Kasumi Todo(KOFXI): Unterschied zwischen den Versionen

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(Frame Data)
(Basic Combos)
(5 dazwischenliegende Versionen desselben Benutzers werden nicht angezeigt)
Zeile 574: Zeile 574:
 
*Kasumi's 214P cannot be saving shifted. (Thanks, kofxi_bot!)
 
*Kasumi's 214P cannot be saving shifted. (Thanks, kofxi_bot!)
  
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== Combos ==
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===Basic Combos===
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*(j.D or 2A>)5A>5C(chain)>236C: useful because it is Kasumi's only combo off of a light attack.
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**214B: juggle anywhere followup, corner only.
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*j.D,5C>6A(2),63214,63214P
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*Midscreen j.D,5C>6A>632146A/C, hyperhop j.D, then:
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**dash, crossunder 5C
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**dash, 214B (juggle anywhere hit)
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*Corner j.D,5C>6A>632146A/C, j.236C,\/,214B: Corner variation of the above combo. leave out 214B to keep the opponent in the corner.
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===QS Setups===
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*j.D,5C>6A,3x214P, QS
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*j.D,5A>5C(chain), QS
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*j.D,5C>6A,632146A, QS
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===Team Combos===
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'''Kasumi & K'''<br>
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*Midscreen Combo into 632146A QS K', j.A(whiff),\/,2A kara cancel 3D, link 236236A
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*Midscreen Combo into 632146A QS K', j.A(whiff),\/, smalljump/hyperhop j.D, delay 2363214E
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*Midscreen Combo into 5A-5C(chain), QS K', late j.E(whiff), 2C, delay 2363214E
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*Corner Combo into 632146A QS K', j.D,\/, backdash, 236321E
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'''Kasumi & Oswald'''<br>
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*Midscreen Combo into 632146A QS Oswald,5B(whiff), 3A>214A>236B>236E (ACE)
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*Midscreen Combo into 5A-5C(chain), QS Oswald, 3A delay 214C>236B>236E (ACE)
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*Corner Combo into 5A-5C(chain), QS Oswald, late j.E whiff,\/,3A>214B,delay 214A>236A, link LDM
  
 
== Videos & Links==
 
== Videos & Links==

Version vom 27. Juli 2020, 19:30 Uhr

Kasumi Todo
藤堂 香澄
KOFXI kasumi full.png
Tiers & Ranking
Tier: C-
Ratio Cost: 2 Points
Properties
Damage Modifier: 1.05
Stun Modifier: 0.97
Crouch height (Tier): C

Colors

KOFXI Kasumi S.png KOFXI Kasumi X.png KOFXI Kasumi T.png KOFXI Kasumi C.png
BUTTON SQUARE A.png BUTTON CROSS A.png BUTTON TRIANGLE A.png BUTTON CIRCLE A.png
A B C D
KOFXI Kasumi R1S.png KOFXI Kasumi R1X.png KOFXI Kasumi R1T.png KOFXI Kasumi R1C.png
R1 + BUTTON SQUARE A.png R1 + BUTTON CROSS A.png R1 + BUTTON TRIANGLE A.png R1 + BUTTON CIRCLE A.png
E+A E+B E+C E+D
KOFXI Kasumi L1S.png KOFXI Kasumi L1X.png KOFXI Kasumi L1T.png KOFXI Kasumi L1C.png
L1 + BUTTON SQUARE A.png L1 + BUTTON CROSS A.png L1 + BUTTON TRIANGLE A.png L1 + BUTTON CIRCLE A.png
Start+A Start+B Start+C Start+D

Frame Data

Short List
Move S A Hit Grd Note
5A(c) 5 2 +7 +6 Hits crouching opponents.
>5C 8 3 KD -2 Chain Combo from 5A(c).
5A(f) 6 3 +5 +4
5B(c) 9 3 -1 -2
5B(f) 13 4 +3 +2
5C(c) 6 4 +7 +6
5C(f) 9 3 +7 +6
5D(c) 11 5 +2 +1
5D(f) 12 5 -2 -3
5E 16 9 KD -6
6A 19 5+7 -6 -7 Overhead. No cancel except QS.
6A(can) 15 5+7 -6 -7 Special Cancel on first hit.
2A 6 3 +3 +2
2B 5 4 +2 +1
2C 10 8 -7 -8
2D 8 4 KD +1
small A 7 6 / /
jump A 7 6 / / Invul during recovery (all directions, bug)
small B 8 6 / /
up j.B 8 6 / /
j.B 7 6 / /
small C 9 5 / / same hitbox as up j.C
up j.C 9 5 / / Same hitbox as small C
j.C 9 5 / /
small D 9 6 / / same hitbox as up j.D
up j.D 9 6 / / Same hitbox as small D
j.D 9 6 / /
small E 15 8 / / All small & j.E same hitbox
j.E 15 8 / / All small & j.E same hitbox
236A 18 4+4 KD +2 Lower hitbox than 236C
j.236A 11 4+4 KD ? 8F Landing recovery. Lower hitbox than j.236C.
236C 25 4+4 KD +2 Higher hitbox than 236A
j.236C 11 4+4 KD ? 9F Landing recovery. Higher hitbox than j.236A.
214P 14 3 +0 -1 Rekka Starter. Deals 0 stun.
214Px2 9 3 -5 -6 Deals 0 stun.
214Px3 13 3 -14 -15 Deals 0 stun.
214Px4 10 4 KD -12 Knockdown. Deals 0 stun.
214Px3>214K / / -3* -4* Feint. *=after 3rd 214P-hit.
632146P 7 2 KD / Command Throw.
41236B 1 16 KD / High & Special counter.
41236D 1 16 KD / Mid counter.
41236E 2 16 KD / Low Counter.
214B 9 3 KD / Anti-Air Grab. Juggle anywhere.
214D 15 3 KD / Anti-Air Grab. Juggle anywhere.
236236A 9 5*(4+2) KD -31* F1 invul. First "big" spike hitbox appears on F13. *=Point blank.
236236C 13 5*(4+4) KD -34* F1+2 invul. First "big" spike hitbox appears on F17. *=Point blank.
632146,3214P 1 3 KD / F1 invul. Hits on F28 (during freeze). Dream Cancel.
2363214E 1 28 KD / Counter. F1-3 invul. F4-27 no hurtbox on the feet.
2363214E(DC) / 1 KD / Dream Cancel Version. Works like a hit.
Standing Attacks
Attack Hitbox Startup Active Hit Guard Note
5A(c) Kofxi kasumi 5A(c).png 5 2 +7 +6 Hits crouching opponents
5A(c)>5C Kofxi kasumi 5A5C.png 8 3 KD -2 Chain Combo from 5A(c). Launches. Special Cancel.
5A(f) Kofxi kasumi 5A(f).png 6 3 +5 +4
5B(c) Kofxi kasumi 5B(c).png 9 3 -1 -2
5B(f) Kofxi kasumi 5B(f).png 13 4 +3 +2
5C(c) Kofxi kasumi 5C(c).png 6 4 +7 +6
5C(f) Kofxi kasumi 5C(f).png 9 3 +7 +6
5D(c) Kofxi kasumi 5D(c).png 11 5 +2 +1
5D(f) Kofxi kasumi 5D(f).png 12 5 -2 -3
5E Kofxi kasumi 5E.png 16 9 KD -6
6A Kofxi kasumi 6A 1.pngKofxi kasumi 6A 2.png 19 5+7 -6 -7 Overhead. No cancel except QS.
6A(cancel) Kofxi kasumi 6A(cancel) 1.pngKofxi kasumi 6A(cancel) 2.png 15 5+7 -6 -7 Special Cancel on first hit.
Crouching Attacks
Attack Hitbox Startup Active Hit Guard Note
2A Kofxi kasumi 2A.png 6 3 +3 +2
2B Kofxi kasumi 2B.png 5 4 +2 +1
2C Kofxi kasumi 2C.png 10 8 -7 -8
2D Kofxi kasumi 2D.png 8 4 KD +1
Jump Attacks
Attack Hitbox Startup Active Note
smalljump A Kofxi kasumi smalljump A.png 7 6
j.A Kofxi kasumi jump A.png 7 6 F19 until landing completely invul (all directions).
smalljump B Kofxi kasumi smalljump B.png 8 6
jump up B Kofxi kasumi jump up B.png 8 6 Hitbox extends 24px in front
jump fwd B Kofxi kasumi jump forward B.png 7 6 Hitbox extends 16px in front
jump back B Kofxi kasumi jump back B.png 7 6 Hitbox extends 12px in front
smalljump C Kofxi kasumi smalljump C.png 9 5 Same hitbox as jump up C
jump up C Kofxi kasumi jump up C.png 9 5 Same hitbox as smalljump C
j.C Kofxi kasumi jump C.png 9 5
smalljump D Kofxi kasumi smalljump D.png 9 6 Same hitbox as jump up D
jump up D Kofxi kasumi jump up D.png 9 6 Same hitbox as smalljump D
j.D Kofxi kasumi jump D.png 9 6
smalljump E Kofxi kasumi smalljump E.png 15 8 Same as jump E
jump E Kofxi kasumi jump E.png 15 8 Same as smalljump E
214P Route
Move Hitbox Startup Active Hit Guard Note
214P Kofxi kasumi 214P.png 14 3 +0 +1 Rekka Starter.
214Px2 Kofxi kasumi 214Px2.png 9 3 -5 -6 Second Rekka hit.
214Px3 Kofxi kasumi 214Px3.png 13 3 -14 -15 Third Rekka hit.
214Px4 Kofxi kasumi 214Px4.png 10 4 KD -12 Knockdown. Rekka ender.
214Px3,214K Kofxi kasumi 214Px3,214K.png / / -3* -4* Feint. 32F duration. Counterhit state F1-25. *=after 214Px3.
Specials & Supers
Move Hitbox Startup Active Hit Guard Note
236A Kofxi kasumi 236A 1.pngKofxi kasumi 236A 2.pngKofxi kasumi 236A gif.gif 18 4+4 KD +2 Lower hitbox than 236C
j.236A Kofxi kasumi jump 236A 1.pngKofxi kasumi jump 236A 2.png 11 4+4 KD ? 8F landing recovery. Lower hitnox than j.236C.
236C Kofxi kasumi 236C 1.pngKofxi kasumi 236C 2.pngKofxi kasumi 236C gif.gif 25 4+4 KD +2 Higher hitbox than 236C
j.236C Kofxi kasumi jump 236C 1.pngKofxi kasumi jump 236C 2.png 11 4+4 KD ? 9F landing recovery. Higher hitnox than j.236C.
632146A Kofxi kasumi 632146P.png 7 2 KD / Command Throw. Launches. Quickshift OK (A-Version only).
632146C Kofxi kasumi 632146P.png 7 2 KD / Command Throw. Launches. Super Cancel OK (C-Version only).
41236B Kofxi kasumi 41236B.png 1 16 KD / High & special counter.
41236D Kofxi kasumi 41236D.png 1 16 KD / Mid counter.
41236E Kofxi kasumi 41236E.png 2 16 KD / Low counter.
214B Kofxi kasumi 214B.png 9 3 KD / Anti-air grab. Can be comboed. Juggle anywhere.
214D Kofxi kasumi 214D.png 15 3 KD / Anti-air grab. Can be comboed. Juggle anywhere. Slower than A-Version, otherwise identical.
236236A Kofxi kasumi 236236A 1.pngKofxi kasumi 236236A 2.pngKofxi kasumi 236236A gif.gif 9 5*(4+2) KD -31* F1 invul. Can hit 1 time. Each spike is 4F small, 2F big. First "big" spike hitbox appears on F13. *=Point blank.
236236C Kofxi kasumi 236236C 1.pngKofxi kasumi 236236C 2.pngKofxi kasumi 236236C gif.gif 13 5*4+4) KD -34* F1+2 invul. Can hit 12 times. Each spike is 4F small, 4F big. First "big" spike hitbox appears on F17. *=Point blank.
6321463214P Kofxi kasumi 6321463214P.png 1 3 KD / F1 invul. Hits on F28 (during freeze). Dream Cancel.
2363214E Kofxi kasumi 2363214E 1.pngKofxi kasumi 2363214E 2.png 1 28 KD / Counter. F1-3 invul. F4-27 no hurtbox on the feet.
2363214E(DC) Kofxi kasumi 2363214E(DC).png / 1 KD / Dream Cancel Version. Works like a hit.

Special Attributes & Bugs

  • j.A: Completely invulnerable during Recovery (while falling), bug.
  • Kasumi's 214P cannot be saving shifted. (Thanks, kofxi_bot!)


Combos

Basic Combos

  • (j.D or 2A>)5A>5C(chain)>236C: useful because it is Kasumi's only combo off of a light attack.
    • 214B: juggle anywhere followup, corner only.
  • j.D,5C>6A(2),63214,63214P
  • Midscreen j.D,5C>6A>632146A/C, hyperhop j.D, then:
    • dash, crossunder 5C
    • dash, 214B (juggle anywhere hit)
  • Corner j.D,5C>6A>632146A/C, j.236C,\/,214B: Corner variation of the above combo. leave out 214B to keep the opponent in the corner.

QS Setups

  • j.D,5C>6A,3x214P, QS
  • j.D,5A>5C(chain), QS
  • j.D,5C>6A,632146A, QS


Team Combos

Kasumi & K

  • Midscreen Combo into 632146A QS K', j.A(whiff),\/,2A kara cancel 3D, link 236236A
  • Midscreen Combo into 632146A QS K', j.A(whiff),\/, smalljump/hyperhop j.D, delay 2363214E
  • Midscreen Combo into 5A-5C(chain), QS K', late j.E(whiff), 2C, delay 2363214E
  • Corner Combo into 632146A QS K', j.D,\/, backdash, 236321E


Kasumi & Oswald

  • Midscreen Combo into 632146A QS Oswald,5B(whiff), 3A>214A>236B>236E (ACE)
  • Midscreen Combo into 5A-5C(chain), QS Oswald, 3A delay 214C>236B>236E (ACE)
  • Corner Combo into 5A-5C(chain), QS Oswald, late j.E whiff,\/,3A>214B,delay 214A>236A, link LDM

Videos & Links

u-rasia playing Kasumi @port24, 01/02
u-rasia playing Kasumi @port24, 01/02

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