- Primary Focus: Master the complex playstyle of dead or alive 6 phase 4 to dominate the arena with high-speed teleport cancels.
- Key Mechanic: Utilize Chifu and Tenfu stances to keep opponents guessing and bypass their defensive holds.
- Best Strategy: Focus on hit-confirming your strikes before committing to unsafe teleport transitions on block.
- Critical Tip: Capitalize on her lightweight physics to avoid getting launched by heavy grapplers.
- Top Choice: Use her signature 66T~T combo throw to secure a functional frame advantage behind the opponent.
Dead or Alive 6 Phase 4 Character Overview
As one of the most complex and rewarding fighters on the roster, mastering dead or alive 6 phase 4 requires a deep understanding of frame data, stance transitions, and high-speed execution. Developed by the sinister organization M.I.S.T., Phase 4 is a cloned weapon created from Kasumi's genetic blueprint. Unlike the original Kasumi, who fights with the noble Mugen Tenshin Ninjutsu style, Phase 4's fighting style is a modified, unstable version of this ninjutsu, characterized by eerie black mist, rapid-fire teleports, and tragic, forced obedience.
In the latest 2026 release of Dead or Alive 6 Last Round, Phase 4 is included as part of the standard 29-character roster. In the original 2019 release, she was locked behind pre-orders or paid DLC, but the current-generation version on PlayStation 5, Xbox Series X|S, and Steam ensures that all players have access to her full moveset from day one.
As a lightweight class character, Phase 4 has a lighter body weight. In the game's physics engine, lightweight characters are launched higher and remain in the air longer during juggles. This makes her highly vulnerable to max-damage combos if she is caught by a launcher. However, her incredible speed, evasive stances, and teleportation capabilities more than make up for her defensive fragility.
In the 2026 Last Round update, Phase 4 is fully unlocked in the Standard Edition alongside Nyotengu, Momiji, Rachel, and Tamaki, bringing the total base roster to 29 playable characters.
Core Mechanics and Stance Teleports
To play Phase 4 effectively, you must master her two signature stances: Chifu and Tenfu. While Kasumi utilizes linear, forward-dashing teleports to close distance, Phase 4 utilizes vertical, horizontal, and multi-directional teleports that can be triggered mid-combo.
The Chifu stance is her primary ground-based transition. It can be accessed after specific strikes by pressing P+K. Out of Chifu, she has access to rapid mid-attacks, high-speed pokes, and evasive retreats. Her most notable option from Chifu is a blazing-fast 7-frame high elbow that leaves her at minus 4 frames on block, making it completely safe from punishment.
The Tenfu stance is her aerial teleportation state. Triggered by inputs like 8K~2P+K or automatic air transitions, Tenfu allows Phase 4 to hover momentarily, descending with dive kicks, aerial strikes, or command air throws.
The defining mechanic of Phase 4's gameplay is the Teleport Cancel. By pressing 2P+K during specific strike strings, she can cancel her recovery frames and instantly teleport to neutral or behind the opponent. However, there is a major caveat: only a select few moves, such as 66K and 66PP, allow her to teleport if the opponent blocks the attack. For almost all other strings, she can only teleport on a successful hit. If her attacks are blocked and you attempt to force a teleport, she will remain stationary and highly unsafe, leaving her open to severe punishment.
| Stance / Cancel | Primary Input | Frame Data on Block | Best Follow-up Option |
|---|---|---|---|
| Chifu Stance | P+K after specific strikes | Minus 4 (Safe) | Quick high elbow (7-frame) |
| Tenfu Stance | 8K~2P+K or air transitions | Varies by height | Aerial dive kicks or air throws |
| Teleport Cancel | 2P+K during string | Heavy negative if read | Throw or instant block reset |
Phase 4 is not a beginner-friendly character. Her teleports require precise just-frame (exact timing) inputs on hit. Failing the timing will leave you open to devastating counter-throws.
Step-by-Step Execution Training
Because Phase 4 relies heavily on just-frame (exact frame window) inputs for her teleports on hit, building muscle memory is crucial. Follow this training progression to master her execution.
Master the Neutral Game and Basic Jabs
Before attempting complex teleports, get comfortable with her basic pokes. Her jab strings are exceptionally fast, and her 2P serves as an instant high crush.
Practice Hit-Confirming 3P and PP
Hit-confirming is the art of reacting to whether your attack landed or was blocked. Since Phase 4 cannot safely teleport on block with most of her moves, you must learn to only input the teleport command when you see the visual hit spark.
Learn Stance Transitions
Practice transitioning into Chifu and Tenfu stances in Free Training. Focus on the timing of pressing P+K immediately after her starter strikes connect.
Execute Just-Frame Teleport Cancels
The core of her advanced combo game lies in canceling her recovery frames. Practice the 3P~2P+K transition, ensuring you press the buttons precisely as the strike lands.
Apply Stun and Launch Setups
Once you can reliably cancel her moves, practice launching the opponent. Use her teleports to reposition yourself mid-air, extending your juggles before finishing with a high-damage ender.
Use the Command Training and Combo Challenge modes inside Dead or Alive 6 to build muscle memory for her tightest frame windows before heading online.
Defensive Tools and Tracking Options
Phase 4's defensive game is highly active, relying on evasive maneuvers rather than passive blocking. Her absolute best high-crush tool is 2P. At 12 frames of start-up, it is incredibly fast, instantly ducks under high attacks, and is completely safe on block. It should be your primary tool to interrupt aggressive opponents who rely on high-jab pressure.
For tracking opponents who love to sidestep, her go-to tool is 1P. This low-tracking sweep is slow at 16 frames and highly unsafe on block, but on a normal hit, it triggers a massive +16 frame stun. This stun is long enough to guarantee a follow-up strike like 6P or 3P, allowing you to transition directly into your teleport pressure.
Phase 4 also possesses a devastating throw game inherited from Kasumi. Her standard neutral throw does 45 damage and can smash opponents into environmental hazards. Her most powerful throw setup is 66T~T. This two-part combo throw deals high damage and positions Phase 4 directly behind the opponent. Crucially, it leaves her at +10 frames with the opponent back-turned. Because turning around to block requires 5 frames in Dead or Alive 6, this setup gives Phase 4 a functional +15 frame advantage. Any strike that is 14 frames or faster is completely guaranteed and cannot be blocked or held.
| Move Input | Action Type | Frame Speed | On-Hit Effect | On-Block Effect |
|---|---|---|---|---|
| 2P | High Crush Low | 12 Frames | Minor frame advantage | Safe from fast punishes |
| 1P | Low Tracker | 16 Frames | +16 Frame Stun | Highly unsafe / no teleport |
| 66T~T | Combo Throw | 7 Frames | Plus 10 & Back-turned | N/A (Misses if blocked) |
| 7P | Spacing Strike | 14 Frames | Pushes opponent back | Safe spacer tool |
Since opponents will often block defensively to avoid Phase 4's rapid strikes, use her 66T~T combo throw to bypass their guard and set up back-turned mixups.
Advanced Combo Routes and Card Strategies
Phase 4's combo structures are highly creative, allowing players to weave stances and teleports together to keep opponents guessing. Use the following strategies to maximize your offensive potential.
Close Range Punish
- Starter: 4P or 3P
- Transition: 3P~2P+K
- Ender: 236T into 4K x2
- Execution: Easy
Stance Transition
- Starter: PPP
ChifuP+K - Transition: 4K
P+K into ChifuK~P+K - Ender: Tenfu
K2P+K into 6S - Execution: Medium
Max Damage Burst
- Starter: 236T (Counter Hit)
- Transition: 4P into 4K~P+K
- Ender: Tenfu
K2P+K into 6SH - Execution: Hard
When you have a full Break Gauge, Phase 4 becomes one of the most terrifying characters in the game. By landing a counter-hit 236T throw, you can launch the opponent, perform a series of stance-cancelled juggles, and trigger her Break Blow (6S+H). By executing a Break Blow Cancel after the first hit, you can leave the opponent in a crumpled state, allowing you to extend the combo further with 33P, BT2P, and a final 236P ender for over 110 damage.
| Combo Route Type | Primary Starter | Stance Transitions | Damage Rating | Execution Difficulty |
|---|---|---|---|---|
| Basic BnB | 4P or 3P | Chifu Stance | Moderate (55-65) | Easy (★★☆☆☆) |
| Advanced Teleport | 236T or 66T~T | Chifu to Tenfu | High (75-90) | Hard (★★★★☆) |
| Max Gauge Burst | 236T (Starter) | Multiple Cancels | Extreme (110+) | Expert (★★★★★) |
At 100% Break Gauge, you can cancel her Break Blow (6S+H) after the first hit to keep the opponent in a crumpled state, allowing you to extend the combo for massive damage.
Phase 4 Matchup Strategy & Checklist
When playing Phase 4, your matchup strategy changes significantly depending on your opponent's character class.
Against heavyweight grapplers like Bass or Bayman, you must play with extreme caution. Because Phase 4 is a lightweight, their high-damage grabs can deplete half of your health bar in a single interaction. Use her superior mobility, vertical teleports, and long-range spacing tools like 7P to keep them at bay, and avoid predictable block-strings that can be easily countered.
Against aggressive rushdown characters like Kasumi or Ayane, focus on defensive high crushes like 2P and parries. Use her Chifu stance to bait out attacks, then punish their recovery frames with her lightning-fast 7-frame elbow.
Against defensive, hold-heavy characters like Leifang or Bayman, rely heavily on your throw game. Since Phase 4's strike strings are highly predictable if you do not cancel them, defensive players will easily hold your attacks. Mix up your offense by canceling your strikes into her 66T~T combo throw to shatter their defensive holds.
Matchday Checklist for Phase 4:
- Verify hit-confirms before executing teleport cancels on block.
- Utilize 2P to crush incoming high attacks and reset neutral.
- Bait defensive holds by canceling strings into 66T~T combo throw.
- Keep spacing active with 7P against heavyweight grapplers.
- Save 50% Break Gauge for emergency Break Holds during stuns.
Always remember that Phase 4 is a lightweight character. If you get launched, expect to take 10-15% more damage from juggles compared to heavyweight characters. Play evasively!
Frequently Asked Questions
Q: Is dead or alive 6 phase 4 suitable for beginner players?
No, Phase 4 is widely considered one of the most difficult characters in the game. Her reliance on tight just-frame inputs for teleport cancels and hit-confirming makes her a high-commitment specialist. Beginners should start with Kasumi to learn the basic Mugen Tenshin style before transitioning to Phase 4.
Q: How does Phase 4 differ from Kasumi?
While both share similar base strikes and animations, Phase 4 relies heavily on multi-directional teleportation and teleport cancels (using Chifu and Tenfu stances) to extend combos and create mixups. Kasumi focuses more on direct, high-speed rushdown and linear dash teleports. Additionally, Phase 4 is a lightweight character, making her more vulnerable to juggles.
Q: Can Phase 4 teleport when her attacks are blocked?
No, with very few exceptions like 66K and 66PP, Phase 4 cannot trigger her teleport cancels if the opponent blocks her attacks. Attempting to force a teleport on block will leave her stationary and highly negative on frames, making her extremely unsafe.
Q: Is Phase 4 included in the Core Fighters free version of the game?
No, Phase 4 is not part of the free starting roster in Dead or Alive 6 Core Fighters (which only includes Kasumi, Marie Rose, Honoka, and NiCO). To play her in Core Fighters, you must purchase her individual Character Unlock Key. However, she is fully included in the standard roster of the paid Dead or Alive 6 Last Round edition.
For more updates, check the official Dead or Alive 6 Last Round site or browse Team NINJA's product page for system requirements and platform availability.