"This ends now. By my hand!" Kasumi's DOA5LR Discussion Thread

Chapstick

Well-Known Member
Oops I forgot about 4KK and 9PK.

Another note- I'd like it if it wasn't so easy to jump over someone with 9P after 66PP~6P+K
 

Chapstick

Well-Known Member
I just was listing off moves that are "unholdable" meaning holding results in SS, which is what I was talking about when I mentioned 7K
 

J.D.E.

Well-Known Member
Standard Donor
She used to have 2 in vanilla. She had 66KK (the original) into a CB & 6PK 2K into a CB but it was situational. Of course she lost them :(.
 

J.D.E.

Well-Known Member
Standard Donor
I set it like this if they like to slow escape:

H+K > 2K > 4H+K > 3P. It extends her stun to maximum level.

I use that one too but rarely since it's always being abused by other Kasumi players.
 

Chapstick

Well-Known Member
You managed to get that last kick to connect? Whenever I try it the opponent's too low and it whiffs
 

J.D.E.

Well-Known Member
Standard Donor
I'm really wanting them to work on the ground game a bit more in DOA5LR. Kasumi can deal with it, but she has to play the guessing game more. That's what I liked about vanilla's ground game, despite how dumb & braindead force teching setups were. You wouldn't be lying on the ground constantly without having to worry about being at a disadvantage. There's some characters who can play the ground game consistently & then some who can't. Rig is one of them who can do it consistently. The invincibility of the ground causes ground attacks to whiff for a lot of characters. Even when they've been on the ground longer than like...3 seconds.

When I have an opponent on the ground, I shouldn't have to worry about being hit out by a wake up kick. That easily negates it. Sure, you can hold it, but that's a part of DOA. The part I do like is the hard knockdowns. If wake up kicks weren't the way that they are in the game, then I would be fine with it, but it's not to where characters are consistent in doing so.

As Kasumi, she has things to beat out wake up kicks & has force techs, but at times, I don't real that it's worth the risk. More often, I find myself using 4H+K when I catch them lying on the ground than I do 9KK's setup because of how players immediately tech after the hard knockdown. Even after a force tech, there's always the possibility of getting punished by a wake up kick or tech rolled & then throw punished (which is also a part of DOA).
 

RenderingStar

Well-Known Member
I mean using force techs all depend in the player you fighter for example a set up I use is( Lvl 3 stun) 6k(knock down) into 4H+K or 66H+K another option I use is get a hard knock down than bait the tech up with 2k and which ever way they tech 66H+K will catch them and you can repeat the process
 

J.D.E.

Well-Known Member
Standard Donor
But you have to ask yourself, is it worth the risk. That's where I'm getting at.
 
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