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The King of Fighters 2002 UM/Kasumi Todoh

5,902 bytes added, 13:01, 20 December 2019
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[[File:Kasumi.jpg|right|frame]] ==Movelist==[[File:Kof02ummovelistkasumi.png]]
==Normals==
*Second hit pushes back making Kasane Ate a great follow-up attack.
*When used in combos it can set-up strong blockstrings with her Senkou Sagashi rekkas.
 
==Special Moves==
'''Hakuzan Toh''' - qcb+B/D
*Kasumi uses her left hand to do a palm attack that launches the opponent high into the air, weak version makes her stand and place then do the palm strike while the strong version makes her step forward then do it, has auto-guard so it will override most if not all moves that challenge it, however moves that are overheads are likely to win the trade, beats jump-ins quiet quite easily because the first hit will bypass the jump attack then the second hit will launch them into the air, and it works quite well after her Tatsumaki Souda(hcb, f+P) in the corner. It is super cancellable cancel-able on both hits, but only in Max Mode that Chou Kasane Ate (qcfx2+P) works as a good follow-up after the first hit but the strong version only works in the corner because of it's prolonged start-up.
*Super Cancellable on both hits.
*Combos from: Hiji Ate, Tatsumaki Souda.
*Combos into: In Max Mode, Chou Kasane Ate, weak version works midscreen, while the strong version works in the corner only.
'''Tatsumaki Souda''' - hcb f+A/C close
*Kasumi does two chops then she spin and does two more hits that launch the opponent into the air, the strong version makes her do two chops then a sweep to another hit that launches the opponent into the air, really really good move, their . There is absolutely no whiff animation what so everwhatsoever, since it has command grab properties it can't be guarded when you use it up close, works well after strong normals and her Hiji Ate command normal after one or two hits, this move launches the opponent into the air, you have two options to follow-up with, one of the options is to just finish the combo up with her stand CD, or if you have the meter you can use a far strong normal (like Far C since it's cancelable) to reset the opponents body which is when you can easily throw out her HSDM to complete destroy them, take note the Far C (and infact her stand CD as well) is required if you wish to use the HSDM as a combo ender because they reset the opponents body to prevent them from safe rolling to evade the in coming HSDM, Hakuzan Toh can also help set-up the HSDM because it launches them higher into giving them no saving grace at all and to eat the whole HSDM, this move is also super cancellable on every hit but weak Chou Kasane Ate seems to work just fine after the launch, if you want to super cancel you may want to stick to BC combos unless think it will finish them off. *Grab Properties Proximity Unblockable *Light punch version starts up in 4 frames and launches the opponent high in the air, while the strong version starts up in 7 frames and doesn't launch the opponent very high
*Super Cancellable on any hit.
*Puts the opponent in a juggles state.
'''Senkou Sagashi''' - qcb+P x3
*Kasumi does a series of attacks that ends with her kicking the opponent in the stomach, the first rekka occurs as soon as you press qcb+P which is when she steps forward to do a horizontal chop then an upward palm strike (two hits), pressing qcb+P again after the first rekka will make her do the second rekka where she does a downward chop attack (one hit), pressing qcb+P again will make do the last rekka where she does a thrust kick with her left leg knocking the opponent to the ground (one hit), another really good, this move wails on the opponents guard like no tommorow tomorrow but the best part is if you do as all three rekkas the last hit pushes her back making it really safe to use in succession making a really powerful move for blockstrings, this move gets most of it's use in BC combos but that will be explained later on.
*Three part rekka attack.
*Blockstring attack.
*Eats away at the opponents guard very quickly.
*Combos from: strong normals and Hiji Ate.
'''Shingan Kuzu Otoshi''' - qcf hcb+A/C
*Kasumi holds up both of her hands and if she is attacked she will flip the opponent over her shoulder and onto the ground then punch them in the back of the head, their is no DM flash for this move except when the counter is successful, upon activation this move will use up meter to so you have to time it or you'll waste meter, the unique thing about this counter is that if the opponent rolls past her while she still has her hands up and they attack she will still counter them, she is still vulnerable to a few things but she can counter low/mid hitting normals/commands/special attacks/DM's/SDM's/ and some HSDM's as well, comboing into it is never suggested because of hit-stun.
*Counters low/mid hitting normals/commands/special attacks/DM's/SDM's/HSDM's.
*Vulnerable to throws, projectiles, and jumping overhead attacks.
*Kasumi puts her hands behind her head then flings them forward letting out a large Kasane Ate, the weak version comes out instantly and goes half-screen to knock the opponent down, up certain circumstances the weak version won't knock the opponent down but it usually depends on how close you are and where you activate the DM, the strong version has a longer start-up and goes full-screen but doesn't knock the opponent down at all, the strong version is also really un-safe to use from half-screen or close because the recovery is really poor, this works as a good combo ender whether it's after Hiji Ate (a little unsafe), or Hakuzan Toh/Tatsumaki Souda (suggested combo ender, super canceled or not), it also has it's far share of options in BC mode but will be explained later on.
*Combos from: Hakuzan Toh and Tatsumaki Souda super canceled or not, weak version combos from Hiji Ate two hits.
 
==Super Desperation Moves==
'''Shingan Kuzu Otoshi''' - qcf hcb+AC
*Kasumi holds up both of her hands and if she is attacked she will flip the opponent over her shoulder and onto the ground then punch them in the back of the head, more damage than the former counter DM, their is still no DM flash for this move except when the counter is successful, upon activation this move will use up meter so you have to time it or you'll waste A LOT meter, the unique thing about this counter is that if the opponent rolls past her while she still has her hands up and they attack she will still counter them, she is still vulnerable to a few things but she can counter low/mid hitting normals/commands/special attacks/DM's/SDM's/ and some HSDM's as well, once again comboing into it is never suggested because of hit-stun.
*Counters low/mid hitting normals/commands/special attacks/DM's/SDM's/HSDM's.
*Vulnerable to throws, projectiles, and jumping overhead attacks.
'''Sousei Kasane Ate Ryuukasumi''' - qcfx2+AC
*Kasumi puts her hands behind her head, then her father jumps forward and raises his hands as well, then they both flings their arms forward letting out a huge Kasane Ate energy wave doing 6 hits, one of her best moves if used right and one of her worst moves used wrong, this move does 45% raw damage, it also relies strictly on launcher's/set-ups/Max Mode/resets/or the opponent just jumping in the air to get the most out of it, the whole point of this move is to put your opponent in a position where they can't do anything but take the hit, if you use it too late you'll probably whiff it and despite the move having OTG properties you may never get a chance to use them because they can safe roll, if used in the corner to late they can safe roll it and you'll be left wide open to get punished, there are a lot of set-ups for this move but that will be explained later on.
*Hakuzan Toh and Tatsumaki Souda~Normal reset.
*OTG Properties
 
==Notes==
*Notes for the combo section, qcb+P (1) means one hit, just to clear up some confusion because her first rekka does two hits.
 
* qcb+P (2) means both hits from the first rekka.
 
* qcb+P (3) means 3 hits, which mean you will have to perform her second rekka, qcb+P x3 means you have to do all three of her rekkas.
 
 
===Buffs/Nerfs===
 
*JCD is faster
 
*Faster bette rekkas
 
* qcb+K has it's invincibility form SVC Chaos
*qcf+P does one hit from short range
==Notes==*qcf hcb+P hitbox surrounds her whole body including her back
*New HSDM
==Combos==
 
'''0 Stock'''
* cr.B, cr.A, qcb+P x3
(ends in a hard knockdown. If blocked, just end with one qcb+P which is hard to punish)
 
* cl.C/D, f+A, qcb+P x3/hcb f+A~st/j.X
* (Corner) if you choose hcb f+PA, (SCyou can pick any standing or jumping normal that can reach the opponent while falling for an air reset) qcfx2+C* hcb f+P, Far C/CD, qcfx2+AC
* (Corner, CH) qcf+P, Far D
* (Corner, CH) backdash qcf+P, qcb+D (1), (SC) qcfx2+C
* qcb+D, Far D, (BC) qcfx2+AC
* super jump CD, qcf+P
 
 
'''1 Stock'''
 
* crossup j.D, cl. C, f+A, hcb f+A, qcfx2+A
(Does 50% damage. use just cl.C as a starter for punishing)
 
 
'''2 Stocks'''
 
* crossup j.D cl. C, f+A, hcb f+P, (SC) qcfx2+C
(very easy, and damaging combo. use just cl.C as a starter for punishing)
 
:'''Max Mode Combos'''
* cl.C, f+A (BC)
┗ (Mid-screen) st.C, f+A, hcb f+C (3), qcb+P (1), qcb+K (1), (SC) qcfx2+C ┗ (Corner) st.C, f+A, hcb f+C (BC3), qcb+C (2) , qcb+P K (1), (SC) qcfx2+C * f+A (1), (BC) , cr.B, cr.A, qcb+P (1), qcb+K (1), (SC) qcfx2+P(starts from overhead f+A. Damage is around 42%)  '''3 Stocks''' * cl. C, f+A, hcb f+C, st. C, qcfx2+AC(extremely easy and damaging punish combo or from a cross-up j.D. Does around 87% damage) * qcb+B, qcfx2+AC(anti-air the opponent, then release the HSDM when the opponent rises slightly above the lifebars)
┗ (Corner) st:'''Max Mode Combos'''* cl.C, f+A, hcb f+C (3), (BC) qcb+P (2), (BC) qcb+K (1), (SC) qcfx2+C
┗ (HSDM, Mid-Corner) st.C, f+A, hcb f+C (3), (BC) qcb+P (2), (BC) qcb+B, qcfx2+AC
* f+A (1)HSDM, (BCMid-Screen), crst.BC, cr.f+A, qcb+P (1), (BC) qcb+K (1), (SC) qcfx2+P* hcb f+A (1), C (BC3), cr.B, cr.A, qcb+P (1), (BC) qcb+B, qcfx2+AC
* f+A (1), (BC), cr.B, cr.A, qcb+P (1), qcb+B, qcfx2+AC
==Strategies==
*Build meter from afar (or up close), then rushdown like a monster
 
 
*close C stays out for a good bit
 
 
*Jump D crosses up, the hitbox stretches to her other leg
 
 
*Hiji Ate (f+A) is an overhead on both hits, can be used to start Max Mode combos
 
 
*qcf+P builds meter fast especially on guard, if you get the timing down you can safely spam it in succesion but only if you are at least a body frame away to prevent from being hit by a GCA, when used to challenge other projectiles it's likely that you will lose because the hitbox is mostly in the middle wave, however if you use it against laggier attacks (like Terry's Round Wave) this move will beat it and Kasumi will bypass anything else because she is invincible during the recovery, crouch D whiff to qcf+A works a good fake out move.
 
 
* Kasane Ate (qcf+P air) can be used during backdash, it can also be tiger knee'd, gives good frame advantage on block.
 
 
*hcb f+P has no whiff animation, combos from both hits of Hiji Ate, follow-ups include Far C, Far D, (corner) close C, close D, CD, hh.CD, qcb+K, etc.
 
 
*qcb+K has auto-guard to beat jump-ins, D makes her move forward then do the launcher
*Senkou Sagashi (3rd) rekkas are moderately safe on block, it also guard crushes very quickly so try using it in a blockstring, it builds meter pretty quickly but no as much as Kasane Ate on block.  *Messhin Mutoh (hcf+B) is probably her best counter out of all of her normal counters, since it counters jump-ins you won't have to rely on Hakuzan Toh all the time, it's not always suggested that you use counters because they're very situational but if you must use them use this one  *Shingan Kuzu Otoshi (regular or MAX) counter covers her whole body, counters low/mid hitting normals/commands/special attacks/DM's/SDM's/HSDM's/etc.   *Under certain circumstances Chou Kasane Ate will not knock the to the ground, mostly happends if you combo into it after two hits of Hiji Ate (never suggested), this DM also works best when you super cancel into it  *HSDM Sousei Kasane Ate Ryuukasumi has OTG properties but if you're opponent is smart you'll probably never get the chance to do it because they'll be too busy safe rolling the whole thing, never use this HSDM without Hakuzan Toh the launcher or Tatsumaki Souda (hcb f+P) st.X/Far X reset ==お父さん~!, HSDM (Chou) Kasane Ate Set-ups==
[[Image:Kasumi and Todoh.png]]
http://www.youtube.com/watch?v=vhiglwpLD4A
==Frame Specifics==
Sousei Kasane Ate Ryuukasumi (qcfx2+AC) - 22F (-59F)→[All Guard]
 
 
==Discussion Threads==
Discuss at [http://dreamcancel.com/forum/index.php?topic=354.0 Dream Cancel]
 
 
== Videos ==
 
Kasumi Master Class:
 
{{#ev:youtube|-7_-Jwlm4YY}}
 
{{Navbox 2002UM}}
[[Category:The King of Fighters 2k2UM]]

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