The Art of Tenjimon: Kasumi's Combos/Juggles

Allan Paris

Well-Known Member
The title is self-explanatory.

I will post mine later in this post.

So, what can you do with your art of Tenjinmon?

Kasumi's BnB Juggles
:236::H+P:, :6::K:, :P::P::K::K:

:1::H+P:, :H+K::K:

:3::3::K:, :P+K::6::K::K:
 

Keylay

Well-Known Member
Her are some combos from normal hit.

:3::3::K::Link::7::K::6::P::+::K::K::K: (Combo Damage: 49)

The combo :3::3::K::Link::6::P::K::2::K: actually does 1 more point of damage but the one above is prettier lol. Also, if you get a counter strike, you'll have to delay the first hit of the latter combo while the the one above will still hit with the same timing.

:2::3::6::P::Link::P::K::K::7::K::P::+::K: (Combo Damage: 59)

:2::3::6::F::+::P: (forward dash) :K::K::7::K::6::P::+::K::Link::P::P::K::K: (Combo Damage: 75)

Timing is a little harder on this one. You have a do a really fast dash into her high kicks.

:F::+::K::Link::K::K::P::Link::P::K::K::7::K::6::P::+::K::K::K:(Combo Damage: 99)

You need to be in a closed stance (players have the opposite foot forward) otherwise the first :K: won't reach. They can't escape after the first hit :)
 

Keylay

Well-Known Member
The first combo I posted is stance specific against medium and heavy characters. So many of her combos depend on the stance. I don't know if I'll ever be able to tell what stance I'm in before I start a combo. I'll be using this combo for heavier characters.

:3::3::K::Link::P::+::K::6_::K::K:
 

Murakame

Active Member
Is hayabusa considered a heavy character? if so if a combo works on him it will work on anyone correct?
 

Allan Paris

Well-Known Member
Is hayabusa considered a heavy character? if so if a combo works on him it will work on anyone correct?

Hayabusa is a mid weight character. Bass and Bayman are heavy weight characters. So what would work on Hayabusa may not work on them. So far the juggles I am doing are working the same on all weight classes. She just needs HCT(high counter throw) to get the desired damage from them.

She's also stance dependant when doing her juggles, close/open stance. I have learned to pay attention to it faster than I thought. You will need to now what moves changes her from closed and open during her juggles.
 

NinjaDucky

New Member
Has anyone been working on the best followup to those insane "super danger zones" or whatever it is they're called?
 

Doug Nguyen

Well-Known Member
Hayabusa is a mid weight character. Bass and Bayman are heavy weight characters. So what would work on Hayabusa may not work on them. So far the juggles I am doing are working the same on all weight classes. She just needs HCT(high counter throw) to get the desired damage from them.

She's also stance dependant when doing her juggles, close/open stance. I have learned to pay attention to it faster than I thought. You will need to now what moves changes her from closed and open during her juggles.
So far none of my combos are stance dependent I believe. What are some stance dependent combos?
 

Allan Paris

Well-Known Member
Has anyone been working on the best followup to those insane "super danger zones" or whatever it is they're called?

I will tonight or tomorrow night.

So far none of my combos are stance dependent I believe. What are some stance dependent combos?
Keylay put one in here posted above. Juggles that you put 6K into or PKK7K you'll have to watch her stance. I am not at home and I didn't write them down. I haven't got to the point to memorize them yet when I am away from the game. I have to change all of my juggles becuase to get damage you alsomst have to her use her teleprting moves to follow up with attacks.
 

Doug Nguyen

Well-Known Member
I will tonight or tomorrow night.


Keylay put one in here posted above. Juggles that you put 6K into or PKK7K you'll have to watch her stance. I am not at home and I didn't write them down. I haven't got to the point to memorize them yet when I am away from the game. I have to change all of my juggles becuase to get damage you alsomst have to her use her teleprting moves to follow up with attacks.
Yeah almost all of my juggles have one or two teleport moves. Thats my favorite addition so far for Kasumi.
 

xXLlokkiXx

New Member
:3::H+K: :Link: :K::K::7::K::6::P+K::Link: :K::K::7::K::6::P+K::K::K: does 90 damage works on light to mid. My alternative for heavy weight characters :3::H+K::Link: :K::K::7::K::6::P+K::Link: :P::P::7::K::P+K: does 79 damage :3::H+K::Link: :4::P::Link: :4::H+K::Link: :6::P+K::Link: :3::3::K::Link: :6::6::K::K::Link: :P::P::7::K::P+K: does 105 damage so far works on all weight classes :3::H+K::Link: :4_::K::K::Link: :2::P::Link: :3::3::P::Link: :2::P::Link: :4::P::K::K: does 87 damage, works on lightweights. I just used :3::H+K: as an example if you get it on counter hit they will launch, you can still use them if you counter blow with a lot of other techniques like :1::P:. Some of them might need space to do all they way I made them on tatami sorry.
 

Allan Paris

Well-Known Member
The dot thingy should be with the rest of the icons. Try scrolling down when you get in there. It's in there somewhere. :Link: it's right above the character icons.
 

zephyr07

New Member
Hi, new player here. Thought I'd ask a few combo questions:

What is Kasumi's optimal combo on a back turned opponent or opponent who has been CB-ed?
 

Allan Paris

Well-Known Member
Hi, new player here. Thought I'd ask a few combo questions:

What is Kasumi's optimal combo on a back turned opponent or opponent who has been CB-ed?

On a BT opponent KK7k teleport 6KK.

33K after a CB, juggles vary from weight class. But any juggle with a teleport apart of it is ideal. She's forced to use it to get the most out of her juggles. I find that annoying as all hell but I'll get use to it.
 

Murakame

Active Member
:3::H+K: :Link: :K::K::7::K::6::P+K::Link: :K::K::7::K::6::P+K::K::K: does 90 damage works on light to mid. My alternative for heavy weight characters :3::H+K::Link: :K::K::7::K::6::P+K::Link: :P::P::7::K::P+K: does 79 damage :3::H+K::Link: :4::P::Link: :4::H+K::Link: :6::P+K::Link: :3::3::K::Link: :6::6::K::K::Link: :P::P::7::K::P+K: does 105 damage so far works on all weight classes :3::H+K::Link: :4_::K::K::Link: :2::P::Link: :3::3::P::Link: :2::P::Link: :4::P::K::K: does 87 damage, works on lightweights. I just used :3::H+K: as an example if you get it on counter hit they will launch, you can still use them if you counter blow with a lot of other techniques like :1::P:. Some of them might need space to do all they way I made them on tatami sorry.

how did you get any of these combos to work? i cant get anything you posted off a counter hit 3H+K but the 4P. and how do u post with those arrows and symbols its more convinient than using numbers
 

Shinigamimatt

Active Member
On a BT opponent KK7k teleport 6KK.

33K after a CB, juggles vary from weight class. But any juggle with a teleport apart of it is ideal. She's forced to use it to get the most out of her juggles. I find that annoying as all hell but I'll get use to it.
I did find a decent combo that doesn't use a teleport.

After a CB, it's just 33K HK 6KK. Works on all light and mid characters. Even against a wall. The damage is hardly any smaller than most of her combos. In a 10-12 hit combo like this one, it's very nice damage.

Almost forgot, though. After a launch, when I go for Kasumi's 66KK, I sometimes whiff it and miss the juggle opportunity. Would you know why that is? Is it stance specific? Or am I accidentally delaying it?
 

xXLlokkiXx

New Member
how did you get any of these combos to work? i cant get anything you posted off a counter hit 3H+K but the 4P. and how do u post with those arrows and symbols its more convinient than using numbers
if you use a counter hit just use :1::P:, :3::P:, or :4::H+K: and poke with them until you get it, on counter hit they are more damaging too, the :3::H+K: works on a normal hit if you get a counter hit they will launch and ruin the juggle. Also, there's a smiley face in the text box, just click it and the symbols will be there. If you need help you can invite me they are hard to do my gamertag is xXLlokkiXx.
 

Allan Paris

Well-Known Member
I did find a decent combo that doesn't use a teleport.

After a CB, it's just 33K HK 6KK. Works on all light and mid characters. Even against a wall. The damage is hardly any smaller than most of her combos. In a 10-12 hit combo like this one, it's very nice damage.

Almost forgot, though. After a launch, when I go for Kasumi's 66KK, I sometimes whiff it and miss the juggle opportunity. Would you know why that is? Is it stance specific? Or am I accidentally delaying it?

Her 66KK is not stance dependent to bounce again. At least I haven't came across it when I put into a juggle. You just may be slightly delaying it. You're timing has to be point the moment you begin to juggle with and you're trying use her new tools.

I'll have some juggles up when I get them down. Every time I find one, it changes up and I have find something else.
 

Shinigamimatt

Active Member
Her 66KK is not stance dependent to bounce again. At least I haven't came across it when I put into a juggle. You just may be slightly delaying it. You're timing has to be point the moment you begin to juggle with and you're trying use her new tools.

I'll have some juggles up when I get them down. Every time I find one, it changes up and I have find something else.
Thanks. It's probably just me delaying it. Her 66KK is harder than I thought it would be. TN throwing in a Virtua Fighter hit confirm move in her stuff >_<
 
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