K::K::K: for 112 damage.

I am not familiar with the game yet so I don't know how other characters fare, but these seem like very good damage for a 7f throw (as a punisher - High counter throws don't add to the damage unfortunately).
 

Shinigamimatt

Active Member
Well
Cool. So when you use :6_: do you do it raw (:3::P+K:) or are there effective pokes/strings you use to transition into it?
, now in DOA5, yeah, I do it raw, but only for spacing. I usually do it with a just :F+K:. Her juggles are especially good with it. After a 33K, you can pop another :F+K::K:
 

Allan Paris

Well-Known Member
Hi everybody. New player here. I used to play DOAU on Xbox but missed most of DOA4. I'm trying to understand the more technical side of the game now, including frame data and punishment, which I never understood before. Hoping to become a decent competitive player. But right now I'm struggling with various matchups. Any general anti-character knowledge would be much appreciated.

I picked this game up a few days ago and found some nice things in training. I hope these contributions are useful. Sorry if I'm not using the terminology correctly.

:6::6::H+P:: this move seems really good. It is 7f, and if you can time the :H+P: follow-up, you get a free BT combo on your opponent.

The best guaranteed combo I've found is :K::K::6::K::Link: :P::K::K::7::K::P+K:. This does 82 damage. It seems like a lot of damage for a 7f throw. On lighter characters, you can use :6::P+K::K::K: to finish for 86 damage instead. With explosive walls this can go up to 106 damage.

If you do the throw near a wall, so that you reverse positions and put your opponent next to the wall, you can do :K::K::6::K: w! :P::K::K::K: for 112 damage.

I am not familiar with the game yet so I don't know how other characters fare, but these seem like very good damage for a 7f throw (as a punisher - High counter throws don't add to the damage unfortunately).

We have a little match up thread for Kasumi in this sub-forum, just letting you know. If you want to schedule any sessions in the future with other players. I've been busy with with a few things lately, but I can help you with the tech you need to know with her and in this game. What's your gt or psn and I'll try to invite you today and if not today or tomorrow. I can help you most definitely over this weekend.

I can tell you now, scrap the stuff you are doing with her. I'll show you what's guaranteed and how to make sure what you're doing is guaranteed. The stuff you are doing now is not guaranteed.
 

Twilit Ninja

New Member
We have a little match up thread for Kasumi in this sub-forum, just letting you know. If you want to schedule any sessions in the future with other players. I've been busy with with a few things lately, but I can help you with the tech you need to know with her and in this game. What's your gt or psn and I'll try to invite you today and if not today or tomorrow. I can help you most definitely over this weekend.

I can tell you now, scrap the stuff you are doing with her. I'll show you what's guaranteed and how to make sure what you're doing is guaranteed. The stuff you are doing now is not guaranteed.
My GT is Homicidmus. I'm pretty sure it's all guaranteed but ok I'd be grateful for the chance to be proved wrong. I'm in Europe so it's evening-ish now. What's your GT? I'll come online now

EDIT: X360 btw
 

Allan Paris

Well-Known Member
Oh, I hope our connection holds up. I am in the U.S. eastern time. I am in class at the moment and I will be for the next several hours. Our schedule will be a crazy one. But I will work with you. I will hit you up the moment I get home. Which may be a crazy hour for you.
 

Twilit Ninja

New Member
Oh, I hope our connection holds up. I am in the U.S. eastern time. I am in class at the moment and I will be for the next several hours. Our schedule will be a crazy one. But I will work with you. I will hit you up the moment I get home. Which may be a crazy hour for you.
Ok thanks man. Should be fine even really late UK time. Let me know roughly how long (e.g. 3 hours, 5 hours, 8 hours) so I can be online at the appropriate time.

I'll show you what's guaranteed and how to make sure what you're doing is guaranteed. The stuff you are doing now is not guaranteed.
Btw not wanting to start off with an argument, I try to avoid them as much as possible on forums, but I'm fairly sure I know exactly how to check what is and isn't guaranteed. However, if you find different regarding the 66T throw combos, then ok I apologise.
 

Allan Paris

Well-Known Member
Ok I should be home in about 5hrs. 7pm eastern time.

The combo/juggle that you are doing from that grab I was doing them when I first got the game. I can actually show you much stronger juggles than what you're doing from that grab. But then I learned the math behind that setup and, I started playing good players. Lol, I found out that the setup is not all that guaranteed the hard way. Though I will gladly show you better than I can tell you.

Then I'll show you what works from that grab.
 

Twilit Ninja

New Member
Ok I should be home in about 5hrs. 7pm eastern time.

The combo/juggle that you are doing from that grab I was doing them when I first got the game. I can actually show you much stronger juggles than what you're doing from that grab. But then I learned the math behind that setup and, I started playing good players. Lol, I found out that the setup is not all that guaranteed the hard way. Though I will gladly show you better than I can tell you.

Then I'll show you what works from that grab.
Ah ok you're right. Sorry dude. I tested. You can duck the :K:. Ah well.

The second combo I came up with was

:6::6::H+P:,:H+P: :Link: :6::P::K: :Link: :6::6::K:. This gives decent damage and a mixup for a CB combo. And if your opponent can slow escape quickly enough, you actually get even more damage, because the damage resets after the Back Turned recovery.

I also found a CB combo for 245 damage, using this same BT mechanism, though you need to be on the Depth level (with the massive Power Blow explosion combo thingie) for it to work. Hope this is actually viable! (Though of course not guaranteed until the Critical Burst).
 

Keylay

Well-Known Member
How often do you guys use strings like :P::P::K: :6_: where she dashes forward and you are able to follow up with a teleport move?

I don't think you should go into hoshinpo after the kick. The kick gives you a stagger back stun that is unholdable so you can get a guaranteed attack/launch. Kasumi's hoshinpo stance seems to risky to me because if you do any attack, you can be throw punished. Although the elbow leaves her at -7 so only normal throws can punish her. And her throw from hoshinpo is pretty slow (and not an offensive hold -_-). You can still mixup the opponent but it's a little too risky.They should have given her moves similar to Hayate's dash in DOA4 where he could do a low kick or teleport behind the opponent.

Ah ok you're right. Sorry dude. I tested. You can duck the :K:. Ah well.

The second combo I came up with was

:6::6::H+P:,:H+P: :Link: :6::P::K: :Link: :6::6::K:. This gives decent damage and a mixup for a CB combo. And if your opponent can slow escape quickly enough, you actually get even more damage, because the damage resets after the Back Turned recovery.

I also found a CB combo for 245 damage, using this same BT mechanism, though you need to be on the Depth level (with the massive Power Blow explosion combo thingie) for it to work. Hope this is actually viable! (Though of course not guaranteed until the Critical Burst).

Yea, I've noticed that too. I was so excited when I thought she could get a guaranteed back combo from that throw but then I found out that the opponent can duck. It's still a nice combo though. But she does have a better combo that starts with the high kick on a back turned opponent. It's :K::K::P::Link::P::K::K::7::K::6::P::+::K::K::K:. I forget how much damage it does though. Works on light and medium weights. Another combo is :K::K::7::K::6::P::+::K::Link::K::K::7::K::6::P::+::K::K::K:. It works against the light weights. And :K::K::7::K::6::P::+::K::Link::P::P::7::K::6::P::+::K::K::K: for medium weights. Both do less damage but they look pretty lol. You may still be able to pull it off though. If you're opponent ducks, then they'll take more damage if you do the :6::P::K: so they may not duck anymore. And if they try to break the throw, they may not react in time to duck. You can get all these combos against opponent if use :F::+::K:. The opponent has to be in normal state and not in critical state because they may fall out before the launch. Fastest stagger escape will let them escape but I don't think most people will be able to do that. I believe it's un-escapable if you're in the right stance.
 

Twilit Ninja

New Member
You can get all these combos against opponent if use :F::+::K:. The opponent has to be in normal state and not in critical state because they may fall out before the launch. Fastest stagger escape will let them escape but I don't think most people will be able to do that. I believe it's un-escapable if you're in the right stance.
:6::6::K: is guaranteed after :F::+::K:. The really nice thing is, if they do manage a fastest stagger escape, the combo counter is reset, but they still take the damage. This is good because the Critical Stun value goes back to 0, so you can still do another 28 points of damage (more if hi/-counter) before they fall. If you want a quick Critical Burst then it's not so useful, but like you said, many players may not manage to recover quickly enough anyway.
 
Anyone use :3::P::+::K: (Hoshinpo), :P: as a way to get in with Kasumi? She doesn't have a lot of ranged moves in general, so it's kind of hard to get in on opponents who distance themselves from her, but today I found this move was quite effective against players who try to space Kasumi. It's also safe on block (-7).
 

Sixmsj

Active Member
I try it randomly, I've found it to be hit or miss. Sometimes they block and get thrown, or they block the punch and you're at negative. In those situations, it's fine but whenever they slowly walk back, the hoshinpo whiffs badly.
 

Twilit Ninja

New Member
Anyone use :3::P::+::K: (Hoshinpo), :P: as a way to get in with Kasumi? She doesn't have a lot of ranged moves in general, so it's kind of hard to get in on opponents who distance themselves from her, but today I found this move was quite effective against players who try to space Kasumi. It's also safe on block (-7).
Yep, it's very long range and pretty fast for the range. It doesn't do much damage though, and is also very negative on hit. It's very nice on counter hit though.

I have had exactly the same problems with spacing, many characters can start devastating combos from range while Kasumi really struggles. The only things I've found useful so far are :3::P+K: :P: and :9::K: or :9::K::P:. They don't lead to much damage though. Generally it seems better if you can force a whiff and then go for a punish or mixup.
 
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