How is it outdated? I think it's fine, Phase 4 is pretty much the same except she makes her stance a bit darker and more witch like by adjusting her leg positioning and holding her hands like a sorceress which I like. Kasumi's stance could use an idle action tho so you can't see it really loopOne thing Kasumi needs is a new stance! Her current one is horrible and outdated. I wish they gave her Phase's new one
How is it outdated? I think it's fine, Phase 4 is pretty much the same except she makes her stance a bit darker and more witch like by adjusting her leg positioning and holding her hands like a sorceress which I like. Kasumi's stance could use an idle action tho so you can't see it really loop
I'm fine with it tbh, it's nice and simple for her since as a ninja you don't really need an over the top impractical stance, if they did do a stance change I would want something like Lili, since the only other kunoichi stances involves crouching over like what Master Raven and Mai Shiranui do. Phase isn't really a ninja tho so I guess they changed hers so you won't get mixed up xDI don't know but I just want her to get a new one since I find the current one to be ugly. Phase 4's looks much nicer to me.
Hmm, didn’t 6PP just result in a SDS?Ebabli sent me this info on Facebook
6KK never sds tho, it always knocks down if both the mid and high hit and the opponent doesn't hold xD As long as she still has 4H+K as a SDS im good, I love that move since its good from a distances. 6PP knocking down now is actually a buff imo since she won't have to play the stun game when it hits, it just knocks downEbabli sent me this info on Facebook
What I mean is that I don't think 9K not bouncing anymore won't really affect her if that property is given to different moves like 66KP. My only gripe is that it should at LEAST cause a bounce on CH or something, but if combos and how they work in DOA6 is being adjusted to warrant such a change I won't really worry about it.6KK was never a sit down. He probably didn’t mean to type it, but he’s out of Australia’s best. I trust him.
Yes 9K bouncing is a nerf. It gave her combos from it. Not just a knockdown. It was DOA4 status in DOA5 but increased height. It’s not a groundbreaking change but yes it most certainly is a nerf. 9K in general has always been one of her best tools. I don’t expect that to change but a nerf is a nerf whether it’s a big one or not. Trade off there will be telling.
4H+K as a sit down stun might have different usage too besides just a deep stun because of the new system of DOA6. I don’t expect the frames to change but I do expect different stun properties. This is where we’ll find out if Team Ninja really knows how to trade off a change. If they do them great. If they don’t then there has to be something to compensate or they’ll keep getting the typical criticism of them not knowing how to develop or balance s fighting by naysayers (& this time they would be right for saying it & there’s no excuses for them)
I’m honestly not looking back & forth into old DOA games because 80% of the players who do that start whining about what they’ll miss & won’t miss & it’ll lead to downplay in the new game. It’s good that she’s getting some different tools though I’m pretty stoked about how she’ll do damage this time.
The main thing I’m looking at now is how different is the meta game and how she’ll be playing the neutral in it. It’s really nothing new to add older tools while getting new ones.
Well see here’s the thing. They’ll be able to hold 66KP more than likely lol. That’s not really anything to hype up. Being able to hold is never a good thing. That’s DOA. Will it cause a guess? Yes, but you’re literally having to do 2 hits before it’s effective. After 66K, the P follow up is either commit or delay, but they make people hold & guess out of damage either way. It’s not really a big trade off. I’d much rather take 1 over 2 than having to force a must hold situation. Guaranteed damage over forcing an opponent to guess their way out of damage is something I’ll always value in fighting games. So as good as that might sound, it’s not a trade off that really “benefits”. This is just me though.What I mean is that I don't think 9K not bouncing anymore won't really affect her if that property is given to different moves like 66KP. My only gripe is that it should at LEAST cause a bounce on CH or something, but if combos and how they work in DOA6 is being adjusted to warrant such a change I won't really worry about it.
And I don't see it that way tbh, I do miss some attack properties for older games but in this case looking back does give us an idea of what to expect, especially since TN doesn't really touch moves all that much when they bring them back, plus since we're in the dark regarding frames and how the moves function, going back is a better solution imo than just waiting. I think 6P+K will basically do everything I dug up for it frame and property wise but idk about how safe it'll be since Alpha's version is like -16 and old Kasumi's was like -12.
If they gave us frame data that would be good since that could help us see the type of direction she'll go in DOA6, but I don't think properties are really set in stone yet, we do still have 8-9 weeks until release so anything could happen really at this point
Oh I get your point, I see what you mean completely xD and tbh I think they're going to make 66KP more useful in juggles since after a launch in guessing you do 66KP like how you would 66K~K and then you'll get that bounce so it's guaranteed in that case.We’ll see here’s what you’re missing. They’ll be able to hold 66KP lol. Being able to hold is never a good thing. That’s DOA. Will it cause a guess? Yes, but you’re literally having to 2 hits before it’s effective. It’s not really a big trade off. I’d much rather take 1 over 2 than having to force a must hold situation. Guaranteed damage is something I’ll always value in fighting games. So as good as that might sound, it’s not a trade off that really “benefits”. This is just me though.
I mean I don’t think it’s bad or she’ll be bad. I’m just explaining why it can/can’t matter.
9K is Just a small nerf, Kasumi couldn’t get that much damage out of it anyway, maybe on featherweights but that’s about it. Kasumi is very combo oriented and has many combo starters and launchers so she’s not really at a loss here considering that she got a BT launcher with juggle options now.6KK was never a sit down. He probably didn’t mean to type it, but he’s out of Australia’s best. I trust him.
Yes 9K bouncing is a nerf. It gave her combos from it. Not just a knockdown. It was DOA4 status in DOA5 but increased height. It’s not a groundbreaking change but yes it most certainly is a nerf. 9K in general has always been one of her best tools. It was something she used to beat out wake ups & crush special miss & lows for CH into damage. I don’t expect that to change but a nerf is a nerf whether it’s a big one or not. Trade off there will be telling.
4H+K as a sit down stun might have different usage too besides just a deep stun because of the new system of DOA6. I don’t expect the frames to change but I do expect different stun properties. This is where we’ll find out if Team Ninja really knows how to trade off a change. If they do them great. If they don’t then there has to be something to compensate or they’ll keep getting the typical criticism of them not knowing how to develop or balance s fighting by naysayers (& this time they would be right for saying it & there’s no excuses for them)
I’m honestly not looking back & forth into old DOA games because 80% of the players who do that start whining about what they’ll miss & won’t miss & it’ll lead to downplay in the new game. It’s good that she’s getting some different tools though I’m pretty stoked about how she’ll do damage this time.
The main thing I’m looking at now is how different is the meta game and how she’ll be playing the neutral in it. It’s really nothing new to add older tools while getting new ones. This is speculation too. So take what’s being said with a grain of salt for right now.
Yeah I thought of that too & that’s why I said why it could/couldn’t matter.Oh I get your point, I see what you mean completely xD and tbh I think they're going to make 66KP more useful in juggles since after a launch in guessing you do 66KP like how you would 66K~K and then you'll get that bounce so it's guaranteed in that case.
If you use it in stun, it can be held like how 66KK~K could be but since you now have to guess on whether Kasumi will go for 66KK, 66K~K, 66KP or a free cancel, I think it'll make the opponent really think since they'll be eating some damage if they guess wrong.
Me too, especially since I haven't seen many of them on stream tbh, although tbh I'm not really fond of Kasumi's lows besides the vaulting one after strings like 6P2K, I like that low best since it has good range and good delay so if you're trying to move in on an opponent you can chuck it out to get some tip damage if they're being shy and defensiveYeah I thought of that too & that’s why I said why it could/couldn’t matter.
I’m curious about how good her lows are now too
Oh no. I'm not going to miss it at all really. I was just explaining why it would or wouldn't matter some. Playing Devil's Advocate9K is Just a small nerf, Kasumi couldn’t get that much damage out of it anyway, maybe on featherweights but that’s about it. Kasumi is very combo oriented and has many combo starters and launchers so she’s not really at a loss here considering that she got a BT launcher with juggle options now.
Hey I don't mean to bug you but is your friend sure Kasumi's 9K doesn't bounce?Ebabli sent me this info on Facebook
It does bounce on CH. It could be that he didn’t do a juggle from it expecting a super high bounce? Or he didn’t think to try a smaller juggle like 4PKK? How recent is the video? Might have been another mistake on his behalf.Hey I don't mean to bug you but is your friend sure Kasumi's 9K doesn't bounce?
Look at this video, if you skip to 1:32 9K still seems to cause a bounce, at least on hi counter hit:
I looked through other Kasumi gameplays and couldn't find a regular CH 9K but it should still bounce if hi counter 9K causes a bounce, unless it was removed in the recent builds of DOA6
November 24th, I think this is the most recent build since Kokoro and Nico and Brad and Eliot have yet to be in a live build, but Mila and the wrestlers are in xDIt does bounce on CH. It could be that he didn’t do a juggle from it expecting a super high bounce? Or he didn’t think to try a smaller juggle like 4PKK? How recent is the video? Might have been another mistake on his behalf.
Or he might he just been thinking only NH. I figured that that note that he typed might have been wrong. It’s ok though.
He played her a few days ago. So it might have changed.November 24th, I think this is the most recent build since Kokoro and Nico and Brad and Eliot have yet to be in a live build, but Mila and the wrestlers are in xD
And that may be it, he probably thought the bounce was removed since the bounce launch seems way more miniscule in comparison to what 9K can do in LR