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The King of Fighters '98 UMFE/Kasumi Todoh
Introduction
Kasumi is a midrange zoning character. Her main zoning tool is her ground and air projectile, which comes out fast, has good range, and is pretty safe. This move makes it very hard for fireball zoners to effectively zone her out, and allows her to build meter pretty safely. She also has access to counters that she can use to call out predictable attacks. For confirms, she has access to a nice rekka that she can use from both lights and heavies, which gives her a hard knockdown. Her main weaknesses are a lack of mixups and no real invincible reversal.
Changes from Previous Versions
98UM to 98UMFE
Specials:
- Air qcf+P has 5 frames less recovery on landing
- dp+K now has no pushback, but has damage reduced from 14 to 5
- hcf+D damage increased from 20 to 26
Normal Moves
Close
- cl.A: Chainable and cancelable.
- cl.B: Hits mid. Cancelable.
- cl.C: Good combo starter. Cancelable.
- cl.D: A bit slower than cl.C. Cancelable.
Standing
- st.A: Can stop hops. Cancelable.
- st.B: Slower than far A, but has more range. Cancelable.
- st.C: The coveted cancelable st.C. Goes forward then back. Cancelable on hit, block, and whiff.
- st.D: Good poke. Moves Kasumi forward.
Crouching
- cr.A: Chainable and cancelable on hit, block, and whiff.
- cr.B: Low combo starter. Chainable and cancelable on hit, block, and whiff.
- cr.C: Cancelable on hit, block, and whiff.
- cr.D: Very fast sweep. Cancelable on hit, block, and whiff.
Jumping
- j.A:
- j.B: Can crossup.
- j.C: Hits twice, with both hits being cancelable.
- j.D: Has a massive crossup hitbox.
CD Normals
- st.CD: Has average range, but comes out pretty fast. Cancelable on hit, block, and whiff.
- j.CD: Hitbox looks like air-to-ground, but works as an anti-air as well.
Throws
Centipede Crunch: b/f+C (close)
- Kasumi grabs the opponent and sweeps their leg.
Snail Snuggle: b/f+D (close)
- The same throw as Centipede Crunch, but with different alliteration. Switches sides.
Command Moves
Elbow Thrust: f+A
- Not even an elbow thrust, it's a downward chop that deals one hit. Hits overhead.
- Special-cancelable if cancelled into, although the overhead property is lost; however, nothing combos from it.
- If late-canceled into, it maintains the overhead property, allowing you to slip overheads into pressure.
Special Moves
Ecstasy Crunch: qcf+A/C (can be performed in the air)
- Kasumi throws a wave of ki forward, creating a standard non-traveling projectile.
- Fairly decent zoning option, good for taking up space and nullifying projectiles.
- Causes a soft knockdown.
- A version can be combo-ed from heavy attacks.
- C version has more startup, but also more range.
- Behaves the same in the air, but does less damage. Can be combo-ed into from j.C.
Anti-Air Ecstasy Crunch: dp+A/C
- Kasumi does a smaller qcf+P in front of her at about head level.
- Can be used as an anti-air and juggle ender.
- Causes a soft knockdown.
- Can be combo-ed from heavy attacks.
- Deals the same amount of damage as the ground version of qcf+P.
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.
- Causes a soft knockdown.
- B version has Kasumi stay in place and has very short auto-guard while her arm is raised.
- D 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
- Kasumi's rekka starter. Shoves the opponent. tosses them over her, then ends with a hard-knockdown ground punch.
- Can only be canceled into followup on hit. Followup will not come out if this hits on its last active frames.
- Can be combo-ed into from any cancelable normal.
- C version covers more distance than A version, but is more unsafe on block.
- Two-Handed Repeller:
hcf+B/D (during qcb+P)
- Followup to the first part of the rekka. Kasumi tosses the opponent over her, dealing a hard knockdown.
- Ending the rekka here gives Kasumi enough time to meaty the opponent with j.B or j.D.
- Shell Smasher:
d,d+C (during hcf+K)
- Shell Smasher:
- Kasumi's rekka ender. OTG that adds more damage.
Lightning Crack: dp+B/D
- Kasumi sends out a grounded ki blast in front of her. Hits mid, but has a ridiculous amount of hitstun.
- Can be combo-ed into from cl.C/cl.D.
- Allows you to link and follow-up with st.C or qcb+P. Either will connect no matter how far Kasumi spaces the chi blast. cl.C also combos in the corner, or with a microwalk.
Invincible Body Blow: hcf+B
- Counter that counters air normals.
- If successful, Kasumi tosses the opponent into the air for a hard knockdown.
- Can be followed up with a normal, dp+P, qcb+B, or air qcf+P.
Fakeout Punch Kick Crunch: hcf+D
- Counters high- and mid-hitting grounded normals.
- If successful, Kasumi kicks the opponent in their torso for a soft knockdown fullscreen away.
Hurricane Halberd Press: hcb,f+A/C (close)
- Kasumi delivers a series of four strikes. Proximity unblockable.
- Can be combo-ed into from any cancelable normal.
- Can be followed up with a standing or jumping normal, j.CD, dp+P, or air qcf+P. Otherwise, soft knockdown.
Desperation Moves
Ultimate Ecstasy Crunch: qcfx2+A/C (can be performed in the air)
- Kasumi delivers a stronger variant of her qcf+P.
- Whiffs point-blank.
- Most reliably combos from st.C. Air version combos from j.C.
- Normal version hits once and reaches as far as normal qcf+P.
- MAX version can deal up to 7 hits, travels nearly fullscreen, and puts the opponent in a juggle state, which can be followed up only in the corner.
- The number of hits and travel distance is the same in the air for both versions, but must be spaced properly to maximize damage.
- Can be held to charge on the ground. 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. Charged version is not unblockable.
Combos
General Notes
Meterless
Low
cr.Bx1-3, qcb+P, hcf+K, d,d+C
- Basic meterless low confirm. Can stop at hcf+k to set up oki.
Mid/Jump-In
(j.X), cl.C, qcb+P, hcf+K, d,d+C/qcf+A
(j.X), cl.C, hcb,f+P, dp+P/j.CD
- j.CD ender must be done off of a superjump. Using a jump-in before cl. C may result in the opponent being pushed away far enough to avoid hcb,f+p.
(j.B/D,) cl.C, dp+K, st.C, qcb+P, hcf+K, d,d+C/qcf+A
- j.B/D must hit crossup. In MAX mode, use qcf+A to end this combo, as d,d+C will not properly connect, even without the jump-in.
With Meter
Anywhere
cl.C, dp+k, st.C, qcfx2+P
- A fairly reliable combo into DM.
Corner
cl.C, dp+K, st.C, qcfx2+AC, dp+p
- Advanced mode only.
dp+K, cl.C, dp+k, st.C, qcfx2+AC, qcfx2+AC, dp+P
- 100% combo. Requires you to have 5 Advanced meter stocks, be in the corner, have MAX activated, and land a raw dp+K, but it's there.
With Quick MAX
(optional jump-in) cr.B, qcf, cr.B, qcf+ABC
- The quickmax bypass allows either the DM or SDM version of Chou Kasane Ate to combo from cr.B. Very good in every scenario except when in the corner with red health, as a lot of damage from SDM Chou Kasane Ate is lost.
Corner Only
cl.C, dp+K, ABC, cl.C, dp+K, st.C, qcb+C, hcb+K, d,d+C
- Requires a microwalk (chose Dash) or quick run (chose Run) after the MAX activation.
cl.C, dp+K, ABC, cl.C, dp+K, st.C, qcfx2+P
- Requires a microwalk (chose Dash) or quick run (chose Run) after the MAX activation. If the MAX version of qcfx2+P is used, dp+P can be used afterwards.
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.