DOA5LR: How to Deal with Kasumi & Momiji. 500 Sub Celebration!! Featuring GG & BB Costumes!
I want to give a big shoutout to all my supporters and subscribers for joining me on this magnificent DOA5 journey! Join me as I celebrate this wonderful milestone! Here's to another 500+ subs! Cheers! ;) *Pops cork and sprays champagne*
In this session we'll look at some tips for dealing with Kasumi & Momiji. Ayane's, Kasumi's, Momiji's & Christie's ArcSystem Works costumes from GUILTY GEAR & BLAZBLUE are featured in this session!
Tips on How to Deal With Kasumi: 3:00
Tips on How to Deal With Momiji: 22:15
Here's a couple sample match-up write-ups:
Kasumi MU: http://www.freestepdodge.com/threads/the-christie-match-up-thread.2094/page-2#post-249015
Momiji MU: http://www.freestepdodge.com/threads/the-christie-match-up-thread.2094/page-2#post-249463
Additional Notes:
- Kasumi can also use 1K as a low to harass defensive opponents, which causes the same +14 trip stun as PP2K (Phase-4 can do these same moves too)
- If you block the first hit of 66PP~, try to crouch under the second hit, which is a tracking high punch GB that can be advantage for Kasumi if she enters Hoshinpo stance (You don't want Kasumi to abuse this GB move, because she doesn't have many)
- 4H+K is a good whiff punisher for her, which is safe on block at -6 and causes a SDS on NH
- Other throws to take note of are Kasumi's running throw and her 9P~T & 8T jumping throws. If you see Kasumi forward jump, just crouch.
- 66K:K is only -3 on block so try to hold the second kick on reaction (you can try sidestepping too)
- Furthermore 66KK is -17 on block so punish it with an i12 throw (don't use strike punishment or Kasumi will just fall over)
- PP6K & 6K only have 2 follow-ups: 6KK & 6K2K, a high kick and a low kick. You can option select the "mix-up" by simply crouching or low holding
- Momiji's a "Super Lightweight" character meaning that she can be juggled more than the average character
- If you turtle Momiji, you can make it hard for her to open you up and thus win if you have a life lead
- Alot of Momiji's pokes are safe on block, though her launchers are generally unsafe (Warning: Her PPPP & 3PP strings are only -3 on block and her 6P+K/CB is -6)
- It can be difficult for Momiji to net heavy damage in a single combo, if her opponent isn't playing unsafe or whiffing recklessly
- Momiji's okizeme pressure isn't the strongest either compared to other characters
For additional tips with regards to DOA5LR's gameplay, or to clarify certain things, check out the Top Tier Tips Advanced Series: https://www.youtube.com/watch?annotation_id=annotation_366802457&feature=iv&index=2&list=PLV4Z7LoRwodBYCiMNOVwLGY75qkNNlNTv&src_vid=ZkCurOtQbKw&v=vZdOdf3Wp_Q#t=30s
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.
For Input commands:
P = Punch
K = Kick
H = Hold/Guard Button
T = Throw Button
P+K = Strong punch
H+K = Strong Kick
H+P = Alternate Way to Input "Throw"
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