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The King of Fighters '98 UMFE/Kasumi Todoh
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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: 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: qcf, qcf + A/C (also possible in the air, can be held down, only on the ground)