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The King of Fighters '98 UMFE/Kasumi Todoh: Difference between revisions
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== Normal Moves == | == Normal Moves == | ||
'''Close''' | |||
*cl. A/B/C/D are cancel-able. | |||
*cl. A: chain-able into itself and cl. B. | |||
*cl. B: hits mid. | |||
*cl. C: Good combo starter. | |||
*cl. D: A bit slower than cl. C. | |||
'''Stand''' | |||
*Far A/B/C are cancel-able. | |||
*Far A: Can stop hops. | |||
*Far B: Slower than far A, but has more range. | |||
*Far C: Kasumi steps forward with a chop, then goes back to where she was. Whiff-cancelable. | |||
*Far D: Far D is a good poke. | |||
'''Crouch''' | |||
*cr. A/B/C/D are whiff/cancel-able. | |||
*cr. A and cr. B chain into each other. | |||
*cr. D is very fast for a sweep. | |||
'''Jump''' | |||
*j. B and j. D can cross-up. | |||
*j. C has two hits. Both are special cancelable. | |||
'''Blowback Attack''' | |||
*CD: Has average range, but is active for a bit long. | |||
*j. CD: Hitbox looks like air-to-ground, but works either way. | |||
== Throws == | == Throws == |
Revision as of 04:20, 26 October 2020
Normal Moves
Close
- cl. A/B/C/D are cancel-able.
- cl. A: chain-able into itself and cl. B.
- cl. B: hits mid.
- cl. C: Good combo starter.
- cl. D: A bit slower than cl. C.
Stand
- Far A/B/C are cancel-able.
- Far A: Can stop hops.
- Far B: Slower than far A, but has more range.
- Far C: Kasumi steps forward with a chop, then goes back to where she was. Whiff-cancelable.
- Far D: Far D is a good poke.
Crouch
- cr. A/B/C/D are whiff/cancel-able.
- cr. A and cr. B chain into each other.
- cr. D is very fast for a sweep.
Jump
- j. B and j. D can cross-up.
- j. C has two hits. Both are special cancelable.
Blowback Attack
- CD: Has average range, but is active for a bit long.
- j. CD: Hitbox looks like air-to-ground, but works either way.
Throws
Centipede Crunch: (close) b/f + C
Snail Snuggle: (close) b/f + D
Command Moves
Elbow Thrust: f + A
Special Moves
Ecstasy Crunch: qcf + A/C (also possible in the air)
Anti-Air Ecstasy Crunch: dp + A/C
Snow Peak Punch: qcb + B/D
Dual-palm Bullet: qcf + A/C, Two-Handed Repeller: hcf + B/C, Shell Smasher: down, down + C
Lightning Crack: dp + B/D
Invincible Body Blow: hcf + B
- counters air attacks
Fakeout Punch Kick Crunch: hcf + D
- counters high, and mid attacks
Hurricane Halberd Press: (close) hcb, f + A/C
Desperation Moves
Ultimate Ecstasy Crunch: qcf, qcf + A/C (also possible in the air, can be held down, only on the ground)