藤堂 香澄, Todoh Kasumi | |
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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 |
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SVC Chaos: SNK VS Capcom Frame Data Glossary | |
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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.
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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.
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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.
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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.
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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)
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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.
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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 | - | |
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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 | - | |
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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 | - | |
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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 | - | |
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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 | - | |
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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 | - | |
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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 | - | |
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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 | - | |
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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 | - | |
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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 | - | |
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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 | - | |
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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 | - | - | - | - | - | |
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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 | - | - | - | - | - | |
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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 | - | - | - | - | - | |
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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 | - | - | - | - | - | |
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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 | - |
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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 | - | - | - | - | - | - | - | |
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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 | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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0 | 0 | Mid | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
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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 | - | - | - | - | - | - | - | - | - |
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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 | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
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1st Rekka | 10x2 | 12 | Mid | 4x2 | 8x2 | - | - | - | - | - | - | - | - | - |
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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 | - | - | - | - | - | - | - | - | - |
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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 | - | - | - | - | - | - | - | - | - |
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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 | - | - | - | - | - | - | - | - | - |
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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 | - | - | - | - | - | - | - | - | - |
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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 | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
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qcb B | 16x2 | 20 | Mid | 14x2 | 14x2 | - | - | - | - | - | - | - | - | - |
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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 | - | - | - | - | - | - | - | - | - |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
30 | 30 | Mid | 0 | 0 | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
34 | 34 | Mid | 0 | 0 | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
34 | 34 | Mid | 0 | 0 | - | - | - | - | - | - | - | - | - | |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
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hcb~f A | 11x4 | 13 | Unblockable | 0 | 0 | - | - | - | - | - | - | - | - | - |
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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 | - | - | - | - | - | - | - | - | - |
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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 | - | - | - | - | - | - | - | |
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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 | - | - | - | - | - | - | - | |
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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) | |
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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. |