Kasumi Qfaq |
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Kasumi Style: |
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Ninja quick and with
lots of special “ninja like” moves Kasumi plays with speed and trickery. She has teleports and lots of CR (counter
resistant) moves as well as special movement making her a real hit and move
specialist and very elusive. On top of
her combo mix-ups a few of her throws pack quite a punch making her very tough
indeed. |
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Kasumi is also a great
example of a character who can be played like a button masher or played like an
expert with advanced teleport parry, special jump-in moves, counter resistant
kicks, off the wall moves, while crouching etc.
If you haven’t learned to use the advanced parry you definitely are not
yet and “expert” Kasumi player. |
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Kasumi |
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Set0:Bread & Butter |
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· d+p and u+w OTG -- tack on
those extra points if they stay on the ground. |
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· b+k,k -- high, mid |
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· a staple ninja move. |
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· ------Kasumi's Ninja cool movement------- |
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· uf+p spinning flyin |
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· k high kick, |
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· This move is quick with a nice attack range and is a CR move |
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· If blocked Kasumi's back is left in backturn position so be ready to followup quickly |
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· ~a,a Leg grab combo (same throw as u+A,A) input the
throw quickly |
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· ub+p roll back |
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· Nice move for repositioning Kasumi |
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· --- |
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· b+P special mid with Back to the wall, Great move when
against the wall as your opponent is eager to take advantage of the wall
position. Make your opponent think they
have the advantage with your back to the wall then nail them and turn around
using the wall against them. |
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· --------------------------------------------- |
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· u+k |
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· critical hit Move, This move is good juggle starter when
you've already landed one critical hit. |
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· ub+k |
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· This move is a very effective knockoff move when the
opponent is up close and attacking but don't abuse it since Kasumi is wide open
if it's blocked. |
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· uf+k See
"Deadly Kicks" section |
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· ------ |
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· K,D+K
high,low |
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· Immediate high to low mixup |
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· Mix this up with: K,K,K high,high,mid and: |
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· DB+K important critical low stun, |
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· This move can really "condition" your
opponent to block or counter low, setting up the mid combos and hi-counter
throws |
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· a good time to press a mixup
attack as in Juggle, throw, attack |
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· For instance if they try to counter out of the falling
stun a hcb+A will get a 90pt
high throw. An u+k high or 2 will lead to a juggle. |
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· d+RT Kasumi slides in quickly like a low but kicks mid critical |
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· u+K juggle |
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· f+k Critical Knee |
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· k Knockback -- good when they are expecting the low sweep
next |
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· d+k Low sweep |
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· ------ |
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· WC hold df+p,k |
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· f,f+k jump in low
sweep (nice range and is a critical setup ) |
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· --- |
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Set1:Deadly Kicks |
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· ---Deadly Kicks--- |
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· Kasumi has some great single kicks to lead her mixups. |
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· The end result is that combined with her Teleport
Parry and uf+a and uf+p Kasumi can end up Behind
her opponents back quite often. |
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· Since she is quicker to the attack the element of suprise will often lead to an opportunity for Kasumi even
though the other character had a position advantage. |
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· db+k standing low
kick critical |
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· This critcal low is a nice
setup that should be followed up with mixups attacks like a throw, or juggle or knock
back or even another low kick depending on the way your opponent chooses to get
up. Apply the pressure. |
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· u+k the great juggle starter |
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· uf+k -- mid |
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· This overhead is a very effective move in Kasumi's
arsenal as all the flip kicks are important single hit strikes. This CR kick will only yield a position advantage if countered. You can also follow up immed
with another uf+k to the opponent behind you. |
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· RT
(FR+K) is also a CR move AND a Critical HIGH and is a great lead / probing kick
from which you can mix Kisumis other kidk combos |
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· uf+p,K Also CR (counter resistant) and a fast flying kick from above |
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· ub+K also CR (counter resistant) but leaves you pretty vulnerable
and close |
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· db+K Low Critical
and a setup for attacks as they recover |
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· b+RT -- mid |
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· --- |
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· ub+k nice priority
up close while the opponent is starting an attack |
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· ---- |
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· ----Undocumented Rising Attack-- |
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· From the ground K,F+K is
a double kick as Kasumi gets up from a knockdown |
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Set2:p,p,f+p Series |
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· u+P jumping punch
starters |
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· p,p,p,p |
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· k,k,k |
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· --- |
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· -- |
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· p,p |
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· k,k |
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· k,d+k |
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· ub+K |
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· d+K |
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· -== |
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· p,p,f+p Starters |
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· k,k nice spinning
mid kick |
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· k,d+k same but low
sweep |
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· f+K Ends with an
nice overhead flip kick |
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· d+K immed low kick |
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· ----- |
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· f+p, |
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· p Elbow knock
back |
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· k,k kick knock
backs |
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· --- |
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Set3:p,p,f+k Series |
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· p,p,f+K starters |
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· k |
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· d+k |
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· === |
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· p,p,p,k -- high,high,mid,mid |
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· this little series is a powerful knockback
and GREAT for ending juggle combos since you can often land the knockback kick after the 3 punch starters |
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· p,k,k,k High kicks
with range |
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· --- |
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· p,k can pause for
delay |
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· df+k mid |
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· d+k low |
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· --- |
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· b+p Series mid -
Kasumi briefly turns her back |
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· k,k,k |
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· k,d+k |
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· p,p,p,k |
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Set4:f+p Series & f,f+p Series |
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· f+p mid |
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· p elbow knockback mid |
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· k,k mid, critical
mid, mid |
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· k,d+k mid, critical
mid, low |
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· f+k mid,mid |
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· d+k low |
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· -- |
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· --- |
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· f,f+p Starters |
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· k Juggle |
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· u+w |
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· f,f dash d+p |
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· d+K |
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· --- |
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Set5:Knockbacks |
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· f+W quick mid knockback when
they looking for all the highs and lows |
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· hcf+k, |
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· k knock back |
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· d+K |
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· -- |
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· f+k,k knee knockback |
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· --- |
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· p,p,p,k knockback |
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· p,p,f+p,p knockback |
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· p,p,f+k,k knockback |
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· --- |
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· RT |
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· k,k,k knockback |
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· d+k |
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· b+RT |
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· -- |
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Set6:Juggles |
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W,
u+K Critical
juggle setup |
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· p,p,p,p 61pts |
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· p,p,f+p,p 73pts + knockback |
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· --- |
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· RT Critical high setup |
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· u+k, juggle --> p,p,p,p
63pts |
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· b+k,k |
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· f+k,k knockback |
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· --- |
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Set7: Throws |
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· Kasumi has some very nice throws for a speed
characters. |
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· Know and use the most damaging throws to maximize your
Kasumi. |
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· ------------60+ pts quickly ---------------- |
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· The Ninja Slice Throw |
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· df,df+A 68pts ---OR--- |
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· While Running A 50pts |
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· U+A Great Throw with nice range |
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· 57pts without the followup
throw |
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· A 62pts |
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· hcb+a 60pts |
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· f,f+A, D+A 60pt
Combo Throw |
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· ----------------------------------------------------- |
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· b+a steps on your
head 45pts |
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· ------ |
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· hcf+a |
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· --- |
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· d+A to a croucher throw them
up juggle |
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· p,p,k,k 61pts start
the punches while still above your head |
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· ub+k 50pts |
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· K,k |
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· --- |
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· db+A to a croucher |
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· If you know they are crouching
this throw is a guaranteed 60pts so I would choose this one. |
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Set8: WC |
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· WC = While Crouching |
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· Though not listed as "while crouching"
moves, a few nice strings can be executed while holding DF which basically is
only practical to get into while in a crouching position: |
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· hold DF+K
critical mid kick (same move as df,df+k) |
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· RT,k |
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· hold DF+P |
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· p,p,k,k knockback |
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· k,k |
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Set9: Teleport Parry |
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· b,uf+FR Parry High and Mid Attacks |
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· f+a 55pt throw |
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· u+k,p,p,p,p EZ 59pts |
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· BL,u+k,p,p,p,p 67pts to 72pts
(counter hit) |
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· BL,u+k,p,p,f+p,p 87pts+ knockback (hit em high in the
juggle) |
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· b,df+FR Parry Low Attacks |
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· d+a, p,p,k,k Juggle throw -- if the opponents low move
leaves them in a crouch |
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· Kasumi's Very nice advanced parry sets you up quickly behind your opponent but in perfect range for a quick and immediate attack. |
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· This move is really and advanced technique to use
effectively in the game because the game is very fast paced and you must
accurately input b,uf+FR or b,df+FR as opposed the simpler input of a reversal. |
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· The payoff really comes on the high and mid reversal
because as long as your timing is good you're
guaranteed the position advantage as long as the attack is not low or a throw.
That means you're going to cover most attacks. |
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· The 2nd advantage over a reversal comes with executing
a good move or throw since most holds will only get you about 43pts damage. The
low reversal can setup an immediate crouching throw juggle against many low
sweeps. |
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· The 3rd advantage is that the move keeps your opponent
guessing, is cool and has great style ;-) |
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Set:10 Jump-in Moves |
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New Notation ! = Right
after LANDING
FROM A JUMP |
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· DOA has an in interesting set of moves I've never noticed in a fighter. It is the moves that are done just after landing from a jump. |
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· Keep in mind that normal jump-in kicks have a pretty
high priority and are CR moves for most
characters. This mean you can setup these jump-in
moves. |
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· Kasumi here is a good example: |
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· -- |
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· For instance u+p is a MID
jump-in punch move which has a 12pt damage but |
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· tap uf ~ p is a
similar looking jump-in chop is a HIGH
and takes 15pts damage and produces a different looking stun. uf~p
is Obviously designed to be the deadlier move. |
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· Both moves look
similar and are CRITICAL HITS which can set up combos |
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· uf ~ p -- Jump-in Punch High critical |
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· u+k Juggle |
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· p,p,p,k 60pts + knockback |
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· --- |
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· uf !p jump-in landing mid critical |
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· p,p,k,k 63pts + knockback |
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· -- |
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· uf !p jump-in low critical |
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· p,p,p,p 60pts |
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· --- |
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· uf !a Jump-in
throw |
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· d+p OTG tack on |
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· -- |