Move List
Official Kasumi move list provided by the developers:
https://download1.gamecity.ne.jp/doa6/movelists/MoveList_EVO2018_Kasumi.pdf
High Moves and Extensions
| Command |
Startup |
Characteristics / Usage
|
| P |
9F |
Fastest hand strike. Easy to use for counters or at the start of a round; can lead to various follow-ups on Counter Hit (CH).
|
| PPPPP |
- |
High-level extension. Knocks the opponent away on CH; low vulnerability even if blocked.
|
| PPPKK |
- |
Mid-level extension. If the full sequence hits, it launches the opponent.
|
| PPP2K |
- |
Low-level extension. The final hit has crouching status.
|
| PP6PP |
9F |
Allows for mix-ups after the 6P input. High-level extension.
|
| PP6PK |
- |
Mid-level jumping kick extension that can crush SAs (Special Attacks); keeps distance even if blocked.
|
| PP6PK2K |
- |
Low-level extension. Use this to mix up opponents who only block standing.
|
| PKK6K |
- |
Mid-level extension; the final hit acts as a launcher.
|
| K |
11F |
Fastest high-level kick. A versatile move that leads into high, mid, and low extensions.
|
| KKK |
- |
High-level extension. High vulnerability if completed, but has knock-back properties.
|
| KK7K |
- |
Mid-level launcher extension. The final hit is a somersault that launches for air combos.
|
| K2K |
- |
Low-level extension. Grants crouching status, making it harder to counter.
|
Mid Moves and Extensions
| Command |
Startup |
Characteristics / Usage
|
| 6P |
11F |
Fastest mid-level strike. A basic tool for whiff punishing; leads to various launchers and combos on CH.
|
| 6PP |
- |
High-level extension. Knocks the opponent away on CH; low vulnerability even if blocked.
|
| 6PK |
- |
Useful for poking at close/mid-range. Transitions to extended state on CH.
|
| 6PKP |
- |
High-level extension. Knocks the opponent away on CH; low vulnerability even if blocked.
|
| 6PKK |
- |
Mid-level extension. High vulnerability if completed, but has knock-back properties.
|
| 6PK2K |
- |
Low-level extension. Can score a knockdown on CH.
|
| 6P2K |
- |
Low-level extension. Grants frame advantage on Normal Hit (NH).
|
Low Moves and Extensions
| Command |
Startup |
Characteristics / Usage
|
| 1P |
16F |
Crouching status move. Slow startup, but useful for stopping aggressive opponents while evading high attacks.
|
| 1PP |
- |
High-level extension. Provides significant frame advantage and can lead into combos.
|
| 1K |
20F |
Low-level kick with standing status. Scores a knockdown on CH.
|
| 2K |
14F |
Disadvantage on NH, but grants frame advantage on CH.
|
| 2KK |
- |
High-level extension. Can launch on CH.
|
Launchers
| Command |
Startup |
Characteristics / Usage
|
| 214P |
21F |
High-level punch launcher. Slow, but has long reach while advancing from a crouch.
|
| 33P |
20F |
Mid-level punch launcher. Leaves you in a back-turned stance, allowing for follow-up combos.
|
| 7K |
12F |
Mid-level kick launcher. Somersault kick; easy to link into bound combos, but has high vulnerability if missed.
|
| 8K |
12F |
High-level kick launcher. Easy to handle due to its fast frame data.
|
| 33K |
17F |
Mid-level kick launcher. Use Fatal Rush combos after launching with this.
|
| 3H+K |
18F |
Mid-level kick launcher. Has long reach, making it easy to land from a distance.
|
Throws
| Command |
Startup |
Characteristics / Usage
|
| (e.g., T) |
(e.g., 5F) |
(e.g., Basic throw. Fast startup, shines when fighting near walls.)
|
| (e.g., 41236T) |
(e.g., 12F) |
(e.g., Max damage throw. Very powerful when combined with floor dangers.)
|
Holds
| Command |
Attribute |
Characteristics / Usage
|
| (e.g., High P Hold) |
(e.g., 5F) |
(e.g., On success, transitions into back-turned stance for follow-ups.)
|
| (e.g., EX Hold) |
(e.g., -) |
(e.g., A powerful counter common to all characters. Turn the tide if you read the opponent correctly.)
|