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The King of Fighters '98 UMFE/Kasumi Todoh: Difference between revisions

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== Special Moves ==
== Special Moves ==


'''Ecstasy Crunch:''' qcf + A/C (also possible in the air)
'''Ecstasy Crunch [Kasane Ate]:''' qcf + A/C (also possible in the air)
*Kasumi throws a wave of chi forward.
*Kasumi throws a wave of chi forward.
*Fairly decent zoning option.
*Fairly decent zoning option.

Revision as of 05:35, 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

  • Kasumi grabs the opponent and sweeps the leg.
  • Regular knockdown

Snail Snuggle: (close) b/f + D

  • The same throw as Centipede Crunch, but with different alliteration.
  • Reverse knockdown

Command Moves

Elbow Thrust: f + A

  • Not even an elbow thrust, it's a downward chop that deals one hit. Overhead.
  • Special-cancelable if cancelled into, though nothing combos from it.

Special Moves

Ecstasy Crunch [Kasane Ate]: qcf + A/C (also possible in the air)

  • Kasumi throws a wave of chi forward.
  • Fairly decent zoning option.
  • Soft knockdown
  • Light version can be combo'd from heavy attacks.
  • Heavy version has a bit more start-up, but more range.
  • Move is the same for either button in the air, but does less damage. Can be combo'd into from j. C.

Anti-Air Ecstasy Crunch: dp + A/C

  • Kasumi slices the air like she's using a katana, attacking above and in front of her.
  • Can be used as an anti-air.
  • Soft Knockdown
  • Can be combo'd from heavy attacks.
  • Deals the same amount of damage as Ecstasy Crunch (ground).

Snow Peak Punch: qcb + B/D

  • Kasumi does an uppercut that deals two hits and sends the opponent to the other side of the screen.
  • Can be used as an anti-air.
  • Soft knockdown
  • Light version has Kasumi stay in place and has no auto-guard.
  • Heavy version has Kasumi step forward, and has auto-guard throughout the move.

Dual-palm Bullet: qcb + A/C, Two-Handed Repeller: hcf + B/C, Shell Smasher: down, down + C

  • Kasumi's rekka. She does a shove to the opponent, tosses them to the ground, then delivers a fist.
  • qcb+p must hit to perform the rest of the rekka.
  • Can be combo'd into from any cancelable standing normal.
  • qcb+C covers more distance than qcb+A, but is more unsafe on block.
  • If you hit near the end of qcb+p's active frames, hcf+k won't come out.

Lightning Crack: dp + B/D

  • Kasumi sends out a grounded chi blast in front of her.
  • Hits mid.
  • Can be combo'd into from cl. C/D.
  • Allows you to link and follow-up with either Far/cl. C, or Kasumi's rekka. Either will connect no matter how far Kasumi spaces the chi blast.

Invincible Body Blow: hcf + B

  • Counters air normals
  • If successful, Kasumi tosses the opponent into the air.
  • Hard knockdown
  • Can be followed up with a normal/dp+p/qcb+B/qcf+p (midair)

Fakeout Punch Kick Crunch: hcf + D

  • Counters high and mid normals
  • If successful, Kasumi kicks the opponent in their torso.
  • Soft knockdown
  • Sends the opponent across the screen

Hurricane Halberd Press: (close) hcb, f + A/C

  • Kasumi delivers a series of four strikes. Proximity unblockable.
  • Can be combo'd into from any cancelable normal.
  • Can be followed up with a standing or jumping normal/j. CD/dp+p/qcf+p (midair)

Desperation Moves

Ultimate Ecstasy Crunch [Chou Kasane Ate]: qcf, qcf + A/C (also possible in the air)

  • Kasumi delivers a stronger variant of her Kasane Ate.
  • Whiffs point-blank.
  • Most reliably combos from Far C. Air version from j. C.
  • DM hits once and reaches as far as normal Kasane Ate.
  • SDM can deal up to 7 hits and travels nearly fullscreen.
  • The number of hits and travel distance is the same in the air for both versions.
  • Can be held to charge on the ground. Chou Kasane Ate has only one other level of power higher than the default, and doesn't require you to charge all the way. Wait for Kasumi to lift her front-foot (i.e. her left when facing right) during the charge animation.
  • Not unblockable, even if charged all the way.

Combos

Strategy & Tips

Videos

External Links

The King of Fighters '98 Ultimate Match Final Edition
System

FAQSystemControlsGuidesChangelistMatch VideosAdvanced StrategyTier ListsFrame Data & Hitboxes

Characters

Andy BogardAthena AsamiyaBenimaru NikaidoBilly KaneBlue MaryBrian BattlerChang KoehanChin GentsaiChizuru KaguraChoi BoungeChrisClark StillEiji KisaragiGeese HowardGoro DaimonHeavy D!HeidernIori YagamiJoe HigashiKasumi TodohKim KaphwanKingKyo KusanagiLeona HeidernLucky GlauberMai ShiranuiMatureMr. BigRalf JonesRobert GarciaRugal BernsteinRyo SakazakiRyuji YamazakiSaisyu KusanagiShermieShingo YabukiSie KensouTakuma SakazakiTerry BogardViceWolfgang KrauserYashiro NanakaseYuri Sakazaki

EX Characters

EX AndyEX BillyEX Blue MaryEX GeeseEX JoeEX KingEX KyoEX MaiEX RobertEX RyoEX TerryEX YamazakiEX YuriOrochi ChrisOrochi ShermieOrochi Yashiro