Strengths (top)
- Kasumi is one of the fastest characters in the game (9 frame jab, 11 frame mid), allowing her to get a plethora of counter-blows
- Due to her speed she excels at pressure and mix-ups through using free cancelling and string delays
- She has high damage output on juggles (30% - just over 50%)
Weaknesses (top)
- She is highly unsafe, any move or string that isn't / , , or is throw punishable on block even if measures can be taken to ensure safety (fuzzy guarding or throw escaping)
- Her strikes are weak if they do not connect on counter-hit
Recommended Moves (top)
Punches (top)
- Gives +1 on counter-hit. Get the opponent to respect the jab and it's followups and you are golden.
- A 12 frame high crush that is only -1 on normal hit. Depending on your opponent's character, you can apply pressure after connecting with this move. It is a instant high crush with greater speed although less payoff than
.
- As one of her better pokes, it is safe and a nice way to end pressure. Always make sure you are in range for it. If you really want to go for the low sweep finish just understand you are taking a gamble.
- With a patch, this move has become -9 on hit so you are taking a risk if you are trying to poke with this. It is a instant tech-crouch so use it for that purpose mainly.
- This move is one of her deepest stuns and has a natural combo in
if you do not delay the string.
- This poke has some range to it though all of its followups are unsafe.
Kicks (top)
-This kick is a low crush and has a bounce on counter hit that you can follow with a small combo like
. It wall splats when the opponent is stunned, allowing you to follow with a wall juggle. You can also use this at max threshold for a bounce and follow with
plus a teleport ending of your choice. It's first follow-up
is safe if you fuzzy guard and buffer a throw escape. The second one,
is unsafe but will hit people who are trying to crouch or low crush.
- Causes a turnaround stun on critical-hit and high-counter-hit. It allows you to follow with (depends on the space between Kasumi and her opponent) or the guaranteed into with a teleport ending.
- This move causes a sit-down stun and guarantees follow-ups to go for a critical burst. However, it is only +18 on a opponent that is slow-escaping, meaning that she get's no longer a guaranteed launch like in the pre-patch version.
- This is a poke with distance to it. Unfortunately it lost it's wall splats with patch version 1.03. It gives Kasumi +4 on NH so its enough to get her pressure started.
Other (top)
- This move closes the gap between you and your opponent. The kick followup (
) is unsafe, the punch (
) is safe if you fuzzy guard and buffer a throw escape. The throw (
) will connect if your opponent doesn't strike or crouch. She can do her
flip if you hold
or
as well.
- Can be used to hop over wake-up kicks. If you press
on block she will do a hop kick into teleport.
gives +1 frame advantage and
allows you to do the followups mentioned above.
Moveset & Combos (top)
Check out her
combo thread for more information and discussions.
- Free Cancel
Launcher (top)
High Launcher (top)
(Only on counter-hit)
(On counter-hit or if the opponent is stunned)
Mid Launcher (top)
- (Only when it breaks the threshold or when it is used after you connect with
)
(If the opponent is stunned)
Low Launcher (top)
(as part of the string, the second kick launches if the opponent is stunned)
Throw Launcher (top)
Hold Launcher (top)
Basic Combos (top)
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Critical Burst Combos (top)
Usable if your opponent is stunned, e.g. on counter-hit. Note, that none of these combos is guaranteed.
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Wall Friendly Combos (top)
Usable if your opponent is stunned, e.g. on counter-hit. Otherwise, he won't get launched high enough.
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Power Launcher Combos (top)
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Heavyweight:
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Super-heavyweight:
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Ceiling (top)
Heavyweight:
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Super-heavyweight:
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"No Timing" - Power Launcher Combos (top)
For information about the format of these combos go
here.
No Wall (top)
Featherweight:
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Heavyweight:
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Wall required (top)
Featherweight:
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Minimal Launch Height Combos (top)
Using High Launcher (top)
Featherweight:
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Heavyweight:
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Super-heavyweight:
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Using Mid Launcher (top)
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Heavyweight:
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Super-heavyweight:
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Medium Launch Height Combos (Counter-hit) (top)
Using High Launcher (top)
Featherweight:
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Heavyweight:
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Super-heavyweight:
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Using Mid Launcher (top)
Light/Middleweight:
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Heavyweight:
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Super-heavyweight:
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Maximum Launch Height Combos (Critical Burst) (top)
Using High Launcher (top)
Featherweight:
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Light/Middleweight:
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Heavyweight:
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Super-heavyweight:
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Using Mid Launcher (top)
Heavyweight:
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Throw Juggles (top)
Featherweight:
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Light/Middleweight:
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Heavyweight:
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Super-heavyweight:
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Hold Juggles (top)
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Heavyweight:
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Super-heavyweight:
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