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Kasumi by DConnoy

Version: 1.0 | Updated: 04/06/98

Subject: [DOA] Kasumi Move & Combo List v1.0 (1/1)
From: Dave Connoy <connoy@students.uiuc.edu>
Date: Wed, 6 May 1998 01:24:28 -0500
Newsgroups: rec.games.video.sony

Dead or Alive: Kasumi Move & Combo List v1.0
Written by Dave Connoy, connoy@students.uiuc.edu
Last Updated 6 April 1998

Well, given that much more skilled people than me are working on Tekken 3, I
thought I'd turn my meager skills towards the less popular (but just as cool)
Dead Or Alive.  As with Soul Edge, perhaps I'm going for the "big fish in a
small pond" tactic again; decide for yourself.  This is a prototype for what
I hope will become a move and combo list for all the characters; as such, I
REALLY REALLY want comments on it.  I'm serious here, people.  If there's
something about the formatting you don't like, or something you'd like to see
included, please drop me an email.  It will make me feel wanted.

Due to the special nature of Dead Or Alive I have to come up with a few new
notations for this FAQ.  I'll explain them as they appear in the columns:

Command Column
As usual, directions on the joystick are represented:
f=tap towards opponent
b=tap away from opponent
u=tap up
d=tap down
A diagonal is represented with a slash (/) between adjacent cardinal points.
The three buttons are H,P,and K; NOT "square, triangle, and circle."
A plus (+) between two commands indicates they be done simutaneously.
A comma (,) between two commands indicates a slight pause between them.  In
     the case of strings (like P,P,P,K) the stats indicated are for the LAST
     command printed in the Command column.
A new notation is the parenthesis () in the command line.  This represents
     commands that are optional.  So, "(P,P),f+P" means that the f+P in
     P,P,f+P and f+P by itself have exactly the same stats.
[TT] means you must turn your back to the opponent, before attemping the move.

Level Column
H denotes a high attack; can be blocked by holding B and dodged by holding D.
M denotes a mid attack; can be blocked by holding B.
L denotes a low attack; can be blocked by holding D/B and dodged by tapping U.
ST denotes "Standing Throw;" executed very close to a standing opponent.
CT denotes "Crouching Throw;" executed very close to a crouching opponent.
BT denotes "Back Throw;" exectued very close to the opponent's back.
I haven't come up with an abbreviation for "Crouching Back Throw" yet.  Any
SH denotes "Standing Hold;" executed somewhat close to a standing opponent.
CH denotes "Crouching Hold"
BH denotes "Back Hold" and you can figure out the rest.
-- means the move has no effect on your opponent.

Damage Column
Pretty self-explanatory.  I'm pretty sure Major Counter (MC) attacks get a
+50% bonus to damage.  I don't know what the standard lifebar length is in

This one is new, replacing the "Recovery" column in my SE move lists.  It
requires a little explaining if you haven't played any Virtua Fighter.

Depending on which leg of each character is in front, the relative stance of
the two characters is known as "Closed" or "Open" stance.  If both characters
have the same foot forward, they are in "Closed" stance.  If opposite feet are
forward, they are in "Open" stance.  Certain moves will change which foot a
character is leading with, and thus the stance.  A diagram might help a bit.
If Kasumi's feet are K's and Tina's are T's, then this is what the two stances
look like (be sure your tabs are set to five characters):

               K         T                        K              T
                    K         T                        K    T
                 Closed Stance                       Open Stance

As you can see, the characters can get much closer together in closed stance,
because their feet can "overlap."  Throwing your opponent is much easier in
closed stance because you can get closer.  Unfortunately, I have not found any
truly stance-dependent juggles yet (VF2 did have them).  So now for the
notations of this column:

SC denotes "Stance Change;" executing the move will change which foot your
     character is leading with, and thus the relative stance.
TC denotes "To Closed;" certain throws and holds will always end up with the
     characters in closed stance.
TO denotes "To Open;" the throw or hold ends with the characters in open

For now the only effects I want to note in this column are staggers and
floats.  Some moves (usually elbows and sidekicks) cause a crouching character
to "stagger," but the opponent may be considered standing or crouching during
the stagger, depending on the move that caused it.  Some moves even cause
standing opponents to stagger.  Stagger will be noted transitionally;
"staggers C to S" means that a crouching opponent will be staggered into a
temporary standing (undefending) position when hit with the move.

Moves that "launch" your opponent for a juggle/float combo will be noted by
whatever situations cause the launch.

"floats" launches all opponents when it hits, regardless of position
"floats Cr" means it launches a crouching opponent
"floats MC" means it launches on major counter; these moves launch a
     staggering opponent as well

"Break stance" style throws and holds that do no damage but set the opponent
up for hits may have a guaranteed followup (with damage) listed here.

"starts X strings" means that this move can be substituted for move X at the
in all strings beginning with X.

And finally, the list.

Command           Level     Damage    Stance      Special
f,f+P               M         20        SC        staggers C to C; floats MC
u+P or u/f+P        H         12                  starts P strings
b+P                 H         11        SC        starts P strings
d/f,d/f+P           M         15                  floats Cr, MC; turns back
d/f+P               M         18                  floats MC
d/f+P,P             M         16        SC        staggers C to C
d/f+P,K             H         25        SC
d/f+K               M         24                  staggers C to S; floats MC
u+K                 H         25        SC        floats MC
u/f+K               M         28        SC
u/b+K               M         40        
f,f+K               L         25        SC
d->f+K              M         25        
f,b+K               L         18        SC
P                   H          7        
P,K                 H         25        
P,P                 H          7        
P,P,P               M         15        SC        staggers C to C
P,P,P,K             M         25
P,P,P,d+K           L         22        SC
P,P,K               H         35
P,P,K,K             M         30
P,P,u/b+K           M         30
(P,P),f+P           M         15                  staggers C to C
(P,P),f+P,d+K       L         22
(P,P),f+P,K         M         27
(P,P),f+P,K,K       M         30
(P,P),f+P,K,d+K     L         25
(P,P),f+P,f+K       M         28        SC
d+H+K               L         22
d/f+H+K             M         30
H+K                 H         28
H+K,H+K             M         30
K                   H         27
K,K                 H         22
K,d/f+K             M         20
K,d+K               L         22        SC
P+K                 H         25                  floats MC
H+P+K               M         25        SC        floats Cr, MC
u,P or u/f,P        M         20                  staggers S to S, C to C
Jump; land+P        H         30                  floats MC
u,K or u/f,K        M         30
Jump; land+K        L         25
(TT)P               H         10                  starts P strings
(TT)d+P             M         14
(TT)D+P             L         12
(TT)K               H         30
(TT)d+K             M         25
(TT)D+K             L         25
(TT)u+K             M         35
H+P                 ST        50        TC
b+P                 ST        45        TO
d->b+H+K            ST        60        TC
d/f,d/f+P+K         ST        65        TC        turns back
d->f+P              ST        55        TC
d+H+P               CT         0        TO        add u+K, u/b+K for 61 dmg
H+P                 BT        55        TC
f+H                 SH         0        TC        no guaranteed followup
f,f+H               SH         0        TC        add u+K, u/b+K for 61 dmg
f,f+H,d+K           SH        50        TC
d/f+H               CH         0        TC        add P,P,u/b+K,d+P for 54 dmg
f+H                 BH         0        TC        ?
f,f+H               BH        50        TC
d/f+H              BCH         0        TC
u/b+P               --         0                  backflip
f,b,f+H+P+K         --         0        SC        taunt
b,f,b+H+P+K         --         0        SC        taunt

That oughta do it.  Now for combos.

There are only a couple launch followups you need to know with Kasumi.  I'll
write them here and thereafter abbreviate them as SLF and LLF.

Standard Launch Followup (SLF):
Opponent not in Danger Zone:
     You actually need to do it a little later than you think.  Your goal is
     to get the last d+K to hit as the opponent bounces off the ground.
Opponent in Danger Zone:
     P,P,f+P,f+K;DZ explodes;u/f+P,P,f+P,K,d+K
     Like the above, the very last d+K hits on the bounce.

Low Launch Followup (LLF):
Opponent not in Danger Zone:
     The d+P is Kasumi's ground attack.
Opponent in Danger Zone:
     d/f+P,K;DZ explodes;u/f+P,P,f+P,K,d+K
     You know the drill... wait a teensy bit.

Danger Zone Followup (DZF):

"Hits" & "Damage" are the number of hits damage incurred by a normal float;
"DZ Hits" & "DZ Damage" are the hits & damage if the "Danger Zone Followup"
is added.  The most damaging combo is marked with a "!".

Commands                              Hits      Damage   DZ Hits   DZ Damage
f,f+P(stagger),f,f+P;SLF                7         93        11        133
f,f+P(MC);SLF                           6         83        10        123
d/f,d/f+P(opp. crouching);SLF           6         70        10        110
d/f,d/f+P(MC);SLF                       6         77        10        117
d/f+P(MC);LLF                           4         63         8        109
d/f+K(staggers),u+K;SLF                 7        102        11        142!
d/f+K(MC),H+P+K;d+P or DZF              3         64         7        106
f+P(staggers),H+P+K;SLF                 7         93        11        133
K(MC),H+P+K;d+P or DZF                  3         68         7        109
P+K,u/b+K;DZF if app.                   2         55         7        103
P+K(MC);LLF                             4         73         8        113
H+P+K(opp. crouching);LLF               4         61         8        107
H+P+K(MC);SLF                           6         90        10        130
u/f,P(opp. standing),H+P+K;LLF          7         81        11        127
u/f,P(opp. crouching),H+P+K;SLF         7         98        11        138
jump, land+P,u/b+K;DZF if app.          2         60         7        108
jump, land+P(MC);LLF                    4         78         8        118

--- cut here ---

Dave Connoy
"It's time for revenge."
"Let's attack aggressively."
  -The Contra Guys

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