Title: Kasumi's moves.... In detail....
Mysterious Duelist - April 12, 2005 11:05 PM (GMT)
I give you the complete list of Kasumi’s moves. Just like before, this list will give you a truck load of info on every move in her movelist. From the Tenshu all the way down to the Sakura-Matoi taunt. I’ll be covering counters, strategy, environmental effects, frame advantage, and priority of all types. I hope you enjoy, and I hope you also add your thoughts to the list. Perhaps I can learn something too ~_^
Here we go......
Kasumi’s Moves..... In detail.
The first thing one must realize before playing with Kasumi is that she is the fastest character in the game. With frame advantage, pressure and speed priority coming from all over the place, Kasumi is indeed an incredible character in the right hands. Another cool thing about her is that, much like Ryu, her moves are skillful enough for an expert to wield perfectly, but are also simple enough for even the most novice DOA player to make use of. She has a ton of mix-up, set-up, wake-up and critical status to go around, and she can juggle incredibly well. Now you know why she works so well with everyone, especially Ryu. Enjoy....
Name/Command/Damage/Height/Frame Advantage/Counter/Info
Combos:
-Tenshin-Rengo: PPKKK/10+10+27+11+12/H,H,H©,H(kd),M(kb)/-/counters most standing attacks
Kasumi shocks her opponent with two incredibly fast punches, then knocks them back with three powerful kicks to their torso.
We begin with one of Kasumi’s wonderful little combos, the Tenshin-Rengo. It has incredible speed priority, good power priority from the last two kicks, last hit is a knock back and it can turn into one of two different combos. Nice. This combo, like almost every combo in her movelist, is to be used for both pressure and mix-up. Make them familiar with this one, then change it. The first kick will always send them in the direction your back was facing, while the last kick will always send them in the direction your chest was facing. However, this causes a problem. One kick sends them in one direction while the other brings them back. So in the end of it all, you’re not really controlling them, lol. You can also delay this combo quite a bit before deciding what you want to do.
Counter:
In counter, the first two punches cause a mini stun, and the first kick causes a small floater that will also send them off the ledge. Also remember that the last kick of this combo will almost never connect in this status.
Hi-Counter:
In Hi-counter, the first two punches cause a long stagger, and the first kick causes a small floater that will also send them off the ledge. Also remember that the last kick of this combo will almost never connect in this status.
Ledges/Slopes/Walls:
The last two kicks will always send them off the ledge or into the wall regardless of the condition they may be in at the time.
Special note:
If the first two punches miss, but the first kick hits on counter or Hi-counter, it will cause a nice little floater.
-Tenshin-Renjin: PPK3K/10+10+27+12/H,H,H©,M(kb/c)/-/counters most standing attacks
Kasumi shocks her opponent with two fast punches, then kicks them in the face and finishes them off with a strong kick to the gut.
Need I explain? Lol! It’s a good combo for just about the same reasons as the Tenshin-Rengo. Only this time you’re ending it short with a mid kick. The first three attacks do everything the Rengo does, so I’ll just tell you what the mid kick can do. First, it has good power priority, causes both a critical stagger and a knock back, it’s good for mix-up, and it’s good near walls. Aside from that, it will also send the opponent in the direction your back was facing.
Counter:
Knocks the opponent back much farther.
Hi-counter:
Knocks the opponent back much farther.
Ledges/Slopes/Walls:
Will only send the opponent off the ledge while they’re are in some sort of status. It will always knock them into the wall, though.
Special note:
On its own, the mid kick causes a critical stagger that causes the opponent to step back. It will also send them into the wall if near one. Will cause a knock back in counter/Hi-counter that will also send them off ledges and into walls.
-Tenshin-Renchi:PPK2K /10+10+27+11/H,H,H©,L©/-/counters most standing attacks
Instead of kicking her opponent in the gut, Kasumi decides to trip her foe with a powerful low sweep.
This is again the same combo. However, it does end with a nice low sweep that sets the opponent up for pretty much whatever you have in mind. It has good power priority, great evasive priority, it’s both a mix-up and a set-up, and it’s also a critical. This sweep also goes under both high and mid attacks. It has some nice control, and it has good delay time. The control part is actually quite simple. If your back was facing the background or the foreground when you started the combo, your opponent will go in that direction, so long as the first kick in the combo connects.
Counter:
The first kick in the combo will send them into the air, which means that you must wait a second before completing the combo.
Hi-counter:
The first kick in the combo will send them into the air, which means that you must wait a second before completing the combo.
Ledges/Slopes/Walls:
The last kick will knock the opponent off the ledge as long as they are in some sort of status. It will not always send them off the ledge in a counter/Hi-counter combo, though.
Special note:
On its own, the sweep causes a sit down stun that’s great for set-ups. It will also change your stance, as well.
-Ren-Kaio-Sentotsu: PPPP/10+10+12+15/H,H,M,M©/-/counters anything standing! LOL
Spotting an opening in her opponents defenses, Kasumi suddenly attacks her opponent’s chest with four lightning fast punches.
This is by far one of her best combos. It has insane speed priority, it’s a great set-up, good counter status, can turn into any one of her punch combos, and it’s a 4-in-1! YEAH! Lol! The thing you’ll like most about this combo is indeed the fact that it is a 4-in-1. This means that after the first hit all other hits are guaranteed. The opponent can block the last two hits, but it’s impossible to hold any one of the punches. In addition, the last hit causes a bent over stun that can be followed up with pretty much anything. Like another Ren-Kaio-Sentotsu. Lol!
Counter:
The first two punches cause a small jolt. The 3rd punch turns into a dizzy stun. The last punch is unaffected.
Hi-counter:
The first two punches turn cause a dizzy stagger .The 3rd punch turns into a dizzy stun. The last punch is unaffected.
Ledges/Slopes/Walls:
You get nuttin’! Lol! The only time this combo will ever send them off the ledge/ slope is when they are in some form of status, or when they‘re in the air.
Special note:
The opponent “can” hold one of the last two punches under certain conditions:
1) if the opponent has his/her back to the wall, they can hold the third punch. But it’s almost impossible to time it right.
2) while in a slippery environment, the opponent can hold the last punch. They can still hold the third punch if they’re back is to the wall. This pretty much means that you should not use this combo if your opponent is against the wall in a slippery environment.
-Ren-Getsusai: PP7K/10+10+35/ H,H,M(kb/f/r)/-/counters most standing attacks
Kasumi shocks her opponent with two incredibly fast punches, then sends her opponent into the air with a powerful back flip to the face.
Yet another good combo. It has insane speed priority, it has great power priority from the flip, it’s great near walls and ledges, it’s hold resistant, it has some interesting evasive priority, and it’s a knock back/ floater! Nice. You’ll be using this combo a lot! With the incredible amount of mix-ups you’ll be using, this combo should have no problem finding its target. The flip kick also avoids and counters low attacks. The only bad side to this combo is that you can’t add anything to it afterwards. Of course, in tag, that changes.
Counter:
Will send the opponent higher.
Hi-counter:
Will send the opponent much higher. ( I wish I could talk like this all the time, lol.)
Ledges/Slopes/Walls:
The flip will always send the opponent into the wall or off the ledge/ slope regardless of the status they may be in.
Special note:
DO NOT MISS.....PERIOD.....
-Renko-Rishu:PP6PKK/10+10+18+32+32/H,H,M,M©,M(kb)/-/counters most standing attacks
Kasumi stuns her opponent with two fast strikes to the face, hits them in the chest with her elbow, kicks them in the gut, then unleashes a powerful spin kick afterward.
This is a great combo. It has insane speed priority, it has mix-ups, it has incredible power priority from the spin kick, it can be delayed, it’s a knock back and it has some control. Not bad. The thing you’ll probably like most about this combo is it’s mix-ups. After 6P, you can go mid or one of two types of lows. You can also just end it short to see what your opponent is going to do, they’ll probably try to hold it. The only problem is that the last kick is pretty hard to pull off. First off, the kick will almost never hit smaller folk, so you must use it against mid - heavyweights, or against walls. Second, it’s quite easy to spot, so you must make good use of both mix-ups and delays in order for it to work properly. In addition, the first three punches are a 3-in-1. Aside from that, it will also send the opponent in the direction your chest was facing before you started the combo. Kinda like Ryu’s Hazumi-Guruma, but with a little less control and a little more power.
Counter:
This move becomes a lot easier in this status. Probably cause this is the way it’s supposed to be used. In this status, the first kick causes a bent over crying stun that causes the opponent to stand still for a second. At which point, the spin kick is guaranteed to hit. Of course, the opponent can still hold it.
Hi-counter:
This move becomes a lot easier in this status. Probably cause this is the way it’s supposed to be used. In this status, the 6P causes a crying stun and the first kick causes a bent over crying stun that causes the opponent to stand still for a second. At which point, the spin kick is guaranteed to hit. Of course, the opponent can still hold it.
Ledges/Slopes/Walls:
This attack will always send the opponent off the ledge/ slope or into the wall regardless of the status they may be in at the time.
Special note:
This combo will never connect in a juggle. It is also easy to counter attack.
-Renko-Kyoshu: PP6PK2K/10+10+18+32+28/H,H,M,M©,L©/-/counters most standing attacks
Kasumi decides to finish her Renko-Rishu with a low spin kick instead.
Do I really have to go into detail? It’s the same combo, it just end low. The last kick has good power priority, great evasive priority, and it’s a set-up. You like? Lol. This combo is pretty much used for mix-up. When the mid kick is unsafe, use this. Unlike it’s older sister, this kick does not care about the size of the opponent. So, it will always hit its target. In addition, this attack evades both high and mid attacks quite well.
Counter:
Everything is the same, except for the low spin kick. In this case, the kick becomes a knockdown, and it will send the opponent in the direction your chest was facing before you started the combo.
Hi-counter:
Same deal as above.
Ledges/Slopes/Walls:
Will only send the opponent off the ledge/ slope if they’re in some sort of status.
Special note:
This attack is also easy to spot. Make sure you make use of mix-ups to make it safer.
-Renko-Tenshu: PP6P6K/10+10+18+30/H,H,M,M(kd/r)/-/counters most standing attacks
After hitting her opponent in the chest with her elbow, Kasumi decides to end her combo short with a powerful double kick attack.
What did I say about mix-ups? Exactly. Lol. The last kick is okay. It has some evasive and power priority, it’s a knockdown, and it’s hold resistant. However, you should only use this if your opponent is thinking you’re going to strike low. If you’ve been mixin’ it up enough, this should work most of the time. This kick is also good near walls, ledges and slopes. In addition, this kick also evades low attacks. Not much more I can say.
Counter:
It does the exact same thing the other elbow combos do.
Hi-counter:
It does the exact same thing the other elbow combos do. lol
Ledges/Slopes/Walls:
This kick will always send the opponent into the wall or off the ledge/ slope regardless of the status they may be in.
Special note:
This combo will almost always connect in a juggle.
-Renko-Genraku: PP6P2K/10+10+18+24/H,H,M,L©/-/counters most standing attacks
After hitting her opponent in the chest with her elbow, Kasumi suddenly falls to the ground and trips her opponent with a quick kick to the shin.
Once again, it’s another elbow combo. The main thing this little kick has going for it is its evasive priority. It dodges both high and mid attacks incredibly well. In addition, it also has good speed priority and it causes a sit down stun, which is great for set-up. Just like before, it’s all about mix-up. You can use this kick until they become familiar with it, then use the Renko-Tenshu when they start holding low. You win either way. Simple.
Counter:
The last kick turns into a knockdown that sends the opponent in the direction your chest was facing.
Hi-counter:
The last kick turns into a knockdown that sends the opponent in the direction your chest was facing.
Ledges/Slopes/Walls:
Will only send the opponent off the ledge/ slope in counter or Hi-counter status. Will also send them off the ledge/ slope during a juggle.
Special note:
None that I can think of. Lol.
~M_D~ :bow: That's it for now. I'll be back later with more.....
smiles - April 12, 2005 11:50 PM (GMT)
Serenity Now - April 13, 2005 12:34 AM (GMT)
Dan - April 13, 2005 08:51 PM (GMT)
Nice! my fave has to be PP6P6K what does the HJH and MM mean.
~Silver Phoenix~ - April 14, 2005 01:09 AM (GMT)
Not bad... Okay, it's a bit better than not bad. lol
And about Kasumi's Ren-Getsusai, you're right. Never, ever miss. You'll be in a world of pain if you do. However, I find it annoying if it is countered with a hold. Especially if the person thinks fast. So I don't use it much, unless I'm juggling... But, that's just me, I could be wrong....lol
Mysterious Duelist - April 15, 2005 08:57 AM (GMT)
Dan - HH and MM are just height. H=High, M=mid and L=Low.
SP - True, but if you're ever juggling anyone always aim for the Renko-Tenshu. It's more powerful. However, if zeh opponent is too clost to the ground then you should indeed use the Ren-Getsusai. ^^
We shall continue with the combos.....
-Ren-Engetsu: PP6KK/10+10+22+16/H,H,H©,H(kb)/-/counters most standing attacks lol
Kasumi rushes her opponent with two fast punches, sends a knee to their chest, then hits them in the face with a powerful kick.
Here’s an interesting one. It has decent power priority, is a good set-up, and it has mix-up. The fact that it starts with the basic PP is what makes it good, yet again. The 6K is a critical set-up attack that can also be delayed for some time before finishing. From there, you can either end it with K, 2K, or a command throw.
Aside from that, the last kick has great power priority and is a knock back, which means that it’s great for walls and ledges/ slopes.
Counter:
The first kick causes a nice little floater that allows you to follow it up with either a Ren-Getsusai or a Renko-Tenshu. The last kick will also send them a little farther than usual.
Hi-counter
The first kick causes a nice little floater that allows you to follow it up with either a Ren-Getsusai or a Renko-Tenshu. The last kick will also send them a little farther than usual.
Ledges/Slopes/Walls:
The 6K will only send them off the ledge/ slope if they‘re in some sort of status. The last kick will always send them into the wall or off the ledge/ slope.
Special note:
Not much to say here.....
-Ren-Getsuro: PP6K2K/10+10+22+13/H,H,M©,L©/-/What do you think? Exactly, lol.
After hitting her opponent with her knee, Kasumi decides to trip her opponent with a quick, powerful kick to the shin.
This is the same move once again. Only this time, you get a low kick that has good evasive and power priority, with some control and set-up qualities thrown in. This is again part of your mix-up. If they have been holding high, hit them with this. Simple. In addition, this attack can also be delayed for a bit before you actually finish it. Thus giving you time to see what your opponent is going to do. However, if you do delay the low kick you will only get the sit down stun it grants, which is still pretty good. If you go all the way with it from the start, it will send them in the direction your back was facing before you started the combo.
Counter:
The low kick causes a knockdown that will send the opponent in the direction your back was facing.
Hi-counter
The low kick causes a knockdown that will send the opponent in the direction your back was facing.
Ledges/Slopes/Walls:
Will only send them off the ledge in counter or Hi-counter status, or during a juggle.
Special note:
The 6K will change your stance, but the 2K will put you back to your original stance.
-Renzuki: PP/10+10/H,H/-/counters most standing attacks
Kasumi suddenly attacks her opponent with two insanely fast punches.
This is a good combo for two reason. 1) it has the best speed priority in the game. 2) this combo is a safe move. This combo is the foundation of almost all of your combos. Why? The first punch is 9 frames, which is the fastest move in the game, and the second punch is 8 frames, which is even faster! What does all this mean? It means you can counter the opponents attacks better than anyone. To add to that, all of her PP combos can come out of this one.
Counter:
Causes the opponent to jolt in place for a brief second.
Hi-counter:
Causes a long dizzy stagger.
Ledges/Slopes/Walls:
Will send them off the ledge if used enough times during Hi-counter.
Special note:
After it connects, it is usually better to add either 9P+F or 2P. Just my opinion.
-Renko: PP6P/10+10+18/H,H,M/-/take a wild guess, lol.
After shocking her opponent with two fast punches, Kasumi suddenly thrusts her elbow into her opponents chest.
Yet another good combo. Why? Same reason as above, baby! Lol! However, this combo does have something that makes it special: It’s a 3-in-1. That’s right boys and girls. Another fast, guaranteed combo string! What more could you want? Read on....
Counter:
If part of the combo, the elbow will add no additional effects. On it’s own, it will cause a crying stun.
Hi-counter:
If part of the combo, the elbow will cause a crying stun. On it’s own, it will cause a crying stun.
Ledges/Slopes/Walls:
Will send them off the ledge if opponent is in some kind of status.
Special note:
Unlike the Ren-Kaio-Sentotsu, this combo is totally guaranteed if the first hit connects. Even in a wet environment.
-Tenshin-Rengo, PKKK/10+27+11+12/H,H©,H(kd),M(kb)/-/counters most standing attacks
Kasumi shocks her opponent with an incredibly fast punch, then knocks them back with three powerful kicks to their torso.
This is almost exactly the same as before, except that it’s one punch short. The only good thing about this combo is that the kicks come out sooner. Not much else to say.
Counter:
In counter, the first punch causes a mini stun, and the first kick causes a small floater that will also send them off the ledge. Also remember that the last kick of this combo will almost never connect in this status.
Hi-Counter:
In Hi-counter, the first punch causes a long dizzy stagger, and the first kick causes a small floater that will also send them off the ledge. Also remember that the last kick of this combo will almost never connect in this status.
Ledges/Slopes/Walls:
The last two kicks will always send them off the ledge or into the wall regardless of the condition they may be in at the time.
Special note:
If the first punch misses, but the first kick hits on counter or Hi-counter, it will cause a nice little floater.
-Tenshin-Renjin PK3K/PPK3K/10+27+12/H,H©,M(kb/c)/-/counters most standing attacks
Kasumi shocks her opponent with a fast punch, then kicks them in the face and finishes them off with a strong kick to the gut.
Once again, same combo. Just one punch short.
Counter:
Knocks the opponent back much farther.
Hi-counter:
Knocks the opponent back much farther.
Ledges/Slopes/Walls:
Will only send the opponent off the ledge while they’re are in some sort of status. It will always knock them into the wall, though.
Special note:
On its own, the mid kick causes a critical stagger that causes the opponent to step back. It will also send them into the wall if near one. Will cause a knock back in counter/Hi-counter that will also send them off ledges and into walls.
-Tenshin-Renchi PK2K/10+27+11/H,H©,L©/-/counters most standing attacks
Instead of kicking her opponent in the gut, Kasumi decides to trip her foe with a powerful low sweep.
Same again....
Counter:
The first kick in the combo will send them into the air, which means that you must wait a second before completing the combo.
Hi-counter:
The first kick in the combo will send them into the air, which means that you must wait a second before completing the combo.
Ledges/Slopes/Walls:
The last kick will knock the opponent off the ledge as long as they are in some sort of status. It will not always send them off the ledge in a counter/Hi-counter combo, though.
Special note:
On its own, the sweep causes a sit down stun that’s great for set-ups. It will also change your stance, as well.
~M_D~ :hmm: Looks like another long night.....lol
Dan - April 15, 2005 10:45 PM (GMT)
Looks good so far. Ren-Engetsu is a good combo and it has a very long dely in which you can throw is the person is abvout to count or is ther person is ountering and lets go you can continue.
Man! i should of saved the disscussion we had MD. It was very intresting.
Mysterious Duelist - April 16, 2005 06:43 AM (GMT)
Quite ^^
The last three combos I listed actually start with Tenjin in their names, not Tenshin. My bad.
More combos.....
-Senko-Rishu: 6PKK/18+32+32/M,M©M(kb)/-/counters some standing attacks
Kasumi thrusts her elbow into her opponents chest, kicks them in the gut, then performs an incredibly powerful spin kick.
This is the same as the Renko-Rishu. However, you do get to start it off quicker, and it gives you a nice way to counter crouching opponents. The elbow doesn’t have much power priority, but it’s still fast and offers a lot in counter/ Hi-counter. The first kick has great power priority and is a critical. The last kick has incredible power priority and is a knock back with control and evasive qualities. The control is the same, make sure your chest is facing the direction you want them to go before you start. The knock back is also the same distance. The evasion hasn’t changed either, the last kick still evades high attacks. Again, this is a mix-up combo. Most of the time, you should be using 6PK to set them up for throws and what not, while using 6PKK now and then. Obviously, this combo is great for ledges, slopes, and walls. Especially if you have your opponent backed up against either one.
Counter:
The elbow causes a crying stun. The first kick causes a bent over stun. The last kick has nothing else to offer.
Hi-counter:
The elbow causes a crying stun. The first kick causes a bent over stun. The last kick has nothing else to offer.
Ledges/Slopes/Walls:
Same as before. The first kick will send them off the ledge or slope if used enough times during any type of status. The last kick will always send them into the wall or off the ledge regardless of the status the opponent may be in at the time.
Special note:
Just like the Renko-Rishu, the last kick will only hit larger characters. However, in counter or Hi-counter status, it will hit no matter what the characters size is.
-Senko-Kyoshu: 6Pk2K/18+32+28/M,M©,L©/-/same as above lol
Kasumi thrusts her elbow into her opponents chest, kicks them in the gut, then performs an incredibly powerful low spin kick.
Again, this is the same as before, just two punches short. The only difference is the low spin kick. It has great power and evasive priority and it’s a set-up. Same as last time, it dodges both high and mid attacks and it can set the opponent up for pretty much whatever you have in mind. The kick can still be delayed for some time. Not much else I can say about this one.
Counter:
The last kick turns into a knockdown that sends the opponent in the direction your chest was facing.
Hi-counter:
The last kick turns into a knockdown that sends the opponent in the direction your chest was facing.
Ledges/Slopes/Walls:
Will only send the opponent off the ledge/ slope if they are in some kind of status. Will also send them off the ledge/ slope during a juggle.
Special note:
None that I can think of....still. Lol. Just make sure they don’t block it.
-Senko-Tenshu: 6P6K/18+30/M,M(kd)/-/what have I said about the elbow? lol
Kasumi thrusts her elbow into her opponents chest, then knocks them to the ground with a powerful double leg kick.
Frig. So many elbow finishers! This is again the same as before. If you want these two attacks, but don’t want to wait, or are dealing with a crouching foe, then use this. Simple as that. You’ll probably be using this more for it’s ability to hit crouching opponents. Actually, that’s pretty much why these combos exist.
Counter:
The elbow causes a crying stun. The kick offers nothing more.
Hi-counter:
The elbow causes a crying stun. The kick offers nothing more. lol
Ledges/Slopes/Walls:
This kick will always send the opponent into the wall or off the ledge/ slope regardless of the status they may be in.
Special note:
This combo will almost always connect in a juggle. Just like before, it will also change your stance.
-Senko-Genraku: 6P2K/18+24/M,L/adv/it’s the ELBOW!!! Take a guess!! LOL!
Kasumi thrusts her elbow into her opponents chest, then quickly falls to the floor and kicks her opponent in the shin.
This it my favorite elbow combo! Why? Frame advantage, and lots of it! Lol. The elbow, though fast and nasty in counter and Hi-counter status, is not the star this time. No, no. The wonderful little low kick takes center stage this time! On hit, the kick will give you an incredible +7 frame advantage over your opponent. That’s a lot. This pretty much means that after it hits, you can do anything you want afterwards. After it connects, your basic punch will come out in 2 frames. Your 6P will come out in 4 frames. Your 8K will come out in 3 frames, and your Oboro will come out in 0 frames! See what I mean? Great. The only problem is the range. If you’re in the open and it connects you’re just a little too far from them to throw them. The best throws to use are 33P+F or 66P+F. Attacks are usually better to use after it connects. However, if your opponent has his/ her back to the wall, you won‘t have to worry about range afterwards. To add to all this greatness, this kick will also go under both high and mid attacks. I can guarantee you that you will be using this combo a lot. ^^
Counter:
The kick causes a knockdown that sends the opponent in the direction your chest was facing.
Hi-counter:
The kick causes a knockdown that sends the opponent in the direction your chest was facing.
Ledges/Slopes/Walls:
The low kick will always send the opponent off the ledge/ slope regardless of the status they may be in.
Special note:
This is a staple Kasumi combo. Always Have a plan ready to use afterwards. This combo is meant to trap your opponent into attacking or blocking.
-Kaio-Sentotsu: 3PP/20+20/M,M©/-/counters most attacks
Kasumi suddenly pokes her opponent in the gut twice.
Here’s another good one. It has good priority, good set-up, good mix-up, good range, good speed, and it’s a 2-in-1! Yay! Lol. This combo is good on it’s own, but the fact that it can do mix-up is great. It’s also one of your key combo starting moves for both single and tag. On it’s own, the first punch “can” evade high attacks, but it has to timed perfectly. Which is pretty much a no, but it still helps. The second punch causes a bent over stun on normal. Aside from that, it can also be delayed for a short period of time. It’s also great for crouching opponents.
Counter:
The first punch causes a dizzy stun. The second punch gives nothing more.
Hi-counter:
The first punch causes a dizzy stun. The second punch gives nothing more.
Ledges/Slopes/Walls:
Will send them off the ledge if used enough times while opponent is in some sort of status.
Special note:
This is a staple Kasumi combo. Always try to aim for a crouching opponent with this one, and always try to create a combo out of it.
~M_D~ :dancebaby: I'm full of energy!!! lol
Mysterious Duelist - April 23, 2005 03:50 AM (GMT)
Some more combos!
-Kaio-Genraku: 3P2K/20+24/M,L( c )/-/counters most standing attacks
Kasumi pokes her opponent in the gut, then drops to the floor and kicks them in the shin.
Here be the mix-up part of the Kaio-Sentotsu. The first punch is the same, of course, but the kick is quite interesting. It has good power priority, great evasive priority, it’s a set-up, and it can be delayed for even more fun. Not too bad, neh? This combo is great for all the above reasons, but it’s the set-up it offers that makes it really fun. After the kick connects it will send the opponent into a long sit down stun. At that point, you can either do a 33P+F, which will connect almost right after they have recovered from it, or you can start a combo. DO NOT start any combo with PP after the stun. The opponent will be considered to be crouching while recovering from the stun, so don’t do high attacks. Stupid people. Lol.
Counter:
The last kick causes a knockdown that will send the opponent in the direction your chest was facing.
Hi-counter:
The last kick causes a knockdown that will send the opponent in the direction your chest was facing.
Ledges/Slopes/Walls:
Will send the opponent off the ledge on counter or Hi-counter. Or during a juggle.
Special note:
With either the Sentotsu or the Genraku, a nice mix of delay or free-canceling is quite effective. But you already knew that :P
-Rengo-Kyaku: KKK/27+11+12/H( c ), H( kb/f ), M( kb )/-/Can counter some standing attacks
Kasumi attacks her opponent with three powerful kicks.
So I’m running out of descriptions, wanna make something of it? Lol! Anyway, here be the last three kicks of the Tenshin-Rengo, without the punches at all! However, this does make it interesting. Instead of aiming for speed priority with the punches, you’re instead getting a much needed boost in power priority. All three kicks have great power priority, can be mixed up, and they can be delayed for quite a long time. Not all that bad. Of course, this does kinda go against the whole “I’m Kasumi, I’m fast!” style of gameplay, but it does add to your mind game....which is what this game uses. Just like last time, this combo can turn into two different versions of itself, which end with either a mid or a low. Enjoy.
Counter:
The first kick causes a knockdown that changes the opponents stance. The last two kicks add nothing more.
Hi-Counter:
The first kick causes a knockdown that changes the opponents stance. The last two kicks add nothing more.
Ledges/Slopes/Walls:
The last two kicks will always send the opponent into the wall or off the ledge/ slope regardless of the status the opponent may be in at the time.
Special note:
If you’re dealing with an opponent that likes to counter during your combos, this is an interesting way to fool them after you hit them on block. Both this combo and the two following combos are good for this reason.
-Renjin-Kyaku: K3K/27+12/H( c ), M( c/kb )/-/Same as before
Kasumi kicks her opponent in the face, then kicks them in the gut.
here come the mix-ups. Like last time, I’m going to tell you about the last attack on this one. The kick itself has decent power priority, mix-up and good delay time. Nothing can be done after it connects, but that’s not really important. You’ll mostly be using this combo near walls and ledges, since it can send them into both.
Counter:
Causes a knock back/ float.
Hi-counter:
Causes a knock back/ float.
Ledges/Slopes/Walls:
As part of the combo, the last kick will always send them into the wall or off the ledge. On its own, the last kick will only send the opponent off the ledge if they’re in some kind of status.
Special note:
If the opponent expects the Rengo-Kyaku or the Renchi-Kyaku, they will most likely hold low. By doing this, they will evade both the high kicks of the Rengo and hold the low kick of the Renchi. This is what this combo is good for.
-Renchi-Kyaku: K2K/27+11/H( c ), L( c )/-/same as before. Lol.
Kasumi kicks her opponent in the face, then knocks them off balance with a kick to the shin.
Once again, not much to say here. This is probably your best mix-up for this combo. It has good power and evasive priority, is a set-up, has control, it can be delayed, and it‘s good for wake-up. Not bad, eh? However, you’ll probably be using this combo more for it’s mix-up than anything else. Going back and forth between the Renjin-Kyaku and this combo is good strategy. If they hold low, they get knocked back. If they hold mid, they trip. Simple. However, if they do hold mid, try to hit them with the Rengo instead. The best time to use this combo is when your back is facing the ledge and your foe is near it. If done right, they will go right off. Nice. If delayed, it will cause a long sit down stun.
Counter:
As part of the combo, it will cause a knockdown that will send the opponent in the direction your back was facing. On its own, it will do the same thing.
Hi-counter:
As part of the combo, it will cause a knockdown that will send the opponent in the direction your back was facing. On its own, it will do the same thing.
Ledges/Slopes/Walls:
Was part of the combo, it will always send them off the ledge. On it’s own, it will only send the opponent off the ledge if they are in some kind of status.
Special note:
Make use of all three of these combos. If done right, you will make your opponent quite confused. Which will also cause them to swear a lot more. Lol.
~M_D~ :shocked: Way too many combos, lol.
Mysterious Duelist - April 28, 2005 12:22 AM (GMT)
Even more combos......
-Muie-Chishu: 66P2K/20+25/M, L©/-/counters most attacks
Kasumi hits her opponents chest with an open palm strike, then trips them with a sweep kick.
Here be yet another good combo. It has good power priority, good evasion, good mix-up, great delay time and it’s a set-up. One of the main reasons I like this combo is for the quick palm strike. It has pretty good power and speed priority, and it has great counter status. Aside from that, I love it for its mix-up. Once the palm strike hits you can delay it for like a second before executing the sweep! Which means that you can wait quite a while before making up your mind. If you use it enough, they will almost always hold low. In this case, you can delay it to see if they’ll fall for it, then grab ‘em if they do. Nice, eh? The sweep doesn’t have the power or speed priority of the punch, but it can evade high attacks quite well, and it sets the opponent up for a beating after it connects. Once again, mix-up is the name of the game both before and after it connects. Also remember that the palm strike is very important for your combo making. Especially after 66P+F.
Counter:
The punch causes a long dizzy stun. The kick causes a knockdown that sends the opponent in the direction your chest was facing.
Hi-counter:
The punch causes a long dizzy stun. The kick causes a knockdown that sends the opponent in the direction your chest was facing.
Ledges/Slopes/Walls:
The punch will obviously send the opponent off the ledge if used enough times while in some kind of status. The kick will also send them off the ledge if they’re in some kind of status.
Special note:
The palm strike will change your stance, while the kick will return you to your original stance.
-Engetsu-Shu: 6KK/22+16/M©, H(kb)/-/not recommended
Kasumi thrusts her knee into her opponents gut, then sends them back with a powerful heel kick.
Here we go again. Same combo, just lacking the punches. However, in this form, you can use it for mind games, set-ups and alternate combo starters. The knee has good power priority and it’s a set-up. The only real problem with it is that it’s a little slow. This is why I don’t recommend using it for countering. Only use it for countering while the opponent is crouching, or if they are far enough away. Aside from that, the knee also has good pressure near walls and ledges. It can be delayed for some time as well. The last kick, however, has great power priority and is a knock back! It’s great near walls, ledges, slopes....you name it. Of course, the fact that it’s a high makes it tricky. Often, the opponent may simply hold low to avoid both the high kick and the low sweep/ standing throw that may come from the knee set-up. With this in mind, it is again important to keep track of how you are using this. If you use 6KK too much, they will punish you for it. Think of it this way, use 6K as a single attack, then wait to see what they do. If you’re too quick, you will most likely get your face kicked in. Remember, the last kicks are a bonus, not an obligation. The main reason you should be using this is for its set-up. Mix-up is of course added on, but make sure you’re not being too predictable.
Counter:
The knee causes a small floater. The heel kick sends them back a little bit farther.
Hi-counter:
The knee causes a small floater. The heel kick sends them back a little bit farther.
Ledges/Slopes/Walls:
The knee will send them off the ledges if the opponent is in a status. The kick will always send them into the wall or off the ledge.
Special note:
This attack is mainly used as a set-up for 33P+F or 6P2K. Try to go back and forth between the throw and the actual attacks finishers.
-Getsuro-Shu: 6K2K/22+13/M©, L(c/kd)/-/Counters high attacks
Kasumi thrusts her knee into her opponents chest, then trips them with a powerful spin kick.
This is a the same, just end differently. The last kick has good power priority, good evasive priority, is a set-up, can be delayed for a long time and it has control. it’s a nice combo. You get a somewhat powerful knee, which is good for interrupting combos and attacks form a distance, then an immediate low sweep. If not delayed, it will cause a knockdown that will send them in the direction your back was facing. Which means it’s great for ledges and slopes. But of course, once again, try not to use this too much. The knee is pretty much meant to be used as a set-up for a throw, but adding this now and then is always good. The cool thing is that, if delayed, the last kick will cause a small sit down stun. Which, as you all know, is great for set-up. One of my favorite things to use while they’re recovering is 9P+F. If they get familiar with that, I use 6K or 33K. Lovely. Aside from all that, the last kick can also evade high attacks and evade “some” mid attacks if you’re far enough away. It’s also good for wall pressure in some weird way. Lol.
Counter:
The knee will cause a small float. The sweep will cause a knockdown that will send the opponent in the direction your back was facing.
Hi-counter:
The knee will cause a small float. The sweep will cause a knockdown that will send the opponent in the direction your back was facing.
Ledges/Slopes/Walls:
Will send them off the ledge as long as they are in some form of status. Will send them off the ledge if they are in some form of status.
Special note:
1) make sure your back is facing the direction you want them to go before you strike. 2) be sure to mix this combo up a lot. 3) the knee changes your stance, while the sweep returns you to your original stance.
-Shitten-Kyaku: K+F, K/32+32/H(kb), H(kb)/-/counters most standing attacks
Kasumi spins her entire body around and kicks her opponent in the face. And just in case they blocked it, she kicks them again in the chest.
Well here be one of her high priority combos! And when I say high priority, I mean it. These two kicks can go through pretty much anything! This combo has mix-up, can be delayed for a while, the last kick is safe on block, good pressure near walls, and both kicks have incredible knock back and control! The first kick has great power priority and reach, but the second kick has even more power priority. Even though it doesn’t look like much, the second kick will actually go through anything, and it‘s safe on block! It’s kinda funny. Usually, though, the first kick will almost always be blocked. Of course, that’s just the bluff part. If it’s blocked, you can either finish it with a high, a low, or a throw. Your choice. As for control, both kicks will always send the opponent in the direction your chest is facing. there is one nasty problem with this combo, though. The first kick is very slow. Even slower than the Engetsu/ Getsuro-Shu’s knee! This means that it’s not really that good for countering. However, just like the knee, it is much more effective when used farther away.
Counter:
No additional effects.
Hi-counter:
No additional effects.
Ledges/Slopes/Walls:
Both kicks will always send the opponent into the wall or off the ledge.
Special note:
The first kick changes your stance, while the second kick returns you to your original stance.
After the opponent blocks the second kick, attack immediately with P, or 8K, or 2P.
-Shitsuro-Kyaku: K+F, 2K/32+28/H(kb), L©/-/counters most standing attacks
Kasumi spins her entire body around and kicks her opponent in the face. And just incase they blocked it, she throws herself down to the ground to trip her them with a powerful spin kick to the shin.
You already know about the first attack, so let’s talk about the low spin kick. It has great power and evasive priority, is a set-up, can be delayed for a while, and it has good range. Not too shabby, eh? Lol. This is the mix-up for the Shitten-Kyaku, But it also serves as something more interesting: Evasive set-up. It evades both high and mid attacks, and if it connects, it will cause a long sit down stun that will leave the opponent vulnerable to just about anything. You can throw, you can juggle with the 6K or 33P/ K, you can trick them into holding by using the 9P...whatever. I personally like the 9P+F and the 33K while they are recovering. Be creative. Just don’t attack with a quick high. The last kick is also good for mid recovery kicks.
Counter:
Will cause a knockdown that will send the opponent in the direction your chest was facing.
Hi-counter:
Will cause a knockdown that will send the opponent in the direction your chest was facing.
Ledges/Slopes/Walls:
The spin kick will only send them off the ledge if they are in some kind of status.
Special note:
Remember that the opponent may hold low be default once they see the first kick. This is actually a good thing cause it leaves the opponent open for a nasty 90 point low throw. After seeing that, they will probably go for attacks that can dodge lows. In this case, you can use your K+F, K to send ‘em flyin’. In addition, this entire combo will change your stance.
~M_D~ Almost freakin' done with the dang combos! LOL
Mysterious Duelist - April 28, 2005 08:11 AM (GMT)
Last combo....
-Shiranami: 4KK/27+17/H(kb/f), M(kd)/-/counters most standing attacks
Kasumi turns around and kicks her opponent in the face, then knocks them to the ground with a powerful back kick to the chest.
Finally! The last combo! LOL! But seriously, this combo is both good and bad. First the good stuff. The first kick has high priority and great range. Aside from that, it is also a small floater, which is only really good in tag. The second kick also has high priority and is a knockdown that can be delayed for quite a while before execution. Unfortunately, this combo has no mix-up or set-up and the last kick is also quite slow. This doesn’t make it a bad combo, it just makes it a little harder to use. Here’s how it works: If they block 4K, they will most likely attack as soon as possible before the last kick is executed. This, of course, creates a problem, since the last kick is so darn slow. That’s why you can only use the last kick after the first kick connects. So always use this combo as a single attack with a bonus kick. If the first kick connects, add on K. Simple. I find that the best time to use this combo is when I have the opponent in a stun near a wall or ledge. Since they won’t be able to block the first kick during the stun, it increases the chances of it succeeding. If the first kick is blocked, you’re screwed. However, if you‘re using this more for countering or while the opponent is in some kind of status, then you should be okay. Just make sure you have some distance between you and your opponent before you counter. About one character space should be enough. If for some strange reason the last kick is somehow blocked, you must crouch immediately to avoid any high attacks they throw out. If that works, you can use your back turned attacks like 2P or 2K to nail ‘em. Not much else I can say. Just make sure it hits. Okay, so maybe it sucks a little! But it’s still good if you can make it work.
Counter:
The first kick sends the enemy a little higher. The last kick is unaffected.
Hi-counter:
The first kick sends the enemy a little higher. The last kick is unaffected.
Ledges/Slopes/Walls:
The first kick will always send the opponent off the ledge. The last kick will always send the opponent off the ledge or into the wall.
Special note:
The last kick changes your stance.
~M_D~ Finally! Attacks are next.....lol
Mysterious Duelist - May 4, 2005 09:45 AM (GMT)
Attacks:
-Tenshu: 9K/30/M(kd/r)/-/can counter most attacks.
Kasumi suddenly throws herself at her opponent and unleashes a powerful, double leg kick.
Here be the standard Tenshu. It has great power priority, counters low attacks, is hold resistant, has good wall pressure, and has great range. Not too bad. This attack can go through pretty much anything, if given enough range. About two character spaces. However, that’s just one of the ways you can use this attack. This attack can also evade and counter low attacks. This means that it’s great for low recovery kicks. Of course, you wouldn’t use this in the middle of a ring. That’s why you have those lovely holds. You use this against low recovery kicks when you have you opponent against a ledge or a breakable wall. Like in the Dragon Hills. Of course, while her 7K will do even more damage, it doesn’t guarantee that the opponent will go off the ledge or into the wall. This attack pretty much does. Thus making it more reliable in those situations. In addition, this attack is also good for wall pressure, since it will avoid any low attacks they throw out while using its priority to go through most of what they have in store. I can’t really say anymore about this attack. Use its range and evasion to your advantage. Simple.
Counter:
Unaffected.
Hi-counter:
Unaffected.
Ledges/Slopes/Walls:
Will always send the opponent off the ledge or into the wall.
Special note:
This attack will change your stance. It is also good in DOAtech Germany.
-Hiryu: 8K/25/H©/-/counters anything standing! LOL
Kasumi suddenly strikes her opponent in the face with an insanely fast and powerful high kick.
I-love-this-move!! It is the move that made Kasumi famous! I give you, the Hiryu! It has high priority, insane speed (10 frames), is a set-up, good counter bonus, good range, and it’s one of the best moves to use after a frame advantage attack. YES! This is by far my most favorite attack with Kasumi. It is just so prefect. Let us take it apart, shall we? First, it’s insanely fast. Only one frame slower than her standard punch, which isn’t much at all. Since it’s so fast, it puts the opponent in a guessing game during a stun. Will you launch with a powerful 33K? Or will you go for a blinding fast, yet less damaging, 8K? There really isn’t anyway to know for sure. Which, of course, gives you the edge during a stun. Second, it causes a dizzy stun on its own! This makes it a perfect, quick little set-up for just about anything you have in mind. Just hit ’em, then wait to see what they do. Perfect. And finally, third. It’s also one of the best moves to use after a frame advantage move. After the 2P, this attack will come out at 8 frames! And after the Senko-Genraku, this attack will actually come out at 3 frames! Good god! LOL. Speed be your friend. But all this loveliness aside, this attack is also good for wall pressure. Just don’t use it that often, since it’s a high. Enjoy on of Kasumi’s best attacks.....
Counter:
Causes a mid floater.
Hi-counter:
Causes a mid floater.
Ledges/Slopes/Walls:
Will only send them off the ledge if they are in some kind of status.
Special note:
This attack will change your stance. If the opponent blocks it, try using 2P to try to avoid a high attack while gaining a +2 frame advantage. If you’re lucky, you can make a nice, nearly unholdable, 11-hit combo. ~_^
-Getsurin: 7K/45/M(kb/r)/-/counters pretty much anything!
Kasumi puts all of her strength into one incredibly powerful flip kick.
This is also a great attack. It has high priority, totally counters low attacks, is good in tag, is hold resistant, and it’s great after a high frame advantage move. Like the Senko-Genraku. Usually, you won’t be using this on its own that much, since a blocked Getsurin is death for Kasumi. You’ll be using this more for countering, wake-up, and, of course, walls and ledges. For wake-up, this kick can counter low recovery kicks. Of course, it doesn’t do as much as a Hi-counter low hold, but it can be incredible useful near ledges and breakable walls. It’s good in tag cause you’ll usually get counter status with it, or at least a small floater. And it’s good for a surprise wall pressure attack. But again, don’t use it too often. Always make sure that the opponent thinks you’re going to strike low before you even think about using this for pressure. Also remember that there is a very small build-up to the actual attack, so make sure you have a little bit of distance before using it.
Counter:
Causes a high floater.
Hi-counter:
Causes a high floater.
Ledges/Slopes/Walls:
Will always send the opponent into the wall or off the ledge.
Special note:
Countering a low recovery kick requires a bit of prediction. If timed wrong, you will most likely be forced into a stun. So always be ready to “wiggle” out of it.
-Futenjin: 8P/12/H/-/counters low attacks
Kasumi hops into the air and hits her opponent with a fast punch to the face.
It’s the bunny hop.......of death!!! LOL! But seriously, this move is pretty interesting. It has a little more power priority than her standard punch, has incredible speed once she actually punches, evades and counters most low attacks, is safe on hit or guard, and it’s also good for pressure. Yay. First, this move is not necessarily meant to be used up close. It’s primarily designed to be used as a jump-in attack. If you see an opening, hop in and take ’em out. This is also where the pressure comes in. At any time, kasumi can launch a 8PPPP to interrupt a combo or an attack, provided that she‘s far enough away. Of course, this attack really shines when you counter a low attack that doesn‘t put the opponent into a crouch, but any connection will do. Especially if it’s a counter. You can also use this up close for shock value, or during a stun, or to counter a low attack, but it’s quite risky. The other interesting thing you’ll notice is how you can start any one of her punch combos from this one attack. Think of 8P as her standard P when trying to perform her punch combos. To add to this, this move is also safe on both hit or guard. Yay!
Counter:
Causes a long dizzy stagger.
Hi-counter:
Causes a long dizzy stagger.
Ledges/Slopes/Walls:
Will send the opponent off the ledge if used enough times while the opponent is in some kind of status.
Special note:
It doesn’t really matter if this attack hits or is blocked, you win both ways. If it hits, start a PPPP combo. If it’s blocked, do 2P or 8K right after. Simple and fun ^^. Just remember that there is a rather long warm up before she actually attacks. Also remember that not all low attacks can be countered, since the opponent is sometimes considered to be crouching while attacking.
~M_D~ :dancebaby: More to come.....
Dan - May 4, 2005 08:38 PM (GMT)
Good so Far! And Hiryu is very good you can do that and if they are in the air you can do PP6PK2K or PP6P6K Very Effecvtve!
Mysterious Duelist - May 25, 2005 09:35 AM (GMT)
-Hitenjin: 4P/11/H/-/don’t even try it. lol
Kasumi takes a small step back, turns, then shifts her weight towards her opponent and punches them in the face.
I give you the Hitenjin. One of the only moves she has that makes me go “Huh?”. This attack is pretty basic. It doesn’t really have anything going for it. All it really has is some evasion and safety. And even then it’ll only work from a distance. But, all that aside, this attack does offer something. First, and probably the most important, is that this attack is safe on both hit or guard. Which makes it good for bluffing and whatever. Second, this attack pulls Kasumi back for a brief moment in time, thus allowing her to evade high and mid attacks to some extent. However, the pull back isn’t much, so be careful. And finally, third. This attack is best suited for countering non-crouching low attacks. But again, it must be from a distance. About one character space. I would never even think of using this attack up close unless I knew the opponent wasn‘t expecting it. The execution is too long and the reward is just too small to risk it. This attack is pretty much designed for mid range countering, not much else. Think of it more as a withdraw attack. If you find yourself rushed by the opponent while you are making a retreat, you can use this to evade and counter the opponents assault. Of course, always make sure you have enough distance. Also remember that, much like the Futenjin, this attack links to your punch combos. So, 4PKKK is the same as PKKK, just with a little more damage from the start. Once you get the hang of this attack, you’ll probably end up liking it. ^^
Counter:
Causes a small jolt that gives you enough time to throw in a throw, a punch, or a Hiryu. It’s not guaranteed, of course.
Hi-counter:
Causes a long dizzy stagger.
Ledges/Slopes/Walls:
Will send the opponent off the ledge if used enough times during a stun.
Special note:
Both the Futenjin and the Hitenjin are safe on hit or block. However, the Hitenjin is one frame safer than the Futenjin. So if you’re aiming for a safer bluff, try the Hitenjin. After either of these attacks hit it is always good for mix-up to throw in a....throw! Lol. Also remember that this attack changes your stance.
-Roga: 66K/30/L©/-/counters high and mid attacks.
Kasumi jumps toward her opponent, turns around, and upon landing, trips her opponent with a sweep kick.
Here be one of my favorite attacks. It has a ton of range, evasive priority and it’s a critical set-up on it’s own. Nice. Probably one of the best thing about this attack is its range. Even from three character spaces away this attack can still hit them. To add to that, this attack can also evade and counter high and mid attacks incredibly easily. However, it does take a “second” for it to actually do that, since she’s airborne while she’s executing the attack. But there is something good to be had there. While in the air, she can also evade low attacks as well, but they must be very low. In addition, this attack is also a critical set-up that causes a very long sit down stun. After it connects, you can have your way with them ^^.
Counter:
Causes a knockdown that sends the opponent in the direction your back was facing.
Hi-counter:
Causes a knockdown that sends the opponent in the direction your back was facing.
Ledges/Slopes/Walls:
Will send them off the ledge if opponent is in some kind of status.
Special note:
This attack isn’t good at close range. You “can” use it at close range, but it’s a little too risky. Keep it mid to long range and you’ll be okay. Remember that this attack changes your stance as well.
-Tsumuji: P+K/26/H©/-/counters most standing attacks.
Kasumi suddenly spins toward her opponent, then strikes them in the face with a quick double chop.
Yet another one of my favs! I love this attack. It has high priority, is a set-up in both normal and counter, has decent range, good speed, and has good pressure. Yay! Lol. The two best things about this attack are its priority and its critical set-up. The critical is a crying stun that lasts for quite some time, allowing you to add something or wait to see what the opponent will do. Probably the most amazing part of this attack is how it retains its set-up qualities even in counter status. This means that after you go through their attack, you get to turn it into a deadly counter juggle as well. Freaking amazing! The only real downside to this attack is the fact that it’s a high. Aside from that, this is as good as, if not better than, the Hiryu. This attack is also good for wall pressure, just don’t use it too much.
Counter:
Causes a longer crying stun.
Hi-counter:
Causes a longer crying stun.
Ledges/Slopes/Walls:
Will only send the opponent off the ledge if they are in some kind of status. Will knock the opponent into the wall if they’re in some kind of status.
Special note:
None that I can think of....
-Fukasen: 2K+F/25/L©/-/counter most ground attacks
Kasumi suddenly spins in place, then strikes her opponents shin with a powerful spin kick.
Yet another one of my favs. It has high priority, is a set-up in normal, and has good range. Of course, it’s the critical set-up that stands out, and it’s the main reason you’ll be using this. Once it connects, it will cause a sit down stun that leaves the opponent open for a nice command throw. I prefer 33P+F, 9P+F or 66P+F, but always try to do what you think is best. Aside from that, this attack has good range and high priority. So, if you see something coming....kick it. Lol. And finally, this attack is also good for setting-up her 66P+F wall throw, and it has good wall pressure.
Counter:
Causes a knockdown that sends the opponent in the direction your back was facing.
Hi-counter:
Causes a knockdown that sends the opponent in the direction your back was facing.
Ledges/Slopes/Walls:
Will only send the opponent off the ledge while they’re in some kind of status.
Special note:
This attack can be added to just about anything. During her PPPP string, for example, you can swap the last punch for 2K+F. Be creative.
-Sen-Kasumi: 3K+F/24/M©/-/evades and counters high and mid attacks
Kasumi advances toward her opponent, crouches, then kicks them in the chest with her heel.
Yup, it’s another one of my favs. Lol. It has great evasive priority over high and mid attacks, has power priority over low attacks, is a set-up, has great range, and it has good wall pressure. See why I like it? ^^. Much like myself, you’ll be using this more for its evasion than anything else. Once executed, this attack will evade and counter any high attack, and if given a split-second, it will also evade and counter any mid attack as well. This, of course, makes it great for countering. That aside, this move also offers a wonderful little dizzy stun that leaves the opponent open for anything. I prefer a nice, quick 8K afterwards, but you can do whatever you want. Also remember that this attack is good for wall pressure.
Counter:
Causes a small float that best followed by PP6P6K.
Hi-counter:
Causes a small float that best followed by PP6P6K.
Ledges/Slopes/Walls:
Will send the opponent into the wall or off the ledge if they are in some kind of status.
Special note:
This attack changes your stance. Always try to use this attack from mid range, since the evasive qualities of this attack don’t kick in for a second after execution.
-Mugen-To: 33P/22/M©/-/counters pretty much anything! lol
Kasumi suddenly crouches, then thrusts herself upward with a powerful chop to her opponents face.
Not one of my favs, but close. This attack has great power priority, evades highs and mids, and is a set-up. Just like the Sen-Kasumi, this attack is good for both its evasion and its set-up. Once executed, this attack will evade both high and mid attacks. However, this attack isn’t that good at evading mid attacks up close. In addition, this attack also causes a nice, long dizzy stun. Also remember that, much like Ryu’s 236P, this attack is good to use near walls, since it doesn’t slam the opponent into it during any status. This attack is also very important for your juggling in both single play, and tag.
Counter:
Causes a small floater.
Hi-counter:
Causes a small floater.
Ledges/Slopes/Walls:
Will only send the opponent off the ledge while they are in some kind of status.
Special note:
This attack will change your stance and it will also leave your back exposed afterward.
-Nagi: 4K+F/30/M(kd/kb)/-/can counter most attacks.
Kasumi advances toward her opponent, then puts all of her strength into one powerful heel kick.
Here is an attack I almost never use. It has high priority and it’s both a knock back and a knockdown. You probably won’t be using this attack that often at all. It’s way too slow in most situations and it’s only really good either in DOAtec Germany, or near a wall/ ledge. However, that’s not saying there isn’t anything good here. Like I mentioned before, it has high priority and it’s also an advancing attack. So if you really want to use this, use it as a withdraw attack. Bait the opponent into attacking you, then use this. That’s about all I can say.
Counter:
Not affected.
Hi-counter:
Not affected.
Ledges/Slopes/Walls:
Will always send the opponent off the ledge or into the wall.
Special note:
It’s a really strong kick....what more is there to say? lol
-Mai-Ogi: 33K/26/M©/-/counters anything! lol
Kasumi suddenly crouches, thrusts herself upward, then strikes her opponent with an incredibly powerful double-kick.
One of my favs! It has incredibly high priority (much like the Getsurin), evades and counters high attacks, is a set-up, has some mix-up, and it‘s her best launcher! How can you not like it? If you’re not using this attack already, you should start now. One of the best things about this attack is that it has wonderful power and evasive priority. This pretty much means that you’ll be launching with this attack more often than any other, since it can go through a lot of opposing attacks. You can use it up close or from mid range. If it connects on normal, you get a long dizzy stun set-up. And we all know what that means. In addition, this attack also executes fast enough for it to make use of her +7 frame advantage combo. Which would mean that this attack would execute in 9 frames! Lol. That aside, it also has a lot of mix-up attached to it. After it connects, you have a ton of time to decide what you want to do next. Often the opponent will hold after it connects, which of course leaves them open for a nice 33P+F throw. This of course puts the opponent in a guessing game. Since you could launch them with either 8K, 33P, or33K, or throw them, there really isn’t any way for them to see it coming. So they must make a guess of what it is you’re going to do, thus giving you the advantage. I myself like to trip them with 2K after it connects, then add either 33K or 9P+F. And to make things eve more magical, this attack is also her best launcher! I dare say it’s one of the best launcher attacks in the game. From there...anything is possible. Except her Renko-Rishu. That never connects. Lol. Also remember that it never sends the opponent into the wall, which is good cause it allows you to make some incredibly powerful wall combos. Much like Ryu’s 236P, but more effective. And finally, this attack is also, for the most part, safe. Except near walls and ledges. Anyway, I hope you enjoy this attack. I know I have...and still will. ^^
Counter:
Sends the opponent high in the sky.
Hi-counter:
Sends the opponent into orbit. LOL
Ledges/Slopes/Walls:
This attack will only send the opponent off the ledge during a stun. Will never send them into the wall.
Special note:
I think I’ve already said too much. lol
Basic attacks:
-Punch: P/10/H/-/counters most attacks
Kasumi lets out an insanely fast high punch.
Well...here be your standing punch. Pretty much all it has going for it is its incredible speed priority (9 frames). With such speed you can counter almost anything before it hits you, which is how you use it. That aside, it’s also safe on both hit and guard. It has good pressure for both walls and open spaces as well. This is also your best attack after a frame advantage move, since it can come out at 2 frames! Not much else to say....
Counter:
Causes a small jolt that leaves the opponent open for a quick P+F throw.
Hi-counter:
Causes a long dizzy stagger.
Ledges/Slopes/Walls:
Will only send the opponent of the ledge if used enough times during a stun.
Special note:
This is one of your staple attacks. Use it a lot, but don’t become predicable.
Mid punch: 6P/18/M/-/can counter most attacks.
Kasumi leans forward and thrusts her elbow into her opponents gut.
Here’s another fast attack. It has good power priority, but not as much as Ryu’s 6P. But much like Ryu’s 6P, this one also is great for counter set-ups. In addition, this attack is also good after a frame advantage move. To add to this, it also has mix-up. It can turn into either a three hitter, which can also be mixed-up, a two hit unholdable combo, or a throw set-up. Your choice. And finally, this is also good for pressure in all areas.
Counter:
Causes a long crying stun.
Hi-counter:
Causes a long crying stun.
Ledges/Slopes/Walls:
Will only send the opponent off the ledge if used enough times during a stun.
Special note:
Use this attack for set-up mostly. But don’t forget about its wonderful mix-up abilities, too.
-Alternate mid punch: 3P/20/M/-/not recommended.
Kasumi takes a step toward her opponent, then pokes them in the gut.
While not my favorite attack, it is a good one. It has good power priority, great mix-up, and it’s good for wall pressure. Of course, you’ll be using this more for it’s mix-up than anything else. After it hits it can go into either 3PP, 3P2K, or a throw, much like the 6P. Aside from that, this attack is also good for counter set-up. However, the 6P is much more effective for this task. And that......is pretty much it.
Counter:
Causes a dizzy stun.
Hi-counter:
Causes a dizzy stun.
Ledges/Slopes/Walls:
Will only send the opponent off the ledge if used enough times during a stun.
Special note:
Use this for mix-up mostly. But don’t forget about the set-ups, too.
-Low punch: 2P/5/L/adv/counters high attacks
Kasumi crouches and punches her opponents shin. lol
This attack is good for four reasons:
1) It has a frame advantage of +2 on hit.
2) Is safe on block.
3) Evades high attacks.
4) Is great for pressure anywhere.
With all this going for it, there is very little for me to tell. Just use it when you see an opening, then let everything come together. Anything that’s already fast will be faster with this. Throws, her standing punch, Hiryu, 6P...whatever. If they block it, do either 6K, 33K, or 6P immediately afterward to avoid being thrown. Since it can evade high attacks you can also use it as a nice little counter with frame advantage. Once you do so, add on a quick Hiryu right after it connects for a juggle. The pressure is obvious. And the fact that you get a frame advantage is what makes it just too good not to use. Enjoy...
Counter:
Causes a step back stagger.
Hi-Counter:
Causes a step back stagger.
Ledges/Slopes/Walls/:
Will never send them off the ledge.
Special note:
This is yet another one of your staple moves. Use it often to gain an advantage that cannot be overlooked. After it connects, pretty much anything is possible.
-High kick: K/27/H©/-/counters some standing attacks.
Kasumi kicks her opponent in the face! lol
The high kick if doom! Lol! It has high priority, good range, is a critical set-up, and it has great mix-up. The cool thing about this attack is how nasty it can be. After it connects it can be a 33P+F set-up, a kick combo, or a bluff. The way it’s supposed to be used it pretty obvious, so there’s no real need for me to explain. Mix-up is the name of the game here.
Counter:
Causes a collapse stun that changes the opponents stance. IF you’re quick, you can add a PP7K or a 66P-PP7K.
Hi-Counter:
Causes a collapse stun that changes the opponents stance. IF you’re quick, you can add a PP7K or a 66P-PP7K.
Ledges/Slopes/Walls:
Will not send the opponent off the ledge at any time. Will send the opponent into the wall on counter or Hi-counter.
Special note:
It’s a kick....what more do you want? lol
-Mid kick: 3K/24/M/-/not recommended.
Kasumi kick her opponent in the gut.....
I give you the standard mid kick. It has good power priority, good range, and it has a good counter set-up. This attack, however, is very limited. Often, you will only be using this at mid range, due to its slow execution time. And even the, it’s nothing special. However, what you are really aiming for is the counter stun it causes. With one well placed kick, you get a nice, long knock back stun that leaves the opponent open for some unique attacks. You rush in with 66P to start a nice 113 point combo. You can trick them into holding, for a throw. Or you can advance in a way that’s totally Kasumi, her 9P. From there, you can either throw or attack in the air or after you land. To add to all this “fun”, this attack is also safe on hit. Fun.
Counter:
Causes a nock back sun.
Hi-Counter:
Causes a knock back stun.
Ledges/Slopes/Walls:
Will not send the opponent off the ledge normally. Opponent must usually be in a dizzy stagger for it to work. Will also send the opponent into the wall in counter or Hi-counter.
Special note:
Don’t use this attack too often and don’t use it up close. But do try to make use of its counter bonus whenever possible.
-Low kick: 2K/10/L/-/counters high attacks.
Kasumi crouches and kicks her opponents shin.
Not much to say. It evades high attacks, has....decent power priority, has some pressure, and it has a great counter set-up. Much like with the mid kick, You’ll be using this more as a counter than anything else, since it causes a long sit down stun. But unlike the mid kick, this attack can be used up close for pressure. To add to this, it’s also safe on hit. That aside, there really isn’t anything else I can say.
Counter:
Causes a long sit down stun.
Hi-Counter:
Causes a long sit down stun.
Ledges/Slopes/Walls:
Will never send the opponent off the ledge or into the wall.
Special note:
This is a good attack to use often. You can use it on an opponent who is getting up, an advancing opponent...whatever you want. As always, beware of anti-low attacks.
~M_D~ :hmm: Sorry for the delay....^^
Leifang12 - May 25, 2005 12:29 PM (GMT)
Dark Hayate - May 25, 2005 01:22 PM (GMT)
Wow, that's awesome :shocked:
Great!!
Dan - May 25, 2005 10:35 PM (GMT)
Mai-Ogi: 33K/26/M©/-/counters anything! lol
[TIP]
after that is done on a light weight (Ayane, Tina, Kasumi, Hitomi,Lei Fang, but not with Helena) Do, PPP cancel with FREE PP6PK or PP6P2K OR PP7K. [/TIP]
wirbelwind - May 26, 2005 07:38 PM (GMT)
I have something more of a request for everybody here ... please try it out
For some reason I haven't been able to do this Kasumi-Leifang combo which is supposed to do "massive damage" ... if anyone attempts it please get back to me.
after critical hit (Kas) 8K --> (LF) PP6PK --> (Kas) PP7K --> (LF) PP6PK --> (Kas) PP6P6K --> (LF) 2K
*the arrows mean you tag in the partner. I usually screw up by Leifang's 2nd PP6PK
Thanks
Dan - May 26, 2005 08:38 PM (GMT)
Well first of 8K does not rais you opponent so high,when stuned do 7K > 8P 3PP6PK > PP7K and contine from there :), also sorry for dragging this off topic.
Mysterious Duelist - June 4, 2005 09:00 AM (GMT)
Jumping attacks:
-Jumping Kick: (while jumping) K/30/M(kb/hr)/-/counters low attacks and most standing attacks.
Kasumi jumps in the air and kicks her opponent in the gut.
Not much to say. It’s your standard jumping kick. It has very high priority, is a knock back, is hold resistant, has great mix-up, and it’s good for wake-up. Pretty much, you‘ll only be using this attack for wake-up and countering. You can also mix it up by faking it, punching, or throwing after you land. It’s really up to you. All that aside, I can’t really say much more about this one.
Counter:
Causes a step back stun.
Hi-counter:
Causes a step back stun.
Ledges/Slopes/Walls:
Will always send the opponent off the ledge or into the wall.
Special note:
Out of all the attacks in the game, the jump kick is actually the easiest to avoid. All one must do is walk into the background or the foreground to instantly get behind you, so be careful. Of course, no one cane really predict such things, so you shouldn’t really fear it at all. Do be careful near ledges. If the opponent holds the attack, they will end up behind you and you will go right off the ledge. It’s actually quite funny to watch.
-Jumping Punch: (while jumping) P/15/M©/-/counters low attacks.
Kasumi jumps in the air and chops her opponent in the face.
Again, not much to say. The only thing this attack really has going for it is its critical set-up. After it connects you have a moment to add a lightning fast Hiryu. And that’s about it.
Counter:
Causes a long dizzy stun.
Hi-counter:
Causes a long dizzy stun.
Ledges/Slopes/Walls:
Will not send the opponent into the wall. Will send the opponent off the ledge if used enough times during a stun.
Special note:
One thing both these attacks have in common are the fact that they have a lot of mix-up. The kick and the punch need two different types of holds, so that’s bad enough. But you can also either fake it, or use on of your landing attacks. Be creative.
-Jumping Fukasen: (After landing) K.
This attack has the same qualities as the regular Fukasen. use it for mix-up.
-Jumping Mugen-To:: (After landing) P.
This attack has the same qualities as the regular Mugen-To. Use it for mix-up.
Back turned attacks:
-Chop: P/10/H/-/not recommended
Kasumi quickly turns around and chops her opponent in the face.
Not much to say here. It’s just a basic back turned attack. The only thing it really has going for it is the fact that it’s her fastest back turned attack and it has good counter status. Other than that, nothin’.
Counter:
Causes a small jolt.
Hi-Counter:
Causes a long dizzy stagger.
Ledges/Slopes/Walls:
Will not send the opponent off the ledge if they are on the ground. Will never send the opponent into the wall.
Special note:
This is basically the best attack to use after her back turned 8K, or her 9P, K.
-Reverse Mugen-To: 2P/38/M(f/hr)/-/evades and counters high attacks.
While exposing her back to her opponent, Kasumi suddenly crouches, turns around, then thrusts herself high into the air, sending her opponent flying.
Here be a very good launcher. It has high priority, it evades and counters high attacks, and it‘s hold resistant. Of course, the problem is that you have to have your back exposed to do this. However, this will probably happen often if you’re a big user of her 33P, 4K, or after any one of her hold resistant attacks. So it’s always important to know what to do when something like that happens. In this case, you’re going to be using your back offensively. While your opponent may expect you to dash or punch, you’ll instead be doing two things. You’ll be evading any high attack they throw out and you’ll be starting a combo. Often, you’ll be getting a counter float. Which is where this attack shines. This attack can also be used in a rather nasty way, as well. During wake-up, you can use her 9P to get behind the opponent as they are performing a recovery kick. At which point you can execute this to send them high into the sky, and end it with a wonderful 90+ combo. of course, that also depends on the weight of the opponent you’re fighting. But it works on pretty much anyone who’s not a heavyweight. In addition to all this, this attack is also hold resistant. I myself would not recommend using this attack every time. Use it now and then, don’t abuse it. If you miss or if it’s blocked, you’re in for some real pain.
Counter:
Sends the opponent high into the air.
Hi-Counter:
Sends the opponent high into the air.
Ledges/Slopes/Walls:
Will always send the opponent into the wall or off the ledge.
Special note:
While it might be a good attack to use whenever you’re back is exposed, it is also a rather predictable attack to counter. Always make sure your opponent is thinking something else before you use this attack. You can mix it up in pretty much any way you see fit. Try using her hold 2, K attack to make them think you’re always striking low. Then...apply the pain. ^^
-Low chop: Hold 2, P/14/-/evades and counters high attacks.
Kasumi crouches, turns around and chops her opponents shin.
Here be the standard low chop. It evades and counters high attacks, and it‘s also safe on hit.................and that’s pretty much it. LOL!
Counter:
Causes a small stagger that sends the opponent in the direction your chest was facing.
Hi-counter:
Causes a small stagger that sends the opponent in the direction your chest was facing.
Ledges/Slopes/Walls:
Do I really have to tell you? lol
Special note:
You’ll be using this more for its counter set-up than anything else. Also, instead of holding down for a second before you punch, always use 1+2P to execute this attack to make it happen instantly.
-Back kick: K/30/H(kb)/-/counters most standing attacks.
Kasumi turns around and kicks her opponent in the face with her heel.
Here be the back kick. It has good power priority, has good range, is a knock back, and it has good mix-up. There really isn’t much to say here. You can either kick twice and turn it into an Ura-Renten, or you can kick then throw, or whatever. On its own it’s good near walls and ledges and it’s somewhat okay after a safe move that leaves your back exposed.
Counter:
Causes a collapse stun.
Hi-counter:
Causes a collapse stun.
Ledges/Slopes/Walls:
Will always send the opponent into the wall or off the ledge.
Special note:
This is one of her best back turned attacks. If this kick connects make sure you turn it into her KK combo. If it hits on counter, always wait a second before deciding what it is you want to do.
-Ura-Renten: KK/30+12/H(kb), M(kb)/-/counters most attacks.
Kasumi turns around and kicks her opponent in the face with her heel. After it connects, she turns around again and kick her opponent in the side with another powerful heel kick.
Alright. Here be the special two hit kick combo known simply as the Ura-Renten. I already told you what the first kick does, so there’s no need for me to explain it. The last kick has high priority, is a knock back, has good range, has great control, and it can be delayed for quite some time. The only time you’ll be using this kick is when the first kick connects on normal status. However, you could use mix-up on counter. if they think you’ll throw after the first kick, simply finish the combo. If they are expecting the kick, throw them. Simple. In addition, this attack also has some nice control that will send the opponent in the direction your back was facing before you started the combo. Another thing to mention is how far this attack send the opponent. Whether both kicks connect or not it will send the opponent back quite far. So always keep that in mind, especially if you’re near a wall or ledge.
Counter:
Not affected.
Hi-counter:
Also not affected. lol
Ledges/Slopes/Walls:
Will always send the opponent into the wall or off the ledge.
Special note:
Always be aware of your surroundings. Use this combo more for its ability to send the opponent into the wall or off the ledge. If you’re in the middle of the arena, try to use it more for its control and mix-up.
-Swing kick: 2K/25/M/-/not recommended.
Kasumi quickly turns around and swings her leg out toward her opponents gut.
Here is an interesting attack. It has good power priority, good range, and is safe on hit. However, this attack is rather slow. So you won’t be using it too often. After it connects on normal...nothing happens, lol. But this attack is safe on hit, so afterwards you can do a quick Hiryu, a punch, or a throw with little to no fear. That aside, the real reason you’ll be using this attack is for its counter bonus. Not much else.
Counter:
Turns into a knock back that sends the opponent far into the direction your chest was facing.
Hi-counter:
Turns into a knock back that sends the opponent far into the direction your chest was facing.
Ledges/Slopes/Walls:
Will only send the opponent into the wall or off the ledge during a stun.
Special note:
If you use her trip kick or her Ura-Renten often enough, this attack can actually come in handy. Try not to use it too often, though. This attack is usually good after you have jumped behind your enemy using her 9P.
-Trip kick: Hold2 K/24/L©/-/evades and counters high and mid attacks.
Kasumi suddenly jumps into the air, turns around, then kicks her opponent in the shin.
Here be one of my favorite back turned attacks. It has evasive priority over both high and mid attacks, is a set-up, and it has some control. This is a good attack.....probably her best back turned attack. On hit it causes a long sit down stun that can be followed up with anything. And if you hit on counter it turns into a knockdown that sends the opponent in the direction your chest was facing. But what’s more important here is the fact that it can evade both high and mid attacks, thus making it easier to hit the opponent. However, this move has one little flaw. It’s one of her slowest back turned attacks. This is where mix-up plays a big part. Always make sure the opponent is going to either attack or hold high before you think about using this.
Counter:
Turns into a knockdown that sends the opponent in the direction your chest was facing.
Hi-counter:
Turns into a knockdown that sends the opponent in the direction your chest was facing.
Ledges/Slopes/Walls:
Will only send the opponent off the ledge during a stun.
Special note:
Just like with her Low chop, always use 1+2K to execute the attack instantly.
-Getsuei-Kyaku: 8K/35/M(kd/hr)/-/evades and counters low attacks.
Kasumi jumps high into the air, flips backward, then knocks her opponent to the ground with her heel.
I give you Kasumi‘s Getsuei. It has high priority, evades and counters lows, is hold resistant, and it’s safe on block. This attack is good in rare situations. If you are worried that your opponent is going to attack you low, this is the attack for you. That aside, it’s also safe on block. So, you can do a quick punch or a Hiryu afterwards. The only reason you won’t be using this attack that often is cause of the fact that this attack is her slowest back turned attack. So don’t use it that much at all. In fact, try to use it in DOAtec Germany only. That’s the only place where it will do any good....and even then.
Counter:
Not affected.
Hi-counter:
Not affected.
Ledges/Slopes/Walls:
Will always send the opponent off the ledge or into the wall.
Special note:
Since it is so slow, I would advise that you use this attack only when you know your opponent is going to attack low. A good time to do so would be during wake-up near an explosive wall.
~M_D~ *sigh* ....... :hmm:
Mysterious Duelist - June 10, 2005 10:14 PM (GMT)
Throws:
-Kasumi-Gaeshi: P+F/40/-/-/-
Kasumi pulls her opponent by the arm, flips over them, then slams them to the ground.
Here be your standard throw. It’s also your fastest standing throw (5 frames). There really isn’t much to say here. It pretty much sends your opponent a foot or two forward, which means it can be used for ledges and slopes. To add to that, it also changes your stance to match your opponent’s stance. Aside from that, that’s about it.
Normal: 40
Counter: 50
Hi-counter: 60
-Kegon-Enbu: 6P+F/42/-/-/-
Kasumi jumps over her opponent, grabs their neck, then swings them over her back.
It’s only obvious how this throw should be used. See a ledge in the distance? Use this to send ‘em flyin’ off it. Of course, this throw should only be used if the ledge IS quite a distance away. Also remember that this throw will add the damage from a ledge to its total, as long the opponent did not hit the ground first before going off the ledge. This means that you can K.O. a weak opponent if you throw them off a ledge with this. This throw will also toss the opponent over fences as well. And that’s it. lol.
Normal: 42
Counter: 52
Hi-counter: 63
-Tenro-Kyaku: 4P+F/45/-/-/-
Kasumi runs up her opponent’s chest, performs her version of River Dance on her opponent’s face, then knocks them to the ground with on last stomp.
I give you one of Kasumi’s most famous throws. Once again, the way you use this is obvious. It’s a position changer. Use it near ledges or slopes to gain an instant advantage. Use it near walls for a more damaging version. That aside, it also changes your stance to match your opponent’s stance. Simple.
Normal: 45
Counter: 55
Hi-counter: 66
-Hien-Saka-Otoshi: 9P+F > 4P+F/62/-/-/counters low and mid attacks.
Kasumi suddenly jumps toward her opponent and grabs them with her legs. While sitting on her opponents chest, she then pulls herself back and slams them to the ground.
Dang. lol. Well, here be her most famous throw. Its usefulness is just incredible and it‘s a catch throw. Essentially, you use it more like a counter. It can evade low and mid attacks with incredible ease, due to the fact that it comes out of her Tenbu (9P), which is another great move. Since it can evade in such a way, it is also good for wake-up, as funny as that sounds. If you’re anticipating a mid recovery kick....or anything for that matter, this will catch them. Another cool thing about this throw is that it’s also unbreakable. Now while this throw does a good amount of damage, completing it is almost never a good idea. This is cause there is a LONG recovery after you get off the ground, and you opponent recovers faster. This means they can get a free recovery kick in while you’re recovering, so never complete it unless you need that extra bit of damage to K.O. them. Also remember that this throw will sometimes miss....for some strange reason. To fix this, always start this throw with 9P instead, then simply add P+F to turn it into this throw. It locks on better with this method. And lastly, remember that this throw is great for combo set-ups. Especially after her 3PP.
Normal: 57 > 62
Counter: 71 > 77
Hi-counter: 85 > 93
-Ibara-Otoshi: 66P+F > 2P+F or 6P+F/60/-/adv/-
Kasumi suddenly goes into a handstand on her opponent’s shoulders, then swings down and kicks them in the gut with her heels.
Here be another useful throw. While it cannot evade or catch the opponent like the Hien-Saka-Otoshi, it does have a lot of uses in the open, and near walls and ledges. First, depending on how you play, you can go for damage OR a +17 frame advantage. Usually, you will go with the frame advantage cause you can do much more damage with a back combo afterwards then you can with the throw itself. The actual damage part of the throw should only be used near explosive walls when the opponent is near death. For some reason or another, this throw does not add counter/hi-counter damage near walls. It will, however, add the counter/hi-counter bonus in the open or near a ledge. I have no idea why this is. For this reason it is always best to go for the frame advantage when using it near a wall, since you’ll be close enough to start with PPPP. Using it in this way will almost always get you a nice 120+ point combo that’s also unescapable. So there you have it. Use the damage part near ledges only and always go for the frame advantage whenever you’re not near one. Simple, yet incredibly effective. Remember as well that the damage part of the throw will add the ledge damage to its total, which means that if the opponent has like 70 points of health, they will die when they hit the ground.
Normal: 60
Counter: 75
Hi-counter: 90
-Oboro: 33P+F/68/-/-/-
Kasumi pulls her opponent’s arm over her shoulder, and with one incredible burst of energy, she dashes past her opponent, leaving them to fall from an unseen strike.
This is by far her most dreaded throw. It can be executed in so many ways and it does an incredible amount of damage for a single throw. There really isn’t much to say here. This is pretty much the only throw you should be using in the open. The only downside to this throw is the speed (7 frames). This pretty much means you’ll have to execute it in advance to get the incredible counter bonus. This, of course, will leave you open if you are wrong. But if you know your opponent well enough, this should be a piece of cake. Enjoy.
Normal: 68
Counter: 85
Hi-counter: 102!!
-Rogaku-Shu: 214P+F/60/-/-/
Kasumi suddenly jumps on her opponents face, then jumps off their face in order to slam them to the ground.
here’s another good one. While it isn’t as powerful as the Oboro, it does have its place in the world. First, this throw is faster than the Oboro, so it’s easier to get the counter bonus without risking much. Second, it’s primarily designed for the ledge and DOAtec Germany, since it is a knockback/knockdown. And finally, it has great damage in counter/hi-counter. That aside, it also changes your stance to be opposite of your opponent’s. It is a good, solid throw that should be used near ledges or in the open. Alternatively, you could use this in place of the Ibara-Otoshi, since it will keep them near the wall and it’s only one throw.
Normal: 60
Counter: 75
Hi-counter: 90
-Tsuzumi-Guruma: 236P+F/55/-/-/-
Kasumi jumps over her opponent, pulls them back, then shoots them into the air with her legs.
Another good ledge throw. While it might be lacking a little bit in the range department, it makes up for that with its damage. Much like the Kegon-Enbu, this should only be used near ledges. However, it’s range is only a little bit less than the Kegon, but not my much. In fact, you should probably use this instead of the Kegon in most cases. And, just like the Kegon-Enbu, it also adds ledge damage to its total. So you CAN K.O. the opponent with this. To add to that, it also changes your stance to be opposite of your opponent’s.
Normal: 55
Counter: 68
Hi-counter: 82
Back throws:
-Byakko: P+F/50/-/-/-
Kasumi grabs her opponent’s shoulders and forces them into a back roll, then sends a hard chop to their neck.
It’s pretty much a standard back throw. All it really has is some positioning. It will always make you recover in the direction your opponent’s back was facing. It’s also her fastest back throw (5 frames). And that’s about it.
Normal: 50
Counter: 62
Hi-counter: 75
-Ura-Hien: 8P+F or 9P, P+F/57/-/-/counters low and mid attacks.
Kasumi flips toward her opponent, grabs them with her legs, then slams them to the ground.
Time for some fun! Lol! This is a good throw, but not necessarily her best. It is her slowest throw, but like the Hien-Saka-Otoshi, it evades and counters low and mid attacks. And if timed right, it can evade and counter high attacks. So its speed isn’t really a problem in this case. You’re going to be using this when you anticipate a mid, low, or even high attack from behind your opponent. However, just like the Otoshi, this throw can only catch low attacks that keep the opponent standing. So be careful in that way. This throw is of course good to use after her wonderful teleport hold, since it advances and evades at the same time. Though, you should only use this when a back combo is not possible or when the opponent is low on health. in addition to that, it also has mix-up in that it can become a 9PK, or a bluff for something bigger. Also remember that this throw WILL send the opponent off the ledge if you’re close enough, but will not add the ledge damage to its total.
Normal: 57
Counter: 71
Hi-counter: 85
-Hishu-Enbu: 6P+F/55/-/-/-
Kasumi jumps off her opponent’s shoulders, then throws them with her legs on her ways down.
Now that’s more like it. This throw is good for one reason. When Kasumi lands, she will toss the opponent in the direction their back was facing. While this might not sound like much, it is great near ledges. Unfortunately, that’s about it.
Normal: 55
Counter: 68
Hi-counter: 82
Low throws:
-Niji-Shibuki: 2P+F/55/-/-/-
Kasumi pulls her opponent toward her, positions herself underneath them, then send them into the air with four powerful kicks.
This is a basic low throw. Not much to say. It does have some positioning in that it will make you will recover in the direction your opponent’s back was facing. This throw should only be used when you have your opponent against a walls or ledge, since it won’t send them away from it. This throw is also her fastest low throw, and it will change your stance to be opposite of your opponent‘s.
Normal: 55
Counter: 66
Hi-counter: 82
-Hien-Shu: 1P+F/60/-/-/-
Kasumi jumps over her opponent’s back and sends them flying across the floor with a powerful double-heel kick.
That’s more like it! This is pretty much the default low throw for Kasumi. It has good damage and it has wonderful positioning. With one little execution, the opponent will suddenly find himself/ herself halfway across the arena, and hopefully off a ledge. Which is another reason this throw is so good. But, alas, this throw will not add ledge damage to its total. To add to that, this throw will also change your stance to match your opponent’s.
Normal: 60
Counter: 75
Hi-counter: 90
Wall throws:
-Taka-Asusa: 6P+F/55/-/-/-
Kasumi jumps over her opponent and puts her feet on the wall, then she thrust her opponent to the ground with her knee.
This is basic. It’s just a faster way to make use of the wall. The damage is okay, but you’ll only do this throw when speed is an issue, or when your in DOAtec Germany, which is where this throw becomes wonderful. This throw also changes your stance to be opposite of your opponent’s.
Normal: 55*
Counter: 68*
Hi-counter: 82*
-Adachi-Shizuka: 4P+F/55/-/-/-
Kasumi pulls her opponent by the arm, turns around, then knocks them into the wall with her heel.
This is much better. While it is essentially the same throw, this one makes use of the wall instead. Which is, of course, better. So what does this mean? Use the Taka when the opponent has their back against the wall and use the Adachi when you have your back to the wall. Hopefully an explosive one. Simple as that. This throw will also change your stance to be opposite of your opponents.
Normal: 55*
Counter: 68*
Hi-counter: 82*
*=Standard wall damage
Slope throws:
-Kumoi-Zakura and Kobore-Ume: P+F/???/-/-/-
Both throws do the same thing. Damage is dependent on the type of ledge used. One used offensively while the other is used defensively. They both do the same damage as well and don’t really offer anything. If you were going to use a normal throw, it turns it into a better one. That’s about it.
Normal: ???
Counter: ???
Hi-counter: ???
Landing throws:
-Landing Tenro-Kyaku: (after landing) P+F/45/-/-/-
This throw does the exact same thing as the normal Tenro. All it’s used for is mix-up. Nothing more.
-Landing Niji-Shibuki: (after landing) 2P+F/55/-/-/-
Same as before. Only good for mix-up.
~M_D~...... :dancebaby:
Mysterious Duelist - June 10, 2005 10:18 PM (GMT)
Holds:
-Kasumi-Kyaku: 7+F/58/H/-/counters high punches.
Kasumi grabs her opponent’s punch, turns around, then slams them to the ground with her knee.
It’s a pretty basic hold. All it really does is make you recover in the direction your opponent’s chest was facing, and it makes both you and your opponent recover in the same stance.
Normal: 58
Counter: 72
Hi-counter: 87
-Mugen-Shiraha: 4+F/58/M/-/counters mid punches.
Kasumi grabs her opponent’s punch, forces it to go further, then swings them to the other side.
Again, not much to say. Just like the Kasumi-Kyaku this one will also make both you and you opponent’s stance the same afterwards. However, this hold does have something going for it. It swings the opponent in the direction their back was facing. This means that it’s is very good near ledges and slopes cause it will fling them off. And, if you’re close enough, you can add the damage from the ledge to the hold’s damage total. Which, of course, means that you can K.O. an opponent if they are weak.
Normal: 58
Counter: 72
Hi-counter: 87
-Momiji-Otoshi: 1+F/58/L/-/counters low punches.
Kasumi grabs her opponent’s low punch, turns around, then slams them to the ground with a chop to the back of the neck.
This hold is actually useful. It will always change both you and your opponent’s stance to be opposite of each other. But that’s not the good part. The good part is that it is also a position changer. So, if you’re on the right, you’ll be on the left afterwards. Of course, this should only be used when you want to get out of a nasty wall or ledge.
Normal: 58
Counter: 72
Hi-counter: 87
-Mai-Goromo: (against jumping punch) 4+F/58/M/-/counters jumping punches.
Kasumi grabs her opponent’s arm, pulls it back, then uses her leg to throw them behind her.
This is a good hold. It changes your opponent’s stance to match yours, and it flings the opponent back quite a bit. This also means that it’s great for ledges and slopes. In DOA3, this hold was also good near walls. But, alas, it does not exist here. Also remember that this hold will not K.O. the opponent if they get thrown off a ledge.
Normal: 58
Counter: 72
Hi-counter: 87
-Kakinomi-Gari: 7+F/58/H/-/counters high kicks.
Kasumi grabs her opponent’s kick, then jumps towards them and knocks them down with a kick to the face.
It’s pretty simple. All you get is some positioning. You will always recover in the direction your opponent’s back was facing.
Normal: 58
Counter: 72
Hi-counter: 87
-Shigure-Mai: 6+F/45/M/-/counters mid kicks.
Kasumi grabs her opponent’s kick, then with all her strength she shoots them high into the air.
Kasumi’s basic holds aren’t much to look at. They have decent damage and all, but they don‘t really have anything going for them. This is the exception.....a big one, I might add. This hold makes Ryu’s Izuna counter look weak! Lol! of course, it requires a mid kick to pull it off, but that happens QUITE often in human play. So you shouldn’t really have any problem with that. In fact, you should actually see a decrease in mid kicks when you’re playing with Kasumi. Why? This is the reason! No matter what status you catch the opponent in, you are always going to do a truckload of damage. in fact, in hi-counter you can do FAR more damage than Ryu’s hi-counter Izuna counter. And, as one might have guessed, this hold can also start a ceiling combo. Unfortunately, you cannot attack then while they are falling down. Only after they hit the ground can you do anything. Every Kasumi player must know exactly what they want to do after they get the opponent in the air. Usually, you can start it off with a Mugen-To, but that’s just me. Enjoy. ^^
Normal: 45
Counter: 55
Hi-counter: 67
-Soken-Gari: 1+F/58/L/-/counters low kicks.
Kasumi grabs her opponents attempt to trip her, then turns around and slams them to the ground with her heel.
Again, not much to say. All it does is change your stance to be opposite of your opponent’s and.....well....that’s it. Lol.
Normal: 58
Counter: 72
Hi-counter: 87
-Jumping kick hold: 6+F/-/M/-/counters jumping kicks.
Nothing. Just a position change that puts you behind your opponent. Which is good, actually. But one must be fast to take advantage of it. I suggest a quick PPPP combo to start it of. Remember, Kasumi shines when she’s behind her opponent.
Special holds:
-Sakura-Madoi: 49+F/-/H,M/-/counters standing attacks.
Kasumi’s suddenly disappears in response to her opponent‘s attack, then reappears behind her opponent.
I give you one of most incredible holds ever! This hold is so nasty, it makes grown men cry. Lol! It is the wonderful teleport hold! Why is it so good? Cause it instantly puts you behind your opponent while they are recovering. This gives you the chance to create a back combo that does more than Ryu’s hi-counter Izuna......every time. it doesn’t matter when you activated it cause it doesn’t use counter status. Nor does it have frame advantage. It uses the opponent’s own recovery time as frame advantage.....in a way. So always use a quick attack afterward, like 8K, punch or 6P. Anything quick will do. Perfecting this hold is also vital to becoming a good Kasumi player. Like myself, lol. Enjoy.
-Sakura-Mayoi: 43+F/-/L/-/counters low attacks.
Kasumi suddenly disappears while her opponent is kicking her shin, then reappears behind them.
This is the same as the above.
~M_D~ :shocked: I just realized that my Ryu thread looks like crap. Lol!
Xabinator - June 10, 2005 10:21 PM (GMT)
:shocked: ... whoa... thats deep...
awesome job duelist!
Mysterious Duelist - June 12, 2005 04:44 PM (GMT)
Down attacks:
-Takazume: 8P+K/20/-/-/counters recovery kicks.
After her opponent falls to the ground, Kasumi decides to add a bit more pain by jumping on their gut.
Simple down attack. All it really does is change your stance afterward, and it counters recovery kicks. So, if you’re playing against someone who likes to use recovery kicks a lot, use this. Simple. And like all jump down attacks, this one is also good in DOAtec Germany.
-Kawara-Kudaki: 2+P/10/-/-/-
While her opponent is laying on the floor, Kasumi decides to keep her opponent down for a little longer with a nice chop.
Once again, it’s simple. You use this when you don’t have enough time for her Takazume, which is almost all the time. Lol! This is a good addition to...anything, really. After you hit them you can add a quick 9P to get behind them while they are recovering and start a whole new combo. It will also keep the opponent down while they are recovering as well, just like the Takazume.
Special moves:
-Uragake: 7+P/-/-/-/-
Feeling that her opponent is a little too close, Kasumi decides to temporarily withdraw from combat with a backflip.
This isn’t the most amazing move in the universe, but it does have it uses. It evades high attacks, and it will even evade a standing throw if timed right. It also evades low attacks....kinda. Lol. But mostly, it’s just for withdrawing from combat for second or two or to bait the opponent into something nasty, like 7K. It’s also better to use than a standard back dash since it is the equivalent of two back dashes in one command, which is why I like it so much. If the opponent hits you while you’re doing this, you won’t really have much to fear cause you fall almost immediately after you’re hit. Only if they hit you with a juggle will you actually have a problem. To add to this, if you are hit you will land with your head facing the opponent, which means you can use her alternate mid recovery kick afterwards.
-Tenbu: 9P/-/-/-/evades low and mid attacks.
Kasumi suddenly flips toward her opponent.
Now you’re talking! This is a wonderful move. First, it totally evades low and mid attacks, which is a blessing. And it will even evade certain high attacks as well. Second, it has a ton of mix-up installed. You can throw, you can attack, you can bluff, you can use it for wake-up, or you can use it to get behind someone to start a back combo! Nice. This is, of course, a staple Kasumi move, and rightly so. It is just so useful. One of the cool ways to use it is for mix-up. Whether the opponent is using a mid or low recovery kick, it doesn’t really matter, you evade both. While you’re doing that you can either attack, throw, or bluff it for something better. A popular strategy is to use it to get behind the opponent while they are using a recovery kick. At that point, they are all yours. During actual combat this move’s usefulness does not degrade. In fact, it actually gets more useful. You can attack with a totally safe, hold resistant, very high priority kick that also evades mids and lows, but does not counter lows. If they like to hold against that attack, you can mix it up with a nice, high damage catch throw. Or, you can use that same opportunity to bluff it and go for an even more damaging Oboro. Or, if you really feel saucey, you can use it during a combo to evade or even get behind the opponent while they are attacking. Of course, that’s also suicidal. Lol. There are just so many ways to use this, it’s really up to you. Enjoy.
-Tenbu-Shu: (during Tenbu) K/40/H(kb/hr)/-/evades and counters mid attacks.
While flipping toward her opponent, Kasumi puts all of her strength into on powerful double-heel kick.
Here be one of her best attacks. It has very high priority, near insane evasive priority against lows and mids, is an amazing knockback, has a ton of mix up, is totally safe if blocked, and it’s hold resistant. Yeah...that’ll do. Lol. There really isn’t anything bad about this attack, you win no matter what you do. If it hits, you win. It it’s blocked, you win. If they attack it, you win. If they do nothing, you win! LOL! But seriously, there are two things that stand out. First, it has incredible knockback qualities. One kick can send you flyin’ almost all the way across the arena! And may god help you if there is a wall or ledge nearby. Second, it is totally and completely safe on block. It essentially puts you and your opponent back to square one, with both of you being at 0 frames. At this point, you have to decide the best way to take advantage of this. You can go for a fast back chop, a long range mid kick that will send them flayin’ if it hits on counter, a more evasive Mugen-To, you can risk it all with a slow but rewarding trip kick, or you can simply dash out of harms way. It depends on what you think the opponent will do, really. Experiment. Also remember that this attack changes your stance every time it connects.
Counter:
Not affected.
Hi-counter:
Not affected.
Ledges/Slopes/Walls:
Will always send the opponent off the ledge or into the wall.
Special note:
This is one of her best attacks, so always make use of it whenever possible. It’s also one of her best knockbacks as well, and ledges and walls just eat it up. However, always remember that an opponent can end it quickly by simply punching the Tenbu part of the attack. So don’t use this too often, but make sure you use it enough.
Recovery kicks:
-Kiren-Kyaku: K6K/20+20/M©, M(kb)/-/counters anything.
Kasumi rises from the ground after a strike and lets out two powerful kicks to keep her opponent at a safe distance.
Here be one of Kasumi’s special recovery kicks. It is simply an add on to her normal recovery kick, but in this way, you also get mix-up. If you use this too often, start using only one kick to trick them into holding. If they attack too much, then add on the second kick....simple, yet quite effective. It is also important to know that both kicks have the same priority of a standard mid recovery kick, which is the highest in the game. Aside from that, there really isn’t anything else I can say.
Counter:
First kick causes a crying stun. Second kick is unaffected.
Hi-counter:
First kick causes a crying stun. Second kick is unaffected.
Ledges/Slopes/Walls:
First kick does nothing. Second kick will always send the opponent into the wall or off the ledge.
Special note:
........ummm....no...lol
-Kogetsu-Kyaku: (while on the floor with your head facing the opponent) K+F/38/M(f/hr)/-/counters anything.
While rising from the floor, Kasumi performs a backflip kick.
This is another special kick. However, unlike the previous one, this one has a more specific part to play. When fighting against lightweights, this little kick can actually start a rather nasty juggle in counter/hi-counter status. And if you’re near a wall, you can make an even more damaging juggle. All that aside, this kick is a good alternative mid recovery kick in that it cannot be held and will cause a position change. Which is why it’s good after you’ve been knocked into a small wall.
Counter:
Sends the opponent high into the air.
Hi-counter:
Sends the opponent even higher.
Ledges/Slopes/Walls:
Will always send the opponent into the wall or off the ledge.
Special note:
Even though the opponent is sent high into the air in counter/hi-counter, you won’t be able to recover in time to make use of it. Only against lightweights should you attempt a combo. Usually, 6P6K or 6P2k will connect after a counter strike against a lightweight.
-Taunts:
-Sakura-Matoi: 464P+F+K/-/-/-/-
Kasumi shows off her beauty and elegance by performing a quick little spin in place, while Cherry Blossoms dance around her.
Nothing even remotely special here. Just a simple taunt. However, there is a cool thing you can do with this taunt. If your’e about to be hit or thrown, activate this the very moment it happens. You won’t see her do anything, but the cherry blossoms will still appear to create a very cool effect.
~M_D~ :bow: And there you have it. Every move looked at and looked at again just to make sure it's right. Hope you enjoy all that I have giving unto you all. Hope it helps and I hope to make another one soon.....later ~_^
Xabinator - June 12, 2005 05:00 PM (GMT)
thx for all the info duelist! :yes: i might b able to use kasumi now :bow:
Dan - June 12, 2005 06:25 PM (GMT)
Thanks for the Detaiol list of Kasumi moves....!!!!!!!! :bow:
Dark Hayate - June 13, 2005 07:07 PM (GMT)
Awesome!
Thanks for the great info :bow:
Mr.Cruncher - September 1, 2005 04:50 PM (GMT)
Well now... that was an ultimate job that you did with Kasumi...
By the way... here are some tips...
When an opponent is getting off of the ground and about to kick, use Kasumi's 9P to jump over them and then they will be open to any attack that you may wanna dish out... It is recommended that you press 2P while facing backwards so that you may obtain a juggle... Also... if you time it right... you canattck them back down to the ground if you press 9K when they do a low kick comming off off the ground. If it's a Mid though... you will surely pay for it. But Ayane's works for both the Mid and the Low... just need better timing.
Another Tip...
Pressing the R Trigger (Block + Kick) While Kasumi is Laying face down on the ground will trigger a mid surprise uppercut with her legs... much surprising like Tina's 46Grab while on the ground face up.
One Last thing... You can also do an off of the wall attack with Kasumi by having your back against the wall and by pressing 4P. Hayabusa can do this as well... On DOA3 You press 4PK to attack from the wall and 4P to jump behind the opponent. On DOA2U, You press 4PK to jump on the wall then press P to jump behind them or K to attack them from the wall.
Umm... My badd if this info was already in the posts above... I just sorta ran outta time to read all of that so I just put down my piece of mind... Thanks.
Mysterious Duelist - September 6, 2005 08:43 AM (GMT)
Ahh, don't sweat it, dude....or dudette? Any contribution is good, even if it was already posted. LOL! But thanks for taking the time to post your thoughts....that's kinda what I wanted this thread to turn into in the first place. Where people add their thoughts to the thread. I think you're the third one so far, lol. ^^
~M_D~ Thanks for taking the time to post here. :bow:
Mr.Cruncher - September 7, 2005 03:00 PM (GMT)
Sure thing, friend.
Oh... by the way, Mr. Cruncher is Definately a Dude. :yes:
:dancebaby: *OGL* :dancebaby: