This entry translated. Correct me if I am wrong, hope it is more readable than Omegan's post, or using an online translator :
Original Japanese blogger post URL:
http://doa.gg-blog.com/Entry/707/
Kasumi
1. Damage is decreased
2. Mid distance strong attack and damage are not proportional.
3. Fixed to become close combat type. Still weaken critical has not been made stronger.
4. 33T happens in 12F,won't move forward, effective distance decreased, damage decreased to 65
5. As HP is now increased, other than 33T, all throw damage are increased. 7F throw 6T increased damage from 42 to 50,10F throw 4T from 48 to 56 etc. But 236T startup (236T >KK7K6P+K >PPKK)damage is decreased from 75 to 71.
6. PPPPP on block change from -7F to -8F. But if hit, it is 31F (not moving the joystick), critical.
7. 66KK(input beforehand) while on block is -17F
8. 66KK(input beforehand) for normal hit, can lead to sitting stunt. Critical is 11F?~20F,CB not sure.
9. 66KK(input beforehand) Critical Finish can do followup,can make your foes down again
10. 66KK(input beforehand) can also create floor bounds, since it is not a sitting stunt, cannot follow up with CB.
11. 66KK(input beforehand) floor bounds can do a follow-up of 33P >2P > Using 4PKK etc.
12. 3KK is back (LF2K: the move that make your opponent fly far away, what is the terminology for it in English? Someone please tell me.)
13. 3K is -8F on block, when hit is 4F, not critical
14. H+K when counter hit can create back turn critical. Normal position 6K can put your opponent in the air.
15. 66P when hit back of foe become front critical.
16. 3PKK same as last version, from 3P to 4KK, because 4KK is slow, sometimes P will over-ride it.
17. 4H+K when counter hit will have a little floor bounds.
18. 236P when hit in the air can launch your opponent a little bit more.
19. While doing 44P, Kasumi can move a bit sideway, has evasive property, no SS, no follow, but she only move a little bit, often gets hit by that.
20. 7P back flip can only do twice in a roll.
21. 9PK when hit will have floor bounds, while in the air, can follow-up with 9PK6P+K KK etc.
22. PP6P2k property changed to down
23. 3H Hold timing is more strict. If foe is behind wall, when hold is successful, Kasumi can go to back side of foe.
24. While facing wall, when 3P+KT is successful, Kasumi voice is changed from "hai! hai!" to "hai! dou!"
25. Taunt increase to 4, 3 new extra taunt.
26. Air combo PP6P6KK, after PP6P6K can wake up.
27. Guarantee Combo decreased. 6PK2K also decrease damage.
28. After 46T, Kasumi is in advantage, however not sure if the next hit connect. Wait a bit can do 46T again.