🍓 BUBBLEGUM - DOA6 Kasumi Combo Video
Everglaid Everglaid
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 Published On May 11, 2019

Recorded on the PC Steam version of DOA6.
Some good tech, some ridiculous stuff like holes to let people tech roll out for free, but overall a showcase to see kasumi's potential with her mobility & backturn tools. Full notation (and notes for viability) further below.

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0:09
236T 3P+K 9P BT H+K6 9PK6 W! (BT H) 4KP PKK7K6 9PKP 66 236P
4KP PKK7K is stance specific! would recommend going for a stun instead but you can also squeeze in some more damage with H+K P if you don't want to risk dropping the advantage

0:19
(Hi-C Cr.) (4K)K BT H+K6 9PKP 66 P+KP W! JUMP P 4H+K 33K 66K:P6 9PK6KK
only possible on the slope in that stage i believe, also has ridiculous requirements of a crouch throw on the (4K)K

0:30
9PK P+K BT 2P 7KK
CAN TECH ROLL OUT AFTER THE P+K HITS. BT 2P hitting depends on distance, very inconsistent. doesn't work with 66PP P+K.

0:36
7P BT KK7K P6P6KK W!
optimal, you might be able to squeeze in more damage somewhere- not sure

0:44
66P P+KP 66PK W! 66 4H+K 33K 66K:P6 7K6KK
use KK7K as a launcher instead, more options that way. this just looks cool. 7K6KK is an invisible wall/no wall collision specific ender.

0:53
66K H+K6 9PK6 W! 44P 66P 2K 33K 33P BT H+K P 6S
you can hold the 33K after 2K, i recommend using KK7K, 7K or 6P6K as a launcher- i just wanted the extra height from the crouching status.

1:06
(6P+K)K 66 P6PP W! 8_ KK7K6_ BT H+K6KK W! 7K6 9PKP 7K6KK
the freestep KK7K is actually pretty good, but don't try to go under for BT H+K- too inconsistent even with a light character like hitomi. 7K6KK again, is an invisible wall specific ender.

1:18
66PP6P W! 4H+K 3H+K SSSSH 4H+K 33K SS 4P2K 66K:P6_P
please never taunt in the middle of a juggle.............. you can tech roll out of a raw ground explosion. replace with 9K or something and this combo is alright
anyway, you need to hold the last 6 to get the close hit for the elbow.

1:37
66P 2K 33P BT KK7KK SSS4S W! 4H+K 33K 66K:P6 BT H+K K 66K:K 7KK
extremely specific positioning on this stage needed to get under for BT H+K. consistent at the right angle, but completely unnecessary damage-wise and risky. replace with a 33P or 7K juggle

1:52
3P+KP W! 8_ KK7K6 9PKP 66 236P W! 9PK W! 66 KK7K6 9PK6KK
apparently triple danger zone got patched out- not completely, i guess, since this combo works 50% of the time for me (the 9PK W! doesn't hit connect with the wall for the other 50%)

2:05
EGG W! 8_ KK7K6 9PKP 66 236P W!
not sure if you can get more damage without a break blow, but it definitely seems possible.
optimal if you're willing to risk dropping the combo for the environment damage. buffer a no timing 33P otherwise.

thanks for watching/reading! have a great day

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