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).

+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

+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

+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.

+P hits high. Needs a little bit of pre-emp anti-air. Same animation as

+P, so people may get faked into jumping straight into this move. Cannot hit short characters and some crouching characters.

+P ->

+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.

+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.

+K has autoguard, B version comes out faster, decent anti-air. D version has moar autoguard.

+K is the new ki-blast move. Not much range...doesn't seem useful yet.

,f+P is an autocombo move (like Ryo's

+P), but actually counterable by getting poked..

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.