SvC Chaos: SNK Vs Capcom/Kasumi Todoh

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Revision as of 16:23, 16 August 2016 by Redarts (talk | contribs) (→‎Special Moves: Made Kasumi's Special Moves section.)
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Introduction

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This girl is Kasumi Todoh, a character from the Art of Fighting series(She appeared on some KoF games too). 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(The guy with the name "Todo" is him). After her father was defeated by Takuma's son(Ryo Sakazaki), Kasumi wants to find Ryo, and defeat him(For revenge purposes, if you want to see her full history, go play AoF3). In this game, she is fairly good, but only as a defensive(But still strong) character. Now for her pros and cons.

Kasumi's Good and Bad Things

Good Things:

  • Great ground-defensive game(She has counter moves, like Geese);
  • Has short, but strong combos(No matter the mode);
  • Her Chou Hasane Ate Super covers the entire screen;
  • She has a very fast backdash;
  • Can do an air fireball during her backdash(Which is her way to build meter);
  • Her short range Command Grab can be followed with her Chou Kasane Ate Super;
  • Her Command Super has great reach;
  • Her Exceed does decent damage.

Bad Things:

  • Hard to master;
  • Her stamina is lower than the average;
  • Hasn't many anti-air and long-range options;
  • Her Light Attacks won't help that much;
  • The Exceed is a counter move(Meaning that you can't confirm it).

Moves List

Normal Moves

s.LP - (Far) A punch that doesn't have reach, and can't be canceled. Can be useful to stop tick-throw attempts. (Close) Elbow attack. Can link into itself, and the other Light Attacks, and can be canceled too(But why would you cancel it? Kasumi can't combo a Light Attack into a Command/Special move. The best thing she can do with them is, maybe... Cancel a Light Attack into the grab super! But wait, you can do the same thing with the Heavy Attacks, so... For the Light Attacks, use them as pokes, or for tick-throw attempts. Don't do Light Attack Chains too, you won't need them, sadly).
s.LK - (Far) Walking kick that can't be normal canceled. Use it as a poke only. Kasumi will walk a little forward during the move. (Close) A cancelable kick that can whiff on some small crouching chars. Only that(Hold It! No! It's not only that!!! I saw a contradiction on my own statement. Remember when I said that you can't combo a Light Attack into a Command/Special? I was wrong... The Light Attacks can combo into her Command Grab, and that means... Grab combos with a low starter!!! More details about it will be on her combos section).
s.HP - (Far) Strange punch that can be normal canceled(But I think you can't combo with it). It's just another poke over there. (Close) Kasumi's ground combo starter. You can easily cancel it into everything, so just learn how to combo with it.
s.HK - (Far) Another poke(But can't be normal canceled this time). Kasumi will move a little forward during the move. (Close) A cancelable kick with good damage. It's better to use the cl.HP instead, because it has better startup than this one.

j.LP - 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.
j.LK - Kick with good reach. It can crossup, but it's hard to combo after it(Depends of the opponent's character, I think).
j.HP - A chop. It can crossup too, which is nice, but it's hard to combo after it too.
j.HK - 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).

cr.LP - Straight punch. Use as a poke, but can be normal canceled, chain into itself and other Light Attacks.
cr.LK - A kick that hits low, and can't be normal canceled, but can chain into itself, and other Light Attacks.
cr.HP - 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).
cr.HK - A sweep that can be normal canceled. Cancel it when you need meter(Or to do block pressure on your opponent).

Command Move

Hiji Ate

  • f+LP - 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.

Special Moves

Kasane Ate

  • QCF+P (In the ground or in the air) - 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.HK 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.

Senkou Nagashi

  • QCB+P(x3) - 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 MAXIMUM 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.

Hakuzan Tou

  • QCB+K - 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 LK version has better startup, and the HK version makes Kasumi move forward during the move(But she will come back to her initial position after the attack).

Messhin Mutou

  • HCF+LK - 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.

Sasshou Inshuu

  • HCF+HK - 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 Genjuro's f.HP - using it).

Hanshin: Morote Gaeshi

  • d, d+K (Easy input, I know) - 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.

Tatsumaki Souda

  • HCB, f+P (While near from the opponent) - Kasumi's Command 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 HP 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.

Super Moves

Chou Kasane Ate

  • QCF(2x)+P -

Shiranui

  • HCB(2x)+K (While near from the opponent)

Exceed

Shingan Kazura Otoshi

  • QCF, HCB+PP -

The Basics

Gameplan

Some Combos

1.-Close/Crouch C,f+A(1 hit),qcb+P x3 or hcb,f+P, qcfq,cf+P

2.-Jumping D,j.qcf+P

Advanced Strategy

MAXIMUM

Close C,f+A(1 hit)[enters Maximum],(qcb+P (x2) MC hcb,f+P(3 hit))x n, hcbhcb+K at the end

Match-Ups