[UM] Kasumi
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Apparently she only has one super (technically two, but they're the same)...
Standing B can keep away hops and mid jumps.
Low B is cancellable, you can do stuff like low B x3->qcb+P->hcf+K->d,d+P
Low C is for anti-air and combo starting.
Far C is cancellable and for interrupting opponent's jumps.
Far D goes far, interrupting jumps etc. A little slow however.
Low D is fast, pressure string of low B->low D->qcf+P is a nice start.
Jump C has two hits.
Jump D is for crossover, and is pretty fast. Decent air-to-air.
f+A for your general overhead purposes (I assume the original poster is saying this is the same as her KOF 99-2k f+A).
+P goes far, is her main arsenal. Nice hit area, but a little on the slow side. Mostly for finishing pressure strings. Careful of opponents rolling in.
Air +P is quick, but there's lag afterwards. Also it goes pretty far. A fun thing to do is to do b,b and then +P to fake the opponent into running at you, and get hit. Also good for baiting dps. Kasumi will land at the direction she's jumping towards afterwards.
+P hits high. Needs a little bit of pre-emp anti-air. Same animation as +P, so people may get faked into jumping straight into this move. Cannot hit short characters and some crouching characters.
+P -> +K -> d,d+P is a good combo move from what the poster said. I haven't seen it myself. He said that if it's blocked the opponent can attack Kasumi, but if only the first part is executed, she's relatively safe. Does decent damage.
+K, counter move, B version counters high. D version is for anything else. B version can also juggle as well, can follow with pretty much whatever you like.
+K has autoguard, B version comes out faster, decent anti-air. D version has moar autoguard.
+K is the new ki-blast move. Not much range...doesn't seem useful yet.
,f+P is an autocombo move (like Ryo's +P), but actually counterable by getting poked.. version can juggle and be followed by jump C/D/CD. C version doesn't seem to have this however. Connectable from close C and low Bx2.
qcfx2+P/AC is chargeable. Note that at point blank, it won't hit the opponent. No invincibility. A version comes out faster. SDM version goes fullscreen.
Air qcfx2+P is basically the air version of the above super. It can be cancelled from air normals and it does connect. Seems like it's not very effective since she always get hit before the waves come out.
Standing B can keep away hops and mid jumps.
Low B is cancellable, you can do stuff like low B x3->qcb+P->hcf+K->d,d+P
Low C is for anti-air and combo starting.
Far C is cancellable and for interrupting opponent's jumps.
Far D goes far, interrupting jumps etc. A little slow however.
Low D is fast, pressure string of low B->low D->qcf+P is a nice start.
Jump C has two hits.
Jump D is for crossover, and is pretty fast. Decent air-to-air.
f+A for your general overhead purposes (I assume the original poster is saying this is the same as her KOF 99-2k f+A).
+P goes far, is her main arsenal. Nice hit area, but a little on the slow side. Mostly for finishing pressure strings. Careful of opponents rolling in.
Air +P is quick, but there's lag afterwards. Also it goes pretty far. A fun thing to do is to do b,b and then +P to fake the opponent into running at you, and get hit. Also good for baiting dps. Kasumi will land at the direction she's jumping towards afterwards.
+P hits high. Needs a little bit of pre-emp anti-air. Same animation as +P, so people may get faked into jumping straight into this move. Cannot hit short characters and some crouching characters.
+P -> +K -> d,d+P is a good combo move from what the poster said. I haven't seen it myself. He said that if it's blocked the opponent can attack Kasumi, but if only the first part is executed, she's relatively safe. Does decent damage.
+K, counter move, B version counters high. D version is for anything else. B version can also juggle as well, can follow with pretty much whatever you like.
+K has autoguard, B version comes out faster, decent anti-air. D version has moar autoguard.
+K is the new ki-blast move. Not much range...doesn't seem useful yet.
,f+P is an autocombo move (like Ryo's +P), but actually counterable by getting poked.. version can juggle and be followed by jump C/D/CD. C version doesn't seem to have this however. Connectable from close C and low Bx2.
qcfx2+P/AC is chargeable. Note that at point blank, it won't hit the opponent. No invincibility. A version comes out faster. SDM version goes fullscreen.
Air qcfx2+P is basically the air version of the above super. It can be cancelled from air normals and it does connect. Seems like it's not very effective since she always get hit before the waves come out.
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Tried out her +P move yesterday but couldn't get her followup to come out for whatever reason. The +P move is kinda like sliding forward ending with her ground CD (doesn't knock down). Seems relatively safe on block.
Also, +K knocks away instead of up. So far, her B version gets stuffed repeatedly so I used her D version instead.
+P doesn't have much range, so be careful in using it.
+B counter can juggle but thus far I can only follow it with a jump A/B.
Her jump CD is her 96 version.
Also, +K knocks away instead of up. So far, her B version gets stuffed repeatedly so I used her D version instead.
+P doesn't have much range, so be careful in using it.
+B counter can juggle but thus far I can only follow it with a jump A/B.
Her jump CD is her 96 version.
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Heres a video of Kasumi doing her new combo move but the user doesn't follow up her counter with a super -_-
http://www.battlepage.com/index.php?men ... 1&no=13543
http://www.battlepage.com/index.php?men ... 1&no=13543
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gee the new combo move is just a CD (or her old down C in 96) and her counter super animation.......
Updates:
the C version of it is not safe after block while it could be that the A version is a little safer but less range like iori's
the combo move has to be ended with dwn2x C
damn kick doesn't OTG like i thought it would. it doesn't cancel either but u can combo it for stupidity and piddly damage
i was surprised that her super doesn't hit them after +f Punch. even hopped in the air and did the air super and it still missed. +P will connect after it. the C version can juggle it's just that like the other kofs it gives less juggle time than the A version knockup.
+B counter can juggle with a super for i think one hit.
Updates:
the C version of it is not safe after block while it could be that the A version is a little safer but less range like iori's
the combo move has to be ended with dwn2x C
damn kick doesn't OTG like i thought it would. it doesn't cancel either but u can combo it for stupidity and piddly damage
i was surprised that her super doesn't hit them after +f Punch. even hopped in the air and did the air super and it still missed. +P will connect after it. the C version can juggle it's just that like the other kofs it gives less juggle time than the A version knockup.
+B counter can juggle with a super for i think one hit.
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Kasumi's super combos can do quite a bit of damage. They're much easier if you're using Extra mode meter and can Q.Max though.
From the wiki:
Combos using supers:
- c.C> qcfx2+P
- c.B or close s.C> , f+P> Jumping qcfX2+ P (as you're rising, as quick as possible)
If you're not using Extra mode meter, this is the main combo. The timing on this is really really strict, but it does 50% damage, 60% if you add a jump D, and 70% if you do the SDM. You actually don't want to do it "as fast as possible" because you want to be high enough to hit the opponent as he is rising, but you want to do it really fast so that you hit him with the DM before he starts falling.
- Counter opponent with +B> qcfX2+P
- (Corner) close s.C> f+A> qcfX2+P
- (Corner) hop C> c.C> qcfX2+P (SDM) > +A or qcfX2+P
Q.Max Combos:
- , f+P> Q.Max on 3rd Hit> qcfX2+P
- (Corner) , f+P> Q.Max on 3rd Hit> qcfX2+P (SDM)> +P
Dodge Cancel Combos:
- f+A> Dodge Cancel> Dodge Attack> qcfX2+P
From the wiki:
Combos using supers:
- c.C> qcfx2+P
- c.B or close s.C> , f+P> Jumping qcfX2+ P (as you're rising, as quick as possible)
If you're not using Extra mode meter, this is the main combo. The timing on this is really really strict, but it does 50% damage, 60% if you add a jump D, and 70% if you do the SDM. You actually don't want to do it "as fast as possible" because you want to be high enough to hit the opponent as he is rising, but you want to do it really fast so that you hit him with the DM before he starts falling.
- Counter opponent with +B> qcfX2+P
- (Corner) close s.C> f+A> qcfX2+P
- (Corner) hop C> c.C> qcfX2+P (SDM) > +A or qcfX2+P
Q.Max Combos:
- , f+P> Q.Max on 3rd Hit> qcfX2+P
- (Corner) , f+P> Q.Max on 3rd Hit> qcfX2+P (SDM)> +P
Dodge Cancel Combos:
- f+A> Dodge Cancel> Dodge Attack> qcfX2+P
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