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[B][SIZE=7]Kasumi[/SIZE][/B] [B][SIZE=7][SIZE=6]Overview[/SIZE][/SIZE][/B] [SIZE=5][FONT=arial]Strengths[/FONT][/SIZE] [SIZE=6][FONT=arial][SIZE=5]Weaknesses[/SIZE][/FONT][/SIZE] [SIZE=5]General Strategy[/SIZE] [B][SIZE=7][FONT=Arial][FONT=arial][SIZE=6]Recommended Moves[/SIZE][/FONT][/FONT][/SIZE][/B] [U]Punches[/U] :P: - +1 on Counter hit. Get the opponent to respect the jab and it's followups and you are golden. Free cancel this the most because it's only -2 to 3 on block so by the time the opponent realizes you have free canceled you can still counter blow them with another jab or a fast mid. Don't neglect punch grab either. :2::P: - 12 frame high crush. Only -1 on Normal Hit. Depending on the character you are facing you can apply pressure after connecting with this move. I would recommend to just block against characters with 11 frame mids because more often than not they will counter blow you after you hit with this. It's a little safer to attack against people with 12 frame mids but don't expect your pressure to go uninterrupted all the time. :6::P::K: - It is safe and is one of her better pokes. It is also a nice way to end pressure. Always make sure you are in range for it. If you really want to go for the low sweep finish just understand you are taking a gamble. :1::P: - As of the patch this move has become -9 on hit so understand you are taking a risk if you are trying to poke with this. This is a instant tech crouch so use it for that purpose mainly. Never do 1PP unless 1P connects as a counter hit. Even then people like to low hold the second hit so I would highly recommend just stopping at 1P. :3::P: - This move is one of her deepest stuns and has a natural combo in 3PP if you do not delay the string. :4::P: - This poke has some range to it though all of its followups are unsafe. [U]Kicks[/U] :9::K: -This is a low crush and has a bounce on counter hit that you can follow with a small combo like 4PKK. It wall splats when the opponent is in stun and you can follow with a wall juggle. You can also use this at max threshold for a bounce and follow with a PKK7K into the teleport ender of your choice. It has 2 followups: 9KP which is safe if you fuzzy guard and buffer a throw escape and 9KK which is unsafe but will catch people trying to crouch or low crush 9KP. :h+k: - It is causes a unholdable stun and it diverts meaning that in the worse case scenario Kasumi's stun game is put to an end. She takes no damage if the opponent guesses right on this move. It allows you to follow with 6K into PKK7K with a teleport ender of your choice. :4::h+k: - This move got nerfed. On a opponent that is slow escaping it is only +18 meaning she no longer gets a guaranteed launch. However it still causes a sitdown stun and thus still guarantees followups to get you to your CB / launch or throw mix-up at max threshold. :3::K: - This is a poke with distance to it. Unfortunately that's all you will be using it for in ver 1.03 because it no longer wall splats. It gives Kasumi +4 on NH so its enough to get her pressure started. [SIZE=5]Basics[/SIZE] [SIZE=5]Special[/SIZE] [SIZE=5]Move list with Frame Data[/SIZE] [SIZE=6][FONT=arial][B]Combos[/B][/FONT][/SIZE] [SIZE=6][B]Match Ups[/B][/SIZE] [SIZE=6][B]Match Videos[/B][/SIZE]
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