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[UM] Kasumi

Posted: Thu Mar 20, 2008 21:02
by PenPen
Apparently she only has one super (technically two, but they're the same)...

Standing B can keep away hops and mid jumps.
Low B is cancellable, you can do stuff like low B x3->qcb+P->hcf+K->d,d+P
Low C is for anti-air and combo starting.
Far C is cancellable and for interrupting opponent's jumps.
Far D goes far, interrupting jumps etc. A little slow however.
Low D is fast, pressure string of low B->low D->qcf+P is a nice start.
Jump C has two hits.
Jump D is for crossover, and is pretty fast. Decent air-to-air.

f+A for your general overhead purposes (I assume the original poster is saying this is the same as her KOF 99-2k f+A).
qcf+P goes far, is her main arsenal. Nice hit area, but a little on the slow side. Mostly for finishing pressure strings. Careful of opponents rolling in.
Air qcf+P is quick, but there's lag afterwards. Also it goes pretty far. A fun thing to do is to do b,b and then qcf+P to fake the opponent into running at you, and get hit. Also good for baiting dps. Kasumi will land at the direction she's jumping towards afterwards.
dp+P hits high. Needs a little bit of pre-emp anti-air. Same animation as qcf+P, so people may get faked into jumping straight into this move. Cannot hit short characters and some crouching characters.
qcb+P -> hcf+K -> d,d+P is a good combo move from what the poster said. I haven't seen it myself. He said that if it's blocked the opponent can attack Kasumi, but if only the first part is executed, she's relatively safe. Does decent damage.
hcf+K, counter move, B version counters high. D version is for anything else. B version can also juggle as well, can follow with pretty much whatever you like.
hcb+K has autoguard, B version comes out faster, decent anti-air. D version has moar autoguard.
dp+K is the new ki-blast move. Not much range...doesn't seem useful yet.
hcb,f+P is an autocombo move (like Ryo's hcf+P), but actually counterable by getting poked...A version can juggle and be followed by jump C/D/CD. C version doesn't seem to have this however. Connectable from close C and low Bx2.

qcfx2+P/AC is chargeable. Note that at point blank, it won't hit the opponent. No invincibility. A version comes out faster. SDM version goes fullscreen.
Air qcfx2+P is basically the air version of the above super. It can be cancelled from air normals and it does connect. Seems like it's not very effective since she always get hit before the waves come out.

Posted: Thu Mar 20, 2008 22:27
by TamaYak
Whats qcb+P -> hcf+K -> d,d+P actually look like? Is it new moves?

Is the chi scream thing she does (from aof3) still still the opponent enough to run/hop forward and combo? Or is it used to create a guardcrush then follow up?

Posted: Fri Mar 21, 2008 11:25
by PenPen
The chain moves weren't mentioned on what they were.

The ki blast (dp+K) thing is also kinda slow and has low damage output, however when it's blocked, you recover faster than the opponent. Just want to add to that bit here.

Posted: Sat Mar 22, 2008 03:58
by soujiro
Kasumi now play more like when she's in 96 or XI?

Posted: Sat Mar 22, 2008 06:18
by PenPen
More like 96 than XI. She doesn't have the counter super here.

Posted: Mon Mar 24, 2008 08:31
by PenPen
Tried out her qcb+P move yesterday but couldn't get her followup to come out for whatever reason. The qcb+P move is kinda like sliding forward ending with her ground CD (doesn't knock down). Seems relatively safe on block.

Also, hcb+K knocks away instead of up. So far, her B version gets stuffed repeatedly so I used her D version instead.

dp+P doesn't have much range, so be careful in using it.

hcf+B counter can juggle but thus far I can only follow it with a jump A/B.

Her jump CD is her 96 version.

Posted: Tue Mar 25, 2008 03:40
by TamaYak
Heres a video of Kasumi doing her new combo move but the user doesn't follow up her counter with a super -_-

http://www.battlepage.com/index.php?men ... 1&no=13543

:3

Posted: Thu Apr 03, 2008 07:54
by Frederick
gee the new combo move is just a CD (or her old down C in 96) and her counter super animation.......

Updates:

the C version of it is not safe after block while it could be that the A version is a little safer but less range like iori's

the combo move has to be ended with dwn2x C

damn dp kick doesn't OTG like i thought it would. it doesn't cancel either but u can combo it for stupidity and piddly damage

i was surprised that her super doesn't hit them after hcb+f Punch. even hopped in the air and did the air super and it still missed. dp+P will connect after it. the C version can juggle it's just that like the other kofs it gives less juggle time than the A version knockup.

hcf+B counter can juggle with a super for i think one hit.

Posted: Mon Jul 14, 2008 23:03
by kaworuscott
Is there any viable way to land supers with kasumi? or are they just wiff punishers? I presume she should just go first to build bar for your 2nd character.

Posted: Tue Jul 15, 2008 00:03
by AcidicEnema
Kasumi's super combos can do quite a bit of damage. They're much easier if you're using Extra mode meter and can Q.Max though.

From the wiki:

Combos using supers:
- c.C> qcfx2+P
- c.B or close s.C> hcb, f+P> Jumping qcfX2+ P (as you're rising, as quick as possible)

If you're not using Extra mode meter, this is the main combo. The timing on this is really really strict, but it does 50% damage, 60% if you add a jump D, and 70% if you do the SDM. You actually don't want to do it "as fast as possible" because you want to be high enough to hit the opponent as he is rising, but you want to do it really fast so that you hit him with the DM before he starts falling.

- Counter opponent with hcf+B> qcfX2+P
- (Corner) close s.C> f+A> qcfX2+P
- (Corner) hop C> c.C> qcfX2+P (SDM) > qcf+A or qcfX2+P

Q.Max Combos:

- hcb, f+P> Q.Max on 3rd Hit> qcfX2+P
- (Corner) hcb, f+P> Q.Max on 3rd Hit> qcfX2+P (SDM)> DP+P

Dodge Cancel Combos:

- f+A> Dodge Cancel> Dodge Attack> qcfX2+P

Posted: Wed Jul 16, 2008 10:44
by kaworuscott
What are her good pokes, she doesnt feel like she has much priority.

Is HCB F+P a throw? Is anything guaranteed afterwards other than super?

What is her best crossup as j.B and j.D both seem to work.

After you land cr.B x3 QCB+P HCF+K DD+P what is her best follow up/wake up options?

Re: [UM] Kasumi

Posted: Tue Jan 06, 2015 01:13
by Dark_Chaotix