*NOTE: THIS GUIDE WILL UNDERGO A MASSIVE CLEAN UP AND REITERATING IN THE NEAR FUTURE. JUST A HEADS UP*
Hello, and welcome to the official Phase 4 guide for beginners, and for anyone who wants to begin using the character Phase 4.
Debuting in 2014, she is a clone of Kasumi who utilizes several other moves from Hayate, Ayane, and Hayabusa as well. She has a medium learning curve, since she relies on teleport cancels(this will be addressed later in this guide) that have to be done at just the right moment, and because she isn't as versatile as the real Kasumi, she will have a more tedious time opening more defensive players. If you have experience with Kasumi, learning Phase 4 shouldn't be much different since they have a lot of the same commands, and Phase 4 has a smaller move repertoire, meaning less you will have to know.
With that being said, if you wish to master this rewarding character, read on so that you can learn the core elements of "The Tragic Weapon"!
[☆]Before you read this guide, and to prevent confusion, you should probably understand numerical inputs. I will use the actual button macros in some sections, but in the move section and combo section, these will be used frequently. Here is a picture that will help you understand what number is associated with a certain input:
-Next you will need to know the basics about frame data in this guide. Here is the way that you can read them:
-The active frames are the frames that the attack have while the actual move is being performed.
-Recovery is how many frames the attack has to undergo to recover or completely finish the current attack or combo string. Longer recoveries tend to be very inconvenient, because the opponent can easily attack or throw you when a move takes a much longer time to fully finish.(NOTE: Because this is a beginner guide, I will place more emphasis on the start up and "on block" frame properties that attacks have.)
Section 2: The good and the bad about Phase 4
-Like any other character in DOA, Phase 4 isn't perfect, and has her own weaknesses that make using her more difficult and challenging. Although she struggles in certain areas, she also has a pretty decent balance of strengths as well, and I think it's important that I make them known along with her weaknesses before you just begin using her. Here they are:
With these attributes in mind, she can't play as a highly offensive character like Kasumi can, she must rely on good reads, patience, and fundamental utilization to get her far in her matches. Her assaults must also be carefully planned, as she can get fairly predictable because of her lack of safe moves and low hit level attacks. In conclusion, it may take a while to get comfortable with her because of her many disadvantages, but if learned and used carefully and properly, Phase 4 can be one of the most dangerous adversaries in the game to deal with.
Section 3: Learning and mastering Phase 4's teleports
-Before you can truly master Phase 4, there's one mechanic you must learn about her: her teleports, which are very crucial and important for pulling off long damaging combos with her. if you have experience with Kasumi, you may already have a good idea of how her teleports work and be used. However, Phase 4 has some attacks that have what I call an "auto" property, meaning once that part of the attack starts, it can't be stopped...unless you pull off a teleport cancel after the first strike hits and before the rest of the attack turns "auto". An example would be (Kasumi shares this attack with her, but her input is, and the last kick follow up can be continued or stopped) which once you input the kick button, the string will automatically include the second kick unless you input on the first strike if it hits the opponent, allowing you to continue the combo, transition into her throw, or you can stop attacking to bait your opponent to throw out a hold so you can create a new combo set up or throw punish them.
-Phase 4 doesn't solely rely on combo strings to pull off teleports! She can also teleport cancel(or TC for short) using single strikes such as , and . After the strike hits your opponent, input in the same manner you would if you were doing a combo string that allows you to teleport cancel. Try to do it at a normal pace, but don't input too rushed or too slow either. Phase 4 also possesses two teleport cancels that may give you trouble: teleporting once the command or the command move hits is more difficult, as these attacks are just frames, meaning that you have a slimmer and stricter time frame that the teleport can be executed. It may take you a little longer to fully get these moves right, but after a little patience and practice, it'll be just like any other teleport.
-BEGINNERS TIP: If you're having trouble getting the teleport moves down, a method I used to use when I first started learning Phase 4 is what I call the "double-tapping method". If you press twice in quick succession, I found that the teleport can come out, but by using this method, you'll have less time to execute the follow-up attacks, so don't think of this method as 100% reliable. As you spend more time practicing teleports, you'll discover that they'll become easier and easier to perform, so you won't most likely have to use this technique at all.
-Remember: Phase 4 can not teleport on block, so don't just throw out combos and moves thinking you'll be safe and you won't get punished. and are her only moves that can be used on block, with the latter move only being able to be teleported out of it the second punch hits, since it guard breaks.
-Remember, just because Phase 4 has teleport moves doesn't mean you have to always use them. In certain situations, you'll find that simply using her attacks without teleporting can be just as helpful, especially with the varying weight classes all the characters are put in. Some combos can be used for light and medium characters, but not all will be possible against heavier characters like Bass and Rachel. There's also plenty of long lengthy juggles that only will work against Alpha 152 since she's the only feather weight in the entire game. Know the weight class of your adversary prior to just using a combo so you won't miss any opportunities to rack up some easy juggle damage.
-Phase 4 has two stances that she can use for her teleport abilities: Tenfu and Chifu. She can access these stances in two ways: if you use a move that can be teleport-cancelled and you do the teleport, she'll enter the stances. It might seem tedious to decipher which moves enter what stance but here's an easy hint I noticed. Phase 4 will go into Tenfu from the moves that can be TC'ed and that go in the air in some manner. and are both moves that can go into Tenfu, with being the one move that does not and actually goes into Chifu despite her flipping in the air. Moves that can be TC'ed and where she stays on the ground lead into Chifu, with and being two moves that can lead into it. Another method to get into the stances without any hassle it to do it manually. Tenfu can easily be entered with , and Chifu can be entered with . Each stance has 3-4 options: A punch, a kick, or a throw, which makes them seem similar. However, despite having the same options, the actual kick and punch command, along with the throw is different for each, and Chifu has a second critical burst as a 4th option, so you must know when to properly use them and what they can be used for:
-CHIFU- As stated before, this is executed manually with , or by TC'ing the following moves:, , , , , , , and . When done solely by itself, it's a very useful tool. You enter a crouching state while doing this, so you will evade any high strikes your opponent attempts to hit you with. It's also good for quickly closing gaps between a far opponent, and can be used to trick your opponent into thinking you're going to try striking them or throwing them, which is very helpful in creating mind games and conditioning your opponent so you can continue your assaults without much resistance. Be wise when dealing with sidestepping opponents: Except for the throw, none of her follow up options in this stance tracks, meaning your opponent can easily avoid them if they react in time. As I stated earlier, this has 4 options to use when you TC or use the stance manually:
- A hard hitting high punch that has a swift 7 frames, and knocks down....even on normal hit. This move is safe on block at just -4 frames, and is useful for quickly punishing whiffs. It can also be used to end a juggle while TC'ing from moves that go into Chifu, and if you're near a wall, it can cause wall splat resulting in more damage from a juggle, or if you're using it as an attack near a wall, it rebounds the opponent off the wall so you can easily start a combo and capitalize on the opportunity to get some quick damage.
- A flipping mid kick follow-up that begins with 16 frames while the second part has 4. This move is good for launching the opponent and beginning a teleport combo manually, but it's pretty unsafe at -14 frames on block, so try not doing this from neutral as this will result in heavy punishment against a defensive player who may choose to throw punish it. Unlike her other options in the Chifu stance, this will keep the opponent airborne when chaining TC'ed commands together, so use this to your advantage to get some heavy damage. Also, if it does hit, you'll be at + frame advantage, even if you choose not to continue any attacks after it!
-This is a useful throw attack than can be used against blocking opponents, and against opponents who attempt to hold you while stunned. If you're far from the opponent, you can do this manually from Chifu to catch your opponent off guard in case they throw out a hold thinking you were going to either strike them with the or follow up. Don't abuse this move too much, as it can become predictable, and the opponent can easily jab you out of it since it takes a second to initiate, or they can simply crouch it if anticipated correctly.
- Phase 4's second critical burst besides her main one . Instead of launching, throwing, or knocking down her opponent unlike her other 3 options, this stuns on hit, allowing you to immediately start a combo, or to bait a hold from your opponent by not striking immediately afterwards. At just 17 frames instead of 20 like her main CB, it's a bit swifter, but still is unsafe on block, with both the moves being -8 when guarded. If done manually from Chifu, it can be considered more dangerous since it has longer range than her traditional CB.
(SECRET MOVE)- This hidden command is a secret Chifu follow up that isn't available in the in game move list for Phase 4. It involves her flipping in the air so she can potentially get behind her opponent. This command is used by Kasumi herself as not only a follow up from her stances, but also as a single command move as well, and it places her in a back turned stance if she does not get close enough to her opponent to flip over them. Phase 4 can't do the move by itself, and it can only be done from two moves as a Chifu follow up:, and . Although you won't be able to use it all the time, it does have it's uses. If you're looking for a way to get on the opposite side of the arena to avoid danger zones or to throw your opponent off guard, this is an ideal move to use. It also avoids low attacks and since she flips over her opponent, she'll have more dangerous attack properties since her opponent will be back turned if they don't quickly react.
-TENFU- As previously stated, this stance is done by inputting . This stance is good for jumping over your opponent at close range, and can evade middle and low strikes when anticipated at the right time. It can also be done from the following moves when TC'ed:, ,, or . This stance has 3 options to choose from when done manually or done from a TC'ed move, and like the Chifu stance, it can be used to create mind games against your opponent. Be careful: Besides the throw, the other two options are both mid hits, so be cautious when using this stance against a standing opponent who can easily hold knowing a mid kick or punch hold is all they need to stop your assault. Also, none of her follow up options in this stance tracks, including her throw, so be cautious when dealing with sidestepping opponents. Here are the options:
- A fairly swift mid punch strike with 12 start up frames. It stuns the opponent on normal hit, and can be used when chaining combos together to keep your opponent airborne. It's -9 on block, so use this move sparingly. This is useful for starting up a combo or baiting a hold since it stuns on hit.
- Her mid kick follow up with a whopping 23 start up frames! When it hits the opponent, it'll always knock them down and cause them to "bounce" up briefly, allowing you to follow up with another TC attack, or if you don't want to teleport, you can use her normal commands to start a quick combo. This moves is not safe, with -15 frames on blocks, and a lengthy 32 recovery frames....a throw punish or move punishment is always guaranteed if you're unlucky enough to have this attack blocked. The attack itself is also pretty predictable since it takes a moment to fully execute, and the opponent can easily jab you out of the attack if they saw the move coming. Use with caution.
- This follow up leads her into her two part chain throw Hien-Saka-Otoshi which is normally executed by inputting . The throw has two possible options: if you press nothing, Phase 4 will flip the opponent forward on the ground, which can make them fall off the edge of stages that can lead into another level, like the Lost World stage for example, giving you easy damage. If you want to get out of a corner or get on the opposite side, then press when the "combo throw" icon appears on the screen. You'll also notice a small damage increase in the throw if you choose to input the command instead of pressing nothing. When using it from the Tenfu stance or from her moves that can be TC'ed into it, it is helpful because if your opponent throws out a hold, they'll be vulnerable to the throw, and they risk taking Hi-counter or counter throw damage. While the throw is useful, it can't be used all the time: It takes a fairly lengthy 29 frames to start up, and has 30 frame recovery, meaning not only can it be stopped with high or mid attack if predicted early, but you are also very vulnerable during the recovery frames. Try not to do this follow up if your opponent is still in a stunned state or it will whiff. If you do the throw while TC'ing from a move that transitions into Tenfu and your opponent is still in the stunned state or is crouching, you'll wind up with a negative disadvantage that varies, so avoid the throw until you can successfully get your opponent to throw out holds. If you want a quick way to transition into the throw with a teleport, is a useful move that allows you to TC on block, and as long as your opponent is still blocking/standing and doesn't crouch or jab you out of the throw, the throw will connect successfully. Don't abuse this too much, or you will take some harsh retaliation....use it only when applicable. Another key thing to note is that the throw's properties change if done to an airborne opponent. Instead of being the original Hien-Saka-Otoshi throw, it becomes an air throw that will initiate if the opponent is at a high enough height. Because it's simple and does guaranteed damage as long as it initiates, it makes for a great juggle ender!
-Well, this sums up her teleport stances and TC options. By now, you should have a good idea of what her teleport stances can do, what options and follow ups you have access to, and how to actually teleport. If you made it this far, congratulations! Now that we have went over those, it's time to really get your hands dirty with....her complete move set breakdown!
Section 4: Phase 4's complete move list breakdown and basic frames
-Now it is time for my favorite part about character guides: where we can actually break down each and every move and go over uses and frame data! This could be the largest section in this guide, so please bear with me as this will be long. I also hope you understand numerical directional input by now, as this section will be very heavy with it. If you haven't gotten the numerical inputs memorized as of yet, feel free to just look up at the picture on the page that shows it. With that being said, let us begin.
-I will use the "☆" symbol to denote moves that I think you should definitely know to utilize during a match. This is based on move properties and abilities, absolutely not on appearance or aesthetic.
*PPP~P+K- A basic full punch string that starts with 11 frames while the second part has only 7. The first two strikes are both high hits, while the last strike that "goes auto" is a mid hit. This move allows TCs into Chifu as long as it hits making it very useful for juggles and critical burst combos. The first strike is -3 on block and the second is -5, making it safe to delay since you aren't at major risk of being thrown. If you use the full string on block however, be warned that it's -8 on block, so you can be thrown, and with 25 recovery frames, it shouldn't be whiffed or you'll risk punishment. P and PP are both useful as pokes, but avoid predictability.
*PP6PP- This 20 frame string is useful for poking purposes, as it does not have any TC options. The first two strikes are both high hits, while the the third is a mid and the last punch is a high as well. This move is pretty unsafe with 26 frame recovery and -10 on block, but it's slightly safer than her PP6PK string which has a whopping 40 frame recovery. Delay with caution as the third strike is -9 when blocked. This combo string does not track.
*PP6PK~P+K- A useful string that begins with 17 frames, and has 10 frames on the second part. The 3rd and 4th hits are both mids, so be cautious when against an adversary who can block in reaction. This is one of her strings that you can TC out of, but be wary as this will not work on block, and to add insult to injury, the recovery frames are an atrocious 40 frames! This is unsafe to use randomly, as it is -11 on block. I find this combo very helpful in ending juggles, especially if you don't TC out of it. This is also useful for bad online lag if you are unsure if you can TC correctly if the lag is pretty heavy. The final hit causes a wallsplat, so keep this in mind when near an area that has a wall. This combo string does not track.
*PPK- A simple combo string that starts with two high punches at 17 frames and 7 frames on the second part, and ends with high rapid kicks that have 6 frames. This is one of her moves that have "auto" properties, but don't be fooled: Although it seems like you could TC from this string, you really can't. Aside from being very easy to hold since it hits at the same hit level the entire time, it's also unsafe at -13 frames when blocked, and has 29 frame recovery. It's effective for surprising opponents who assumed you were going to go for her mid strike combo strings, and it can be used for juggles, although you find PKKK better in the juggling regard. If your opponent is at a high enough height in the air, or if they're standing the last hit can cause a wallsplat. This combo string does not track.
☆PP6KK- 18 frame combo string that begins with two high punches, transitions to a mid knee kick, and ends with a kick that knocks down....even on normal hit! Delaying the the 3rd hit is possible, but risky as the 3rd hit is -14 on block , which is slightly more unsafe than if you would've finished the string, in which case it would be -12, and the string has a whopping 30 frame recovery to boot. Although the 1st, 2nd, and 4th string do not track at all, the 3rd mid knee kick actually does track and is good for stopping sidestepping opponents right in their tracks. Although not as practical as her other options, this can be used to juggle airborne opponents, and the last hit can cause a wall splat.
☆PP6K2K- Pretty similar to the previous combo string, except this is a mix up that has 28 frames, and the final kick is a low, rather than high kick. While useful for tripping up blocking opponents, the last low kick is somewhat slow and can easily be held or blocked on reaction if the opponent is wary enough. Throw punishment is also more likely, as the final kick is -18 when blocked, and the 32 frame recovery doesn't particularly help it's case. It does have it's uses however: The 3rd and 4th hits both track, and they stun on normal hit. The 4th hit will also knock down on critical stun, while the 3rd hit will "crumple" the opponent into a knockdown. If the opponent is on the ground and will not get up right away, the final hit can also be used to force tech them into standing up as well.
☆PP2K- a swift combo string that begins with two high punches and quickly transitions into a low kick. The string has 20 frames, 29 frame recovery, and is unsafe at -16 on block. This is one of her quicker high to low mix ups, and is perfect for tripping unwary opponents up. The 3rd hit stuns on normal hit, and knocks down if the opponent is already in critical stun. Lastly, while the first two strikes will not track, the last trip kick will, so keep this in mind if your opponent is giving you trouble.
☆P6PP- A swift 22 frame string that transitions from a high punch to two sharp hitting mid jabs. With 22 frame recovery, and -8 frames on block, it's punishable but not as much as her other more risky strings. This strike has a lot going for it: This can lead into a TC after the 2nd hit(P6P~P+K) if you perform the just frame correctly and exactly at the right moment, making it one of her harder, but more useful TCs if mastered. The combo can also be stopped after the second hit to bait holds from your opponent, but avoid this on blocking opponents as this will leave you at -14. The final hit is also very useful, as you can use this to "hard" force tech your opponent that is on ground, meaning that if the last strike hits a grounded opponent, it will automatically force them back up instead of just rolling them around and having to hit them once more to get them up. The 2nd and 3rd hit also track, and the final strike puts your opponent into a crouching position on normal hit if it successfully hits, allowing you to easily throw them with 2T if you are quick enough and if they don't react in time.
*PKKK- A full high hit level combo string that starts with 18 frames, transitions into 7, and then finally changes 6 frames. This string is pretty linear, as you will have no mix up options after the second hit, and since it hits high the entire time, it can easily be held with ease, and the full string has 28 frame recovery to boot. It can be delayed, but stopping it on block is risky: the 2nd hit is -10, the 3rd is -15, and the final kick barrage is -13, so stopping it after the second hit could be considered the best option. The 2nd, 3rd, and 4th kick stun on normal hit, but you'll find more use in the 3rd strike's stun, as it is easier to follow up after stopping the string after it. The whole string is also perfect for air juggles, especially near walls as you won't have to worry about the opponent going too far back and causing the last hits to miss. The last hit also causes a knockdown and a wallsplat, making it perfect for both ground and air combos. This string does not track.
*8P- a 20 frame jumping mid punch jab with 25 frame recovery. This is no doubt one of her safer moves: it's safe at just -5 on block, stuns on normal hit, and evades low hits because of the jump. The only thing you should worry about it your opponent holding this, because your opponent won't do their traditional mid punch hold. Instead, they'll do a potentially more dangerous jumping mid punch hold that may put you in a very disadvantaged state. Be careful when using this near ledges or drop points that will lead to a danger zone. This move does not track.
*6PP- A useful poking string that goes from mid to high. The full string has 20 frames, and 26 frame recovery. While the full string is -10 on block, just the first hit is 1 frame safer at -9, but nonetheless, this is mildly unsafe. The 2nd strike will always stun on normal hit, while the 1st will only stun on counter hit or hi counter hit. The first strike is great for interrupting opponents's attacks from a distance, and can result in an easy counter. This string does not track.
*6PK- A fairly swift combo string that can be TCed out of. The first part of the string has 17 frames and the second part has 10. Both the first punch and second kick are mid hits, so this can be held on reaction, and it's unsafe at -11 on block, and also has a pretty steep 40 frame recovery. As previously stated, the 1st hit can stun on counter and hi counter hit, and the 2nd hit stuns on normal hit. If the 2nd hit is not TCed out of however, than it will knockdown, even if the first "auto" part of the kick does not hit. Furthermore, the second kick will always wallsplat, even if the string is done on while not juggling. If the first "auto" part of the second kick does not connect and the second part does, than the opponent will rebound off the wall rather than just wallsplat.(This shouldn't happen too often, but this is good to know.) This string does not track.
*66PP~P+K- This is a dashing combo string that starts with a sharp mid elbow punch and ends with a twirling high punch that can not only guard break and be TCed out off, but can also result in a "blinding stun"(a stun in which your opponent grabs their face as if blinded) if it hits. The string is pretty quick at 15 frames, and ends with 50 frame recovery....you won't have to worry about the long recovery too much since the guard break and blinding stun will keep the opponent occupied as long as it hits or is blocked. It's -12 on block if you chose to stop after the first hit, and it's semi-safe at -6 or -7 since it causes a guard break. Since you're dashing towards your opponent, it covers decent distance and can allow you to get close to a spacing opponent, but try not to whiff, especially the second hit since you'll be at a serious disadvantage for punishment. The first strike will always stun on normal hit, so this creates a good opportunity to start a combo set up if you play your moves right. When near a wall, the second hit will always wall splat, which can be useful in certain situations. The first hit will not wall splat on normal hit, but it can if you hit the opponent on counter hit or hi counter hit. Lastly, although the 1st hit does not track, the second hit always will, which is great for when opponents decide to avoid the first 1st strike on reaction but don't realize what the 2nd strike can do. Keep in mind that if the 1st strike is blocked, then the opponent can easily crouch the second high hit. Another risk to watch out for is thatvthe opponent can simply low hold after they're hit with the first mid strike to duck the second high one, and they'll be able to do a nasty throw punish while you're recovering from the the second strike's recovery frames. Don't rely on this too much when dealing with opponents from afar.
*4P- a 22 frame spinning mid jab punch that's useful for a decent amount things. Although it has 26 frame recovery and is -12 on block, it stuns the opponent on normal hit, and causes them to double over and fall to the ground....unless they hold to get out of it, meaning your opponent will have to choose between falling and being at a disadvantage, or they can choose to throw out a hold and risk horrible punishment. The move also causes a limbo stun(a stun in which the opponent bends backwards, as if playing limbo) on counter or hi counter hit, as well as after some attacks while the opponent is already critical stunned, giving you a great opportunity for some potentially guaranteed damage, and the move knocks down and pushes back the opponent a good distance if you do this to them when they're back turned.( Very helpful against Ayanes!) It's uses aren't just limited to this: When an opponent is airborne, you can use this to to keep them launched to lengthen a Teleport combo, or to lead them closer to a wall so you can get a guaranteed wallsplat. Keep in mind that this will wallsplat the opponent itself if done near a wall. Lastly, the move does indeed track, meaning it can stop sidestepping or evading opponents right in their tracks.
*3P- A mid jab with "Auto" properties. It begins with 13 frames, transitions into 7 on the "auto" jab, and ends with a 25 frame recovery. It's not too unsafe, but you'll still be -8 on block, so avoid using this in neutral. The move does stun normal hit, but it won't really be useful since the stun lasts for a short amount of time. When it stuns on counter or hi counter hit, than that's when you'll be able to take advantage of the stun by baiting for holds or starting a combo. The move is able to be TCed out of, but you'll be in negative frames if you TC on normal hit, while if you TC on counter hit, you'll be at a more optimal + advantage. The move can also be used in the air for juggles and combo enders if your opponent is at the right height for it and follow up attacks to connect. This move does not track.
*33P- A mid punch that can be used in quite a few situations. This move begins with 20 frames, meaning it can be interrupted if your opponent is quick enough, and it has 23 frame recovery. Using this from neutral or on block is not advised, leaves you at -9 frames when blocked and throw punishment can occur. This move is useful as a good counter launcher, as it will launch the opponent in the air for a juggle if it hits on counter or hi counter hit, although it launch slightly higher if you get the better hi counter hit status. It will also launch opponents who are unlucky enough to be back turned(Great for Ayane players!). The move will also end with Phase 4 being back turned to the opponent, granting her access to another useful assortment of moves that can be used in the BT state, but be aware that you can not block or hold while BT.(You can quickly turn back around by pressing the hold button). This move also will track, meaning it's useful against sidestepping adversaries.
*2P- A low punch strike that is pretty swift at 12 frames and has only a 20 frame recovery. This is -4 when blocked, meaning it's safe, and is good for getting assaulting opponents off you since it not only evades high strikes, but can also push back the opponent a little more than usual on counter or hi counter hit. It does stun on counter hit, but you won't really be able to start a combo or anything from it since it pushes back and because the stun doesn't last very long. This move is also very useful for force teching opponents who are on the ground, and because it also pushes back the opponent slightly as well, it can easily push the opponent off the ledge in certain stages that have no fencing or walls blocking the ledges, such as Lost World or the Danger Zone stage. This move does not track.
*1PP~P+K- An 18 frame combo string that starts with a low elbow strike, transitions into a 10 frame spinning high punch strike, and ends with an "Auto" mid punch strike if you choose to not TC. The first strike alone has a 31 frame recovery, making it more unsafe than finishing the entire string that has 28 frame recovery. This move is -13 on block, -9 however if you stop at the first strike. Because the combo string has a lengthy recovery, it would be very silly to just use in neutral, so I recommend using it when you already have your opponent stunned and you're going for a hard to predict critical burst combo. If the second strike hits, it will put you at +20 advantage, and it can also be TCed into Chifu, and both strikes track as well. The second strike will stun on normal hit, allowing you a decent amount of options as far as combos and hold baiting are concerned. Also worth noting is that the first strike can be used on grounded opponents as a force tech.
*SS P- This mid punch strike acts as a follow up to her sidestep. It's fairly lengthy at 35 frame start up and 22 frame recovery, and is -8 if blocked, but it makes up for it in it's abilities. The move evades any attacks that do not track, and puts your opponent into a harsh sit down stun if it hits, placing you at a +27 frame advantage! The move will also track if the opponent attempts to sidestep as well, but the punch will be interrupted if the opponent performs a quicker sidestepping strike against you.
*KKK- A full high kicking combo that has a full 18 frames, while the "auto" kicks transition to 7, and then 6 frames. Like her PKKK string, it has 28 frame recovery, and it's -13 on block. The first kick is -9 by itself, and the second is -15, so I if you want to stop or delay the string, be wary of the unsafety you place yourself in. Also, because the whole combo consists of high kicks, the opponent can easily hold on reaction. The first kick can be throw punished, but this can be avoided if you're either slightly out of basic throw range, or if you delay the second kick of the string when the opponent attempts to throw punish you. The same can be done with the second kick, but you won't be able to avoid a basic throw's range since the second kick brings you in closer than her first one does. Also, the entire string can be avoided by your opponent if they simply crouch it while you perform it. Aside from delays, the string is also good for juggling airborne opponents, but you'll probably find PKKK a lot more helpful in these situations. This combo string does not track.
*9K- An 18 frame cartwheeling mid kick attack with 23 frame recovery and -12 frames when successfully blocked. Because she is jumping during this attack, it evades low attacks, and this move knocks down on normal hit. If you counter hit or hi counter hit, this will bounce the opponent off the floor when they are knocked down, granting you a free guaranteed combo. If the opponent is back turned, it will always cause a bounce, so keep a lookout for when your opponent is unlucky enough to be facing away from you. This can also rebound the opponent off the wall, and can wall splat when used after a move that rebounds the opponent off the wall. After attacks like 2H+K that leave the opponent in a vertical grounded position, if Phase 4 executes the attack quick enough, she can cartwheel over her opponent to change positions! This will be highly valuable to know when wanting to get out of corners or away from potential danger zones. Furthermore, the move can be used as a force tech against grounded opponents. This move does not track.
*8K~P+K- a quick jumping kick attack that starts with 14 frames, while the "auto" kick has 6. The full move has 25 frame recovery, and is -26 on block if the first part is blocked.(If the first kick is blocked, the second will always whiff, which is where the -26 on block mostly stems from). If the second "auto" kick hits by itself when the first one misses, it will instead be -13. While obviously not safe, the move is able to evade lows since she jumps in the air. It can also be TCed, and is useful for juggling airborne foes. The 1st attack will always stun on normal hit, and the 2nd "auto" kick will quickly flip the opponent backwards in the air and make them fall on their back and "bounce" briefly, allowing you an opportunity to execute a quick combo if you're fast enough, and you'll have a nifty +60 frame advantage if they both hit with no teleports as well!(You'll get a varying +35 to +39 frame advantage instead if you do TC). The second "auto" kick will rebound an opponent off of walls, and can be used to wall splat as well. It is possible to use the full string as a wall carry without using a TC, but only the first strike can hit, and it's pretty tricky as this wall carry method has to be done at a certain angle at the right time to achieve the desired result. This move does not track.
*7K~P+K- An in air mid backflip that I regard as one of her high risk high reward moves. Although swift at 12 start up frames, the move has a horrid 56 frame recovery, and a whopping -30 frames when blocked! You definitely shouldn't be using this move often if you want to protect your remaining health. Although very unsafe, it always launches on normal hit, and you can TC from this move to chain together some deadly combos, and the +35 frame advantage if it hits is another added bonus as well. It can also rebound the opponent off the wall, and can be used as a wall splat if you choose. Another use the move has is that evades lows, but you may opt to use a safer move that doesn't have as long a recovery that this one does. This move does not track.
*6KK- Pretty similar to her PP6KK string, except you don't have the PP attached to it. It has 18 frames, and a 30 frame recovery. The first mid kick is -14 on block, while the second high kick is a slightly safer -12. As previously stated, the first hit tracks and stuns on normal hit, while the 2nd one doesn't...instead it knocks down on normal hit, and can rebound opponents off walls and cause wall splats. If the opponent is back turned, the first strike will launch them for a free combo, so take advantage of this opportunity whenever it pops up.
*6K2K- Pretty similar to her PP6K2K string, except the PP isn't attached to it. It has 28 frames and a 32 frame recovery, and is unsafe at -18 when blocked. This is useful for tripping up opponents who have a penchant for guarding high and mid attacks. Although the second low knee sweep is fairly predictable, it can be delayed to further confuse your opponent. Both hits will stun on normal hit, but the stun is brief, so you won't be able to really capitalize on it. On counter or hi counter hit, the stun for the 1st hit will be much deeper and last longer, so you can start a combo when this occurs, while the second hit will always knock down in this case. Both hits will track, so this can be of use against sidestepping foes.
*4K- A swift 14 frame high kick with 26 frame recovery that will not only launch the opponent on normal hit, but can also be TCed. The move is unsafe at -13 on block, and because of it's hitbox, you have to be pretty close to the opponent for it to hit, so you'll be risking throw punishment when using this against defending players. If it does hit the opponent and you TC afterwards, you gain +50 frame advantage, along with a nice opportunity to chain a combo together. This move is also useful against walls as well: Since it does not wall splat, you can do 2-3 to keep your opponent airborne against the wall while doing some decent damage, and can quickly follow up with moves like KKK, PKKKK, or PP6PK to end the combo in a wall splat. This move does not track.
*66K~P+K- This attack is a swift kicking attack that follows up with an "auto" kick after the first one. It has a pretty quick start up at 16 frames, while the second auto kick has 9 since. The downside is that the move has 32 frame recovery and and is -17 when blocked, however this move has something that makes it different from her other TC attacks: It allows you to TC on block without having to successfully hit or guard break the opponent! The move also is useful for punishing whiffs since it covers a good distance and can be done from a distance, allowing you to initiate a rushdown on unsuspecting opponents, but don't abuse this too much or you'll get predictable. Because Phase 4 is jumping during the first kick, it will evade lows, and can be used to avoid low wake up kicks and low attacks and crush them in retaliation.The first hit will cause a blinding stun if it hits, while the second "auto" kick will cause a sort of sit down stun if you choose not to TC. If you do choose to TC, you'll gain +1 to +3 frame advantage if it's blocked, but delaying it can put you in the negative frames, with -5 being the highest I've seen. If it does hit, you'll receive a decent +37 frame advantage that will greatly benefit you! The move is a lot more useful on standing opponents, but can also be used to pushback the opponent further towards the edge of the stage if it hits them while airborne. The second hit will also wallsplat airborne opponents and can also rebound them off the wall if they're standing. This move does not track.
*3K- This attack is a middle range mid kick that is fairly swift at 14 frames and recovers fairly quick with only 24 frames. The drawback is that is it's mildly unsafe at -8 on block, but since it causes a pushback, normal throws without much range and some attacks that lack in reach will whiff, making you in a advantageous position to counterattack, unless your opponent does a longer reach attack or a throw that covers a good distance. If the attack hits your opponent on counter or hi counter hit, it will provide a longer stun than if done on normal hit, allowing you to capitalize on the opportunity to get a combo going. Other than that, it makes a pretty useful spacing move since it has decent reach, and is also good for beating out slower attacks and getting the opponent in a counter hit stun state. This move does not track.
*33K- A 16 frame mid kick that launches on normal hit and has a decent pushback if it happens to be blocked. With -11 frames on block and 27 frame recovery, this isn't much of a move to worry about since the pushback lets you avoid some throws and attacks, much like in the vain of her 3K move. The launch of the opponent will be much higher if you counter hit or hi counter hit them, so aim for this when you can to maximize combo damage. Furthermore, unless your opponent is jumping or dashing towards you, you have to be pretty close to the opponent for it to hit, or else it'll whiff and an opponent can easily run towards you and punish you, especially if they hit you during the middle of the attack animation, where in this case you'll fall to the ground in a very bad position vulnerable to force techs. This move does not track.
*2K- a simple 14 frame low kick with 26 frame recovery. Unless the move is done on counter or hi counter hit, it doesn't do anything spectacular: It does not cause stun on normal hit, is -9 on block, and doesn't even provide a high advantage as the attack will leave you at -2 if it normal hits. If it counter hits however, it'll cause a decent stun since it causes your opponent to stumble on the floor, and if done twice in a row, it'll make your opponent fall on the floor. The move works well in CB combos since it's a low and can be pretty tough for your opponent to react to since they may expect a high or mid blow, and unlike 1K it won't knock the opponent on the floor right away, giving you a chance to follow up with another hit. This move can also be used on grounded opponents as a force tech, and can even send them off the ledge of a stage since it moves them from the force of the kick.This move does not track.
*1K- a swift 20 frame spinning low kick with 29 frame recovery. Because it's a quick low attack, this can be used to trip up opponents who favor guarding all your high and mid attacks. Watch out if they're blocking low, as this will leave you at -16 if they quickly block it. It stuns on normal hit, but you can't really use it since it's a quick stun, although 6P is a fast enough attack that can continue the stun. If you hit the opponent on counter or hi counter hit, it will make them fall on the floor, and it also will floor them if you do this during a CB combo so unless you want the opponent to fall out of the combo, avoid doing this or you'll ruin the combo set up. Another neat thing the move will do is that it'll briefly stun the opponent and make them fall if you do this when they're standing or crouching while back turned. The move also tracks, so don't fret when dealing with sidestepping adversaries.
*SS K- This is a sidestepping 27 frame mid kick with 24 frame recovery. This will avoid non tracking attacks, and the kick will stun, even on normal hit. The stun will last long, so you can use this to start a combo or to bait a hold from your opponent if they assume you're going to continue an assault. Although -8 on block, the kick provides a pushback like her 3K command, so you will be able to avoid basic throws that don't involve the opponent moving towards you, and some attacks in case the opponent tries to retaliate. This move does not track.
*P+KP- Pretty similar to her P6PP string, except this doesn't have the high punch attached to it. It has 22 frames and 22 frame recovery, and the first hit is -14 on block while the second hit is -8. The full string doesn't stun on normal hit, but it does have full tracking ability, and the opponent will be left in a forced crouching state if the second punch connects on normal hit, allowing you an opportunity to quickly throw them if they don't react, but don't get too mash happy with this attack since it hits mid for both strikes, and can be held on reaction. If the opponent is back turned and the strike hits, it'll cause a stun and force them to turn around, even on normal hit, and a combo set up can be attempted. Finally, you can also TC if the first strike hits using P+K~P+K, allowing you more follow up options.
*6P+K- Phase 4's primary Critical mid burst attack that stuns on hit. Having 20 frames and a steep 31 frame recovery, it's slightly slower than her Chifu only CB , but they both are -8 on block. It's typically used like other characters to stun an opponent and to start up a combo, and if done on level 2 critical stun, it will CB them, allowing you to do a guaranteed combo since your opponent will not be able to block while in this state. While useful to have, it's not always the best choice to go for a CB combo each and every round, as this can become predictable, and the opponent can easily hold this attack if they know you are trying to go for a CB. Furthermore, remember that doing to back to back 6P+Ks will knock the opponent down, so keep this in mind so you won't foul up a potentially damaging combo. If done in the air to a launched opponent, it'll push them back very far thanks to the massive pushback it has in this situation. This can help lead your opponent into danger zones that may be far to the side in the stage. This move does not track.
*4P+K(Can be charged)- Phase 4's power blow, that has 30 frames if used as a normal attack without charging, and a whopping 60 if it's fully charged! It will always have 37 frame recovery and will always be -10 on block however whether or not you charge it. When used as a normal move without charge, or if charged completely and your health bar doesn't have at least 50% health loss, it will always knock down on normal hit, as well as counter and hi counter hit. If you charge it however and you have only have your health bar, the attack will begin her actual power blow where she she unleashes a damaging flurry of kicks towards her opponent, and finally one devastating kick that sends the opponent back far and wallsplats if there is a wall behind the opponent, or into a danger zone or off a ledge if those are nearby instead.(You can use the directional buttons to control where the final attack will send your opponent.) The longer the attack is charged, the more damage it will...and the more predictable it becomes if done raw, or in other words by itself without a combo or stun already being done. If you have successfully critical burst you opponent, this can be used to to make a comeback as it will do impressive damage, but since your opponent will fall to the floor if you don't quickly do something, you can not completely charge the Power blow after a CB and still hit the opponent, as this would not only be too damaging, but the full Power blow charged is too slow to hit the opponent who will fall in roughly two seconds. Instead, you should charge it halfway so you can still have time to hit the opponent before you lose your chance to get an edge. Something else to know is that you can avoid some close range attacks and throws during the charging phase since she'll slightly lunge back while she is building up her power. This move does not track.
*H+K- A 17 frame turning mid kick with 30 frame recovery. This attack is actually the kicking attack from Kasumi's 6PK and PP6PK strings, but Phase 4 has the advantage of being able to use the kick solely by itself and without any strings attached. It provides a brief stun on normal hit, but you'll want to aim for counter and hi counters since you will get a deeper stun that you can capitalize on with combo set ups. Although it's -12 when blocked, the attack provides a decent pushback which allows you avoid basic throws that don't approach you, along with some other attacks the opponent may do to retaliate. Because of it's decent range, it's great for dealing with opponents at mid range, and makes a decent spacing tool to boot. The attack also does track, so sidestepping opponents will not be able to avoid it.
*7P+K(can be charged)- This is Phase 4's Power Launcher that is similar to her Power blow, but instead of doing massive damage right away, it sends the opponent very high up in the air so you can perform a damaging guaranteed juggle set up if it hits. When used as a normal move and without fully charging, it has 25 frames, and a 37 frame recovery just as if you completely charged it. No matter what, even if you charged it a bit but not enough to initiate the PL, it will always do the same amount of damage, and will send the opponent flipping backward. If fully charged, the start up frames will be 40 instead, the attack will launch the opponent up into the air, and the 37 frame recovery will still stand. Because of the -12 on block, doing this during an actual fight is not advised, so you may want to wait to use it for when you achieve a Critical Burst. Keep in mind that once the opponent is up in the air, it's up to you create a quick combo to do damage....if you do nothing or drop/foul up the combo, you'll have missed a great opportunity to deal high damage to your helpless opponent. Try practicing good follow ups in training mode first before using this, and stick to power blows until you feel more comfortable. Since she is jumping in the air during the attack, it will evade lows, but Phase 4 has other safe attacks that can do that without the major disadvantage. This move does not track.
*6H+KK- A full high hitting kick string. It's surprisingly swift at 21 frames and has a decent 20 frame recovery. The first kick alone however is a little more dangerous as it has 29 frame recovery, but it's -11 on block while the full string is -12. The first hit stuns on normal hit and causes the opponent to spin backward from the impact of the move. This gives you the opportunity to rush at them for an assault, or you can keep your position to keep some distance and bait a hold. The second hit is useful as it knocks down on normal hit, and it has a nice pushback which can lead your opponent off ledges and into nearby danger zones. Another unique ability the first hit can do is knock down your opponent on normal hit while they're back turned, so keep this in mind. Both hits track, and they can wall splat but be wary: not only is this string linear and easy to hold on reaction, but it can also be crouched during both hits, and it's throw punishable, which is a risky combination. Use caution when performing this move.
*6H+K2K- Similar to her previous command, except the first high kick is followed with a low sweeping kick rather than another high kick. Because of the slower sweeping kick, the string is 23 frames now, and has 23 frame recovery, and it's -11 when successfully blocked. Because it goes high to low, it's very adept at being used for mix ups, and the low sweep knocks down on normal hit, as well as being able to "hard" force tech grounded opponents and forcing them back up. Both hits have tracking, but still be careful when using the string, as it can be held on reaction if quickly detected, and can be low throw punished. The second sweeping kick puts you in a crouching state during and after the attack, so you can avoid high attacks and standing throws your opponent will likely use to retaliate, but you're still vulnerable to mid attacks and low throws.
*2H+K- a 28 sweeping low kick with 32 frame recovery. This can knock down the opponent on normal hit, and is very good for catching your opponent off guard. If successfully guarded, you'll be at -18 on block, but high attacks and standing throws will not hit you since you're in a crouching state during the attack. It also can force tech opponents immediately back up into standing position, and it tracks to top it all off. Avoid going overboard with using the move, as you will become predictable if you use it every chance you get.
*P-Her 11 frame jabbing high punch that leaves you at -18 recovery. While it's in the same vain as her regular P strike, this one is slightly slower and unsafer at -7 on block. It only stuns on hi counter hit, and can be used to start a combo or for juggles. This move does not track.
*4P- A 16 frame mid launching attack. It's unsafe at -12 frames on block and has a steep 37 frame recovery, but it's abilities can make up for it's dangerous risks. It launches on normal hit, counter and hi counter hits will give you a much higher launch that you'll want to aim for to vastly increase your combo potential. During the first part where she is about to jump, she'll be in a crouching position where she can avoid high strikes and standing throws, and the second part where she actually attacks will evade lows since she is jumping. The move also tracks, making it good for attempting sidesteps.
*2P- a low jabbing punch that is 13 frames and has only 19 frame recovery, making it one of her quicker options while back turned. It's semi safe at -6 on block, but it avoids high attacks and standing throws since she crouches during the attack. It only stuns on counter and hi counter hit, and you can quickly chain together a combo set up if you quickly follow up. It also can be used to force tech your opponent, and can push them off nearby ledges if you're close to the edges of an arena. It also can be used when juggling opponents; After 33P in some air juggles(33P will leave you back turned), 2P can cause a slight refloat that will give you more combo potential, especially against walls! Try to remember this, because this will be an important tool in situations like these. This move does not track.
*KKK- Quite similar to her original high KKK barrage, except with a few different frames and block safeties. The string begins with 18 frames, and quickly switches to 7 and 6 during the final rapid kick barrage. The move still has 28 frame recovery, but the first kick is now -14 on block, the second is -10, and the final hit is still -13. Delaying or completely stopping the string is possible, but you'll be at a major risk of being thrown or punished. The first kick is now able to track since you're back turned, but it's juggle ability is sacrificed as a result and it now causes a wall splat, so don't juggle with this unless this is what you want. The whole string still does stun, and the final kick barrage will knock down. Remember, besides the first kick, the rest of the kicks will not track.
*4K- A swift 15 frame mid kick with 29 frame recovery and is -13 on block. This attack stuns on normal hit, but counter and hi counter are the optimal stuns you'll want since they last longer and allow a CB setup. This move can cause a wall bounce and a wall splat, but your opponent will have to be in a stunned state for it to do this.(33P followed by 4K is pretty much the only way since 33P provides the required stun and leaves you back turned). This move will also track, making it effective against sidestepping adversaries. Another interesting ability the move has it that it will knock down the opponent backwards in a twirling animation if you do the command while they are back turned, which can be deadly with nearby ledges, and walls especially since it wall bounces.(The opponent will most likely do a different wall bounce animation with them slamming face first into it while trying to grab it with one hand as they slide down. You can do follow ups to them like always, but you'll have less time since they will be closer to the ground and not as airborne.)
*8K- A jumping backwards mid flip kick that starts with 24 frames, and ends with a 27 frame recovery. Because of its slower start up, it's pretty easy to defend against and it can be sidestepped which will leave you at a disadvantage in this case. It however is safe from throw punishment since it's surprisingly only -3 when blocked. It knocks down on normal hit, can cause a wall bounce and wallsplat, and is useful as a "hard" force tech against opponents who seem reluctant to get up. As previously stated, this move is able to be sidestepped since it does not track.
*2K- This is a 20 frame low turning kick with a decent 23 frame recovery. This is one of her more versatile back turned moves because it can be used to trip up unwary opponents and get them into stun so you can start a combo or further confuse them by baiting holds, but be cautious because it's -10 when blocked.The move knocks down on counter and hi counter hit, and even when the opponent is back turned. It can be used to force tech opponents, and it can not be sidestepped because of it's tracking abilities. It also avoids standing throws and high attacks since it leaves you in a crouching position during the attack.
-This concludes Phase 4's move set breakdown! Now that you have an understanding on her attacks, now it's time to tell you about what her holds can do.
Section 5: Phase 4's holds and expert holds explanation
-In this section, I will go over all of Phase 4's holds and what they can be used for. Knowing her moves is good, but knowing what her holds are capable of doing as well can really help you when defending against your opponent's attacks. Let's begin!
(Against a high punch)- A basic hold where if the opponent strikes Phase 4 with a high punch, she grabs their hand, twists them around while bringing up her knee, and painfully brings them to the ground while pressing her knee against he back of their neck, and seemingly "dislocating/breaking" their arm in the process. Because she ends up still close to her fallen opponent, she'll be faced with a wake-up kick situation unless she backs up quickly and far enough, or if she flips over them with 9P.
(Against a high kick)- her basic high kick hold where she'll grab her opponent's leg, harshly kick them in their face, and they'll fall backwards taking damage. Like her previous hold, she'll be faced with a wake-up kick situation since she'll still be close enough to her fallen opponent, but backing up or using 9P can quickly avoid this.
(Against a mid punch)- A useful spacing hold where Phase 4 grabs her opponent's striking hand, and quickly swoops underneath their feet with a sliding motion, which flips them upwards and knocks them down. This hold not only puts you on the opposite side of the arena, but you'll be at a far distance from your opponent so you can easily plan your next assault while being at a safe position, or use that position to initiate one on the spot! No wake-up kick situations will be possible as long as you hold your position, and if you're near a ledge and need to get away from it quickly, this hold will force your opponent over the ledge if you successfully hold them while your back is to the ledge. Thanks to a recent patch, if this hold is done with your back to a wall, Phase 4 will now be able to send them into hit, which will do additional damage.
(Against a mid kick)- A basic hold where Phase 4 grabs her opponent's mid kick, and does a turning kick to her opponent's face which knocks them down. Although you have more distance between you and the opponent after the hold, a wake-up kick situation is still possible.
(Against a jumping mid punch)- Only usable against jumping mid punch attacks like Phase 4's 8P. With this hold, if your opponent does a jumping mid punch, Phase 4 will simply toss her opponent over her with her back to ground. If done with your back near the ledge of stage, your opponent will take the hold damage, and will topple over the edge of the stage as a bonus. Wake-up kick situations are still possible, but backing up quickly can avoid this, and you'll have a decent distance already between you and your fallen opponent to make it easier for you to avoid. It's also possible to do this near wall; if done near a wall, a lot more damage will occur than normal since they'll be slammed against it.
(Against a jumping mid kick)- Only usable against jumping mid kick attacks like Phase 4's 9K. With this hold, Phase 4 quickly grabs her opponent's foot, and elegantly raises her hand, which spins her opponent to the opposite side and leaves them in fallen position. Although this move may seem like it, it does not toss opponents over ledges, instead it leaves them close to them. Wake-up kick situations are high since you'll be very close your fallen opponent, but flipping with 9P or backing up quickly enough can avoid this. Like her jumping mid punch hold, it can be done near walls, with the resulting wall slam dealing more damage than normal.
(Against a low punch)- A basic hold where Phase 4 grabs her opponent's hand, turns to the side, and slams them to the ground whilst doing a graceful arm raise. You'll have a small space between you and your opponent, but wake-up kick situations can still occur.
(Against a low kick)- a low damage launching hold that involves Phase 4 grabbing her opponent's low kick, and executing a sharp axle kick that slams them against the ground and launches them, granting you the opportunity to perform a high damage combo. This opportunity does not come often, so be prepared when you successfully hold a low kick, or you'll miss the opportunity to get some easy damage.
-Now comes her expert holds. In case you don't know what an expert hold is, these are harder, more specific holds that have two directional inputs instead of one, and are only used against specific strikes. These can take a little getting used to, but they become easier with practice. Phase 4 only has two expert holds to know:
(Against high punches only)- This expert hold results in Phase 4 teleporting behind her opponent and hitting them with a weak, but harsh neck strike that makes them fall to their knees in pain. This hold gives you an opportunity to rattle off a guaranteed combo. Although you may find different combos to use, the optimal one I recommend is , but only against lightweight and middleweight opponents. With the heavier weight characters and different stages, you can get more creative and use non TC strikes and combos to get damage.
(Against mid kicks only- This expert hold results in Phase 4 grabbing her opponent's leg and sending them up in the air with a flipping cartwheel to the opposite side of the arena. This has huge combo potential, but in case you don't know where to start, is a good air throw that gives you something to work with until you can successfully do combos on the fly. If done in an area with a ceiling, the opponent will bounce off the ceiling and fall back unto the ground in a very vulnerable position, leaving them in a stunned state unable to hold. During this situation. Any further hits will knock them down, so use a launcher to get the opportunity to chain together a combo for powerful damage output.
-That concludes the hold section! Now, we will cover all of her throws.
Section 6: Phase 4's throw explanation
-This section will now finally cover Phase 4's assortment of throws in her arsenal. Let's begin, shall we?
- Her neutral throw and her quickest standing throw at 5 frames and 23 frame recovery. If done near a wall, it will slam the opponent against it for higher damage, and if done near a stage ledge, the opponent will fall straight down and take much higher damage than normal. Although her fastest throw, it can be throw escaped, and it will leave you on the opposite side you were on before the throw was performed. It can be performed on back turned opponents as well, leaving you on the opposite side of the arena.
-This is a throw with slightly longer reach than her previous, and is slightly slower at 7 frames and 24 frame recovery. This throw results in her flipping atop the opponent's head, grabbing it, and then tossing them to the ground. If done near a stage ledge, it will make them straight down after the throw is performed. If done with your opponent's back towards a wall, Phase 4 will jump on the wall and grab her opponent's head, and then push them to the ground as she rolls back into standing position, resulting in slightly more damage thank normal.
- This throw has slightly less reach than her previous one, and is slower at 10 frames and has 25 frame recovery, so be careful when attempting this, because your opponent can easily jab you out of it. When executed, Phase 4 will do a multiple stomping head attack to her opponent as they fall backwards,and she finishes with one last powerful stomp. After the throw, you'll be on the opposite side of the arena, making it great for evading nearby danger zones and ledges. If done with your back to a wall, Phase 4 will instead grab her opponent and force them towards the wall and kick them face first into it, with them slumping towards the ground and holding the wall for support as they kneel in pain. This also puts Phase 4 on the opposite side of the arena, and gives her an advantage since she is no longer stuck near a wall, and the damage dealt will be slightly higher. This can also be performed on back turned opponents, and will result in you being on the opposite side of the arena, and can slam your opponent off walls and send them down ledges if done at the right angle.(,, and will also result in this same back turned throw occurring!)
- One of Phase 4's few combo throws. Although it has long reach, it's very predictable because it has 29 start up frames, and has 30 frame recovery. As a result, wary opponents can easily jab you out of it, crouch to a avoid, and throw punish you during the recovery. Be careful when attempting this. If you perform the throw and do not press the throw button when the on screen prompt "Combo Throw" appears, Phase 4 will simply flip her opponent forward unto the ground and both of you will keep your left and right positions. If you're near a ledge, your opponent will also fall straight down after they hit the ground. This will also occur, albeit more quickly if your opponent was back turned. If you decide to press the throw button when prompted, Phase 4 will instead flip them on the opposite side of the stage, which makes you both switch positions and does slightly higher damage as a result. Can also be performed on back turned opponents, but you will not be able to choose what to do because there is no "Combo Throw" prompt involved. It will automatically flip the opponent forward with no side change, as if you did not press anything had it been the regular throw.
- Another combo throw that Phase 4 has in her arsenal. It has 7 frames, 24 frame recovery, and long reach since you dash forward while inputting it. When performed, Phase 4 will do a handstand on top of the opponent's shoulders. Be cautious, as this throw can be escaped. These are the possible follow ups that can be done when the "Combo Throw" prompt appears:
-(Do not input anything)- this one takes the longest, but you will flip off the opponent and get behind them. They will be vulnerable since they will be in a back turned state, but they can quickly turn around if they react in time. This is a risky follow up since the opponent can easily throw escape it.
-- Like her previous follow up, she goes behind her opponent, but she teleports to do so and will wind up closer to her opponent, putting them at an even more glaring disadvantage.
-- This follow up will result in Phase 4 doing a flip to the opponent's face and knocking them down in the process. This can also be done near walls for more damage, and can also knock opponents over stage ledges if they happen to be near one.
-(Throw Escaped)- This is the least advantageous circumstance you'd want to be in. if the opponent successfully escapes the throw, you'll be at the opposite side of the arena, but the opponent will not be back turned.
(Against back turned opponents)- If you perform the original throw against a back turned opponent, the throw will carry out like if you did . Think of this throw method as a longer range version, since you'll be dashing forward to execute it.
- One of my personal favorite throws, and one of Phase 4's best throws in my opinion. This is a 7 frame throw that has 24 frame recovery and a decent reach. When performed, Phase 4 will pull back her elbow, teleport, and will harshly elbow them in the stomach. This throw is what you would call a "Reset Throw"; These types of throws do not knock down the opponent and although Phase 4's is weak, it's very useful for punishing missed holds, and doing quick damage to an opponent who favors guarding and will not allow you to open them up easily, while also providing you a +10 frame advantage. It can be done multiple times in succession if they resume guarding or doing nothing, but they can also jab you out of it, so be wary.
- Phase 4's strongest throw in her arsenal. It's somewhat slower than usual, having 17 start up frames and a steep 30 frame recovery, which means you can't use it all the time like her quicker throws because opponent's can easily jab you out of it or throw punish you during the recovery. It still does have decent reach, making it great for punishing whiffs and unsafe attacks. It can also be done to back turned opponents, and even when your opponent's back is near a wall for additional damage. They both will also leave you in a back turned position, granting you easy access to her back turned moves.
- 12 frame throw with 26 frame recovery that launches the opponent up considerably high, giving a massive opportunity to chain together a long combo. If done in an area with a ceiling, your opponent will hit the ceiling and fall back down to the ground in a critical stun state, where they'll be unable to hold until the lengthy recovery animation ends, much like her mid kick expert hold.
- Another powerful throw that Phase 4 possesses. It has 10 frames and 25 frame recovery, and a decent reach. When performed, It knocks the opponent straight down, and puts you at a relatively safe distance away from them. Great as a punisher for missed holds and punishing unsafe attacks.
(While Running...)- Phase 4's only running throw. It's 10 frames, so if an opponent is quick enough, they can jab you out of it or even throw you if they're quick enough, so be cautious. It also has a steep 30 frame recovery, so avoid whiffing this, and watch out for crouching adversaries as this will not initiate if they're not in standing position. The throw as a whole is useful for tripping up foes who think you're going to attack with 66P or 66K as these both can also be performed while running. After the throw, you'll be left in a back turned position, so be prepared. This throw can also be done to back turned opponents for a somewhat higher damage increase.
- A basic crouching throw with only 5 frames and a reasonable 22 frame recovery, making it her quickest and most optimal crouching throw. When performed, Phase 4 will flip atop her opponent, push off from their back and send them pushed across the floor on the opposite side of the arena. Not only does the throw leave you in a back turned position, but it also has a great pushback, resulting in a large gap between you and your opponent, and it sends your opponent off the ledge of stages if one was behind you!(It slams your opponent against walls if that was behind you instead.) If the throw is performed on a back turned crouching opponent, Phase 4 will instead do the throw animation of .( More on this throw coming up!)
- Her second crouching 7 frame throw with 20 recovery. This is a launching throw that starts with Phase 4 doing a few low damage rapid kicks to her opponent's stomach, and then launching them upward with one mighty lunge. This creates a great opportunity to do a combo for some decent damage. If done in an area with a ceiling, your opponent will hit it and fall back down to the floor in a critical stun state, and they'll be unable to hold until their recovery finishes, giving you another chance to start up a combo without much trouble.
-With that being said, this finally concludes all of Phase 4's commands, holds, and throws. By now, you should have a very solid idea of how the majority of her moves works and when they can be applicable during a match.
Section 7: The Phase 4 combo starter pack
-For this final major section, I wanted to give you some optional combos that you can work with. She has a lot of great combos and options to make them, so it may seem overwhelming to simply go and make some up yourself. With the help of fellow member and buddy @xDevious, I was able to make some good combos that I'd like to share, and he was nice enough to share some awesome ones of his own with me to share with you! To make the process easier to digest, I divided the combos into the following levels of complexity:
-Easy will be for combos that are simple, don't require much movement, and have little to no TCs.
-Medium will be for combos that are somewhat more complex, require little to some movement, and use a fair amount of TCs.
-Hard is for combos that have a much higher complexity, require much more mobility, and are mostly very TC heavy! These may be tricky to pull off but are very rewarding and immensely satisfying to pull off successfully. The harder and stricter TCs P+K~P+K and P6P~P+K will also be included, so be prepared.
-With these in mind, let us begin!(I will be using numerical notation for the directional inputs)
-Keep in mind, that some of these combos will not work with the heavier weight characters! Also, these are just samples, so feel free to make your own or add your own spins on the combos to maximize damage. Also be aware that some of these combos are able to be stagger escaped!
-Symbol meaning:
-(CB!) means critical burst.
- ~ is the symbol I will use in moves that have a required TC. If you do not need to TC, this will not be included.
- > is the arrow that lets you know to perform the next command move after the last one. If you see something like 8K~P+K>P for example, that would mean execute the Tenfu P follow up after you TC from 8K.
- Just in case you need a refresher, P stands for punch, K for kick, H stands for hold, and T stands for throw.
Easy combos:
-66P>PPP>P>6P+K(CB!)>33P>2P>PP6PK
-(When opponent is near a wall, Throw combo)- 26T>4K>4K>4K>PKKK(Does not work against heavyweights)
-Sidestep P>6PP>PP>6P+K(CB!)>33P>2P>PP6PK
-1K>6P>6K>P>6P+K(CB!)>33K>8K~P+K>T(Great against heavyweights! Can be stagger escaped)
-66K>66P>6P>6P+K>33K>8K~P+K>P>8K~P+K>T(Does not work against heavyweights, furthermore the buffer between 66K going into 66P is a little tight. Can be stagger escaped)
-66P>P>H+K>6P>6P+K(CB!)>33K>8K~P+K>P>8K~P+K>T(Can work against heavyweights by simply 33K>8K~P+K>T after the critical burst, which removes the 8K~P+K>P filler)
-(Throw Combo) 236T>4P>6PK~P+K>T
-8K>66(dash towards opponent)>6PK(Useful for if you mess up the TC)
Medium combos:
-6H+K>66P>1PP~P+K>P+K(CB!)>33K>8K~P+K>P>8K~P+K>T(Can be stagger escaped)
-(Closed Stance combo, courtesy of xDevious)8K~P+K>P>4P>33K>8K~P+K>K~P+K>K~P+K>K~P+K>P(can be stagger escaped)
-(Closed stance CB Setup, also courtesy of XDevious)8K~P+K>P>4P>6P+K(CB!)
*NOTE: The punches after both the 8K~P+Ks' are very strict if you want to keep the stun going on against an opponent who isn't attempting a hold! Also this can be stagger escaped.)
-(Crouching throw combo)1T>8K~P+K>P>8K~P+K>T
-(Expert Mid kick hold combo)46H(Side change! Next commands assume you are on the left side now)>7K~P+K>K~P+K>P>8K~P+K>K~P+K>P
-(Power Launcher combo) 7H+K(CHARGE)>7K~P+K>K~P+K~P>8K~P+K>T
Hard combos:
-(Stun combo, courtesy of xDevious)66P>66K~P+K>P6P~P+K>K~P+K>P>4K~P+K>K~P+K>T
*NOTE: The P6P~P+K is very strict if you want to keep the stun going on an opponent who isn't attempting to hold)
-(Throw combo, also courtesy of xDevious)236T>4P>8K~P+K>P>3P~P+K>K~P+K>K~P+K>K>66(Dash towards opponent)>4P>6PK~P+K>T
*NOTE: An opponent can tech roll out of this when they land on the ground after both the (Chifu)K~P+K and between the (Chifu)K and 66 dash.
-6H+K>66K~P+K>P>P+K~P+K>P+K(CB!)>33K>8K~P+K>P>8K~P+K>T
-(Power Launcher combo)7H+K(CHARGE)>8K>8K>8K>8T
*NOTE: This can be pretty tricky to pull off; only the first kick from 8K can hit, otherwise the combo will not work.....time it correctly. Can be done to light and middleweights, but only one 8K can be performed on heavyweights before the 8T follow up, otherwise it will not work.
Section 8: Conclusion and credits to those who've helped me
-Well, this concludes the Phase 4 guide for beginners! I really hope it was informative and it helped you get a better understanding of her attacks and her teleportation abilities. Before the guide fully concludes, I wanted to thank the following people: @KING JAIMY for his helpful advice on frame data and how to make this look much neater than when I first started, @xDevious for his help in contributing great combos and set ups, @Lulu for being enthusiastic and helping me keep moving forward when I thought I'd never finish, and to everyone else who motivated me to keep up the progress. Thank you!
-This may be the very end of the guide, but there's always more to learn and discover! Expect this guide to be continuously updated as more balance updates, frame changes, new tech, etc. pop up. Once again, thank you for taking the time to read the guide!( If you notice any spelling errors or anything, feel free to tell me and I'll correct it ASAP!)
Hello, and welcome to the official Phase 4 guide for beginners, and for anyone who wants to begin using the character Phase 4.
Debuting in 2014, she is a clone of Kasumi who utilizes several other moves from Hayate, Ayane, and Hayabusa as well. She has a medium learning curve, since she relies on teleport cancels(this will be addressed later in this guide) that have to be done at just the right moment, and because she isn't as versatile as the real Kasumi, she will have a more tedious time opening more defensive players. If you have experience with Kasumi, learning Phase 4 shouldn't be much different since they have a lot of the same commands, and Phase 4 has a smaller move repertoire, meaning less you will have to know.
With that being said, if you wish to master this rewarding character, read on so that you can learn the core elements of "The Tragic Weapon"!
TABLE OF CONTENTS
Section 1: Explanation of Reading numerical inputs and understanding frame data
Section 2: The good and the bad about Phase 4
Section 3: Learning and mastering Phase 4's teleports
Section 4: Phase 4's complete move list breakdown and basic frames
Section 5: Phase 4's holds and expert holds explanation
Section 6: Phase 4's Throws explanations
Section 7: The Phase 4 combo starter pack
Part 1: Easy
Part 2: Medium
Part 3: Hard
Section 8: Conclusion and credits to those who've assisted me.
Section 1: Explanation of reading numerical inputs and understanding frame dataSection 1: Explanation of Reading numerical inputs and understanding frame data
Section 2: The good and the bad about Phase 4
Section 3: Learning and mastering Phase 4's teleports
Section 4: Phase 4's complete move list breakdown and basic frames
Section 5: Phase 4's holds and expert holds explanation
Section 6: Phase 4's Throws explanations
Section 7: The Phase 4 combo starter pack
Part 1: Easy
Part 2: Medium
Part 3: Hard
Section 8: Conclusion and credits to those who've assisted me.
[☆]Before you read this guide, and to prevent confusion, you should probably understand numerical inputs. I will use the actual button macros in some sections, but in the move section and combo section, these will be used frequently. Here is a picture that will help you understand what number is associated with a certain input:
-Next you will need to know the basics about frame data in this guide. Here is the way that you can read them:
Example: 20(4)25
-The 1st number is the start up frames
-The 2nd number in parentheses is the active frames
-The 3rd number is the recovery frames
-The start up frames is how many frames it takes for the attack to start up, or to begin. Larger numbers mean that the attack can be interrupted more easily, since you can often quickly jab them out of the move if it takes a while to fully begin executing.-The 1st number is the start up frames
-The 2nd number in parentheses is the active frames
-The 3rd number is the recovery frames
-The active frames are the frames that the attack have while the actual move is being performed.
-Recovery is how many frames the attack has to undergo to recover or completely finish the current attack or combo string. Longer recoveries tend to be very inconvenient, because the opponent can easily attack or throw you when a move takes a much longer time to fully finish.(NOTE: Because this is a beginner guide, I will place more emphasis on the start up and "on block" frame properties that attacks have.)
MOVE SAFETY
-Another important thing you really have to know is move safety. You cans easily see how safe a move is by going to training mode, setting your training dummy's action and reaction to guard all attacks in the hit level you desire, and then using the attack on the blocking training dummy. After that that, turn on the move details so that you'll be able to see the on block properties that the attack has, and these can let you know if you can be throw punished or hit in the time you are unable to move. This brings us to move move safety; Safe moves are attacks that you can quickly block, move, and attack from after the recovery frames, and you won't have to worry about taking damage, or getting thrown as long as you are alert and prepared. Unsafe moves are attacks that commonly have long recovery, and during this time period, your opponent can easily strike you since you are unable to block or move during this period. You are also vulnerable to being throw punished.(When your opponent throws you during the recovery frames of the attacked you performed, especially if the move or combo string was unsafe. Remember that neutral throws can be throw escaped however!) With that being, here's a chart that shows what the numbers actually mean:+1 or better=Frame Advantage
+0 to -5=Safe
-6 to -7=Semi-safe
-8 or worse=Unsafe!
-With this information now shown, please refer to this and memorize it so that you can know which moves are more or less when in training mode. knowing what is safe and unsafe can really help you make more practical and benefiting choices when playing against your opponent. Phase 4 unfortunately has a lot of attacks that are unsafe on block, so you'll have to play her carefully and choose wisely when initiating your assaults on your opponents. With that being said, this wraps up our 1st section. +0 to -5=Safe
-6 to -7=Semi-safe
-8 or worse=Unsafe!
Section 2: The good and the bad about Phase 4
-Like any other character in DOA, Phase 4 isn't perfect, and has her own weaknesses that make using her more difficult and challenging. Although she struggles in certain areas, she also has a pretty decent balance of strengths as well, and I think it's important that I make them known along with her weaknesses before you just begin using her. Here they are:
Strengths
[+]Very fast
[+]has a 9i high punch
[+] Very good juggling ability
[+]Very scary mix-up game when she begins teleporting
[+]Great options for taking advantage of counter hits
[+]Good launching attacks that can lead into long teleport combos
[+]Decent throws with versatile abilities, such as a reset throw and a launch throw
[+]Decent holds, and has access to two expert holds that guarantee a combo.
Weaknesses
-Very unsafe
-Weak single strike damage
-Hardly any tools to open up blocking opponents easily
-Very slow and unsafe neutral game in comparison to other striker characters
-Does not possess Kasumi's defensive parries
-Not very versatile, and must rely on good reads and fundamentals rather than pure offense
-Can't teleport on block, with the exception of 66K~P+K
-To summarize this, Phase 4 is very similar to Kasumi in terms of her playstyle: She's fast, has great juggle potential, and can be difficult to accurately hold once she begins teleporting and linking her deadly combos together. She great launcher, plenty of tools to keep her combos going and keep the opponent airborne, and she has decent throws, with one even being able to launch her opponent for a guaranteed combo! Plus, she has a reset throw that can be very useful in her assault and to keep the opponent standing. However she shares some negative attributes with her "sister" as well. She's a very unsafe character, and simply throwing out attacks without thought WILL result in you receiving heavy punishment. She also has a slow neutral game for a striker and she can't immediately rushdown the opponent and get away with it without placing herself in danger. Kasumi's defensive parries, versatility, useful on block strings, and various other secret moves are not in her possession, and she'll have a difficult time opening up highly defensive players, and she has few spacing tools.[+]Very fast
[+]has a 9i high punch
[+] Very good juggling ability
[+]Very scary mix-up game when she begins teleporting
[+]Great options for taking advantage of counter hits
[+]Good launching attacks that can lead into long teleport combos
[+]Decent throws with versatile abilities, such as a reset throw and a launch throw
[+]Decent holds, and has access to two expert holds that guarantee a combo.
Weaknesses
-Very unsafe
-Weak single strike damage
-Hardly any tools to open up blocking opponents easily
-Very slow and unsafe neutral game in comparison to other striker characters
-Does not possess Kasumi's defensive parries
-Not very versatile, and must rely on good reads and fundamentals rather than pure offense
-Can't teleport on block, with the exception of 66K~P+K
With these attributes in mind, she can't play as a highly offensive character like Kasumi can, she must rely on good reads, patience, and fundamental utilization to get her far in her matches. Her assaults must also be carefully planned, as she can get fairly predictable because of her lack of safe moves and low hit level attacks. In conclusion, it may take a while to get comfortable with her because of her many disadvantages, but if learned and used carefully and properly, Phase 4 can be one of the most dangerous adversaries in the game to deal with.
Section 3: Learning and mastering Phase 4's teleports
-Before you can truly master Phase 4, there's one mechanic you must learn about her: her teleports, which are very crucial and important for pulling off long damaging combos with her. if you have experience with Kasumi, you may already have a good idea of how her teleports work and be used. However, Phase 4 has some attacks that have what I call an "auto" property, meaning once that part of the attack starts, it can't be stopped...unless you pull off a teleport cancel after the first strike hits and before the rest of the attack turns "auto". An example would be (Kasumi shares this attack with her, but her input is, and the last kick follow up can be continued or stopped) which once you input the kick button, the string will automatically include the second kick unless you input on the first strike if it hits the opponent, allowing you to continue the combo, transition into her throw, or you can stop attacking to bait your opponent to throw out a hold so you can create a new combo set up or throw punish them.
-Phase 4 doesn't solely rely on combo strings to pull off teleports! She can also teleport cancel(or TC for short) using single strikes such as , and . After the strike hits your opponent, input in the same manner you would if you were doing a combo string that allows you to teleport cancel. Try to do it at a normal pace, but don't input too rushed or too slow either. Phase 4 also possesses two teleport cancels that may give you trouble: teleporting once the command or the command move hits is more difficult, as these attacks are just frames, meaning that you have a slimmer and stricter time frame that the teleport can be executed. It may take you a little longer to fully get these moves right, but after a little patience and practice, it'll be just like any other teleport.
-BEGINNERS TIP: If you're having trouble getting the teleport moves down, a method I used to use when I first started learning Phase 4 is what I call the "double-tapping method". If you press twice in quick succession, I found that the teleport can come out, but by using this method, you'll have less time to execute the follow-up attacks, so don't think of this method as 100% reliable. As you spend more time practicing teleports, you'll discover that they'll become easier and easier to perform, so you won't most likely have to use this technique at all.
-Remember: Phase 4 can not teleport on block, so don't just throw out combos and moves thinking you'll be safe and you won't get punished. and are her only moves that can be used on block, with the latter move only being able to be teleported out of it the second punch hits, since it guard breaks.
-Remember, just because Phase 4 has teleport moves doesn't mean you have to always use them. In certain situations, you'll find that simply using her attacks without teleporting can be just as helpful, especially with the varying weight classes all the characters are put in. Some combos can be used for light and medium characters, but not all will be possible against heavier characters like Bass and Rachel. There's also plenty of long lengthy juggles that only will work against Alpha 152 since she's the only feather weight in the entire game. Know the weight class of your adversary prior to just using a combo so you won't miss any opportunities to rack up some easy juggle damage.
~Teleport Stances~
-Phase 4 has two stances that she can use for her teleport abilities: Tenfu and Chifu. She can access these stances in two ways: if you use a move that can be teleport-cancelled and you do the teleport, she'll enter the stances. It might seem tedious to decipher which moves enter what stance but here's an easy hint I noticed. Phase 4 will go into Tenfu from the moves that can be TC'ed and that go in the air in some manner. and are both moves that can go into Tenfu, with being the one move that does not and actually goes into Chifu despite her flipping in the air. Moves that can be TC'ed and where she stays on the ground lead into Chifu, with and being two moves that can lead into it. Another method to get into the stances without any hassle it to do it manually. Tenfu can easily be entered with , and Chifu can be entered with . Each stance has 3-4 options: A punch, a kick, or a throw, which makes them seem similar. However, despite having the same options, the actual kick and punch command, along with the throw is different for each, and Chifu has a second critical burst as a 4th option, so you must know when to properly use them and what they can be used for:
-CHIFU- As stated before, this is executed manually with , or by TC'ing the following moves:, , , , , , , and . When done solely by itself, it's a very useful tool. You enter a crouching state while doing this, so you will evade any high strikes your opponent attempts to hit you with. It's also good for quickly closing gaps between a far opponent, and can be used to trick your opponent into thinking you're going to try striking them or throwing them, which is very helpful in creating mind games and conditioning your opponent so you can continue your assaults without much resistance. Be wise when dealing with sidestepping opponents: Except for the throw, none of her follow up options in this stance tracks, meaning your opponent can easily avoid them if they react in time. As I stated earlier, this has 4 options to use when you TC or use the stance manually:
- A hard hitting high punch that has a swift 7 frames, and knocks down....even on normal hit. This move is safe on block at just -4 frames, and is useful for quickly punishing whiffs. It can also be used to end a juggle while TC'ing from moves that go into Chifu, and if you're near a wall, it can cause wall splat resulting in more damage from a juggle, or if you're using it as an attack near a wall, it rebounds the opponent off the wall so you can easily start a combo and capitalize on the opportunity to get some quick damage.
- A flipping mid kick follow-up that begins with 16 frames while the second part has 4. This move is good for launching the opponent and beginning a teleport combo manually, but it's pretty unsafe at -14 frames on block, so try not doing this from neutral as this will result in heavy punishment against a defensive player who may choose to throw punish it. Unlike her other options in the Chifu stance, this will keep the opponent airborne when chaining TC'ed commands together, so use this to your advantage to get some heavy damage. Also, if it does hit, you'll be at + frame advantage, even if you choose not to continue any attacks after it!
-This is a useful throw attack than can be used against blocking opponents, and against opponents who attempt to hold you while stunned. If you're far from the opponent, you can do this manually from Chifu to catch your opponent off guard in case they throw out a hold thinking you were going to either strike them with the or follow up. Don't abuse this move too much, as it can become predictable, and the opponent can easily jab you out of it since it takes a second to initiate, or they can simply crouch it if anticipated correctly.
- Phase 4's second critical burst besides her main one . Instead of launching, throwing, or knocking down her opponent unlike her other 3 options, this stuns on hit, allowing you to immediately start a combo, or to bait a hold from your opponent by not striking immediately afterwards. At just 17 frames instead of 20 like her main CB, it's a bit swifter, but still is unsafe on block, with both the moves being -8 when guarded. If done manually from Chifu, it can be considered more dangerous since it has longer range than her traditional CB.
(SECRET MOVE)- This hidden command is a secret Chifu follow up that isn't available in the in game move list for Phase 4. It involves her flipping in the air so she can potentially get behind her opponent. This command is used by Kasumi herself as not only a follow up from her stances, but also as a single command move as well, and it places her in a back turned stance if she does not get close enough to her opponent to flip over them. Phase 4 can't do the move by itself, and it can only be done from two moves as a Chifu follow up:, and . Although you won't be able to use it all the time, it does have it's uses. If you're looking for a way to get on the opposite side of the arena to avoid danger zones or to throw your opponent off guard, this is an ideal move to use. It also avoids low attacks and since she flips over her opponent, she'll have more dangerous attack properties since her opponent will be back turned if they don't quickly react.
-TENFU- As previously stated, this stance is done by inputting . This stance is good for jumping over your opponent at close range, and can evade middle and low strikes when anticipated at the right time. It can also be done from the following moves when TC'ed:, ,, or . This stance has 3 options to choose from when done manually or done from a TC'ed move, and like the Chifu stance, it can be used to create mind games against your opponent. Be careful: Besides the throw, the other two options are both mid hits, so be cautious when using this stance against a standing opponent who can easily hold knowing a mid kick or punch hold is all they need to stop your assault. Also, none of her follow up options in this stance tracks, including her throw, so be cautious when dealing with sidestepping opponents. Here are the options:
- A fairly swift mid punch strike with 12 start up frames. It stuns the opponent on normal hit, and can be used when chaining combos together to keep your opponent airborne. It's -9 on block, so use this move sparingly. This is useful for starting up a combo or baiting a hold since it stuns on hit.
- Her mid kick follow up with a whopping 23 start up frames! When it hits the opponent, it'll always knock them down and cause them to "bounce" up briefly, allowing you to follow up with another TC attack, or if you don't want to teleport, you can use her normal commands to start a quick combo. This moves is not safe, with -15 frames on blocks, and a lengthy 32 recovery frames....a throw punish or move punishment is always guaranteed if you're unlucky enough to have this attack blocked. The attack itself is also pretty predictable since it takes a moment to fully execute, and the opponent can easily jab you out of the attack if they saw the move coming. Use with caution.
- This follow up leads her into her two part chain throw Hien-Saka-Otoshi which is normally executed by inputting . The throw has two possible options: if you press nothing, Phase 4 will flip the opponent forward on the ground, which can make them fall off the edge of stages that can lead into another level, like the Lost World stage for example, giving you easy damage. If you want to get out of a corner or get on the opposite side, then press when the "combo throw" icon appears on the screen. You'll also notice a small damage increase in the throw if you choose to input the command instead of pressing nothing. When using it from the Tenfu stance or from her moves that can be TC'ed into it, it is helpful because if your opponent throws out a hold, they'll be vulnerable to the throw, and they risk taking Hi-counter or counter throw damage. While the throw is useful, it can't be used all the time: It takes a fairly lengthy 29 frames to start up, and has 30 frame recovery, meaning not only can it be stopped with high or mid attack if predicted early, but you are also very vulnerable during the recovery frames. Try not to do this follow up if your opponent is still in a stunned state or it will whiff. If you do the throw while TC'ing from a move that transitions into Tenfu and your opponent is still in the stunned state or is crouching, you'll wind up with a negative disadvantage that varies, so avoid the throw until you can successfully get your opponent to throw out holds. If you want a quick way to transition into the throw with a teleport, is a useful move that allows you to TC on block, and as long as your opponent is still blocking/standing and doesn't crouch or jab you out of the throw, the throw will connect successfully. Don't abuse this too much, or you will take some harsh retaliation....use it only when applicable. Another key thing to note is that the throw's properties change if done to an airborne opponent. Instead of being the original Hien-Saka-Otoshi throw, it becomes an air throw that will initiate if the opponent is at a high enough height. Because it's simple and does guaranteed damage as long as it initiates, it makes for a great juggle ender!
-Well, this sums up her teleport stances and TC options. By now, you should have a good idea of what her teleport stances can do, what options and follow ups you have access to, and how to actually teleport. If you made it this far, congratulations! Now that we have went over those, it's time to really get your hands dirty with....her complete move set breakdown!
Section 4: Phase 4's complete move list breakdown and basic frames
-Now it is time for my favorite part about character guides: where we can actually break down each and every move and go over uses and frame data! This could be the largest section in this guide, so please bear with me as this will be long. I also hope you understand numerical directional input by now, as this section will be very heavy with it. If you haven't gotten the numerical inputs memorized as of yet, feel free to just look up at the picture on the page that shows it. With that being said, let us begin.
-I will use the "☆" symbol to denote moves that I think you should definitely know to utilize during a match. This is based on move properties and abilities, absolutely not on appearance or aesthetic.
~Move List~
*PPP~P+K- A basic full punch string that starts with 11 frames while the second part has only 7. The first two strikes are both high hits, while the last strike that "goes auto" is a mid hit. This move allows TCs into Chifu as long as it hits making it very useful for juggles and critical burst combos. The first strike is -3 on block and the second is -5, making it safe to delay since you aren't at major risk of being thrown. If you use the full string on block however, be warned that it's -8 on block, so you can be thrown, and with 25 recovery frames, it shouldn't be whiffed or you'll risk punishment. P and PP are both useful as pokes, but avoid predictability.
*PP6PP- This 20 frame string is useful for poking purposes, as it does not have any TC options. The first two strikes are both high hits, while the the third is a mid and the last punch is a high as well. This move is pretty unsafe with 26 frame recovery and -10 on block, but it's slightly safer than her PP6PK string which has a whopping 40 frame recovery. Delay with caution as the third strike is -9 when blocked. This combo string does not track.
*PP6PK~P+K- A useful string that begins with 17 frames, and has 10 frames on the second part. The 3rd and 4th hits are both mids, so be cautious when against an adversary who can block in reaction. This is one of her strings that you can TC out of, but be wary as this will not work on block, and to add insult to injury, the recovery frames are an atrocious 40 frames! This is unsafe to use randomly, as it is -11 on block. I find this combo very helpful in ending juggles, especially if you don't TC out of it. This is also useful for bad online lag if you are unsure if you can TC correctly if the lag is pretty heavy. The final hit causes a wallsplat, so keep this in mind when near an area that has a wall. This combo string does not track.
*PPK- A simple combo string that starts with two high punches at 17 frames and 7 frames on the second part, and ends with high rapid kicks that have 6 frames. This is one of her moves that have "auto" properties, but don't be fooled: Although it seems like you could TC from this string, you really can't. Aside from being very easy to hold since it hits at the same hit level the entire time, it's also unsafe at -13 frames when blocked, and has 29 frame recovery. It's effective for surprising opponents who assumed you were going to go for her mid strike combo strings, and it can be used for juggles, although you find PKKK better in the juggling regard. If your opponent is at a high enough height in the air, or if they're standing the last hit can cause a wallsplat. This combo string does not track.
☆PP6KK- 18 frame combo string that begins with two high punches, transitions to a mid knee kick, and ends with a kick that knocks down....even on normal hit! Delaying the the 3rd hit is possible, but risky as the 3rd hit is -14 on block , which is slightly more unsafe than if you would've finished the string, in which case it would be -12, and the string has a whopping 30 frame recovery to boot. Although the 1st, 2nd, and 4th string do not track at all, the 3rd mid knee kick actually does track and is good for stopping sidestepping opponents right in their tracks. Although not as practical as her other options, this can be used to juggle airborne opponents, and the last hit can cause a wall splat.
☆PP6K2K- Pretty similar to the previous combo string, except this is a mix up that has 28 frames, and the final kick is a low, rather than high kick. While useful for tripping up blocking opponents, the last low kick is somewhat slow and can easily be held or blocked on reaction if the opponent is wary enough. Throw punishment is also more likely, as the final kick is -18 when blocked, and the 32 frame recovery doesn't particularly help it's case. It does have it's uses however: The 3rd and 4th hits both track, and they stun on normal hit. The 4th hit will also knock down on critical stun, while the 3rd hit will "crumple" the opponent into a knockdown. If the opponent is on the ground and will not get up right away, the final hit can also be used to force tech them into standing up as well.
☆PP2K- a swift combo string that begins with two high punches and quickly transitions into a low kick. The string has 20 frames, 29 frame recovery, and is unsafe at -16 on block. This is one of her quicker high to low mix ups, and is perfect for tripping unwary opponents up. The 3rd hit stuns on normal hit, and knocks down if the opponent is already in critical stun. Lastly, while the first two strikes will not track, the last trip kick will, so keep this in mind if your opponent is giving you trouble.
☆P6PP- A swift 22 frame string that transitions from a high punch to two sharp hitting mid jabs. With 22 frame recovery, and -8 frames on block, it's punishable but not as much as her other more risky strings. This strike has a lot going for it: This can lead into a TC after the 2nd hit(P6P~P+K) if you perform the just frame correctly and exactly at the right moment, making it one of her harder, but more useful TCs if mastered. The combo can also be stopped after the second hit to bait holds from your opponent, but avoid this on blocking opponents as this will leave you at -14. The final hit is also very useful, as you can use this to "hard" force tech your opponent that is on ground, meaning that if the last strike hits a grounded opponent, it will automatically force them back up instead of just rolling them around and having to hit them once more to get them up. The 2nd and 3rd hit also track, and the final strike puts your opponent into a crouching position on normal hit if it successfully hits, allowing you to easily throw them with 2T if you are quick enough and if they don't react in time.
*PKKK- A full high hit level combo string that starts with 18 frames, transitions into 7, and then finally changes 6 frames. This string is pretty linear, as you will have no mix up options after the second hit, and since it hits high the entire time, it can easily be held with ease, and the full string has 28 frame recovery to boot. It can be delayed, but stopping it on block is risky: the 2nd hit is -10, the 3rd is -15, and the final kick barrage is -13, so stopping it after the second hit could be considered the best option. The 2nd, 3rd, and 4th kick stun on normal hit, but you'll find more use in the 3rd strike's stun, as it is easier to follow up after stopping the string after it. The whole string is also perfect for air juggles, especially near walls as you won't have to worry about the opponent going too far back and causing the last hits to miss. The last hit also causes a knockdown and a wallsplat, making it perfect for both ground and air combos. This string does not track.
*8P- a 20 frame jumping mid punch jab with 25 frame recovery. This is no doubt one of her safer moves: it's safe at just -5 on block, stuns on normal hit, and evades low hits because of the jump. The only thing you should worry about it your opponent holding this, because your opponent won't do their traditional mid punch hold. Instead, they'll do a potentially more dangerous jumping mid punch hold that may put you in a very disadvantaged state. Be careful when using this near ledges or drop points that will lead to a danger zone. This move does not track.
*6PP- A useful poking string that goes from mid to high. The full string has 20 frames, and 26 frame recovery. While the full string is -10 on block, just the first hit is 1 frame safer at -9, but nonetheless, this is mildly unsafe. The 2nd strike will always stun on normal hit, while the 1st will only stun on counter hit or hi counter hit. The first strike is great for interrupting opponents's attacks from a distance, and can result in an easy counter. This string does not track.
*6PK- A fairly swift combo string that can be TCed out of. The first part of the string has 17 frames and the second part has 10. Both the first punch and second kick are mid hits, so this can be held on reaction, and it's unsafe at -11 on block, and also has a pretty steep 40 frame recovery. As previously stated, the 1st hit can stun on counter and hi counter hit, and the 2nd hit stuns on normal hit. If the 2nd hit is not TCed out of however, than it will knockdown, even if the first "auto" part of the kick does not hit. Furthermore, the second kick will always wallsplat, even if the string is done on while not juggling. If the first "auto" part of the second kick does not connect and the second part does, than the opponent will rebound off the wall rather than just wallsplat.(This shouldn't happen too often, but this is good to know.) This string does not track.
*66PP~P+K- This is a dashing combo string that starts with a sharp mid elbow punch and ends with a twirling high punch that can not only guard break and be TCed out off, but can also result in a "blinding stun"(a stun in which your opponent grabs their face as if blinded) if it hits. The string is pretty quick at 15 frames, and ends with 50 frame recovery....you won't have to worry about the long recovery too much since the guard break and blinding stun will keep the opponent occupied as long as it hits or is blocked. It's -12 on block if you chose to stop after the first hit, and it's semi-safe at -6 or -7 since it causes a guard break. Since you're dashing towards your opponent, it covers decent distance and can allow you to get close to a spacing opponent, but try not to whiff, especially the second hit since you'll be at a serious disadvantage for punishment. The first strike will always stun on normal hit, so this creates a good opportunity to start a combo set up if you play your moves right. When near a wall, the second hit will always wall splat, which can be useful in certain situations. The first hit will not wall splat on normal hit, but it can if you hit the opponent on counter hit or hi counter hit. Lastly, although the 1st hit does not track, the second hit always will, which is great for when opponents decide to avoid the first 1st strike on reaction but don't realize what the 2nd strike can do. Keep in mind that if the 1st strike is blocked, then the opponent can easily crouch the second high hit. Another risk to watch out for is thatvthe opponent can simply low hold after they're hit with the first mid strike to duck the second high one, and they'll be able to do a nasty throw punish while you're recovering from the the second strike's recovery frames. Don't rely on this too much when dealing with opponents from afar.
*4P- a 22 frame spinning mid jab punch that's useful for a decent amount things. Although it has 26 frame recovery and is -12 on block, it stuns the opponent on normal hit, and causes them to double over and fall to the ground....unless they hold to get out of it, meaning your opponent will have to choose between falling and being at a disadvantage, or they can choose to throw out a hold and risk horrible punishment. The move also causes a limbo stun(a stun in which the opponent bends backwards, as if playing limbo) on counter or hi counter hit, as well as after some attacks while the opponent is already critical stunned, giving you a great opportunity for some potentially guaranteed damage, and the move knocks down and pushes back the opponent a good distance if you do this to them when they're back turned.( Very helpful against Ayanes!) It's uses aren't just limited to this: When an opponent is airborne, you can use this to to keep them launched to lengthen a Teleport combo, or to lead them closer to a wall so you can get a guaranteed wallsplat. Keep in mind that this will wallsplat the opponent itself if done near a wall. Lastly, the move does indeed track, meaning it can stop sidestepping or evading opponents right in their tracks.
*3P- A mid jab with "Auto" properties. It begins with 13 frames, transitions into 7 on the "auto" jab, and ends with a 25 frame recovery. It's not too unsafe, but you'll still be -8 on block, so avoid using this in neutral. The move does stun normal hit, but it won't really be useful since the stun lasts for a short amount of time. When it stuns on counter or hi counter hit, than that's when you'll be able to take advantage of the stun by baiting for holds or starting a combo. The move is able to be TCed out of, but you'll be in negative frames if you TC on normal hit, while if you TC on counter hit, you'll be at a more optimal + advantage. The move can also be used in the air for juggles and combo enders if your opponent is at the right height for it and follow up attacks to connect. This move does not track.
*33P- A mid punch that can be used in quite a few situations. This move begins with 20 frames, meaning it can be interrupted if your opponent is quick enough, and it has 23 frame recovery. Using this from neutral or on block is not advised, leaves you at -9 frames when blocked and throw punishment can occur. This move is useful as a good counter launcher, as it will launch the opponent in the air for a juggle if it hits on counter or hi counter hit, although it launch slightly higher if you get the better hi counter hit status. It will also launch opponents who are unlucky enough to be back turned(Great for Ayane players!). The move will also end with Phase 4 being back turned to the opponent, granting her access to another useful assortment of moves that can be used in the BT state, but be aware that you can not block or hold while BT.(You can quickly turn back around by pressing the hold button). This move also will track, meaning it's useful against sidestepping adversaries.
*2P- A low punch strike that is pretty swift at 12 frames and has only a 20 frame recovery. This is -4 when blocked, meaning it's safe, and is good for getting assaulting opponents off you since it not only evades high strikes, but can also push back the opponent a little more than usual on counter or hi counter hit. It does stun on counter hit, but you won't really be able to start a combo or anything from it since it pushes back and because the stun doesn't last very long. This move is also very useful for force teching opponents who are on the ground, and because it also pushes back the opponent slightly as well, it can easily push the opponent off the ledge in certain stages that have no fencing or walls blocking the ledges, such as Lost World or the Danger Zone stage. This move does not track.
*1PP~P+K- An 18 frame combo string that starts with a low elbow strike, transitions into a 10 frame spinning high punch strike, and ends with an "Auto" mid punch strike if you choose to not TC. The first strike alone has a 31 frame recovery, making it more unsafe than finishing the entire string that has 28 frame recovery. This move is -13 on block, -9 however if you stop at the first strike. Because the combo string has a lengthy recovery, it would be very silly to just use in neutral, so I recommend using it when you already have your opponent stunned and you're going for a hard to predict critical burst combo. If the second strike hits, it will put you at +20 advantage, and it can also be TCed into Chifu, and both strikes track as well. The second strike will stun on normal hit, allowing you a decent amount of options as far as combos and hold baiting are concerned. Also worth noting is that the first strike can be used on grounded opponents as a force tech.
*SS P- This mid punch strike acts as a follow up to her sidestep. It's fairly lengthy at 35 frame start up and 22 frame recovery, and is -8 if blocked, but it makes up for it in it's abilities. The move evades any attacks that do not track, and puts your opponent into a harsh sit down stun if it hits, placing you at a +27 frame advantage! The move will also track if the opponent attempts to sidestep as well, but the punch will be interrupted if the opponent performs a quicker sidestepping strike against you.
*KKK- A full high kicking combo that has a full 18 frames, while the "auto" kicks transition to 7, and then 6 frames. Like her PKKK string, it has 28 frame recovery, and it's -13 on block. The first kick is -9 by itself, and the second is -15, so I if you want to stop or delay the string, be wary of the unsafety you place yourself in. Also, because the whole combo consists of high kicks, the opponent can easily hold on reaction. The first kick can be throw punished, but this can be avoided if you're either slightly out of basic throw range, or if you delay the second kick of the string when the opponent attempts to throw punish you. The same can be done with the second kick, but you won't be able to avoid a basic throw's range since the second kick brings you in closer than her first one does. Also, the entire string can be avoided by your opponent if they simply crouch it while you perform it. Aside from delays, the string is also good for juggling airborne opponents, but you'll probably find PKKK a lot more helpful in these situations. This combo string does not track.
*9K- An 18 frame cartwheeling mid kick attack with 23 frame recovery and -12 frames when successfully blocked. Because she is jumping during this attack, it evades low attacks, and this move knocks down on normal hit. If you counter hit or hi counter hit, this will bounce the opponent off the floor when they are knocked down, granting you a free guaranteed combo. If the opponent is back turned, it will always cause a bounce, so keep a lookout for when your opponent is unlucky enough to be facing away from you. This can also rebound the opponent off the wall, and can wall splat when used after a move that rebounds the opponent off the wall. After attacks like 2H+K that leave the opponent in a vertical grounded position, if Phase 4 executes the attack quick enough, she can cartwheel over her opponent to change positions! This will be highly valuable to know when wanting to get out of corners or away from potential danger zones. Furthermore, the move can be used as a force tech against grounded opponents. This move does not track.
*8K~P+K- a quick jumping kick attack that starts with 14 frames, while the "auto" kick has 6. The full move has 25 frame recovery, and is -26 on block if the first part is blocked.(If the first kick is blocked, the second will always whiff, which is where the -26 on block mostly stems from). If the second "auto" kick hits by itself when the first one misses, it will instead be -13. While obviously not safe, the move is able to evade lows since she jumps in the air. It can also be TCed, and is useful for juggling airborne foes. The 1st attack will always stun on normal hit, and the 2nd "auto" kick will quickly flip the opponent backwards in the air and make them fall on their back and "bounce" briefly, allowing you an opportunity to execute a quick combo if you're fast enough, and you'll have a nifty +60 frame advantage if they both hit with no teleports as well!(You'll get a varying +35 to +39 frame advantage instead if you do TC). The second "auto" kick will rebound an opponent off of walls, and can be used to wall splat as well. It is possible to use the full string as a wall carry without using a TC, but only the first strike can hit, and it's pretty tricky as this wall carry method has to be done at a certain angle at the right time to achieve the desired result. This move does not track.
*7K~P+K- An in air mid backflip that I regard as one of her high risk high reward moves. Although swift at 12 start up frames, the move has a horrid 56 frame recovery, and a whopping -30 frames when blocked! You definitely shouldn't be using this move often if you want to protect your remaining health. Although very unsafe, it always launches on normal hit, and you can TC from this move to chain together some deadly combos, and the +35 frame advantage if it hits is another added bonus as well. It can also rebound the opponent off the wall, and can be used as a wall splat if you choose. Another use the move has is that evades lows, but you may opt to use a safer move that doesn't have as long a recovery that this one does. This move does not track.
*6KK- Pretty similar to her PP6KK string, except you don't have the PP attached to it. It has 18 frames, and a 30 frame recovery. The first mid kick is -14 on block, while the second high kick is a slightly safer -12. As previously stated, the first hit tracks and stuns on normal hit, while the 2nd one doesn't...instead it knocks down on normal hit, and can rebound opponents off walls and cause wall splats. If the opponent is back turned, the first strike will launch them for a free combo, so take advantage of this opportunity whenever it pops up.
*6K2K- Pretty similar to her PP6K2K string, except the PP isn't attached to it. It has 28 frames and a 32 frame recovery, and is unsafe at -18 when blocked. This is useful for tripping up opponents who have a penchant for guarding high and mid attacks. Although the second low knee sweep is fairly predictable, it can be delayed to further confuse your opponent. Both hits will stun on normal hit, but the stun is brief, so you won't be able to really capitalize on it. On counter or hi counter hit, the stun for the 1st hit will be much deeper and last longer, so you can start a combo when this occurs, while the second hit will always knock down in this case. Both hits will track, so this can be of use against sidestepping foes.
*4K- A swift 14 frame high kick with 26 frame recovery that will not only launch the opponent on normal hit, but can also be TCed. The move is unsafe at -13 on block, and because of it's hitbox, you have to be pretty close to the opponent for it to hit, so you'll be risking throw punishment when using this against defending players. If it does hit the opponent and you TC afterwards, you gain +50 frame advantage, along with a nice opportunity to chain a combo together. This move is also useful against walls as well: Since it does not wall splat, you can do 2-3 to keep your opponent airborne against the wall while doing some decent damage, and can quickly follow up with moves like KKK, PKKKK, or PP6PK to end the combo in a wall splat. This move does not track.
*66K~P+K- This attack is a swift kicking attack that follows up with an "auto" kick after the first one. It has a pretty quick start up at 16 frames, while the second auto kick has 9 since. The downside is that the move has 32 frame recovery and and is -17 when blocked, however this move has something that makes it different from her other TC attacks: It allows you to TC on block without having to successfully hit or guard break the opponent! The move also is useful for punishing whiffs since it covers a good distance and can be done from a distance, allowing you to initiate a rushdown on unsuspecting opponents, but don't abuse this too much or you'll get predictable. Because Phase 4 is jumping during the first kick, it will evade lows, and can be used to avoid low wake up kicks and low attacks and crush them in retaliation.The first hit will cause a blinding stun if it hits, while the second "auto" kick will cause a sort of sit down stun if you choose not to TC. If you do choose to TC, you'll gain +1 to +3 frame advantage if it's blocked, but delaying it can put you in the negative frames, with -5 being the highest I've seen. If it does hit, you'll receive a decent +37 frame advantage that will greatly benefit you! The move is a lot more useful on standing opponents, but can also be used to pushback the opponent further towards the edge of the stage if it hits them while airborne. The second hit will also wallsplat airborne opponents and can also rebound them off the wall if they're standing. This move does not track.
*3K- This attack is a middle range mid kick that is fairly swift at 14 frames and recovers fairly quick with only 24 frames. The drawback is that is it's mildly unsafe at -8 on block, but since it causes a pushback, normal throws without much range and some attacks that lack in reach will whiff, making you in a advantageous position to counterattack, unless your opponent does a longer reach attack or a throw that covers a good distance. If the attack hits your opponent on counter or hi counter hit, it will provide a longer stun than if done on normal hit, allowing you to capitalize on the opportunity to get a combo going. Other than that, it makes a pretty useful spacing move since it has decent reach, and is also good for beating out slower attacks and getting the opponent in a counter hit stun state. This move does not track.
*33K- A 16 frame mid kick that launches on normal hit and has a decent pushback if it happens to be blocked. With -11 frames on block and 27 frame recovery, this isn't much of a move to worry about since the pushback lets you avoid some throws and attacks, much like in the vain of her 3K move. The launch of the opponent will be much higher if you counter hit or hi counter hit them, so aim for this when you can to maximize combo damage. Furthermore, unless your opponent is jumping or dashing towards you, you have to be pretty close to the opponent for it to hit, or else it'll whiff and an opponent can easily run towards you and punish you, especially if they hit you during the middle of the attack animation, where in this case you'll fall to the ground in a very bad position vulnerable to force techs. This move does not track.
*2K- a simple 14 frame low kick with 26 frame recovery. Unless the move is done on counter or hi counter hit, it doesn't do anything spectacular: It does not cause stun on normal hit, is -9 on block, and doesn't even provide a high advantage as the attack will leave you at -2 if it normal hits. If it counter hits however, it'll cause a decent stun since it causes your opponent to stumble on the floor, and if done twice in a row, it'll make your opponent fall on the floor. The move works well in CB combos since it's a low and can be pretty tough for your opponent to react to since they may expect a high or mid blow, and unlike 1K it won't knock the opponent on the floor right away, giving you a chance to follow up with another hit. This move can also be used on grounded opponents as a force tech, and can even send them off the ledge of a stage since it moves them from the force of the kick.This move does not track.
*1K- a swift 20 frame spinning low kick with 29 frame recovery. Because it's a quick low attack, this can be used to trip up opponents who favor guarding all your high and mid attacks. Watch out if they're blocking low, as this will leave you at -16 if they quickly block it. It stuns on normal hit, but you can't really use it since it's a quick stun, although 6P is a fast enough attack that can continue the stun. If you hit the opponent on counter or hi counter hit, it will make them fall on the floor, and it also will floor them if you do this during a CB combo so unless you want the opponent to fall out of the combo, avoid doing this or you'll ruin the combo set up. Another neat thing the move will do is that it'll briefly stun the opponent and make them fall if you do this when they're standing or crouching while back turned. The move also tracks, so don't fret when dealing with sidestepping adversaries.
*SS K- This is a sidestepping 27 frame mid kick with 24 frame recovery. This will avoid non tracking attacks, and the kick will stun, even on normal hit. The stun will last long, so you can use this to start a combo or to bait a hold from your opponent if they assume you're going to continue an assault. Although -8 on block, the kick provides a pushback like her 3K command, so you will be able to avoid basic throws that don't involve the opponent moving towards you, and some attacks in case the opponent tries to retaliate. This move does not track.
*P+KP- Pretty similar to her P6PP string, except this doesn't have the high punch attached to it. It has 22 frames and 22 frame recovery, and the first hit is -14 on block while the second hit is -8. The full string doesn't stun on normal hit, but it does have full tracking ability, and the opponent will be left in a forced crouching state if the second punch connects on normal hit, allowing you an opportunity to quickly throw them if they don't react, but don't get too mash happy with this attack since it hits mid for both strikes, and can be held on reaction. If the opponent is back turned and the strike hits, it'll cause a stun and force them to turn around, even on normal hit, and a combo set up can be attempted. Finally, you can also TC if the first strike hits using P+K~P+K, allowing you more follow up options.
*6P+K- Phase 4's primary Critical mid burst attack that stuns on hit. Having 20 frames and a steep 31 frame recovery, it's slightly slower than her Chifu only CB , but they both are -8 on block. It's typically used like other characters to stun an opponent and to start up a combo, and if done on level 2 critical stun, it will CB them, allowing you to do a guaranteed combo since your opponent will not be able to block while in this state. While useful to have, it's not always the best choice to go for a CB combo each and every round, as this can become predictable, and the opponent can easily hold this attack if they know you are trying to go for a CB. Furthermore, remember that doing to back to back 6P+Ks will knock the opponent down, so keep this in mind so you won't foul up a potentially damaging combo. If done in the air to a launched opponent, it'll push them back very far thanks to the massive pushback it has in this situation. This can help lead your opponent into danger zones that may be far to the side in the stage. This move does not track.
*4P+K(Can be charged)- Phase 4's power blow, that has 30 frames if used as a normal attack without charging, and a whopping 60 if it's fully charged! It will always have 37 frame recovery and will always be -10 on block however whether or not you charge it. When used as a normal move without charge, or if charged completely and your health bar doesn't have at least 50% health loss, it will always knock down on normal hit, as well as counter and hi counter hit. If you charge it however and you have only have your health bar, the attack will begin her actual power blow where she she unleashes a damaging flurry of kicks towards her opponent, and finally one devastating kick that sends the opponent back far and wallsplats if there is a wall behind the opponent, or into a danger zone or off a ledge if those are nearby instead.(You can use the directional buttons to control where the final attack will send your opponent.) The longer the attack is charged, the more damage it will...and the more predictable it becomes if done raw, or in other words by itself without a combo or stun already being done. If you have successfully critical burst you opponent, this can be used to to make a comeback as it will do impressive damage, but since your opponent will fall to the floor if you don't quickly do something, you can not completely charge the Power blow after a CB and still hit the opponent, as this would not only be too damaging, but the full Power blow charged is too slow to hit the opponent who will fall in roughly two seconds. Instead, you should charge it halfway so you can still have time to hit the opponent before you lose your chance to get an edge. Something else to know is that you can avoid some close range attacks and throws during the charging phase since she'll slightly lunge back while she is building up her power. This move does not track.
*H+K- A 17 frame turning mid kick with 30 frame recovery. This attack is actually the kicking attack from Kasumi's 6PK and PP6PK strings, but Phase 4 has the advantage of being able to use the kick solely by itself and without any strings attached. It provides a brief stun on normal hit, but you'll want to aim for counter and hi counters since you will get a deeper stun that you can capitalize on with combo set ups. Although it's -12 when blocked, the attack provides a decent pushback which allows you avoid basic throws that don't approach you, along with some other attacks the opponent may do to retaliate. Because of it's decent range, it's great for dealing with opponents at mid range, and makes a decent spacing tool to boot. The attack also does track, so sidestepping opponents will not be able to avoid it.
*7P+K(can be charged)- This is Phase 4's Power Launcher that is similar to her Power blow, but instead of doing massive damage right away, it sends the opponent very high up in the air so you can perform a damaging guaranteed juggle set up if it hits. When used as a normal move and without fully charging, it has 25 frames, and a 37 frame recovery just as if you completely charged it. No matter what, even if you charged it a bit but not enough to initiate the PL, it will always do the same amount of damage, and will send the opponent flipping backward. If fully charged, the start up frames will be 40 instead, the attack will launch the opponent up into the air, and the 37 frame recovery will still stand. Because of the -12 on block, doing this during an actual fight is not advised, so you may want to wait to use it for when you achieve a Critical Burst. Keep in mind that once the opponent is up in the air, it's up to you create a quick combo to do damage....if you do nothing or drop/foul up the combo, you'll have missed a great opportunity to deal high damage to your helpless opponent. Try practicing good follow ups in training mode first before using this, and stick to power blows until you feel more comfortable. Since she is jumping in the air during the attack, it will evade lows, but Phase 4 has other safe attacks that can do that without the major disadvantage. This move does not track.
*6H+KK- A full high hitting kick string. It's surprisingly swift at 21 frames and has a decent 20 frame recovery. The first kick alone however is a little more dangerous as it has 29 frame recovery, but it's -11 on block while the full string is -12. The first hit stuns on normal hit and causes the opponent to spin backward from the impact of the move. This gives you the opportunity to rush at them for an assault, or you can keep your position to keep some distance and bait a hold. The second hit is useful as it knocks down on normal hit, and it has a nice pushback which can lead your opponent off ledges and into nearby danger zones. Another unique ability the first hit can do is knock down your opponent on normal hit while they're back turned, so keep this in mind. Both hits track, and they can wall splat but be wary: not only is this string linear and easy to hold on reaction, but it can also be crouched during both hits, and it's throw punishable, which is a risky combination. Use caution when performing this move.
*6H+K2K- Similar to her previous command, except the first high kick is followed with a low sweeping kick rather than another high kick. Because of the slower sweeping kick, the string is 23 frames now, and has 23 frame recovery, and it's -11 when successfully blocked. Because it goes high to low, it's very adept at being used for mix ups, and the low sweep knocks down on normal hit, as well as being able to "hard" force tech grounded opponents and forcing them back up. Both hits have tracking, but still be careful when using the string, as it can be held on reaction if quickly detected, and can be low throw punished. The second sweeping kick puts you in a crouching state during and after the attack, so you can avoid high attacks and standing throws your opponent will likely use to retaliate, but you're still vulnerable to mid attacks and low throws.
*2H+K- a 28 sweeping low kick with 32 frame recovery. This can knock down the opponent on normal hit, and is very good for catching your opponent off guard. If successfully guarded, you'll be at -18 on block, but high attacks and standing throws will not hit you since you're in a crouching state during the attack. It also can force tech opponents immediately back up into standing position, and it tracks to top it all off. Avoid going overboard with using the move, as you will become predictable if you use it every chance you get.
~Back-Facing Strikes~
*4P- A 16 frame mid launching attack. It's unsafe at -12 frames on block and has a steep 37 frame recovery, but it's abilities can make up for it's dangerous risks. It launches on normal hit, counter and hi counter hits will give you a much higher launch that you'll want to aim for to vastly increase your combo potential. During the first part where she is about to jump, she'll be in a crouching position where she can avoid high strikes and standing throws, and the second part where she actually attacks will evade lows since she is jumping. The move also tracks, making it good for attempting sidesteps.
*2P- a low jabbing punch that is 13 frames and has only 19 frame recovery, making it one of her quicker options while back turned. It's semi safe at -6 on block, but it avoids high attacks and standing throws since she crouches during the attack. It only stuns on counter and hi counter hit, and you can quickly chain together a combo set up if you quickly follow up. It also can be used to force tech your opponent, and can push them off nearby ledges if you're close to the edges of an arena. It also can be used when juggling opponents; After 33P in some air juggles(33P will leave you back turned), 2P can cause a slight refloat that will give you more combo potential, especially against walls! Try to remember this, because this will be an important tool in situations like these. This move does not track.
*KKK- Quite similar to her original high KKK barrage, except with a few different frames and block safeties. The string begins with 18 frames, and quickly switches to 7 and 6 during the final rapid kick barrage. The move still has 28 frame recovery, but the first kick is now -14 on block, the second is -10, and the final hit is still -13. Delaying or completely stopping the string is possible, but you'll be at a major risk of being thrown or punished. The first kick is now able to track since you're back turned, but it's juggle ability is sacrificed as a result and it now causes a wall splat, so don't juggle with this unless this is what you want. The whole string still does stun, and the final kick barrage will knock down. Remember, besides the first kick, the rest of the kicks will not track.
*4K- A swift 15 frame mid kick with 29 frame recovery and is -13 on block. This attack stuns on normal hit, but counter and hi counter are the optimal stuns you'll want since they last longer and allow a CB setup. This move can cause a wall bounce and a wall splat, but your opponent will have to be in a stunned state for it to do this.(33P followed by 4K is pretty much the only way since 33P provides the required stun and leaves you back turned). This move will also track, making it effective against sidestepping adversaries. Another interesting ability the move has it that it will knock down the opponent backwards in a twirling animation if you do the command while they are back turned, which can be deadly with nearby ledges, and walls especially since it wall bounces.(The opponent will most likely do a different wall bounce animation with them slamming face first into it while trying to grab it with one hand as they slide down. You can do follow ups to them like always, but you'll have less time since they will be closer to the ground and not as airborne.)
*8K- A jumping backwards mid flip kick that starts with 24 frames, and ends with a 27 frame recovery. Because of its slower start up, it's pretty easy to defend against and it can be sidestepped which will leave you at a disadvantage in this case. It however is safe from throw punishment since it's surprisingly only -3 when blocked. It knocks down on normal hit, can cause a wall bounce and wallsplat, and is useful as a "hard" force tech against opponents who seem reluctant to get up. As previously stated, this move is able to be sidestepped since it does not track.
*2K- This is a 20 frame low turning kick with a decent 23 frame recovery. This is one of her more versatile back turned moves because it can be used to trip up unwary opponents and get them into stun so you can start a combo or further confuse them by baiting holds, but be cautious because it's -10 when blocked.The move knocks down on counter and hi counter hit, and even when the opponent is back turned. It can be used to force tech opponents, and it can not be sidestepped because of it's tracking abilities. It also avoids standing throws and high attacks since it leaves you in a crouching position during the attack.
-This concludes Phase 4's move set breakdown! Now that you have an understanding on her attacks, now it's time to tell you about what her holds can do.
Section 5: Phase 4's holds and expert holds explanation
-In this section, I will go over all of Phase 4's holds and what they can be used for. Knowing her moves is good, but knowing what her holds are capable of doing as well can really help you when defending against your opponent's attacks. Let's begin!
(Against a high punch)- A basic hold where if the opponent strikes Phase 4 with a high punch, she grabs their hand, twists them around while bringing up her knee, and painfully brings them to the ground while pressing her knee against he back of their neck, and seemingly "dislocating/breaking" their arm in the process. Because she ends up still close to her fallen opponent, she'll be faced with a wake-up kick situation unless she backs up quickly and far enough, or if she flips over them with 9P.
(Against a high kick)- her basic high kick hold where she'll grab her opponent's leg, harshly kick them in their face, and they'll fall backwards taking damage. Like her previous hold, she'll be faced with a wake-up kick situation since she'll still be close enough to her fallen opponent, but backing up or using 9P can quickly avoid this.
(Against a mid punch)- A useful spacing hold where Phase 4 grabs her opponent's striking hand, and quickly swoops underneath their feet with a sliding motion, which flips them upwards and knocks them down. This hold not only puts you on the opposite side of the arena, but you'll be at a far distance from your opponent so you can easily plan your next assault while being at a safe position, or use that position to initiate one on the spot! No wake-up kick situations will be possible as long as you hold your position, and if you're near a ledge and need to get away from it quickly, this hold will force your opponent over the ledge if you successfully hold them while your back is to the ledge. Thanks to a recent patch, if this hold is done with your back to a wall, Phase 4 will now be able to send them into hit, which will do additional damage.
(Against a mid kick)- A basic hold where Phase 4 grabs her opponent's mid kick, and does a turning kick to her opponent's face which knocks them down. Although you have more distance between you and the opponent after the hold, a wake-up kick situation is still possible.
(Against a jumping mid punch)- Only usable against jumping mid punch attacks like Phase 4's 8P. With this hold, if your opponent does a jumping mid punch, Phase 4 will simply toss her opponent over her with her back to ground. If done with your back near the ledge of stage, your opponent will take the hold damage, and will topple over the edge of the stage as a bonus. Wake-up kick situations are still possible, but backing up quickly can avoid this, and you'll have a decent distance already between you and your fallen opponent to make it easier for you to avoid. It's also possible to do this near wall; if done near a wall, a lot more damage will occur than normal since they'll be slammed against it.
(Against a jumping mid kick)- Only usable against jumping mid kick attacks like Phase 4's 9K. With this hold, Phase 4 quickly grabs her opponent's foot, and elegantly raises her hand, which spins her opponent to the opposite side and leaves them in fallen position. Although this move may seem like it, it does not toss opponents over ledges, instead it leaves them close to them. Wake-up kick situations are high since you'll be very close your fallen opponent, but flipping with 9P or backing up quickly enough can avoid this. Like her jumping mid punch hold, it can be done near walls, with the resulting wall slam dealing more damage than normal.
(Against a low punch)- A basic hold where Phase 4 grabs her opponent's hand, turns to the side, and slams them to the ground whilst doing a graceful arm raise. You'll have a small space between you and your opponent, but wake-up kick situations can still occur.
(Against a low kick)- a low damage launching hold that involves Phase 4 grabbing her opponent's low kick, and executing a sharp axle kick that slams them against the ground and launches them, granting you the opportunity to perform a high damage combo. This opportunity does not come often, so be prepared when you successfully hold a low kick, or you'll miss the opportunity to get some easy damage.
-Now comes her expert holds. In case you don't know what an expert hold is, these are harder, more specific holds that have two directional inputs instead of one, and are only used against specific strikes. These can take a little getting used to, but they become easier with practice. Phase 4 only has two expert holds to know:
(Against high punches only)- This expert hold results in Phase 4 teleporting behind her opponent and hitting them with a weak, but harsh neck strike that makes them fall to their knees in pain. This hold gives you an opportunity to rattle off a guaranteed combo. Although you may find different combos to use, the optimal one I recommend is , but only against lightweight and middleweight opponents. With the heavier weight characters and different stages, you can get more creative and use non TC strikes and combos to get damage.
(Against mid kicks only- This expert hold results in Phase 4 grabbing her opponent's leg and sending them up in the air with a flipping cartwheel to the opposite side of the arena. This has huge combo potential, but in case you don't know where to start, is a good air throw that gives you something to work with until you can successfully do combos on the fly. If done in an area with a ceiling, the opponent will bounce off the ceiling and fall back unto the ground in a very vulnerable position, leaving them in a stunned state unable to hold. During this situation. Any further hits will knock them down, so use a launcher to get the opportunity to chain together a combo for powerful damage output.
-That concludes the hold section! Now, we will cover all of her throws.
Section 6: Phase 4's throw explanation
-This section will now finally cover Phase 4's assortment of throws in her arsenal. Let's begin, shall we?
- Her neutral throw and her quickest standing throw at 5 frames and 23 frame recovery. If done near a wall, it will slam the opponent against it for higher damage, and if done near a stage ledge, the opponent will fall straight down and take much higher damage than normal. Although her fastest throw, it can be throw escaped, and it will leave you on the opposite side you were on before the throw was performed. It can be performed on back turned opponents as well, leaving you on the opposite side of the arena.
-This is a throw with slightly longer reach than her previous, and is slightly slower at 7 frames and 24 frame recovery. This throw results in her flipping atop the opponent's head, grabbing it, and then tossing them to the ground. If done near a stage ledge, it will make them straight down after the throw is performed. If done with your opponent's back towards a wall, Phase 4 will jump on the wall and grab her opponent's head, and then push them to the ground as she rolls back into standing position, resulting in slightly more damage thank normal.
- This throw has slightly less reach than her previous one, and is slower at 10 frames and has 25 frame recovery, so be careful when attempting this, because your opponent can easily jab you out of it. When executed, Phase 4 will do a multiple stomping head attack to her opponent as they fall backwards,and she finishes with one last powerful stomp. After the throw, you'll be on the opposite side of the arena, making it great for evading nearby danger zones and ledges. If done with your back to a wall, Phase 4 will instead grab her opponent and force them towards the wall and kick them face first into it, with them slumping towards the ground and holding the wall for support as they kneel in pain. This also puts Phase 4 on the opposite side of the arena, and gives her an advantage since she is no longer stuck near a wall, and the damage dealt will be slightly higher. This can also be performed on back turned opponents, and will result in you being on the opposite side of the arena, and can slam your opponent off walls and send them down ledges if done at the right angle.(,, and will also result in this same back turned throw occurring!)
- One of Phase 4's few combo throws. Although it has long reach, it's very predictable because it has 29 start up frames, and has 30 frame recovery. As a result, wary opponents can easily jab you out of it, crouch to a avoid, and throw punish you during the recovery. Be careful when attempting this. If you perform the throw and do not press the throw button when the on screen prompt "Combo Throw" appears, Phase 4 will simply flip her opponent forward unto the ground and both of you will keep your left and right positions. If you're near a ledge, your opponent will also fall straight down after they hit the ground. This will also occur, albeit more quickly if your opponent was back turned. If you decide to press the throw button when prompted, Phase 4 will instead flip them on the opposite side of the stage, which makes you both switch positions and does slightly higher damage as a result. Can also be performed on back turned opponents, but you will not be able to choose what to do because there is no "Combo Throw" prompt involved. It will automatically flip the opponent forward with no side change, as if you did not press anything had it been the regular throw.
- Another combo throw that Phase 4 has in her arsenal. It has 7 frames, 24 frame recovery, and long reach since you dash forward while inputting it. When performed, Phase 4 will do a handstand on top of the opponent's shoulders. Be cautious, as this throw can be escaped. These are the possible follow ups that can be done when the "Combo Throw" prompt appears:
-(Do not input anything)- this one takes the longest, but you will flip off the opponent and get behind them. They will be vulnerable since they will be in a back turned state, but they can quickly turn around if they react in time. This is a risky follow up since the opponent can easily throw escape it.
-- Like her previous follow up, she goes behind her opponent, but she teleports to do so and will wind up closer to her opponent, putting them at an even more glaring disadvantage.
-- This follow up will result in Phase 4 doing a flip to the opponent's face and knocking them down in the process. This can also be done near walls for more damage, and can also knock opponents over stage ledges if they happen to be near one.
-(Throw Escaped)- This is the least advantageous circumstance you'd want to be in. if the opponent successfully escapes the throw, you'll be at the opposite side of the arena, but the opponent will not be back turned.
(Against back turned opponents)- If you perform the original throw against a back turned opponent, the throw will carry out like if you did . Think of this throw method as a longer range version, since you'll be dashing forward to execute it.
- One of my personal favorite throws, and one of Phase 4's best throws in my opinion. This is a 7 frame throw that has 24 frame recovery and a decent reach. When performed, Phase 4 will pull back her elbow, teleport, and will harshly elbow them in the stomach. This throw is what you would call a "Reset Throw"; These types of throws do not knock down the opponent and although Phase 4's is weak, it's very useful for punishing missed holds, and doing quick damage to an opponent who favors guarding and will not allow you to open them up easily, while also providing you a +10 frame advantage. It can be done multiple times in succession if they resume guarding or doing nothing, but they can also jab you out of it, so be wary.
- Phase 4's strongest throw in her arsenal. It's somewhat slower than usual, having 17 start up frames and a steep 30 frame recovery, which means you can't use it all the time like her quicker throws because opponent's can easily jab you out of it or throw punish you during the recovery. It still does have decent reach, making it great for punishing whiffs and unsafe attacks. It can also be done to back turned opponents, and even when your opponent's back is near a wall for additional damage. They both will also leave you in a back turned position, granting you easy access to her back turned moves.
- 12 frame throw with 26 frame recovery that launches the opponent up considerably high, giving a massive opportunity to chain together a long combo. If done in an area with a ceiling, your opponent will hit the ceiling and fall back down to the ground in a critical stun state, where they'll be unable to hold until the lengthy recovery animation ends, much like her mid kick expert hold.
- Another powerful throw that Phase 4 possesses. It has 10 frames and 25 frame recovery, and a decent reach. When performed, It knocks the opponent straight down, and puts you at a relatively safe distance away from them. Great as a punisher for missed holds and punishing unsafe attacks.
(While Running...)- Phase 4's only running throw. It's 10 frames, so if an opponent is quick enough, they can jab you out of it or even throw you if they're quick enough, so be cautious. It also has a steep 30 frame recovery, so avoid whiffing this, and watch out for crouching adversaries as this will not initiate if they're not in standing position. The throw as a whole is useful for tripping up foes who think you're going to attack with 66P or 66K as these both can also be performed while running. After the throw, you'll be left in a back turned position, so be prepared. This throw can also be done to back turned opponents for a somewhat higher damage increase.
- A basic crouching throw with only 5 frames and a reasonable 22 frame recovery, making it her quickest and most optimal crouching throw. When performed, Phase 4 will flip atop her opponent, push off from their back and send them pushed across the floor on the opposite side of the arena. Not only does the throw leave you in a back turned position, but it also has a great pushback, resulting in a large gap between you and your opponent, and it sends your opponent off the ledge of stages if one was behind you!(It slams your opponent against walls if that was behind you instead.) If the throw is performed on a back turned crouching opponent, Phase 4 will instead do the throw animation of .( More on this throw coming up!)
- Her second crouching 7 frame throw with 20 recovery. This is a launching throw that starts with Phase 4 doing a few low damage rapid kicks to her opponent's stomach, and then launching them upward with one mighty lunge. This creates a great opportunity to do a combo for some decent damage. If done in an area with a ceiling, your opponent will hit it and fall back down to the floor in a critical stun state, and they'll be unable to hold until their recovery finishes, giving you another chance to start up a combo without much trouble.
-With that being said, this finally concludes all of Phase 4's commands, holds, and throws. By now, you should have a very solid idea of how the majority of her moves works and when they can be applicable during a match.
Section 7: The Phase 4 combo starter pack
-For this final major section, I wanted to give you some optional combos that you can work with. She has a lot of great combos and options to make them, so it may seem overwhelming to simply go and make some up yourself. With the help of fellow member and buddy @xDevious, I was able to make some good combos that I'd like to share, and he was nice enough to share some awesome ones of his own with me to share with you! To make the process easier to digest, I divided the combos into the following levels of complexity:
-Easy will be for combos that are simple, don't require much movement, and have little to no TCs.
-Medium will be for combos that are somewhat more complex, require little to some movement, and use a fair amount of TCs.
-Hard is for combos that have a much higher complexity, require much more mobility, and are mostly very TC heavy! These may be tricky to pull off but are very rewarding and immensely satisfying to pull off successfully. The harder and stricter TCs P+K~P+K and P6P~P+K will also be included, so be prepared.
-With these in mind, let us begin!(I will be using numerical notation for the directional inputs)
-Keep in mind, that some of these combos will not work with the heavier weight characters! Also, these are just samples, so feel free to make your own or add your own spins on the combos to maximize damage. Also be aware that some of these combos are able to be stagger escaped!
-Symbol meaning:
-(CB!) means critical burst.
- ~ is the symbol I will use in moves that have a required TC. If you do not need to TC, this will not be included.
- > is the arrow that lets you know to perform the next command move after the last one. If you see something like 8K~P+K>P for example, that would mean execute the Tenfu P follow up after you TC from 8K.
- Just in case you need a refresher, P stands for punch, K for kick, H stands for hold, and T stands for throw.
Easy combos:
-66P>PPP>P>6P+K(CB!)>33P>2P>PP6PK
-(When opponent is near a wall, Throw combo)- 26T>4K>4K>4K>PKKK(Does not work against heavyweights)
-Sidestep P>6PP>PP>6P+K(CB!)>33P>2P>PP6PK
-1K>6P>6K>P>6P+K(CB!)>33K>8K~P+K>T(Great against heavyweights! Can be stagger escaped)
-66K>66P>6P>6P+K>33K>8K~P+K>P>8K~P+K>T(Does not work against heavyweights, furthermore the buffer between 66K going into 66P is a little tight. Can be stagger escaped)
-66P>P>H+K>6P>6P+K(CB!)>33K>8K~P+K>P>8K~P+K>T(Can work against heavyweights by simply 33K>8K~P+K>T after the critical burst, which removes the 8K~P+K>P filler)
-(Throw Combo) 236T>4P>6PK~P+K>T
-8K>66(dash towards opponent)>6PK(Useful for if you mess up the TC)
Medium combos:
-6H+K>66P>1PP~P+K>P+K(CB!)>33K>8K~P+K>P>8K~P+K>T(Can be stagger escaped)
-(Closed Stance combo, courtesy of xDevious)8K~P+K>P>4P>33K>8K~P+K>K~P+K>K~P+K>K~P+K>P(can be stagger escaped)
-(Closed stance CB Setup, also courtesy of XDevious)8K~P+K>P>4P>6P+K(CB!)
*NOTE: The punches after both the 8K~P+Ks' are very strict if you want to keep the stun going on against an opponent who isn't attempting a hold! Also this can be stagger escaped.)
-(Crouching throw combo)1T>8K~P+K>P>8K~P+K>T
-(Expert Mid kick hold combo)46H(Side change! Next commands assume you are on the left side now)>7K~P+K>K~P+K>P>8K~P+K>K~P+K>P
-(Power Launcher combo) 7H+K(CHARGE)>7K~P+K>K~P+K~P>8K~P+K>T
Hard combos:
-(Stun combo, courtesy of xDevious)66P>66K~P+K>P6P~P+K>K~P+K>P>4K~P+K>K~P+K>T
*NOTE: The P6P~P+K is very strict if you want to keep the stun going on an opponent who isn't attempting to hold)
-(Throw combo, also courtesy of xDevious)236T>4P>8K~P+K>P>3P~P+K>K~P+K>K~P+K>K>66(Dash towards opponent)>4P>6PK~P+K>T
*NOTE: An opponent can tech roll out of this when they land on the ground after both the (Chifu)K~P+K and between the (Chifu)K and 66 dash.
-6H+K>66K~P+K>P>P+K~P+K>P+K(CB!)>33K>8K~P+K>P>8K~P+K>T
-(Power Launcher combo)7H+K(CHARGE)>8K>8K>8K>8T
*NOTE: This can be pretty tricky to pull off; only the first kick from 8K can hit, otherwise the combo will not work.....time it correctly. Can be done to light and middleweights, but only one 8K can be performed on heavyweights before the 8T follow up, otherwise it will not work.
Section 8: Conclusion and credits to those who've helped me
-Well, this concludes the Phase 4 guide for beginners! I really hope it was informative and it helped you get a better understanding of her attacks and her teleportation abilities. Before the guide fully concludes, I wanted to thank the following people: @KING JAIMY for his helpful advice on frame data and how to make this look much neater than when I first started, @xDevious for his help in contributing great combos and set ups, @Lulu for being enthusiastic and helping me keep moving forward when I thought I'd never finish, and to everyone else who motivated me to keep up the progress. Thank you!
-This may be the very end of the guide, but there's always more to learn and discover! Expect this guide to be continuously updated as more balance updates, frame changes, new tech, etc. pop up. Once again, thank you for taking the time to read the guide!( If you notice any spelling errors or anything, feel free to tell me and I'll correct it ASAP!)
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