HOW TO PLAY KASUMI IN DEAD OR ALIVE 6! The NEXT step in the ULTIMATE Kasumi guide!
This is a follow-up DOA6 guide to help people out if they're interested in Kasumi and would like an idea on how to approach learning her. This guide is mainly for letting you go a bit further than the novice guide, but not quite expert level with the character. Feel free to message me if you have any questions pertaining to anything. Cheers!
Join TopTierFighters here: [ Ссылка ]
Here's the TopTierTips Kasumi novice guide: [ Ссылка ]
*Note that the video will output in 4K60fps when fully processed. I don't produce videos in 360p any more haha
0:00 Introduction
3:01 CLOSE RANGE Focus & General Overview of Kasumi's Gameplay
4:51 - 6P & 6PK Uses/Application
8:07 - 5PKK Uses/Application
9:12 - 3K Uses/Application
9:48 - 1K Uses/Application
11:20 - Go-To Tracking Moves
13:14 - Guard Break Meta
17:58 Close Range Approach
19:33 - 44P Uses/Application
20:32 - Kasumi's "5PPP"-string
22:10 - 3PK & 4K Uses/Application
23:27 MID-RANGE Focus (Critical Stun Fishing)
23:31 - 4P & 3K Application
24:23 Mid Range Approach
25:22 - 5PP Application
26:07 LONG RANGE Focus (Getting In & Keeping Out)
26:29 - Hoshinpo Stance & 7P7 Application
28:36 Okizeme
31:06 Throw Game
38:31 Hold Game & Parries
44:48 Wall Game
48:44 Outroduction
*Additional Notes
- Kasumi is a "Lightweight" character
- PK is a good close-range poke on an opponent's block
- You can substitute PKKK or PKK6K if 33P, BTH+K~K doesn't connect after a wall splat
- 9K is a good low crush option (along with having follow-ups)
- If you'd like a mid launcher with better range than 7K or 33K, 3H+K can be used in their place
- 8P is a great "VF-style" low-crushing jumping mid punch
- 1P is a solid hi-crush which is good on CH (though bad on NH...)
- 33P is a hi-crushing/possibly-mid-crushing tracking launcher (which leaves you BT'ed and unsafe when blocked...)
*Shoutouts to TeruRock & Videogamesislife for ideas within this guide.
*Combos Featured in the Guide:
#1) S, 4H+K, 33P, BTKK7K~9PK~P, DZ!, 4H+K, 9K, dash-in, 236T, BTH+K~P, 236P, DZ!, 4H+K, 33P, BTKK7K~9PK~P, 6S
#2) 46H, 214P, KK7K~9PK~P, dash-in, 236P
#3) 66T~T, 6P6K, H, 7K~P, 6SH, H+KK, W!, SSSS
#4) CH 6PK, micro-dash, PP7K~9PK~P, dash-in, 236P
#5) Walled 7PP, BT4P, PP7K~P, 236P
#6) 4KP, PKK7K~P, 6SH, 4H+K, 33P, BTKK7K~P, dash-in, 236P
#7) CH 66P, Small W!, 66P, 33P, BTKK7K~9PK~P, dash-in, 236P
#8) 66T~T, 6P6K, 7K~P, dash-in, 236P
#9) 66T~T, 6P6K, 7K~P, dash-in, 6P6K
#10) 236T, 33P, BTH+K~P, dash-in, 236P
#11) 236T, 33P, BTH+K~P, dash-in, 6P6KK, 2K
#12) 236T, Ceiling Splat!, 4H+K, 33P, BTH+K~P, 6SH, 33P, BTH+K~P, 236P, DZ!, PKK6K
#13) 1T, 4H+K, 33P, BTKK7K~9PK~P, 6SH, 4H+K, 33P, BTH+K~P, 236P, DZ!, PP6P6K
#14) 1H, KK7K~9PK~P, dash-in, 236P, DZ!, 4H+K, 33P, BTKK7K~9PK~P, 6SH, 33P, BTH+K~P, 236P
#15) 64H, 4PK, PP7K~P, 236P, DZ!, 4H+K, 33P, BTKK7K~9PK~P, 236P
#16) 46H, 214P, KK7K~P, 6S
#17) 43H, W!, 6P6K
#18) 46H, Ceiling Splat!, 33P, BTKK7K~9PK~P, dash-in, 236P, DZ!, PP6P6K
#19) S, 4H+K, 33P, BTKK7K~9PK~P, FB!, SWR, H+KK, DZ!, SWR, 4H+K, 33P, BTH+K~P, 6S, CA!, 33P, BTH+K~P, FB!, H+KK
For Directional Notation:
7 8 9
4 5 6
1 2 3
Each number represents the corresponding direction. 1 for "Down-Back", 9 for "Up-Forward", 5 for "Neutral" or no input, etc. Quarter-Circle Back = 214, Quarter-Circle Forward = 236, Half-Circle Back = 63214, Half-Circle Forward = 41236, etc.
Legend:
CH = Counter-Hit
BT = Backturned Stance
W! = Wall Splat
DZ! = Dangerzone Splat
SDS! = Sit Down Stun
FB! = Floor Bounce
CA! = Citizen Assist
For Input commands:
P = Punch
K = Kick
H = Hold/Guard Button
T = Throw Button
S = Special Button
P+K = Strong punch
H+K = Strong Kick
H+P = Alternate Way to Input "Throw"
H+P+K = Alternate Way to Input "S"
Check out the TopTierTips Guide Series: [ Ссылка ]
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