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The King of Fighters '98 UMFE/Kasumi Todoh: Difference between revisions
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== Strategy & Tips == | == Strategy & Tips == | ||
If you're good at reacting to jump-ins, use hcf+B so you can follow up with dp+p. Remember, it only counters jump-ins, so getting baited into doing it can be very punishing. | If you're good at reacting to jump-ins, use hcf+B so you can follow up with dp+p. Remember, it only counters jump-ins, so getting baited into doing it can be very punishing. | ||
== Videos == | == Videos == |
Revision as of 00:22, 13 April 2021
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: Goes forward then back. Whiff-cancelable.
- Far D: Good poke.
Crouch
- cr. A/B/C/D are whiff/cancel-able.
- cr. A and cr. B chain into each other.
- cr. D: Very fast sweep.
Jump
- j. B and j. D can cross-up.
- j. C has two hits. Both are special cancelable.
Blowback Attack
- st. CD: Has average range, but comes out pretty fast.
- 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 and overhead property is lost, 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 very short auto-guard while her arm is raised.
- Heavy version has Kasumi step forward. Auto-guard on her arm lasts longer and shows up again right before the first hit.
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 combos 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
- J. X, cr. Bx(1~3), qcb+p, hcf+k, d,d+p
- J. X, cl. C, qcb+p, hcf+k, d,d+p/qcf+A
- J. X, [cl. C]/[cl. A/B]/[cr. B], hcb,f+p, dp+p/SJ. CD
( Using a jump-in before cl. C may result in the opponent being pushed away far enough to avoid hcb,f+p. If not using a jump in, feel free to chain cl. A into cl. B. hcb,f+p won't connect from a second cl. A )
- J. C(1/2), qcf+p
- hcf+B (counter), dp+p/qcb+B
- Cross-up j. B/D, cl. C, dp+k, far C, qcb+p, hcf+k, d,d+p/qcf+A
( In MAX mode, use qcf+A to end this combo, as rekka will either miss or not be executable by hitting during the end of qcb+p, even without the cross-up. )
Combos into DMs
- Far C/cr. C, qcfx2+p
- j. C(1/2), qcfx2+p (midair)
- cl. C, dp+k, far C, qcfx2+p
- [stun], MAX activation, qcfx2+p [charge]
Strategy & Tips
If you're good at reacting to jump-ins, use hcf+B so you can follow up with dp+p. Remember, it only counters jump-ins, so getting baited into doing it can be very punishing.