Kasumi Qfaq

 

Kasumi Style: 1

Set0:Bread & Butter 2

Set1:Deadly Kicks. 3

Set2:p,p,f+p Series. 4

Set3:p,p,f+k Series. 5

Set4:f+p Series & f,f+p Series. 6

Set5:Knockbacks. 6

Set6:Juggles. 7

Set7: Throws. 7

Set8: WC.. 8

Set9: Teleport Parry. 8

Set:10 Jump-in Moves. 9

 

 

 

Kasumi Style:

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.

 

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.

Kasumi
Costume 1: Press A (Blue Ninja Outfit, Hair in a Ribbon)
Costume 1: Press X (Blue Ninja Outfit, Hair in a Braid)
Costume 1: Press Y (Blue Ninja Outfit, Hair Loose)
Costume 1: Press A+ L (same as Costume 1 with A)
Costume 2: Press A (White Ninja Outfit, Hair in a Ribbon)
Costume 2: Press X (White Ninja Outfit, Hair in a Braid)
Costume 2: Press Y (White Ninja Outfit, Hair Loose)
Costume 2: Press A + L (same as Costume 2 with A)
Costume 3: Press A (Schoolgirl Outfit, Hair in a Ribbon)
Costume 3: Press X (Schoolgirl Outfit, Hair in a Braid)
Costume 3: Press Y (Schoolgirl Outfit, Hair Loose)
Costume 3: Press A + L (same as Costume 3 with A)

 

 

 

 

 

 

 

Set0:Bread & Butter

·  d+p and u+w OTG --  tack on those extra points if they stay on the ground.

·   

·  b+k,k  -- high, mid

·  a staple ninja move. 

·   

·  ------Kasumi's Ninja cool movement-------

·  uf+p  spinning flyin

·  k  high kick,

·  This move is quick with a nice attack range and is a CR move 

·  If blocked Kasumi's back is left in backturn position so be ready to followup quickly

·  ~a,a   Leg grab combo (same throw as u+A,A)  input the throw quickly

·   

·  ub+p  roll back

·  Nice move for repositioning Kasumi 

·  ---

·  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.

·   

·  ---------------------------------------------

·  u+k 

·  critical hit Move, This move is good juggle starter when you've already landed one critical hit.

·  ub+k

·  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.

·  uf+k   See "Deadly Kicks" section

·  ------

·  K,D+K high,low

·  Immediate high to low mixup

·  Mix this up with: K,K,K  high,high,mid and:

·  DB+K  important critical low stun,

·  This move can really "condition" your opponent to block or counter low, setting up the mid combos and hi-counter throws

·  a good time to press a mixup attack as in Juggle, throw, attack

·  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.

·   

·  d+RT  Kasumi slides in quickly like a low but kicks mid critical 

·  u+K juggle

·   

·   

·  f+k  Critical Knee

·  k   Knockback -- good when they are expecting the low sweep next

·  d+k  Low sweep

·   

·  ------

·  WC hold df+p,k

·   

·  f,f+k  jump in low sweep (nice range and is a critical setup )

·  ---

 

 

Set1:Deadly Kicks

·  ---Deadly Kicks---

·  Kasumi has some great single kicks to lead her mixups. 
Many of her kicks are CR (counter resistant) moves meaning they only yield a position advantage. 

·  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.

·  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.

·   

·  db+k  standing low kick critical

·  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.

·  u+k the great juggle starter

·  uf+k -- mid 

·  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.

·  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

·  uf+p,K Also CR (counter resistant) and a fast flying kick from above

·  ub+K also CR (counter resistant) but leaves you pretty vulnerable and close

·  db+K  Low Critical and a setup for attacks as they recover

·   

·  b+RT -- mid

·  ---

·   ub+k   nice priority up close while the opponent is starting an attack

·  ----

·  ----Undocumented Rising Attack--

·  From the ground K,F+K is a double kick as Kasumi gets up from a knockdown

 

 

 

 

Set2:p,p,f+p Series

·  u+P  jumping punch starters

·  p,p,p,p

·  k,k,k

·  ---

·  --

·  p,p

·  k,k

·  k,d+k

·  ub+K

·  d+K

·  -==

·  p,p,f+p  Starters

·  k,k  nice spinning mid kick

·  k,d+k  same but low sweep

·  f+K  Ends with an nice overhead flip kick

·  d+K  immed low kick

·  -----

 

·  f+p,

·  p   Elbow knock back

·  k,k  kick knock backs

·  ---

 

 

 

Set3:p,p,f+k Series

·  p,p,f+K starters

·  k

·  d+k

·  ===

·  p,p,p,k  --  high,high,mid,mid 

·  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

·  p,k,k,k   High kicks with range

·  ---

·  p,k   can pause for delay

·  df+k  mid

·  d+k  low

·  ---

·  b+p Series  mid - Kasumi briefly turns her back

·  k,k,k

·  k,d+k

·  p,p,p,k

·   

 

 

Set4:f+p Series & f,f+p Series

·  f+p   mid

·  p   elbow knockback mid

·  k,k   mid, critical mid, mid

·  k,d+k  mid, critical mid, low

·  f+k   mid,mid

·  d+k  low

·  --

·  ---

·  f,f+p  Starters

·  k  Juggle

·  u+w

·  f,f dash d+p

·  d+K

·  ---

 

 

Set5:Knockbacks

·  f+W quick mid knockback when they looking for all the highs and lows

·   

·  hcf+k,

·  k   knock back

·  d+K

·  --

·  f+k,k  knee knockback

·  ---

·  p,p,p,k   knockback

·  p,p,f+p,p  knockback

·  p,p,f+k,k  knockback

·  ---

·  RT

·  k,k,k  knockback

·  d+k

·  b+RT

·  --

 

 

Set6:Juggles

·  W, u+K  Critical juggle setup

·  p,p,p,p 61pts

·  p,p,f+p,p 73pts + knockback

·  ---

·  RT Critical high setup

·  u+k, juggle --> p,p,p,p 63pts

·  b+k,k 

·  f+k,k  knockback

·  ---

·   

 

 

Set7: Throws

·  Kasumi has some very nice throws for a speed characters.

·  Know and use the most damaging throws to maximize your Kasumi.

·  ------------60+ pts quickly ----------------

·  The Ninja Slice Throw

·  df,df+A 68pts ---OR--- 

·  While Running A  50pts

·   

·  U+A Great Throw with nice range

·  57pts without the followup throw

·  A  62pts

·   

·  hcb+a 60pts

·  f,f+A, D+A   60pt Combo Throw

·   

·  -----------------------------------------------------

·   

·  b+a   steps on your head 45pts

·  ------

·  hcf+a

·  ---

·   

·  d+A  to a croucher  throw them up juggle

·  p,p,k,k  61pts start the punches while still above your head

·  ub+k 50pts

·  K,k 

·  ---

·  db+A to a croucher

·  If you know they are crouching this throw is a guaranteed 60pts so I would choose this one.

 

 

Set8: WC

·  WC = While Crouching

·  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:

·  hold DF+K  critical mid kick (same move as df,df+k)

·  RT,k

·  hold DF+P

·  p,p,k,k  knockback

·  k,k

·   

 

 

Set9: Teleport Parry

·  b,uf+FR Parry High and Mid Attacks

·  f+a  55pt throw

·  u+k,p,p,p,p  EZ 59pts

·  BL,u+k,p,p,p,p  67pts to 72pts (counter hit)

·  BL,u+k,p,p,f+p,p   87pts+ knockback (hit em high in the juggle)

·  b,df+FR Parry Low Attacks

·  d+a, p,p,k,k  Juggle throw -- if the opponents low move leaves them in a crouch

·  Kasumi's Very nice advanced parry sets you up quickly behind your opponent but in perfect range for a quick and immediate attack. 

·  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.

·  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.

·  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.

·  The 3rd advantage is that the move keeps your opponent guessing, is cool and has great style ;-)

·   

 

 

Set:10 Jump-in Moves

·  New Notation ! = Right after LANDING FROM A JUMP

·  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. 

·  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.

·  Kasumi here is a good example:

·  --

·  For instance u+p is a MID jump-in punch move which has a 12pt damage but

·  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.

·   Both moves look similar and are CRITICAL HITS which can set up combos

·  uf ~ p  -- Jump-in Punch High critical

·  u+k Juggle

·  p,p,p,k   60pts + knockback

·  ---

·  uf  !p  jump-in landing mid critical

·  p,p,k,k  63pts + knockback

·  --

·  uf !p jump-in low critical

·  p,p,p,p 60pts

·  ---

·  uf !a  Jump-in throw

·  d+p  OTG tack on

·  --