Hello and welcome to the post release version of Phase 4's gameplay thread(the other was locked since new threads have to exclude old build and outdated in for). This thread is for anything gameplay or combo related to Phase 4! :-D
Here's the gameplay changes so far:
Gameplay changes so far
-------------------
-------------------
*By inputting from the moves she can teleport cancel from, she's now able to tele-cancel into her neutral stance now and as seen in the trailer, this will be able to lead to even more combo and mix up opportunities this time around!
On a darker note, she may need this since throws no longer track in DOA6, and because of the improved side step, everything from her regular Tenfu() and Chifu() and it's Tele-cancel variants can be sidestepped besides the throw.
*Has a new follow up from Tenfu(). Is pretty much how Kasumi uses hers, it slices through the opponent and may likely guard break. Can only be done from a teleport cancel however.
*Has a new option from Chifu() where she'll do a quick spin 2-in-1 high kick she can tele-cancel from although the timing is strict. Knocks down on normal hit.
*/- Like the rest of the cast she can sidestep to avoid linear attacks that don't track. She can then perform a sidestep attack that knocks back the opponent on hit. The trade off is that the attack is unsafe on block, guaranteeing a throw and if the opponent hits you with the first attack of their fatal rush on your sidestep, it'll cause a stun that spins your opponent backwards which can lead to dangerous backturned set ups.
*- Her Break hold like the rest of the cast has. Will hold any attack at the cost of half a bar of meter and will do small damage but helps escape dangerous situations like fatal rushes, fatal sit down stuns, a break blow cancel set up, or even general attacks. Can't KO the opponent.
*- Her Break blow, like the rest of the cast has. She flips into the air teleporting out of sight before striking her opponent out of nowhere. Does great damage, can go through attacks and GBs like the rest of the cast but costs a full bar of meter. Can also be done from her Tenfu follow up after it bounds but only if you cancel into her neutral stance. The break blow can be cancelled by using right when the break blow connects for a guaranteed set up for more damage that your opponent will have to sacrifice a half bar of meter to escape.
*Her fatal rush string appears to be the barrage of kicks into her final hard hitting knock back kick as seen from her power blow in DOA5LR. The final kick will cause a wall splat if the full string hits near a wall. Be wary that the first hit is a high and can be ducked or low crushed.
If you have full meter, the attack will automatically chain into her break blow unless you use so that you can just use the normal fatal rush. You can also break blow cancel from this as well using . Like Kasumi you can use her fatal rush as a go to after her launcher throw.
*Her old has been replaced with Alpha 152's . Instead of being able to finish the string though, it's likely an auto 2-in-1 unless she teleport cancels into Tenfu() which she can do on hit. It's unknown what input her old will have but it was likely removed.
*She now has a command move, which is the same as Kasumi's: it's Kasumi's old DOA5 critical burst attack. It knocks back on hit and has close hit properties.
*She now has a command move, which is the high jab follow up from , except now it launches on normal hit. Like the original it can avoid highs and is another launcher option.
*Has a new follow up to her attack like Kasumi now has, except Phase has no delay in hers meaning you'll have to commit to it. Also like Kasumi, her will a limbo type fall stun when performed on backturned opponents.
* now launches in stun now instead of just causing a lift stun.
*She can now teleport cancel into Chifu() from ! It also has 2-in-1 properties and will cause a stun if the first hit hits or the second auto kick hits from a distance. Wallsplats if both hits hit near a wall.
*- Her CB from DOA5. Causes a crumple stun on normal hit putting your opponent in a must hold or fall situation. Also causes a wall stun near walls.
*-still causes a limbo stun on counter hit and likely sidestep, will be useful against special side steps and against side steps in general. No longer causes a crumple stun on normal hit, it'll now cause a new type of spin stun. If done on a sidestepping foe, it will cause a fatal stun.
*She's gotten Alpha 152's , or at least that she is now able to do the 17i 2-in-1 mid kick to high kick ender from strings such as and by itself as a standalone attack. She is also able to tele-cancel from this as well but the timing is strict.
*Her tele-cancel from (Tenfu) into her follow up will now cause a more proper bound that she is still able to tele-cancel from. The standalone will also likely be able to cause it as well. General go tos would be , , and into Tenfu().
*Her has an improved launch height on par with her hi counter hit launch from this move when in critical stun.
*Kasumi's has a new different stun/counter hit animation from critical stun. Since Phase 4 is able to perform the mid kick with , her stun properties for this move have changed as well to mirror Kasumi.
* and and any attacks that knock down on normal hit will cause a wallsplat, while her other attacks that previously wallsplat in DOA5LR but didn't knock down will cause a wall stun.
*(This is a community thread so PLEASE share any new Phase 4 findings you can lets make this thread as active as possible! :-D)
@BBoyDragon @xDevious @Force_of_Nature this is the new thread since all outdated threads were closed
Last edited: