Art of Fighting 3/Kasumi Todoh

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藤堂 香澄, Tōdō Kasumi

Introduction

Difficulty: Hard Playstyle: Rushdown/bait and punish

The daughter of Todoh himself, Kasumi makes her debut in Art of Fighting 3. As Todoh’s daughter, she absolutely does not disappoint in this game: hard hitting damage, fast attacks, crazy corner carry, and is a nightmare to deal with up close. What’s worse, she’s smaller than everyone else! (Except Wang) Executing her beyond the basic chain combos and raw damage takes some work, but once you invest in the character, you’re playing with the strongest force in Art of Fighting 3 that isn’t Wyler.

To be fair, let's list her negatives first. She has no long range zoning options whatsoever. She is also arguably the hardest character to play in the game hands down, given her higher execution barrier. And... That's it. Kasumi can juggle for days, her 236A absorbs all priority, practically everything she has can either start a combo or cause a knockdown, in addition to carrying the opponent to the corner. While she's far less scary in most of the KOF games, Kasumi is a monster of a character in Art of Fighting 3.

Strengths Weaknesses
  • Disgusting corner carry
  • Insanely fast dashes
  • A ton of solid knockdown tools
  • Her 214A has unusually good range and stuns long enough to lead to devastating combos, and even launches in the corner
  • 236 does huge damage and a fat chunk of chip damage, all the while scaring the opponent from approaching
  • Parry that moves forward from 4C, making it useful to both approach and escape the corner and at zero Spirit cost
  • Shorter frame than other characters
  • Can kill you in the corner if the player has the execution for it
  • Cute
  • High execution barrier
  • Zero long distance options, which gives the opponent temporary relief from her pressure
  • Still needs to use an English phrasebook
Player 1 Color Player 2 Color
AOF3 Kasumi Todoh 1P.png AOF3 Kasumi Todoh 2P.png

Move List

Grounded Normals

5A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground

High priority and fast speed makes this perfect for keeping the opponent off you. Okay range at best, but it’s great for shaking the opponent off as they’re forced to respect it.

5B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground

Good poke with good range and is almost as fast as her 5A. Not much else to it, but it could potentially catch the opponent off as an effective poke.

5C
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground

Deals alright damage, and has passable range. Good corner carry, but there’s not much else to it. Use it if you think you have to, but you have other normals with better utility.

2A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground

Kasumi crouches a bit and strikes at the opponent with a low hitting punch to the legs. Nothing crazy special, but it's an effective poke.

Full Crouch 2A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground

Essentially just a fast version of Kasumi's 2A. Not as fast as her 5A, but Kasumi can still spam this and get free hits while forcing the opponent to respect her.

2B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground

A low hitting sweep attack. It shrinks Kasumi's hurtbox by quite a lot, and it has just enough range that you are always at the mercy of being mixed up by it, forcing you under Kasumi's okizeme pressure.

Full Crouch 2B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground

Kasumi does a slightly faster leg sweep, only this time it doesn't knockdown. Useful if you need a far reaching low poke and you're already crouching.

Jumps

j.A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground

Similar to her 3A as a multi-hitting punch attack in the air. Comes out fast and has good range so it makes a good air attack.

j.B/C
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground

A quick horizontal kick in the air that can make for a good trade that can reach. Nothing much else to it, but it can easily start combos.

Dashing Normals

66A > 4B OR 2B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground

Simple dashing punch attack that pushes the enemy. Not incredibly important, but it can still be a good punish attack when you need something quick and to push yourself forward. It suffers from pretty lengthy end lag, so the opponent has ample time to punish a whiffed 66A. However, Kasumi has one trick up her sleeve regarding this dash attack: she has a 50/50 mixup. Follow up with 4B and it leads to a quick juggle starter, and if you follow up with 2B, it leads to a quick sweeping low on a hard knockdown. Both are true combos if the 66A lands, meaning either option is suited as a followup. It can be countered by simply low crouching, however, but the followups have relatively less recovery. Although it’s not as monstrous as it sounds, on hit its threatening.

66B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground

Kasumi leaps into the air after a bit and does a lunging attack that not only carries her very far for free, but also knocks the opponent very close to the corner. It’s easily punishable on block, however, so it’s risky to use willy nilly. If you do land it, however, then that gives you free okizeme to do whatever you want while the opponent is trapped.

Command Normals

5AB
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground

An unusually fast striking punch to the gut that somehow also packs enough power to send the opponent flying across the stage. A follow up will be difficult, but the wall carry is so high that on its own it’s a great punish tool, with more range than even 5C, and quick recovery to boot. Also a great combo ender to carry with.

4A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground

There are two different counters that Kasumi can perform: one for standing kicks, and the other for mid level punches. To pull them off, you’ll need to time it perfectly, otherwise the counter won’t come out and you’ll either get hit, or you poke the enemy out with 5A. The reward for landing a parry, however, is corner carry, some damage, and just barely enough time to follow up with a combo. Cancellable into 5AB for a rush combo.

4C~A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground

A parry that moves Kasumi forward. Seeing as the parry is universal, there’s not much else to say other than it’s better than everyone else’s parry, simply because it gives her more range. However, you can follow up with a quick punch right after the parry. Although you cannot be punished for whiffing it at least, actually landing the punch may as well be impossible. It requires perfect timing to hit, no matter who you’re up against. If it does hit, it stuns the opponent and gives Kasumi free reign to unleash a combo if you react quick enough, but good luck actually landing the followup punch given its overly precise timing.

3A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground

Basic multi-hit punch attack. Mostly used in combos.

3B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground

High hitting kick attack which makes for a pretty good anti-air and helps extend juggle combos. Mostly used in combos.

Launchers

6B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground

Slightly slower version of 5B, but this launches. Really nothing else to say.

4B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground

A fast striking kick similar to 5AB, with equally devastating wall carry. However it is possible to follow up with 5AB, making for just a pinch more wall carry and damage, as if 5AB by itself wasn’t enough.

Specials

Kasane Ate
236A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground
  • Spirit Cost: 25%
  • Arguably the scariest moves in the game. Deals both huge damage and huge chip damage. By itself, it can wipe out ⅓ of your life away on a single hit and results in a hard knockdown. In a juggle combo, while it is difficult to time, if there even is room to land it, Kasane Ate will help deal a 40% or more combo altogether. And if Kasumi is in Desperation, the damage dealt becomes even higher. While the range could be better, this will force anyone to double check themselves before approaching Kasumi. Even on okizeme, the opponent may be forced to block it and suffer a big chunk of chip damage, all the while being hard to punish on block.

Raiho Hoh
214A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground
  • Spirit Cost: 25%
  • Although it takes a bit to startup, the range is really good and when it hits, it leads to Samurai Shodown 3 tier hitstun that allows Kasumi to follow up with anything, leading to some very deadly combos with good positioning. Not only that, but the initial hitstun pushes the opponent back a little, adding to her already high corner carry. Albeit unlikely, it can even launch in the corner, because it can combo into itself. The height is very low, but it's still just enough to give Kasumi a combo from it.

Cho Kasane Ate
463214A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground
  • Spirit Cost: 75%
  • The startup on this move is long, but if it connects, it will deal massive single hit damage. Kasumi’s SDM range is slightly longer than Kasane Ate, but is also easier to punish on block. It can even be comboed into from Kasumi's 214A, which yes, leads to a juggle combo if you can execute it. However, seeing as Kasumi is already a heavy bait and punish/rushdown character, a good read should help win the round with it even without the juggle. Plus, even if she loses all her Spirit, her other tools are great as it is so the risk isn’t too high.

Strategy

Combos

Rush Combos
Combo Damage Works On Notes
6A 6B Basic rush combo. Effective, but there’s really no reason to use this over her next rush combo, except to maybe recover quicker. It's better to use as a basic poke string like in Virtua Fighter, assuming you're in range with her jab.
6AA 6B Typical Art of Fighting 3 rush combo. Does its job well, and if for whatever reason you're in a bind where you can't do optimized combos, this'll satisfy. Not safe on block, but Kasumi has slightly better recovery.
6AA 6C A rush combo you'll most likely use in combos, but it makes really good damage for a combo ender and will always hit in the corner.
6B 6A 6B This rush combo does good damage, but it can whiff on the third or even second hit depending on the spacing and character you’re fighting against. While not a bad option to combo off of, unless it’s for a blockstring then it’s probably not worth it, and even then it isn’t very safe. You usually won’t land this consistently unless you intentionally remove the 6B. And chances are, you will remove the 6B, especially in the corner where this pushes Kasumi forward the most that helps give her jab links that normally would be impossible to do, making for some extra damage. To remove the last 6B isn't losing anything as a result.
6B 6A 6C Much like 6AA 6C, only it starts with 6B instead. Better rush combo for juggles than 6B 6A 6B is.
4A, 5AB The timing is a little tight, but nothing too difficult. Deals good damage and good wall carry, and is easy to combo with or even throw out and catch the opponent off guard. Delaying the string gives Kasumi a pretty decent mixup where she can score a knockdown on an opponent letting their guard down.
6BB Double kicks that look cool, but isn't particularly special other than maybe making juggles more interesting.
Juggle Combos
Combo Damage Works On Notes
66A > 4B > 66B
(corner) j.B > 66A,4B > 5A > 66A,4B > 5A > 6A,A,B (Rody, not sure if it works on everyone)
(midscreen to corner) j.B > 5A > 66A,4B > 6B,A > walk forward > 5A > 66A,4B (Karman, but should work on all)
(close to corner) 214A > 5A > 66A,4B > 66A,4B > 5A > 6A,A,A (Ryo, should work on all)
(corner) 214A > SDM > 66A,4B > 5A x2 > 66A,4B (Robert, I think it works on all)
(close to corner) 214A > 5A > 66A,4B > walk forward > 6B,A > 5A,B (Jin, may not work on everyone)
(close to corner) 214A > 5A > 66A,4B > (slight delay) 214A > 5A > 6A,A,A (Wang, same deal)
(corner) 214A > SDM > 66A,4B > 5A > 66A,4B > OTG 3A (Ryo)
(midscreen to corner) 214A > 5A > 66A,4B > walk forward > 6B,A > 5A > 66A,4B > OTG 3A (Rody)
(corner) 214A > 214A > 5A x2 > 66A,4B > 5A > 66A,4B > OTG 3A (Karman, should work on all)


General
FAQ
Controls
HUD
System
Training Mode
Characters
Jin
Karman
Kasumi
Lenny
Robert
Rody
Ryo
Sinclair
Wang
Wyler