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= | {{SVC Character Subnav|name=Kasumi Todoh}} | ||
''''' | {| class="wikitable" style="float:right; margin-left: 10px;" | ||
|- | |||
! align="center" colspan="2" | 藤堂 香澄, Todoh Kasumi | |||
|- | |||
! align="center" colspan="2" | [[image:Kasumisvc.gif|center]] | |||
|- | |||
| '''Category''' || Normal | |||
|- | |||
| '''Playstyle''' || Defensive/punishes | |||
|- | |||
| '''Difficulty''' || Difficult | |||
|- | |||
| '''Max Mode Needed?''' || Yes | |||
|- | |||
| '''Tier Placement''' || Maybe (C) | |||
|- | |||
| '''Standing Hitbox''' || ? | |||
|- | |||
| '''Crouching Hitbox''' || Short | |||
|- | |||
| '''Defense Modifier''' || 215 | |||
|- | |||
| '''Wall Jump''' || No | |||
|} | |||
==Introduction== | |||
[[Image:Kasumifacesvc.png|right]] | |||
This girl is Kasumi Todoh, a character from the Art of Fighting series, as well as some KOF games. She is daughter of Ryuhaku Todoh, which is her master. If you played the first AOF game, you'll remember her father on the story mode. After her father was defeated by Takuma's son Ryo, Kasumi went on to find Ryo and defeat him for revenge purposes. In this game, she is fairly good, but only as a defensive character. If, however, you're coming here from KOF2002UM and play Kasumi there, prepare to be a little disappointed. Now yes, KOF02UM Kasumi is ripped straight out of this game, but Kasumi is much worse here overall with none of the stuff that makes her threatening in 02UM: no j.D of doom, poor light confirms, her Exceed is much worse, no free activation of Max Mode, the list goes on. That said, Kasumi can still work wonders in the right hands, especially if you have the game knowledge to back you up, but that also means investing a lot more time into her for SVC Chaos. On the bright side, she's at least not as bad as KOFXI Kasumi... or KOF96 Kasumi. | |||
'' | {{ ProConTable | ||
* | | pros= | ||
* | * '''Faster than average backdash:''' A minor advantage, but one that helps Kasumi run away slightly faster when need be and compliments her defensive gameplay. | ||
* | * '''Solid heavy normals:''' Kasumi's C and D buttons are overall pretty good for the most part. j.C and j.D make solid jump-in or air-to-air normals, her crouching heavy normals are decently fast, make strong up close normals to poke with or combo off of, and st.D pushes her forward to help it reach further as a poke. Though normals like st.C are pretty bad, her heavies are usually good to use in neutral. Even with j.D, j.B is also a solid jump-in normal. | ||
* | * '''Short, but powerful combos:''' Kasumi has brief combos, but they do good damage, especially with meter and max mode, making her punishes or max mode conversions rewarding, done off of front step or not. When using her rekka, it results in giving her more meter overall, too, or combos off of her unblockable can also end on a reset. They're easy, combos, too. | ||
* | * '''Various resets:''' Kasumi can go for either a regular knockdown on her combos or also go for a reset and aim to potentially score further damage. In one example, she can even forcibly set up a backturned reset which puts the opponent very close to her, making okizeme more threatening. | ||
* '''Air fireball to safely build meter:''' Similar to how characters like Iori or Kyo can extend their backdash by doing an aerial attack, Kasumi can cancel her backdash into her air fireball. While it stops her momentum completely, it stops opponents from chasing her while also giving her a safe way to build meter and still play defensively. Even as an air-to-air, it's a good way for her to mix up her jumps and either bait out attacks or bait opponents into jumping into her fireball. | |||
* '''Proximity unblockable to forcibly open up opponents:''' Combo or not, if she's close enough, Kasumi's command grab is a proximity unblockable that allows her to launch the opponent into a juggle state and deal additional damage or setup a reset to continue her pressure. Plus, it's easy max mode combo fodder for her to use. | |||
* '''Counters:''' One of the only characters to have them, Kasumi has access to counters she can use to punish any attacks the opponent does, whether it be a high, mid, or low. With the right read, Kasumi gets good damage and the advantage in neutral. Even her exceed is a counter. All of her knockdowns result in a knockdown, and while she often throws the opponent away from her, thus losing okizeme, this does force them to reapproach her as a result - making characters who need to get in have to do it all over again. | |||
* '''Good command grab super reach:''' Atypical of other command grabs in the game, Kasumi's command grab super doesn't need point blank proximity in order to connect with the opponent. While she does still need to be close, it makes front step punishes and combos easier to pull off without wasting meter and being punished for it. She can even combo it from her cr.B outside of max mode. | |||
* '''Can stop unblockable setups:''' Even against the likes of Shin Akuma, thanks to her counters and exceed, Kasumi can halt any unblockable attacks thrown her way, including setups by doing counter on wakeup. Opponents with unblockables and setups for them essentially have to bait Kasumi into throwing out a counter in order to not risk getting punished by her. Auto guard frames can also help depending on the attack. | |||
* '''Solid ground-defensive game:''' As a defensive focused character, Kasumi forces opponents to approach her, while having access to solid counters, a command grab super, defensive fireball, and more. Having these tools forces the opponent to play less recklessly or else Kasumi punishes them hard for it. At her best, Kasumi is very difficult to open up and shuts down characters that fight up close, and thus they have to second guess their approach. | |||
| cons= | |||
* '''Poor anti-airs and long ranged tools:''' Kasumi's longest reaching attacks without resorting to rekka are between st.D and her fireball attack Kasane Ate, which is fairly stubby, but they're not fast either. Anti-airing with Kasumi is also a gamble, as the most she can use are her cl.C, cr.C, and 214K, all of which have small hitboxes and lack horizontal reach. | |||
* '''Poor light buttons:''' Kasumi's light buttons are pretty bad, and several of them being uncancelable makes them even worse. Stubby range and with little utility beyond poking mixed with poor frame data, and Kasumi's lights make for forgetful buttons. Kasumi rarely uses them, even though making them cancellable alone would instantly make them decent. Not being able to cancel her lights especially hurts as she has no light confirm combos aside from one max mode combo. | |||
* '''Stubby proximity unblockable:''' Calling Kasumi's proximity unblockable, which is a key part of opening opponents up for a few reasons, is an understatement. You practically have to be hugging the opponent for it to connect, as even the slightest pushback results in her doing 6A instead. The pushback from doing any sort of light chain makes the stubby range all the more frustrating and limits Kasumi's options for opening the opponent up. And since her cr.B isn't cancelable, it exacerbates the problem. | |||
* '''Spacing-dependent and character specific combos:''' If Kasumi isn't close enough to the opponent, or tries to combo off of a jump in she's not close enough to do, her combo will drop because her command normal - what she usually uses - will whiff. Against problematic characters like Demitri, Kasumi has to adjust her combos or else she drops it. | |||
* '''Meter and max mode hungry:''' Kasumi's best damage is locked behind using meter, especially her max mode loops. She does good damage with her BnBs as is, but having meter and max mode makes playing Kasumi a lot more comfortable, especially combined with her proximity unblockable and being able to cancel attacks like cr.B. | |||
* '''Long recovery in general:''' Whiffed counters or some of her heavy attacks, let alone some specials, leaves Kasumi wide open and since front step makes punishing such attacks easier, mistakes are costly. | |||
* '''Exceed is a counter move:''' There's two counter exceeds in the game, and the other one is Iori's exceed. And even though Kasumi's entire kit revolves around baiting the opponent into mistakes, she has the ''worse'' of the two counter exceeds. As such, it's an unreliable exceed compared to just using a regular counter despite how hard it hits. But at least it actually complements her gameplay, unlike Iori's counter exceed. | |||
* '''No real answer against zoning:''' Kasumi's short-ranged fireball can only somewhat counter fireballs. Stubby as it is, she cannot use it to take space from the opponent, nor is it practical to use in fireball wars. If the opponent doesn't come after Kasumi by themselves, she has to approach them instead, but with average tools to do so and nothing exceptional in the way of movement or amazing buttons. | |||
* '''Requires extensive game knowledge to do well:''' Arguably one of the hardest characters to master. Knowing when to use each of Kasumi's counters, and executing her combos is only a small part of it. And in the event that she uses front step, you'd fare a lot better using the dash input to conserve meter. | |||
}} | |||
<center>{{FrameDataKey-SVC}}</center> | |||
==Move List== | |||
===Normal Moves=== | |||
====Close Normals==== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cl.A | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=5 | |||
|Counter Dmg=6 | |||
|Guard=Mid | |||
|G. Crush=5 | |||
|Stun=5 | |||
|Meter= | |||
|Cancel= | |||
|Startup=5 | |||
|Active=4 | |||
|Recovery=3 | |||
|Total=12 | |||
|Hit Adv=+5 | |||
|Block Adv=+3 | |||
|Invulnerability= | |||
|description=* Elbow attack. Can link into itself, and the other Light Attacks, and can be canceled too. Can only reliably combo into her proximity unblockable grab. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cl.B | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=5 | |||
|Counter Dmg=6 | |||
|Guard=Mid | |||
|G. Crush=5 | |||
|Stun=5 | |||
|Meter= | |||
|Cancel= | |||
|Startup=8 | |||
|Active=3 | |||
|Recovery=12 | |||
|Total=23 | |||
|Hit Adv=-3 | |||
|Block Adv=-5 | |||
|Invulnerability= | |||
|description=* A cancelable kick that can whiff on some small crouching chars. Can only reliably combo into her proximity unblockable grab. | |||
}} | |||
}} | |||
== | ===== <span class="invisible-header"></span> ===== | ||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cl.C | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=20 | |||
|Counter Dmg=28 | |||
|Guard=Mid | |||
|G. Crush=16 | |||
|Stun=19 | |||
|Meter= | |||
|Cancel= | |||
|Startup=7 | |||
|Active=6 | |||
|Recovery=9 | |||
|Total=22 | |||
|Hit Adv=+5 | |||
|Block Adv=+3 | |||
|Invulnerability= | |||
|description=* Kasumi's ground combo starter. You can easily cancel it into everything, so just learn how to combo with it. | |||
}} | |||
}} | |||
== | ===== <span class="invisible-header"></span> ===== | ||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cl.D | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=20 | |||
|Counter Dmg=28 | |||
|Guard=Mid | |||
|G. Crush=16 | |||
|Stun=19 | |||
|Meter= | |||
|Cancel= | |||
|Startup=10 | |||
|Active=5 | |||
|Recovery=15 | |||
|Total=30 | |||
|Hit Adv=+0 | |||
|Block Adv=-2 | |||
|Invulnerability= | |||
|description=* A cancelable kick with good damage. | |||
}} | |||
}} | |||
====Far Normals==== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=st.A | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=6 | |||
|Counter Dmg=7 | |||
|Guard=Mid | |||
|G. Crush=6 | |||
|Stun=6 | |||
|Meter= | |||
|Cancel= | |||
|Startup=5 | |||
|Active=3 | |||
|Recovery=6 | |||
|Total=14 | |||
|Hit Adv=+3 | |||
|Block Adv=+1 | |||
|Invulnerability= | |||
|description=* A punch that doesn't have reach, and can't be canceled. Can be useful to stop tick-throw attempts. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=st.B | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=7 | |||
|Counter Dmg=8 | |||
|Guard=Mid | |||
|G. Crush=7 | |||
|Stun=7 | |||
|Meter= | |||
|Cancel= | |||
|Startup=13 | |||
|Active=3 | |||
|Recovery=8 | |||
|Total=24 | |||
|Hit Adv=+1 | |||
|Block Adv=-1 | |||
|Invulnerability= | |||
|description=* Walking kick that can't be normal canceled. Use it as a poke only. Kasumi will walk a little forward during the move. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=st.C | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=20 | |||
|Counter Dmg=28 | |||
|Guard=Mid | |||
|G. Crush=16 | |||
|Stun=19 | |||
|Meter= | |||
|Cancel= | |||
|Startup=12 | |||
|Active=3, 3 | |||
|Recovery=25 | |||
|Total=43 | |||
|Hit Adv=-11 | |||
|Block Adv=-13 | |||
|Invulnerability= | |||
|description=* Strange punch that can be normal canceled(But I think you can't combo with it). It's just another poke over there. | |||
* Kasumi's pushbox does not move when performing this attack, only her hurtboxes and hitboxes do, meaning it's technically possible for a character to walk past and push Kasumi as she performs the attack (and whiff it). | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=st.D | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=21 | |||
|Counter Dmg=30 | |||
|Guard=Mid | |||
|G. Crush=16 | |||
|Stun=21 | |||
|Meter= | |||
|Cancel= | |||
|Startup=13 | |||
|Active=5 | |||
|Recovery=19 | |||
|Total=37 | |||
|Hit Adv=-4 | |||
|Block Adv=-6 | |||
|Invulnerability= | |||
|description=* Another poke(But can't be normal canceled this time). Kasumi will move a little forward during the move. | |||
}} | |||
}} | |||
====Crouch Normals==== | |||
* | ===== <span class="invisible-header"></span> ===== | ||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cr.A | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=5 | |||
|Counter Dmg=6 | |||
|Guard=Mid | |||
|G. Crush=5 | |||
|Stun=5 | |||
|Meter= | |||
|Cancel= | |||
|Startup=5 | |||
|Active=6 | |||
|Recovery=7 | |||
|Total=18 | |||
|Hit Adv=-1 | |||
|Block Adv=-3 | |||
|Invulnerability= | |||
|description=* Straight punch. Use as a poke, but can be normal canceled, chain into itself and other Light Attacks. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cr.B | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=5 | |||
|Counter Dmg=6 | |||
|Guard=Mid | |||
|G. Crush=5 | |||
|Stun=6 | |||
|Meter= | |||
|Cancel= | |||
|Startup=4 | |||
|Active=4 | |||
|Recovery=8 | |||
|Total=16 | |||
|Hit Adv=+0 | |||
|Block Adv=-2 | |||
|Invulnerability= | |||
|description=* A kick that hits low, and can't be normal canceled, but can chain into itself, and other Light Attacks. | |||
}} | |||
}} | |||
== | ===== <span class="invisible-header"></span> ===== | ||
<font style="visibility:hidden" size="0"></font> | |||
* | {{MoveData | ||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cr.C | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=17 | |||
|Counter Dmg=18 | |||
|Guard=Mid | |||
|G. Crush=16 | |||
|Stun=16 | |||
|Meter= | |||
|Cancel= | |||
|Startup=9 | |||
|Active=9 | |||
|Recovery=20 | |||
|Total=38 | |||
|Hit Adv=-9 | |||
|Block Adv=-11 | |||
|Invulnerability= | |||
|description=* Anti-air, maybe? Dunno if it's trustable, but you can normal cancel it(And use it on combos, but the startup is a little strange). | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
=== | {{MoveData | ||
|image= | |||
* | |subtitle= | ||
|caption= | |||
|name=cr.D | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=20 | |||
|Counter Dmg=28 | |||
|Guard=Mid | |||
|G. Crush=16 | |||
|Stun=19 | |||
|Meter= | |||
|Cancel= | |||
|Startup=7 | |||
|Active=4 | |||
|Recovery=16 | |||
|Total=27 | |||
|Hit Adv=SKD | |||
|Block Adv=-2 | |||
|Invulnerability= | |||
|description=* A sweep that can be normal canceled. Cancel it when you need meter(Or to do block pressure on your opponent). | |||
}} | |||
}} | |||
= | ====Jumping Normals==== | ||
''''' | ===== <span class="invisible-header"></span> ===== | ||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=(n)j.A | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=6 | |||
|Counter Dmg=7 | |||
|Guard=Overhead | |||
|G. Crush=6 | |||
|Stun=6 | |||
|Meter= | |||
|Cancel= | |||
|Startup=6 | |||
|Active='''nj= 11''' ; '''dj= 12''' | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Neutral/Diagonal Jumping Attack | |||
* For all of Kasumi's jumping normals, the Diagonal and the Neutral versions are the same. This can be used as a jump-in for combos, but only that. Kasumi has better options. | |||
* Hitbox is slightly different depending on the type of jump. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=(n)j.B | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=7 | |||
|Counter Dmg=8 | |||
|Guard=Overhead | |||
|G. Crush=7 | |||
|Stun=7 | |||
|Meter= | |||
|Cancel= | |||
|Startup='''nj= 7''' ; '''dj= 6''' | |||
|Active=12 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Neutral/Diagonal Jumping Attack | |||
* Kick with good reach. It can crossup, but it's hard to combo after it(Depends of the opponent's character, I think). | |||
* Hitbox is ''very'' slightly different depending on the type of jump. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=(n)j.C | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=20 | |||
|Counter Dmg=28 | |||
|Guard=Overhead | |||
|G. Crush=16 | |||
|Stun=19 | |||
|Meter= | |||
|Cancel= | |||
|Startup=8 | |||
|Active=10 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Neutral/Diagonal Jumping Attack | |||
* A chop. It can crossup too, which is nice, but it's hard to combo after it too. | |||
* Hitbox is slightly different depending on the type of jump. | |||
}} | |||
}} | |||
'' | ===== <span class="invisible-header"></span> ===== | ||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=(n)j.D | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=20 | |||
|Counter Dmg=28 | |||
|Guard=Overhead | |||
|G. Crush=16 | |||
|Stun=19 | |||
|Meter= | |||
|Cancel= | |||
|Startup='''nj= 8''' ; '''dj= 9''' | |||
|Active=11 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Neutral/Diagonal Jumping Attack | |||
* A kick with nice reach and damage. It can crossup, like the other two moves, but... For me, it was easier to hit after the crossup(The worst part was "making it crossup"). Strangely enough, you can normal cancel it into her air projectile(Not sure if you can combo this way). | |||
}} | |||
}} | |||
'' | ===Command Normals=== | ||
{{MoveData | |||
|image= | |||
|subtitle=f.A | |||
|caption= | |||
|name=Hiji Ate | |||
|data= | |||
{{AttackData-SVC | |||
|version=Raw | |||
|Damage=14x2 | |||
|Counter Dmg=18 | |||
|Guard=Mid > Overhead | |||
|G. Crush=11x2 | |||
|Stun=14x2 | |||
|Meter= | |||
|Cancel= | |||
|Startup=18 | |||
|Active=5, (3), 7 | |||
|Recovery=16 | |||
|Total=49 | |||
|Hit Adv='''2nd= -3''' | |||
|Block Adv='''2nd= -5''' | |||
|Invulnerability= | |||
}} | |||
{{AttackData-SVC | |||
|version=Canceled | |||
|Damage=11x2 | |||
|Counter Dmg=13 | |||
|Guard=Mid | |||
|G. Crush=7x2 | |||
|Stun=11x2 | |||
|Meter= | |||
|Cancel= | |||
|Startup=15 | |||
|Active=5, (3), 7 | |||
|Recovery=16 | |||
|Total=46 | |||
|Hit Adv='''2nd= -3''' | |||
|Block Adv='''2nd= -5''' | |||
|Invulnerability= | |||
|description=* This move has two versions: When you use it alone, and when you use it after a normal. This move does two hits, as you maybe saw by doing the input while playing with her. If you use it alone, it will be a non-cancelable attack(You can max cancel the hits), but the second hit will be an overhead. If you cancel a normal into this move, it will lose the overhead properties, but will be a cancelable move(On each hit), which is incredible! This move is important for Kasumi's basic combos. | |||
}} | |||
}} | |||
===Throws=== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name={{Icon-SNK|A}}{{Icon-SNK|B}} Throw | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=24 | |||
|Counter Dmg=24 | |||
|Guard=Throw | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name={{Icon-SNK|C}}{{Icon-SNK|D}} Throw | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=24 | |||
|Counter Dmg=24 | |||
|Guard=Throw | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle={{Icon-SNK|C}}{{Icon-SNK|D}} on Block | |||
|caption= | |||
|name=Guard Cancel Blowback | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=0 | |||
|Counter Dmg=0 | |||
|Guard=Mid | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
}} | |||
--- | ===Special Moves=== | ||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=(Jump) qcf P | |||
|caption= | |||
|name=Kasane Ate | |||
|data= | |||
{{AttackData-SVC | |||
|version=qcf A | |||
|Damage=22 | |||
|Counter Dmg=26 | |||
|Guard=Mid | |||
|G. Crush=13 | |||
|Stun=13 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Kasumi's projectile move(It can negate projectiles). It doesn't have so much reach, and that's why it's generally used on basic combos. The air version won't be an overhead, sadly(But you can cancel a j.D into it), and has less reach than the ground version. If you do the "Quick Fireball Motion"(QCF, uf+P), she will do the projectile's animation(Near from the ground), but her jump arc still will be the same(And she can't do normals during this arc). It can be used during a backdash(If you time well), which is her way to build meter. Strangely enough, you can't max cancel a move into it. | |||
}} | |||
{{AttackData-SVC | |||
|version=qcf C | |||
|Damage=22 | |||
|Counter Dmg=26 | |||
|Guard=Mid | |||
|G. Crush=16 | |||
|Stun=16 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=qcb A x3 | |||
|caption= | |||
|name=Senkou Nagashi | |||
|data= | |||
{{AttackData-SVC | |||
|version=1st Rekka | |||
|Damage=10x2 | |||
|Counter Dmg=12 | |||
|Guard=Mid | |||
|G. Crush=4x2 | |||
|Stun=8x2 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
{{AttackData-SVC | |||
|version=2nd Rekka | |||
|Damage=10 | |||
|Counter Dmg=12 | |||
|Guard=Mid | |||
|G. Crush=2 | |||
|Stun=9 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
{{AttackData-SVC | |||
|version=3rd Rekka | |||
|Damage=14 | |||
|Counter Dmg=16 | |||
|Guard=Mid | |||
|G. Crush=2 | |||
|Stun=11 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Kasumi's main special move to do combos(It's that rekka thing). You can easily cancel a Heavy normal into it, so... Just use it, you'll need. On the first input, Kasumi will do two attacks with her hands, where those two can be max canceled(One of her Max Mode loops is involved with it). The second input is just a linker for the first one, nothing special about it. And, finally, the last input will knockdown your opponent. Just learn how to do punish combos with it, and you'll be fine. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=qcb C x3 | |||
|caption= | |||
|name=Senkou Nagashi | |||
|data= | |||
{{AttackData-SVC | |||
|version=1st Rekka | |||
|Damage=10x2 | |||
|Counter Dmg=12 | |||
|Guard=Mid | |||
|G. Crush=4x2 | |||
|Stun=8x2 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
{{AttackData-SVC | |||
|version=2nd Rekka | |||
|Damage=10 | |||
|Counter Dmg=12 | |||
|Guard=Mid | |||
|G. Crush=2 | |||
|Stun=9 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
{{AttackData-SVC | |||
|version=3rd Rekka | |||
|Damage=14 | |||
|Counter Dmg=16 | |||
|Guard=Mid | |||
|G. Crush=2 | |||
|Stun=11 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=qcb K | |||
|caption= | |||
|name=Hakuzan Tou | |||
|data= | |||
{{AttackData-SVC | |||
|version=qcb B | |||
|Damage=16x2 | |||
|Counter Dmg=20 | |||
|Guard=Mid | |||
|G. Crush=14x2 | |||
|Stun=14x2 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Kasumi's anti-air special move. It has some auto-guard hitboxes, so it's better when used as an anti-air. Although it doesn't look like, it won't juggle your opponent(Only on a counter hit). The B version has better startup, and the D version makes Kasumi move forward during the move(But she will come back to her initial position after the attack). | |||
}} | |||
{{AttackData-SVC | |||
|version=qcb D | |||
|Damage=16x2 | |||
|Counter Dmg=20 | |||
|Guard=Mid | |||
|G. Crush=14x2 | |||
|Stun=14x2 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=hcf B | |||
|caption= | |||
|name=Messhin Mutou | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=30 | |||
|Counter Dmg=30 | |||
|Guard=Mid | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* One of Kasumi's counter moves(Her counter moves are very important). This one will counter only high moves(Example: Jumping attacks). This one can be used to anti-air, but you'll need to be patient, because if you miss it... You'll take damage, I'm sure of that. It can stop certain Supers/Exceeds too. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=hcf D | |||
|caption= | |||
|name=Sasshou Inshuu | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=34 | |||
|Counter Dmg=34 | |||
|Guard=Mid | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Another counter move. This one is for mid-hitting moves(Example: Most standing attacks, crouching punches, and some Supers/Exceeds). To use it, you'll need to be patient(Mid-level attacks aren't so used, but you can catch pokes - Like [[Genjyuro Kibagami (SvC)|Genjuro's]] f.C - using it). | |||
}} | |||
}} | |||
--- | ===== <span class="invisible-header"></span> ===== | ||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=dd.K | |||
|caption= | |||
|name=Hanshin: Morote Gaeshi | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=34 | |||
|Counter Dmg=34 | |||
|Guard=Mid | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Another counter move, but this one is for low-hitting moves(Example: Sweeps, certain Specials/Supers/Exceeds). The input is easy, it's up to you to react to the attacks. | |||
}} | |||
}} | |||
'' | ===== <span class="invisible-header"></span> ===== | ||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=hcb~f P | |||
|caption= | |||
|name=Tatsumaki Souda | |||
|data= | |||
{{AttackData-SVC | |||
|version=hcb~f A | |||
|Damage=11x4 | |||
|Counter Dmg=13 | |||
|Guard=Unblockable | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Kasumi's proximity unblockable grab. The input can be a little strange at first, but don't worry. A good thing about it is that you can juggle after the last hit, and on the C version, there is a kick that can be max canceled(The kick before the last hit). A bad thing about it is that you can't combo it from the Heavy Attacks, but you can with the Light Attacks, which is good. | |||
}} | |||
{{AttackData-SVC | |||
|version=hcb~f C | |||
|Damage=11x4 | |||
|Counter Dmg=13 | |||
|Guard=Unblockable | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
}} | |||
'' | ===Super Moves=== | ||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=qcf x2 P | |||
|caption= | |||
|name=Chou Kasane Ate | |||
|data= | |||
{{AttackData-SVC | |||
|Damage='''A= 36x5''' ; '''C= 36x7''' | |||
|Counter Dmg=45 | |||
|Guard=Mid | |||
|G. Crush=4x5 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Kasumi's most used Super. It covers the entire screen(Making it almost impossible for certain chars to jump over it), and will defeat most projectiles(Including some Super ones, I could defeat Ryo's Haoh Shoukou Ken using it), that's why. It's used on combos too(Can do up to 4/5 hits), and has some basic hit-confirms too(See the combos section for more details). Use it, it's a great Super on Kasumi's arsenal. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=hcb x2 K | |||
|caption= | |||
|name=Shiranui | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=72 | |||
|Counter Dmg=72 | |||
|Guard=Throw | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* A Super grab. It can combo from normals, and the damage is incredible! Use it on punish combos(To do damage while respecting your opponent). Note that this move is actually a parody of Ibuki's Raida(One of her grabs). | |||
}} | |||
}} | |||
===Exceed=== | |||
{{MoveData | |||
|image= | |||
|subtitle={{Motion|236}}{{Motion|63214}}{{Icon-SNK|A}}{{Icon-SNK|C}} | |||
|caption= | |||
|name=Shingan Kazura Otoshi | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=75x2 | |||
|Counter Dmg=75 | |||
|Guard=Mid | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup=6+(1)+0 | |||
|Active=26+25 | |||
|Recovery=24 | |||
|Total=81 | |||
|Hit Adv=HKD (+31) | |||
|Block Adv=X | |||
|Invulnerability=1F~6F (startup), 7F (first frame of flash) | |||
|description=* Active frames begin during the flash animation on the second frame of the flash; therefore, it is divided into two halves. The hitboxes do not change. | |||
:* 1F~6F Startup > 7F (first frame of flash) > 8F~33F (remainder of flash; first half Active) > 34F~58F second half Active > 59F~81F Recovery | |||
* Another counter move where instead, Kasumi counters every type of attack that connects with her, excluding throws and projectiles. She grabs the opponent, throws them to the ground, and fiercely punches them. | |||
* Deals a ton of damage when it connects, just under a whole health bar's worth of damage, and leaves the opponent lying next to Kasumi after she performs it. | |||
* Little more to say other than it's very risky to throw out but can be really rewarding. Use it very carefully and sparingly, or you're eating a huge punish for it. It's also easier to tell when the active frames end as Kasumi lowers her pose. | |||
* Ironically, this is actually ''worse'' than Iori's Exceed, despite this Exceed actually fitting Kasumi's gameplay. Worse startup (despite having i-frames to compensate for it, too), worse active frames duration, worse recovery, and it's a longer Exceed animation in general. The only advantage is that Kasumi is much more plus on knockdown so she gets better oki from it. | |||
}} | |||
}} | |||
==Strategy== | |||
===Basic Strategy=== | |||
'''''Kasumi's gameplan''''' | |||
Kasumi isn't very simple to play, mainly because she is a defensive character, while most of the other characters in the cast are offensive, giving her a disadvantage on many matchups. The first thing you'll need to learn is how to punish, because that's the only way she can do good damage. The second is, obviously, the counter moves. They are things that you'll need to master, and I'll give you some help later. For her Supers, I think you don't need many details, they are basic to use: The Super version of the Projectile is useful to catch jumpers from far away, or to punish some projectile abusers, and her Grab Super is mainly for punishing(But you can punish with the other Super too). That's it, good luck on your future matches. | |||
' | |||
=Advanced Strategy= | ===Advanced Strategy=== | ||
'''''Learning how to use her counter moves''''' | '''''Learning how to use her counter moves''''' | ||
Line 171: | Line 1,082: | ||
Those were just the basics, below you'll see more about those counters. | Those were just the basics, below you'll see more about those counters. | ||
'''''How | '''''How can I use my counters against my opponent?''''' | ||
Now I'll answer the question. But we'll need to analyse every counter move she has(You can add more * things here if you want). | Now I'll answer the question. But we'll need to analyse every counter move she has(You can add more * things here if you want). | ||
''Meshin Mutou(HCF+ | ''Meshin Mutou(HCF+B, for the high moves)''<br> | ||
This is the one you'll need to master quickly. Why? Jumpers. There are many players who like to jump on you just to begin their combos(And you'll most likely be on the ground, so... Damage is yours here), without the fact that it can stop some Special/Super moves. Some things that you'll need to know about this counter: | This is the one you'll need to master quickly. Why? Jumpers. There are many players who like to jump on you just to begin their combos(And you'll most likely be on the ground, so... Damage is yours here), without the fact that it can stop some Special/Super moves. Some things that you'll need to know about this counter: | ||
* Don't be predictable(Never abuse of the counters); | * Don't be predictable(Never abuse of the counters); | ||
Line 182: | Line 1,093: | ||
* You'll love to use any counter against characters without projectiles/long-range(Non-physical) options, or even rushdown characters like [[Kim Kaphwan (SvC)|Kim]], or even [[Ken (SvC)|Ken]], who'll just run forward to meet one of your counters. | * You'll love to use any counter against characters without projectiles/long-range(Non-physical) options, or even rushdown characters like [[Kim Kaphwan (SvC)|Kim]], or even [[Ken (SvC)|Ken]], who'll just run forward to meet one of your counters. | ||
''Sasshou Inshuu(HCF+ | ''Sasshou Inshuu(HCF+D, for the mid moves)''<br> | ||
You won't need it that much, mainly because combos rarely start with an attack hitting mid(Only on a punish, maybe). Things that you'll need to know about it: | You won't need it that much, mainly because combos rarely start with an attack hitting mid(Only on a punish, maybe). Things that you'll need to know about it: | ||
* This one won't be so used against many opponents(Maybe against pokers?); | * This one won't be so used against many opponents(Maybe against pokers?); | ||
Line 190: | Line 1,101: | ||
This one you'll need. Many players like to use low moves, because most of them are safe on block, and have extremely good reach. This one is probably the easiest to react, due to the input. Things that you'll need to know about it: | This one you'll need. Many players like to use low moves, because most of them are safe on block, and have extremely good reach. This one is probably the easiest to react, due to the input. Things that you'll need to know about it: | ||
* Don't even try to fake it; | * Don't even try to fake it; | ||
* Nearly every low attack is whiff cancelable in and/or outside of | * Nearly every low attack is whiff cancelable in and/or outside of Max Mode(Making the counter fail to work); | ||
* It can counter slide attacks as well. | * It can counter slide attacks as well. | ||
* You'll maybe like to use it against characters who like to attack while crouching, mainly chargers( | * You'll maybe like to use it against characters who like to attack while crouching, mainly chargers([[Balrog (SvC)|Boxer]], maybe). | ||
'''''Resets''''' | |||
Resets are important, that's what is said on nearly every SvC character section on this wiki. As you saw, Kasumi has a reset combo(It's on her normal combos section). What to do after it? You have some options: | |||
* Do a counter move(Some players like to use moves with startup invincibility after a reset, so a counter move could help you on these situations, most notably the Exceed, which can counter any physical move. Watch out for projectile/delayable supers too); | |||
* Do a cr.B into her Special/Super Grab(On the super, you can do that combo mentioned before) - Low into knockdown; | |||
* Do a projectile(Normal or Super) - To push your opponent; | |||
* Do a f+A - Overhead; make sure the second hit hits your opponent, because only that hit is an overhead. | |||
'''''Wakeup crossup setup (Kasumi version)''''' | |||
This is a common glitch for the Neo Geo games. Most characters in the game has this glitch on their arsenal, and this hasn't changed with Kasumi. To do it, you'll need to be on the Max Mode, and do this: | |||
(Combo,) hcb~f A(4), (C)qcb P | |||
* Note: Do NOT cancel hcb~f A on the third hit. While it looks like the opponent is backturned, and they technically are still, if they recovery roll upon landing, they will roll away from Kasumi facing her, thus the setup is ruined. They only remain backturned from Kasumi if they don't tech roll, whereas canceling on the 4th hit always leaves them facing away from her even on recovery roll. | |||
After this, your opponent will wakeup with his back turned(Meaning that he will need to block to the opposite side on the wakeup). While the opponent is knocked down, you will have some time to think:''"Which combo I will use?'' You have two options: | |||
* In case you have enough meter, do any loop/overhead combo. | |||
* In case the meter is near from the end, just do a meaty qcf x2 P | |||
* In case it ended, just do a simple combo(Do it with the Supers, you'll have two levels after the Max Mode ends). | |||
====Match-Ups==== | |||
==Combos== | |||
<center>{{Template:ComboNotationKey-SVC}}</center> | |||
Kasumi has good combo options, but they are mainly for punishing, or to use after a stun. | |||
'''' | ===Starters=== | ||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|+ Starters | |||
|- | |||
! Combo !! Position !! Damage !! Stun !! Difficulty !! Notes | |||
|- | |||
|cr.B, cr./cl.A || TBA || TBA || TBA || TBA || Tight link, since cr.B isn't cancellable. Only move Kasumi can confirm into is her command grab super, everything else is too slow to combo into, and her proximity unblockable's range is too stubby for it to combo off of more than one light. Kasumi can combo into proximity unblockable with one cr.A, but this only hits mid on top of not being able to hit confirm it, so it's risky to attempt. In Max Mode, she can free cancel cr.B into proximity unblockable for a low hitting confirm, but that's also sacrificing some Max Mode meter. | |||
|- | |||
|cl.C, f.A || TBA || TBA || TBA || TBA || | |||
|- | |||
|} | |||
===BnB Combos=== | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|+ BnB Combos | |||
|- | |||
! Combo !! Position !! Damage !! Stun !! Difficulty !! Notes | |||
|- | |||
|(j.X,) cl.C, f.A, qcf A || TBA || TBA || TBA || TBA || Basic combo. To make it work, you need to do it from point-blank reach. It won't work with the C version, sadly. For a Jump Attack, you can use the j.A if you don't want to crossup, just remember that. | |||
|- | |||
|j.D, j.qcf P || TBA || TBA || TBA || TBA || This is what she can do in the air by canceling her j.D. Not a real combo, but it's more pressure on the opponent, or a potential mixup if they block only the j.D and try to punish. | |||
|- | |||
|(j.X,) cl.C, f.A, qcb P x3 || TBA || TBA || TBA || TBA || Generally used as a BnB for punishing(Without meter). Learn it, in case you need to punish. The damage on this combo is decent too, which is good for her. | |||
|- | |||
|(Corner only) st.C, qcb P x3 || TBA || TBA || TBA || TBA || Just a combo to use with a poke. It doesn't do more damage than the above, but can be used when you need. | |||
|- | |||
|(j.X,) cl.C, f.A(1), qcb K || TBA || TBA || TBA || TBA || Not that hard as a combo, really. | |||
|- | |||
|(Anti-air) CH qcb B(1), qcb D || TBA || TBA || TBA || TBA || Anti-air combo. This special move has autoguard frames, which makes it a little safe to use. Do it only when you need. | |||
|- | |||
|(j.X,) cl.C, f.A(1-2), hcb~f P, j.D || TBA || TBA || TBA || TBA || A reset setup. | |||
|- | |||
|(corner) cl.C, f.A(1-2), hcb~f P, qcb K || TBA || TBA || TBA || TBA || | |||
|} | |||
= | {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | ||
|+ Super Combos | |||
|- | |||
! Combo !! Position !! Damage !! Stun !! Difficulty !! Notes | |||
|- | |||
|(j.X,) cl.C, f.A, hcb~f P, qcf x2 P || TBA || TBA || TBA || TBA || The most damaging followup for her Command grab, but won't do much damage since super only connects one hit. A version gives you more time to react on a raw hcb~f P (or just button hold it), but if comboing into the proximity unblockable, only use the A version. C version whiffs if the combo starts with cl.C, f.A, but not if you do cl.C, f.A(1). There's also the chance that the super whiffs on the C version, leaving Kasumi wide open afterwards. | |||
|- | |||
|(j.X,) cl.C, f.A, qcf x2 P || TBA || TBA || TBA || TBA || Kind of a more damaging version of her BnB. Does good damage - almost one bar. I recommend you to use the A version of the Super, because it will do a knockdown on the last hit, while the C version won't. | |||
|- | |||
|(j.X,) cr.B, cr.cl.A, hcb x2 K || TBA || TBA || TBA || TBA || Combo with a low starter. Probably the best thing she can do with the Light Attacks(On combos). The damage is pretty good too(Thanks to the super). Can be used as a BnB for the Super(It has good reach, you can use it). | |||
|- | |||
|(j.X,) cl.C, f.A, hcb x2 K || TBA || TBA || TBA || TBA || For punishing purposes. You can need this one, I'll say(Does almost one bar in damage terms). Just use it, it's one of her most damaging combos(Thanks to the reach). | |||
|- | |||
|(Anti-air) CH qcb B(1), qcf x2 K || TBA || TBA || TBA || TBA || | |||
|- | |||
|} | |||
===Max Mode Combos=== | |||
She has some good combos here. She can max cancel only some hits of the Command Grab, the two hits on the first QCB+P, and the two hits of her f.A overhead. | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|+ Max Mode Combos | |||
|- | |||
! Combo !! Position !! Damage !! Stun !! Difficulty !! Notes | |||
|- | |||
|(j.X,) cl.C, f.A, [(C)qcb P(2), (C)hcb~f C(3),]xN, (SC)hcb x2 K || TBA || TBA || TBA || TBA || This is probably one of her most basic loops. | |||
|- | |||
|(j.X,) cr.B, [(C)hcb~f C(3), [(C)qcb P(2),]xN, (C)hcb~f A, qcf x2 P || TBA || TBA || TBA || TBA || Loop with a low starter. Very good, but I don't know who is the most damaging here. Just use the one that suits better for you. (Note: The cr.B is optional, but it's in there to help you... Try to cancel it, you can do it with practice, and it can help you on resets - see the second * on the list for more details.) | |||
|- | |||
|f.A, (C)qcb P, (max mode loop,) hcb~f A, qcf x2 P || TBA || TBA || TBA || TBA || Just a simple combo to use on the opponent's wakeup. ''"Are loops from the overhead possible?'' Only on the corner, sadly. If you try to use this combo with the hcb~f C instead of A on midscreen, the attacks won't connect. And sadly again, Kasumi can't put her opponents to the corner easily. | |||
|- | |||
|} | |||
{{Navbox-SVC}} | |||
[[Category: SvC Chaos]] | [[Category: SvC Chaos]] | ||
[[Category:Kasumi Todoh]] |
Latest revision as of 18:27, 4 August 2024
藤堂 香澄, Todoh Kasumi | |
---|---|
Category | Normal |
Playstyle | Defensive/punishes |
Difficulty | Difficult |
Max Mode Needed? | Yes |
Tier Placement | Maybe (C) |
Standing Hitbox | ? |
Crouching Hitbox | Short |
Defense Modifier | 215 |
Wall Jump | No |
Introduction
This girl is Kasumi Todoh, a character from the Art of Fighting series, as well as some KOF games. She is daughter of Ryuhaku Todoh, which is her master. If you played the first AOF game, you'll remember her father on the story mode. After her father was defeated by Takuma's son Ryo, Kasumi went on to find Ryo and defeat him for revenge purposes. In this game, she is fairly good, but only as a defensive character. If, however, you're coming here from KOF2002UM and play Kasumi there, prepare to be a little disappointed. Now yes, KOF02UM Kasumi is ripped straight out of this game, but Kasumi is much worse here overall with none of the stuff that makes her threatening in 02UM: no j.D of doom, poor light confirms, her Exceed is much worse, no free activation of Max Mode, the list goes on. That said, Kasumi can still work wonders in the right hands, especially if you have the game knowledge to back you up, but that also means investing a lot more time into her for SVC Chaos. On the bright side, she's at least not as bad as KOFXI Kasumi... or KOF96 Kasumi.
Strengths | Weaknesses |
---|---|
|
|
SVC Chaos: SNK VS Capcom Frame Data Glossary | |
---|---|
Damage |
How much damage the attack does. This takes into account no defense modifiers, so the damage assumes a 0% damage modifier, or in other words the average defense modifier of 223 against characters like Kyo and Ryu.
|
Counter Damage |
How much damage the attack does on a counter hit, or when it connects with an opponent while they're performing an attack. Counter damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma. |
Guard |
Where the attack hits, and thus where it must be blocked.
|
Guard Crush |
How much guard meter damage the attack does to the green Guard Gauge. |
Stun |
How many points of stun the attack adds to the opponent's invisible Stun Gauge. |
Meter |
How much meter is gained for performing/landing the attack. Special moves earn meter both when activated and when they connect with the opponent, whether it hits them or they block it. |
Cancel |
The type of cancel the attack can perform.
|
Startup |
How many frames it takes before the move becomes 'active' or has a hitbox. The SVC Chaos wiki uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4. Super and Exceed startup will calculate both the frames before and after the super flash animation as such: X+Y, with X being the startup frames before the flash animation and Y being the startup frames after the flash animation.
|
Active |
How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by a comma. (Example: 3, 4 - The attack has its first hitbox for 3 frames, then the second hitbox for 4 frames)
|
Recovery |
How many frames it takes for a move to finish after it's been active. |
Total |
The total number of frames the attack lasts on screen for. This adds up the startup, active, and recovery frames into one number. |
Hit/Block Adv |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish.
|
Invulnerability |
Indicates whether there's any frames of invulnerability during the attack. |
Move List
Normal Moves
Close Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5 | 6 | Mid | 5 | 5 | - | - | 5 | 4 | 3 | 12 | +5 | +3 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5 | 6 | Mid | 5 | 5 | - | - | 8 | 3 | 12 | 23 | -3 | -5 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
20 | 28 | Mid | 16 | 19 | - | - | 7 | 6 | 9 | 22 | +5 | +3 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
20 | 28 | Mid | 16 | 19 | - | - | 10 | 5 | 15 | 30 | +0 | -2 | - | |
|
Far Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
6 | 7 | Mid | 6 | 6 | - | - | 5 | 3 | 6 | 14 | +3 | +1 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
7 | 8 | Mid | 7 | 7 | - | - | 13 | 3 | 8 | 24 | +1 | -1 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
20 | 28 | Mid | 16 | 19 | - | - | 12 | 3, 3 | 25 | 43 | -11 | -13 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
21 | 30 | Mid | 16 | 21 | - | - | 13 | 5 | 19 | 37 | -4 | -6 | - | |
|
Crouch Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5 | 6 | Mid | 5 | 5 | - | - | 5 | 6 | 7 | 18 | -1 | -3 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5 | 6 | Mid | 5 | 6 | - | - | 4 | 4 | 8 | 16 | +0 | -2 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
17 | 18 | Mid | 16 | 16 | - | - | 9 | 9 | 20 | 38 | -9 | -11 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
20 | 28 | Mid | 16 | 19 | - | - | 7 | 4 | 16 | 27 | SKD | -2 | - | |
|
Jumping Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
6 | 7 | Overhead | 6 | 6 | - | - | 6 | nj= 11 ; dj= 12 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
7 | 8 | Overhead | 7 | 7 | - | - | nj= 7 ; dj= 6 | 12 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
20 | 28 | Overhead | 16 | 19 | - | - | 8 | 10 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
20 | 28 | Overhead | 16 | 19 | - | - | nj= 8 ; dj= 9 | 11 | - | - | - | - | - | |
|
Command Normals
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Raw | 14x2 | 18 | Mid > Overhead | 11x2 | 14x2 | - | - | 18 | 5, (3), 7 | 16 | 49 | 2nd= -3 | 2nd= -5 | - |
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
Canceled | 11x2 | 13 | Mid | 7x2 | 11x2 | - | - | 15 | 5, (3), 7 | 16 | 46 | 2nd= -3 | 2nd= -5 | - |
|
Throws
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
24 | 24 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
24 | 24 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 0 | Mid | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Special Moves
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
qcf A | 22 | 26 | Mid | 13 | 13 | - | - | - | - | - | - | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
qcf C | 22 | 26 | Mid | 16 | 16 | - | - | - | - | - | - | - | - | - |
|
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st Rekka | 10x2 | 12 | Mid | 4x2 | 8x2 | - | - | - | - | - | - | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
2nd Rekka | 10 | 12 | Mid | 2 | 9 | - | - | - | - | - | - | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
3rd Rekka | 14 | 16 | Mid | 2 | 11 | - | - | - | - | - | - | - | - | - |
|
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st Rekka | 10x2 | 12 | Mid | 4x2 | 8x2 | - | - | - | - | - | - | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
2nd Rekka | 10 | 12 | Mid | 2 | 9 | - | - | - | - | - | - | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
3rd Rekka | 14 | 16 | Mid | 2 | 11 | - | - | - | - | - | - | - | - | - |
|
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
qcb B | 16x2 | 20 | Mid | 14x2 | 14x2 | - | - | - | - | - | - | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
qcb D | 16x2 | 20 | Mid | 14x2 | 14x2 | - | - | - | - | - | - | - | - | - |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
30 | 30 | Mid | 0 | 0 | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
34 | 34 | Mid | 0 | 0 | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
34 | 34 | Mid | 0 | 0 | - | - | - | - | - | - | - | - | - | |
|
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
hcb~f A | 11x4 | 13 | Unblockable | 0 | 0 | - | - | - | - | - | - | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
hcb~f C | 11x4 | 13 | Unblockable | 0 | 0 | - | - | - | - | - | - | - | - | - |
|
Super Moves
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
A= 36x5 ; C= 36x7 | 45 | Mid | 4x5 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
72 | 72 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Exceed
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
75x2 | 75 | Mid | 0 | 0 | 0 | X | 6+(1)+0 | 26+25 | 24 | 81 | HKD (+31) | X | 1F~6F (startup), 7F (first frame of flash) | |
|
Strategy
Basic Strategy
Kasumi's gameplan
Kasumi isn't very simple to play, mainly because she is a defensive character, while most of the other characters in the cast are offensive, giving her a disadvantage on many matchups. The first thing you'll need to learn is how to punish, because that's the only way she can do good damage. The second is, obviously, the counter moves. They are things that you'll need to master, and I'll give you some help later. For her Supers, I think you don't need many details, they are basic to use: The Super version of the Projectile is useful to catch jumpers from far away, or to punish some projectile abusers, and her Grab Super is mainly for punishing(But you can punish with the other Super too). That's it, good luck on your future matches.
Advanced Strategy
Learning how to use her counter moves
Counter moves are the probably most important thing on Kasumi's arsenal. But if I'll need, how can I use them effectively? That's a good question. First, you'll need one of those(Use the one that suits better for you):
- Reflexes(Using the counter on reaction, that's maybe the most used);
- Patience(Meaning that you'll need to wait for the attack).
We know Kasumi is a big and cute turtle, and that's why she needs the counter moves. So, what now? Well, practice only one of the counters now, and I reccomend you... The d, d+K(Easy input, easy to do, but can counter only low-hitting moves), or the Exceed(Can counter any attack). Her counter moves don't need to be used everytime(You'll just be punished during them in case you miss them), but try to make sure you hit the counter(Especially the Exceed). How to begin using them on a real match? You can:
- Use the counters on predictable moves(Like moves with bad startup, jumping attacks - in case you know your opponent will do it -, or certain Supers, where you can see the flash, and this one is good for the ones who choose "Patience");
- Do the counters a split second before the attack hits(Good to use, but you'll need a lot of "Reflexes" to do that).
Those were just the basics, below you'll see more about those counters.
How can I use my counters against my opponent?
Now I'll answer the question. But we'll need to analyse every counter move she has(You can add more * things here if you want).
Meshin Mutou(HCF+B, for the high moves)
This is the one you'll need to master quickly. Why? Jumpers. There are many players who like to jump on you just to begin their combos(And you'll most likely be on the ground, so... Damage is yours here), without the fact that it can stop some Special/Super moves. Some things that you'll need to know about this counter:
- Don't be predictable(Never abuse of the counters);
- You can use it to fake counters from far away(Making your opponent try to "punish" the move, where they can jump, or even do a low poke, but don't worry, you can see them, and counter them);
- Never try to stop Supers everytime, because it's risky on some cases(Who knows, they can use other moves instead of the one you're waiting for);
- You'll love to use any counter against characters without projectiles/long-range(Non-physical) options, or even rushdown characters like Kim, or even Ken, who'll just run forward to meet one of your counters.
Sasshou Inshuu(HCF+D, for the mid moves)
You won't need it that much, mainly because combos rarely start with an attack hitting mid(Only on a punish, maybe). Things that you'll need to know about it:
- This one won't be so used against many opponents(Maybe against pokers?);
- I saw a player using it against Dhalsim's long-range normals, so... It has some uses.
Hanshin: Morote Gaeshi(d, d+K, for the low moves)
This one you'll need. Many players like to use low moves, because most of them are safe on block, and have extremely good reach. This one is probably the easiest to react, due to the input. Things that you'll need to know about it:
- Don't even try to fake it;
- Nearly every low attack is whiff cancelable in and/or outside of Max Mode(Making the counter fail to work);
- It can counter slide attacks as well.
- You'll maybe like to use it against characters who like to attack while crouching, mainly chargers(Boxer, maybe).
Resets
Resets are important, that's what is said on nearly every SvC character section on this wiki. As you saw, Kasumi has a reset combo(It's on her normal combos section). What to do after it? You have some options:
- Do a counter move(Some players like to use moves with startup invincibility after a reset, so a counter move could help you on these situations, most notably the Exceed, which can counter any physical move. Watch out for projectile/delayable supers too);
- Do a cr.B into her Special/Super Grab(On the super, you can do that combo mentioned before) - Low into knockdown;
- Do a projectile(Normal or Super) - To push your opponent;
- Do a f+A - Overhead; make sure the second hit hits your opponent, because only that hit is an overhead.
Wakeup crossup setup (Kasumi version)
This is a common glitch for the Neo Geo games. Most characters in the game has this glitch on their arsenal, and this hasn't changed with Kasumi. To do it, you'll need to be on the Max Mode, and do this:
(Combo,) hcb~f A(4), (C)qcb P
- Note: Do NOT cancel hcb~f A on the third hit. While it looks like the opponent is backturned, and they technically are still, if they recovery roll upon landing, they will roll away from Kasumi facing her, thus the setup is ruined. They only remain backturned from Kasumi if they don't tech roll, whereas canceling on the 4th hit always leaves them facing away from her even on recovery roll.
After this, your opponent will wakeup with his back turned(Meaning that he will need to block to the opposite side on the wakeup). While the opponent is knocked down, you will have some time to think:"Which combo I will use? You have two options:
- In case you have enough meter, do any loop/overhead combo.
- In case the meter is near from the end, just do a meaty qcf x2 P
- In case it ended, just do a simple combo(Do it with the Supers, you'll have two levels after the Max Mode ends).
Match-Ups
Combos
SVC Chaos: SNK VS Capcom Quick Combo Notation Guide | |
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May change to numpad notation much later down the road. |
Kasumi has good combo options, but they are mainly for punishing, or to use after a stun.
Starters
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
cr.B, cr./cl.A | TBA | TBA | TBA | TBA | Tight link, since cr.B isn't cancellable. Only move Kasumi can confirm into is her command grab super, everything else is too slow to combo into, and her proximity unblockable's range is too stubby for it to combo off of more than one light. Kasumi can combo into proximity unblockable with one cr.A, but this only hits mid on top of not being able to hit confirm it, so it's risky to attempt. In Max Mode, she can free cancel cr.B into proximity unblockable for a low hitting confirm, but that's also sacrificing some Max Mode meter. |
cl.C, f.A | TBA | TBA | TBA | TBA |
BnB Combos
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
(j.X,) cl.C, f.A, qcf A | TBA | TBA | TBA | TBA | Basic combo. To make it work, you need to do it from point-blank reach. It won't work with the C version, sadly. For a Jump Attack, you can use the j.A if you don't want to crossup, just remember that. |
j.D, j.qcf P | TBA | TBA | TBA | TBA | This is what she can do in the air by canceling her j.D. Not a real combo, but it's more pressure on the opponent, or a potential mixup if they block only the j.D and try to punish. |
(j.X,) cl.C, f.A, qcb P x3 | TBA | TBA | TBA | TBA | Generally used as a BnB for punishing(Without meter). Learn it, in case you need to punish. The damage on this combo is decent too, which is good for her. |
(Corner only) st.C, qcb P x3 | TBA | TBA | TBA | TBA | Just a combo to use with a poke. It doesn't do more damage than the above, but can be used when you need. |
(j.X,) cl.C, f.A(1), qcb K | TBA | TBA | TBA | TBA | Not that hard as a combo, really. |
(Anti-air) CH qcb B(1), qcb D | TBA | TBA | TBA | TBA | Anti-air combo. This special move has autoguard frames, which makes it a little safe to use. Do it only when you need. |
(j.X,) cl.C, f.A(1-2), hcb~f P, j.D | TBA | TBA | TBA | TBA | A reset setup. |
(corner) cl.C, f.A(1-2), hcb~f P, qcb K | TBA | TBA | TBA | TBA |
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
(j.X,) cl.C, f.A, hcb~f P, qcf x2 P | TBA | TBA | TBA | TBA | The most damaging followup for her Command grab, but won't do much damage since super only connects one hit. A version gives you more time to react on a raw hcb~f P (or just button hold it), but if comboing into the proximity unblockable, only use the A version. C version whiffs if the combo starts with cl.C, f.A, but not if you do cl.C, f.A(1). There's also the chance that the super whiffs on the C version, leaving Kasumi wide open afterwards. |
(j.X,) cl.C, f.A, qcf x2 P | TBA | TBA | TBA | TBA | Kind of a more damaging version of her BnB. Does good damage - almost one bar. I recommend you to use the A version of the Super, because it will do a knockdown on the last hit, while the C version won't. |
(j.X,) cr.B, cr.cl.A, hcb x2 K | TBA | TBA | TBA | TBA | Combo with a low starter. Probably the best thing she can do with the Light Attacks(On combos). The damage is pretty good too(Thanks to the super). Can be used as a BnB for the Super(It has good reach, you can use it). |
(j.X,) cl.C, f.A, hcb x2 K | TBA | TBA | TBA | TBA | For punishing purposes. You can need this one, I'll say(Does almost one bar in damage terms). Just use it, it's one of her most damaging combos(Thanks to the reach). |
(Anti-air) CH qcb B(1), qcf x2 K | TBA | TBA | TBA | TBA |
Max Mode Combos
She has some good combos here. She can max cancel only some hits of the Command Grab, the two hits on the first QCB+P, and the two hits of her f.A overhead.
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
(j.X,) cl.C, f.A, [(C)qcb P(2), (C)hcb~f C(3),]xN, (SC)hcb x2 K | TBA | TBA | TBA | TBA | This is probably one of her most basic loops. |
(j.X,) cr.B, [(C)hcb~f C(3), [(C)qcb P(2),]xN, (C)hcb~f A, qcf x2 P | TBA | TBA | TBA | TBA | Loop with a low starter. Very good, but I don't know who is the most damaging here. Just use the one that suits better for you. (Note: The cr.B is optional, but it's in there to help you... Try to cancel it, you can do it with practice, and it can help you on resets - see the second * on the list for more details.) |
f.A, (C)qcb P, (max mode loop,) hcb~f A, qcf x2 P | TBA | TBA | TBA | TBA | Just a simple combo to use on the opponent's wakeup. "Are loops from the overhead possible? Only on the corner, sadly. If you try to use this combo with the hcb~f C instead of A on midscreen, the attacks won't connect. And sadly again, Kasumi can't put her opponents to the corner easily. |