Art of Fighting 3/Kasumi Todoh

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藤堂 香澄, Tōdō Kasumi Portrait AOF3 Kasumi.png
AOF3 Kasumi Win Screen.png
Difficulty Hard
Playstyle Rushdown/bait and punish
Birthplace Japan
Occupation Student
Fighting style Todohryu Aikijutsu
Weight Class Moderately Heavy (8/10)
Birthday March 29

Introduction

Player 1 Color Player 2 Color
AOF3 Kasumi Todoh 1P.png AOF3 Kasumi Todoh 2P.png

Kasumi Todoh, the daughter and sole heiress of Ryuhaku Todoh, grew up learning her father's style. Upon hearing that her father was defeated by Ryo Sakazaki, son of a rival school, the Kyokugenryu Karate, and that he has been missing since then, she seeks to seek him out and avenge him for his defeat.

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, a tool kit that does nothing but benefit Kasumi from every mechanic in the game, and is a nightmare to deal with in any situation. 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. Her biggest defining trait would be her okizeme, which happens to be so strong, that Kasumi potentially wins the entire round just from one knockdown if you know what you're doing. Kasumi's mixups constantly leave the opponent second guessing their approach against her, especially because being knocked down by Kasumi is the last thing you want.

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. Her super isn't the most useful, either, only because it's blockable and has long startup which makes it easy to block in neutral. And... That's it. Kasumi can juggle for days, her 236A can define her gameplay alone, 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. She doesn't even need her spirit meter to win entire rounds, either, her normal moves are so good that she doesn't even have to use any of it. Even so, you will likely find yourself using it for her two special moves anyways as they are among the best special moves in the whole game. In other words, there's almost nothing bad that can be said about Kasumi. If you've mastered this game and her tool kit to its fullest, Kasumi is a nigh-impossible to stop menace.


Strengths Weaknesses
  • Has everything she needs and more: Kasumi fits the game's system perfectly with amazing movement, tons of whiff punish tools, huge combo potential, and even more than other characters.
  • Disgusting corner carry: Not only do many moves knock the opponent far back, combine them with juggle combos and Kasumi will always have several ways to force the opponent closer to the corner.
  • Whiff punishes control neutral: Kasumi's whiff punishes either deal huge damage, have long reach, and/or can lead into a combo. The opponent is always forced to second guess their approach.
  • Unreactable 50/50 Vortex: Kasumi has a huge number of great ways to score knockdowns, and the second she scores one, the opponent is forced to guess between either another knockdown or a deadly combo.
  • Launch combos possible off of jab: Kasumi already has highly damaging combos, but since jab allows her to link into her 66A launcher, she can punish almost anything up close with a fast startup, highly damaging combo.
  • Kasane Ate is the best special attack in the game: Kasane Ate, Kasumi's "fireball" of sorts, serves all sorts of purposes that other characters have no real answer for dealing with it.
  • Only 4C parry that moves forward: Kasumi's Raz is the only parry in the game that pushes her forward, which extends her parry range, gives ambiguous mixups and even allows for cross-up unblockables.
  • Shorter frame than other characters: Although not the smallest character, it helps defend her from some attacks, low crush others and even be immune to some combos.
  • Juggles deal high damage both midscreen and corner: Kasumi's huge combo potential allows players to experiment and play around with Kasumi's potential, which can allow her to rake in some absurd damage regardless of screen position.
  • Cute
  • High execution barrier: Kasumi has easy combos, and her best tools are easy enough to use on their own, but her wide plethora of amazing tools and especially her juggle combos makes high level play difficult with her when Kasumi players are required to practice difficult combos and matchup knowledge to maximize her output.
  • Combos can be position and character dependent, especially in the corner: Kasumi's combos already require microwalks, dash cancels, and tight links that change in timing based on the character you're fighting. Kasumi's hitboxes, however, require vastly different timings in the corner for some attacks, especially if she cannot link into her cl.5A.
  • Zero long distance options: While other characters have tools built for zoning, Kasumi's longest ranged tools are more for controlling neutral than actual zoning, meaning she has to respect zoning at least a little.
  • Bad super: Kasumi's super, other than maybe Sinclair's super, might be the worst super in the game. It is blockable meaning Kasumi cannot setup for it (even Sinclair's super is unblockable), but has the lengthy startup of all the other supers. Using it in neutral is difficult when the opponent can usually block it on reaction, and because it also has 3 different levels of strength based on how long Kasumi charges, getting its full damage output requires a very difficult read. It doesn't do much to scare any of the other characters. That said, the weakest version still leaves Kasumi plus on block, she can combo into the weak version of the super with 214A, and can even combo off of super as a result. It's unlikely this will happen in a match, but it is possible and is the one saving grace of the super.
  • Needs to target combo into her only real launcher: Kasumi's only true launcher she can use for juggles is 66A > 4B, meaning she can't use it right away. This matters little, though, when it's plus on block and Kasumi can delay it to try and catch the opponent anyways.
  • Still needs to use an English phrasebook

Move List

Esoterics

Color Coding

  • Green refers to special move damage/frames when done in green meter, or otherwise the strongest damage it can deal.
  • Blue refers to special move damage/frames when done in blue meter, or otherwise moderate damage it can deal.
  • Purple refers to special move damage/frames when done in purple meter, or otherwise the weakest damage it can deal.
  • Orange refers to the damage dealt in chip damage during block.
  • Colors may be used otherwise to associate frames/scenarios to avoid confusion, i.e. Kasumi's 4C parry having two different sets of frame data.

Attacks, Notation and Damage

  • [Brackets] refers to the specific attack in a string/rush combo that the attack box data is referring to.
  • The arrow > on the left of it is the attacks that need to be done before the move in brackets can be performed. If there is an X, it means there are multiple ways of getting to the move in brackets which will be listed in the description.
  • Damage values always assume grounded damage with no modifiers. If two damage values are listed with a / in-between them, it lists the damage it deals for grounded and airborne respectively.
  • This is because these attacks are used in strings or otherwise as follow-ups where they're more likely to connect with airborne opponents rather than grounded opponents, such as Jin's 6B which hits twice, the first hit leaving the opponent airborne before the second hit.
  • Ground/Aerial means if the attack is performed grounded or airborne. If an aerial, being hit during the attack will result in the attacker being knocked down.
  • There is no true throw invulnerability in Art of Fighting 3, so when a move is listed as "Throw Invulnerable" it means the attack changes the character's hurtboxes in a way that the throw hitbox cannot collide with it.

Reading Frame Data

  • Description of the five stats:
  • Startup frames counts all frames before the first active frame comes out, aka how long it takes for the attack to come out
  • Active frames is how long the attack is able to hit the opponent, starting at the first active frame
  • Recovery frames is how long it takes before the player resets to neutral and can act again
  • Total is all three stats above added up, so total number of frames in the move
  • Hit/Block advantage is how much faster or slower you can act than the opponent by the number of frames
  • Frame advantage, both on hit and block, always assumes frame advantage after the first active frame connects.
  • If an attack lists "QKD" in its properties, this means it's an attack that can be teched out of faster than a normal knockdown. This affect only applies to counter hit launches or if the attack connects with the opponent in the air.
  • When a move lists ST, SKD, etc. followed by a number in (parentheses) it indicates the frame advantage for the attacking player. Not all knockdowns are plus on hit and depends on the move.
  • Knockdown frames always assume frame advantage against Jin. Everyone except for Robert, Sinclair, and Wyler share 16f of wakeup recovery after a knockdown. For Robert, Sinclair, and Wyler, add +1 frame advantage.
  • This rule also applies to SKDs, however in this case Jin and everyone else shares 58f total of being in an SKD state except for Lenny, who is in an SKD state for 59 frames instead. For SKD frame advantage against Lenny, add +1 frame advantage.
  • The wiki omits STKD frame advantage mostly because those are always plus no matter what, so it's somewhat pointless.
  • The frames in (parentheses) next to a "Cancellable into..." sentence is how long you can delay a follow-up, AKA which exact frames you're allowed to cancel into a follow-up. If it states "onwards" then the cancel can be done whenever after the given frame. This info helps both for buffering inputs and also delaying strings for mixups.

Other Tips

  • Moves are sorted by ascending number followed by ascending alphabet, so lower numbers first followed by lower alphabet letters. Moves with two button presses are organized last.
  • It is recommended you read the brief descriptions to how the attacks animate in-game to familiarize yourself with each attack. Unfortunately, due to the rotoscoped graphics, animations lack key frames that help distinguish themselves as separate moves when viewed as single frames. This in turn makes some moves that share frames look identical to one another without context to how they are supposed to appear, without resorting to using gifs.

General Frame Data

Character Jump Startup Jump Recovery Jump Frames Hop Frames Crouch Frames Restand Frames Crouch Height
Portrait AOF3 Kasumi.png
5f 8f 52f 41f 6f 6f Short
Walk Startup Walk Speed F. Dash Frames F. Dash Speed F. Dash Distance Backdash Frames Backdash Speed Backdash Distance
0f Fast 28f Fast Far 16f Fast Short

Grounded Normals

Far 5A
AOF3 Kasumi 5A.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
192 Mid 3 - - - +10 +5 LCHL Ground, QKD
  • Spirit restored when blocked: 193 points
  • Duckable by: Jin (2B), Karman (2B), Kasumi (2B), Rody (2B), Ryo (2B), Sinclair, Wang
  • Kasumi throws a punch forwards using her left fist.
  • High priority and fast speed makes this perfect for keeping the opponent off you, especially as a block punish.
  • Okay range at best, but it’s great for shaking the opponent off as they’re forced to respect its pressure.
  • Although Ryo and Lenny are able to pressure with their jabs due to the high frame advantage they receive, Kasumi's gives her even better frame advantage and damage for the same startup, making it deadlier. The far version being only 3 frames of startup makes it even faster in comparison.
  • A must have for extending Kasumi's most damaging combos, however be wary that there is both a close and far range version of her jab which will affect combos, however small the effect is. Most combos use the close version.
  • Can hit confirm into both Kasumi's 66A dash attack and 5AB, meaning jab can hit confirm into a launch combo. However, the far version requires a frame perfect link in order for this to happen. It effectively means that you would need to buffer it as 6~5A~6A, or to press forwards, then reset to neutral to press 5A and then immediately press 6A to cancel into the dash attack.
  • While it isn't difficult to combo into 5AB off of the Far jab, the 66A link is a frame perfect link.

Close 5A
AOF3 Kasumi cl.A.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
256 Mid 4 - - - +11 +6 LCHL Ground, Proximity Normal, QKD
  • Spirit restored when blocked: 257 points
  • Duckable by: Jin (2B), Karman (2B), Kasumi (2B), Rody (2B), Ryo (2B), Sinclair, Wang
  • Kasumi punts her left elbow forward, striking the opponent with a hard blow.
  • Deadlier version of her jab and an absolute must to do most of Kasumi's BnB combos, as this jab extends nearly all of her juggle combos. It has deceptively tall vertical range, which helps its combo utility.
  • Although Ryo and Lenny are able to pressure with their jabs due to the high frame advantage they receive, Kasumi's gives her even better frame advantage and damage for the same startup, making it deadlier.
  • Can hit confirm into both Kasumi's 66A dash attack and 5AB, meaning jab can hit confirm into a launch combo or an otherwise easy followup.
  • Much easier to hit confirm launch combos as opposed to the Far version due to the hitstun's short pause.
  • The only proximity normal in the game for whatever reason.

5B
AOF3 Kasumi 5B.png
Mid Crunch Kick
Mid Crunch Kick
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
256 Mid 4 - - - +3 -2 LCHL Ground, QKD
  • Spirit restored when blocked: 257 points
  • Duckable by: Jin (2B beyond frame 1), Karman (2B), Kasumi (2B but it can be counter hit the very first startup frame), Rody (2B, see notes), Ryo (2B, see notes), Wang (2B, see notes)
  • Kasumi raises her left leg diagonally upwards to kick into the air.
  • Good poke with good range and is as fast as her 5A. Not much else to it, but it can catch the opponent off as an effective poke.
  • It's mainly useful if you want a longer ranged poke that won't knockdown on hit.
  • Can be used as an anti-air, particularly against hops.
  • 5B has a weird property where if both players are fullscreen away from each other, and Kasumi uses 5B, she will push herself forward. Do this two more times and she will no longer push herself forward the 4th time onward. This offers no advantage, just a weird quirk.
  • Rody's 2B can duck under Kasumi's 5B, however if both attacks come out on the same frame, even when both characters are at point-blank range, both attacks will whiff since Kasumi's hurtbox is pulled back, meanwhile Rody's is pulled down. However, if Rody uses normal 2B as opposed to FC 2B, Kasumi's hurtbox will go back to its default size and since 2B can meaty, Kasumi will still be hit by it. If normal 2B is whiffed, Rody can still be punished since Kasumi recovers faster.
  • Ryo's 2B ducks Kasumi's 5B if both attacks start on the same frame. Past that, Kasumi's 2B will hit Ryo during his short wind up but will otherwise whiff past that.
  • Wang's 2B will duck 2B only if Wang attacks first and Kasumi starts 5B on a specific frame during Wang's 2B startup. Needless to say both characters whiff so it's not worth the trouble.

5C
AOF3 Kasumi 5C.png
Chop Kick
Chop Kick
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
448 Mid 3 - - - KD -7 KD Ground
  • Spirit restored when blocked: 449 points
  • Duckable by: Jin (2B beyond frame 1), Karman (2B), Kasumi (2B while Kasumi is fully crouched in the attack), Rody (2B outside of point-blank range), Wang (2B after startup)
  • Kasumi thrusts a right kick forward powerful enough to send the opponent flying into the ground.
  • Deals alright damage, and has passable range. Good corner carry, and it comes out blisteringly fast, but there’s not much else to it.
  • Can be used as an anti-air, particularly against hops.
  • Use it if you think you have to in neutral with the faster startup, but you have other normals with better utility. Can end juggle combos if absolutely necessary.
  • Do keep in mind, while the attack itself is ordinary, it's difficult to punish on block and being 3 frames with the range it has makes for an extremely easy punish for Kasumi that no one besides Wyler has access to beyond jab, which even then doesn't provide as much reward if it hits. That's not to say other characters can't punish, but rather very few moves punish as consistently as Kasumi's 5C does.
  • Kasumi can effectively force a knockdown whenever she wants if 5C is used as a punisher, thus meaning she traps the opponent into her vortex.
  • Lower hitbox also makes it a guarantee and next to impossible to duck on reaction.

2A / Full Crouch 2A
AOF3 Kasumi 2A.png
Driving Duck Punch
Driving Duck Punch
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
256 Low 12 - - - -4 -9 STKD Ground
  • Version: 2A
  • Spirit restored when blocked: 257 points
  • Can be hopped over, but can still hit early in the hop
  • Duckable by: Kasumi (2B while Kasumi is fully crouched in the attack with the exception of one frame)
  • Kasumi crouches a bit and strikes at the opponent with a low hitting punch to the legs, also pushing herself forwards a bit.
  • Nothing crazy special, but it's an effective poke to pester with that its only major flaw is Kasumi loses her turn.
  • The saving grace is if it counter hits, Kasumi can follow up for a juggle combo, or worst case scenario, has plenty of attacks to help her land an additional attack if she can't juggle.
  • While it's punishable on hit, only the fastest attacks can punish Kasumi afterwards, but since she's already crouching anyways, it takes both immediate reaction and hitbox knowledge to know what can punish Kasumi after 2A on hit, which is easier said than done and usually doesn't happen anyways. Punishing 2A on block happens much more often in comparison.
  • If the player continues to hold down after the move ends, Kasumi will remain in a crouching state without having to re-enter it, allowing for Full Crouch attacks without the extra startup or to duck attacks.
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
192 Low 4 - - - +6 +1 LCHL Ground
  • Version: Full Crouch 2A
  • Spirit restored when blocked: 193 points* Can be hopped over, but can still hit early in the hop
  • Duckable by: Kasumi (2B while Kasumi is fully crouched in the attack, but there is a tiny chance it will trade)
  • Full Crouch version of Kasumi's 2A punch attack, but with no push forwards.
  • Fastest low in the game. Not only is it also fully safe, too, but it's the safest low in the game as the only low to be plus on block, which makes it non-committal.
  • Essentially just a fast version of Kasumi's 2A. Kasumi can spam this and get free hits while forcing the opponent to respect her. Great way to continue 2A pressure.
  • Recovers very quickly, thus making Stagger Knockdown counter hit combos easier to start.
  • Can start small juggle combos on counterhit, mainly rush combo strings.

2B / Full Crouch 2B
AOF3 Kasumi 2B.png
Kusanagi
Kusanagi
AOF3 Kasumi FC2B.png
Reverse Kusanagi
Reverse Kusanagi
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
320 Low 15 - - - KD -37 KD Ground
  • Version: 2B
  • Spirit restored when blocked: 321 points
  • Can be hopped over
  • A low hitting sweep attack where Kasumi swings her right leg towards the foreground; clockwise.
  • 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.
  • Just like 2A, you can hold down to remain in a crouching state to gain quick access to Kasumi's Full Crouch normals.
  • An essential move in Kasumi's game, punishable on block but always use it to mixup lows and score easy knockdowns.
  • During the transition to the 2B attack, Kasumi retains some height to her hurtbox, so the attack can still be interrupted in some instances, such as poor spacing against Ryo's Zan Retsu Ken, but is still unlikely.
  • Some attacks can only be ducked with Kasumi's 2B, but if a move is marked as such, Kasumi can use either 2B or FC 2B. They retain the same crouch height.
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
256 Low 15 - - - +8 -15 SKD (+35) Ground
  • Version: Full Crouch 2B
  • Spirit restored when blocked: 257 points
  • Can be hopped over
  • Full Crouch version of 2B where Kasumi does a reverse leg sweep, only this time it doesn't knockdown.
  • Kasumi swings her right leg at the opponent towards the background, not the foreground; counterclockwise.
  • Useful if you need a far reaching low poke and you're already crouching.
  • As long as the attack isn't blocked, Kasumi retains her turn when it hits, allowing her to continue more mixup pressure.
  • Some attacks can only be ducked with Kasumi's 2B, but if a move is marked as such, Kasumi can use either 2B or FC 2B. They retain the same crouch height.
  • If the attack trades, there's a chance it will knockdown instead of soft knockdown.

Jumps

j.A
AOF3 Kasumi jA.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
256 x2 High 6 - - - Varies Varies LCHL Aerial, QKD (1-hit)
  • Spirit restored when blocked: 257 x2 points
  • Duckable by: Karman (2B), Kasumi (2B while Kasumi is fully crouched in the attack), Wang (2B after startup)
  • Kasumi does a downward chop in the air. 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, as well as a potential overhead mixup.
  • Can be used as a counter hit combo starter if the Kasumi player baits a reaction from the standing opponent by using hops.
  • Where this move shines best is combined with her juggle combos, which albeit very difficult to link, when mastered improves Kasumi's damage output significantly. Both during juggles and combined with 214A in the corner, it's essential for mastering her death combos and racking up repeated damage.

j.B/C
AOF3 Kasumi jB.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
320 High 7 - - - Varies Varies LCHL Aerial, QKD
  • Spirit restored when blocked: 321 points
  • Duckable by: Kasumi (2B while Kasumi is fully crouched in the attack)
  • Kasumi performs a quick horizontal kick in the air. Animated the same as Kasumi's j.D in the King of Fighters series.
  • Has solid range that makes it somewhat difficult to beat out with other air attacks.
  • It can easily start combos off of deep hits or hops without counter hit.
  • Also possible to use as a cross-up, but the hitbox is very tiny for cross-up potential; you'll usually land it as a cross-up during the opponent's turn-around animation.
  • One unusual quirk it has is that the player can intentionally delay the attack until just before Kasumi lands on the ground, where Kasumi will pause for a couple frames midair to allow j.B to come out for one frame before landing. No other air normal in the game has this effect, so it allows Kasumi to fake a jump in and catch people off guard with a surprise kick.

Dashing Normals

66A
Sou Sho Dan
AOF3 Kasumi 66A.png
66A Dash Attack
66A Dash Attack
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
160 Mid 10 - - - -29 -34 LCHL Ground, Dash-in Attack
  • Spirit restored when blocked: 161 points
  • Duckable by: Jin (2B), Karman (2B), Kasumi (2B), Rody (2B), Ryo (2B), Wang (2B)
  • Kasumi runs forward into a dashing punch attack that pushes the enemy away.
  • 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, or a whiffed followup.
  • Both followups are true combos if the 66A lands, meaning either option is suited as a followup.
  • It can be countered by simply low crouching, but the followups have relatively less recovery.
  • Can be comboed into from either jab.

66A > [4B]
Sou Sho Yaritotsu Kyaku
AOF3 Kasumi 66A4B.png
4B Launcher Followup
4B Launcher Followup
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
160 Mid 10 - - - Launch +1 HCHL Ground
  • Spirit restored when blocked: 161 points
  • Duckable by: Karman (2B), Kasumi (2B)
  • Kasumi lunges her leg upwards towards the opponent as a follow-up to 66A.
  • Launches on hit and is one of the pillars of Kasumi's combo game.
  • Not only launches but also extends combos or even ends them. The possibilities are endless so long as the opponent is still in the air thanks to Kasumi's fast recovery.
  • While the hit itself doesn't increase the launch height during a juggle, the quick recovery lets Kasumi chain in a couple more attacks to keep it going.
  • Safe on block thanks to being +0, so there's no way to truly punish it as opposed to the 2B follow-up.
  • Even if the opponent attempts to push a button or go after Kasumi despite the marginal +1 difference, Kasumi can at any point press 5C and score a knockdown, not only punishing the opponent but also landing them into her vortex.
  • Because 66A > 4B is a mid hitting attack, you can avoid both options of 4B and 2B by blocking low... though this also means the opponent is in a crouching state against Kasumi if they suspect she'll use the launcher follow-up. This means they either have to FC cancel out of it or restand to avoid Kasumi's overheads, which may as well put themselves into her vortex.

66A > [2B]
AOF3 Kasumi 2B.png
Kusanagi
Kusanagi
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
160 Low 12 - - - QKD -36 QKD Ground
  • Spirit restored when blocked: 161 points
  • Can be hopped over
  • Alternative version of Kasumi's normal 2B.
  • Faster startup and slightly less recovery, but it's still punishable on block.
  • Use it to setup more vortex scenarios, or if the opponent forgets to block low. Though because 66A > 4B is a mid hitting attack, you can avoid both options by blocking low... though this also means the opponent is in a crouching state against Kasumi if they suspect she'll use the launcher follow-up. This means they either have to FC cancel out of it or restand to avoid Kasumi's overheads, which may as well put themselves into her vortex.
  • For some unusual reason, this results in a QKD as opposed to a regular knockdown like normal 2B, regardless if it's a counter hit or not. This doesn't give Kasumi much okizeme as a result.
  • Not a bad attack, it's just 66A > 4B is that much better and more rewarding without the risk associated with it beyond its startup. Delaying the string, though, you might be able to high crush some attacks using this move.

66B
AOF3 Kasumi jB.png
Hisou
Hisou
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
640 Overhead 18 - - - KD -31 KD Aerial, Dash-in Attack
  • Spirit restored when blocked: 641 points
  • Duckable by: Kasumi, Ryo, Sinclair, Wang (all while up close)
  • Kasumi leaps into the air after a bit and does a flying kick attack towards the opponent.
  • This not only carries her very far for free, but also knocks the opponent very far away, much closer near 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.
  • It has pretty fast startup, can anti-air hops, and even hits overhead without activating wrongblock, so it will always knockdown. If you have a good read, this can be really rewarding, it's just risky. If you're really confident, you can even use it as a 50/50 okizeme mixup.
  • Lacks as much vertical height as Ryo's 66B does, which makes it less likely to fly over an opponent, if ever.

Command Normals

3A
AOF3 Kasumi 3A.png
Forearm Bash
Forearm Bash
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
256 x2 Overhead 7 - - - -8 -14 LCHL Ground, Wrongblock (ST both hits; +19 1-hit, -8 2-hits)
  • Spirit restored when blocked: 257 x2 points
  • Duckable by: Karman (2B), Kasumi (2B while Kasumi is fully crouched in the attack)
  • Kasumi chops her right arm downwards onto the opponent.
  • Basic multi-hit punch attack. Mainly used in combos, but since it's a near instant overhead, it can open up the opponent up for free.
  • It will activate wrongblock stagger, however if the opponent is hit by both hits then the effect is rendered void. However Kasumi is minus both on hit and on block, so she loses her turn.
  • Jabs are the only reliable punish despite the frame disadvantage. The speed and range makes it knockdown on hit if it's a counterhit, so an overall scary move to compliment Kasumi's mixups, if a bit unsafe.

4A
Sassho On Kyaku / Sakken On Uchi
AOF3 Kasumi 4CAParry1.png
AOF3 Kasumi 4CAParry2.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
1024 High/Mid 1 - - - ST (+23) X X Ground, Counter
  • There are two different counters that Kasumi can perform: one for high punches and overhead punches. Lows/kicks of any kind will not be countered.
  • 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. It sometimes also requires spacing it out from the opponent a little.
  • The reward for landing her first parry, however, is corner carry, some damage, and just barely enough time to follow up with a combo.
  • To time it, Kasumi needs to do 4A just after the opponent's active hitbox comes out, but before Kasumi's active hitbox comes out.
  • It must be far 5A, not close 5A, that Kasumi uses to confirm the counter. The opponent's attack must also whiff, so Kasumi's counter will land on whiff. This is a 2 frame window Kasumi has to parry the attack.
  • The other parry Kasumi does depicts her blocking the attack with her arms and dashing forward into a dash punch attack that knocks down on hit.
  • This counter's attack is not as rewarding, and has a smaller hitbox on top of being able to whiff, but in most cases it will hit as it comes out pretty fast anyways, so Kasumi doesn't have much to worry about.
  • The only known instance of this attack whiffing is if Kasumi parries Wyler's 5A and Wyler immediately does a 5B, in which case both attacks whiff because of Wyler winding back.

3B
AOF3 Kasumi 3B.png
Yaritotsu Kyaku
Yaritotsu Kyaku
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
320 Overhead 10 - - - +1 -4 LCHL Ground, Wrongblock (ST; +31)
  • Spirit restored when blocked: 321 points
  • High hitting kick attack where Kasumi pushes forwards and kicks upwards, knocking the opponent up.
  • The startup and recovery are both very fast, so while the results aren't particularly threatening, it's free pressure for Kasumi, especially on wakeup where she can push herself forward a little, besides being a difficult to react to overhead.
  • It can be whiff punished but the short recovery makes it difficult to do so. The Kasumi player can use this move to force a reaction and then follow up immediately with another attack to land a counterhit, possibly even a juggle.
  • The counterhit launch by itself will allow Kasumi to at most do a basic rush combo, due to the short launch height.
  • Best used for its wrongblock effect as the stagger pushback will be mitigated by Kasumi pushing herself forward, making for an easy start to a juggle combo - possibly even her death combos.

4C~[A]
AOF3 Kasumi 4CA.png
Tsuyuharai
Tsuyuharai
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
768 Unblockable 11 - - - Varies X X Ground, Unblockable Cross-up
  • Side-switches with 4C parry
  • Kasumi can push the A button to do the punch attack after 13 frames of the 4C parry. The parry itself carries 52 frames of animation when side-switching with the opponent.
  • A parry that moves Kasumi forward, paired with a back-handed follow-up punch that Kasumi throws out behind the opponent's back.
  • 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 if the opponent throws out an attack at least, actually landing the punch requires Kasumi have the parry land very close to the end of its animation. Any sooner and Kasumi will be too far away from the opponent and throw out the punch at nothing. Good luck actually landing the followup punch given its overly precise timing on the parry spacing. On whiff, it will push Kasumi pretty far from the opponent, so they can't punish it. If Kasumi does not use the punch followup, but the parry still lands at the end of the animation, she will have no recovery from her parry, not that it changes anything.
  • The biggest note that prevents this move from being completely situational is that it's a grounded crossup for Kasumi if she does the parry in front of the opponent where she will sideswitch and can then land the punch.
  • For some unusual reason, Kasumi is either plus or minus depending on the character she uses it on, and there seems to be zero discernible reason why this is. The frame advantage is also different for each character.
  • Minus on hit: Jin (-16), Karman (-3), Kasumi (-11), Sinclair (-6), Wyler (-6)
  • +0 on hit: Wang
  • +5 on hit: Robert, Ryo, Rody, Lenny
  • What appears to be a bug, Karman recovers 3 frames faster than Kasumi does. However, he can only jump in this state, and when he does, he will face the opposite direction, meaning he will be defenseless. When he lands, he will start the turn around animation immediately as opposed to going through his turn around animation. There's no good reason to ever jump like this. So while Karman recovers 3 frames faster, adding the 8 turn around frames, Kasumi's "actual" frame advantage against Karman is +5.

5AB
AOF3 Kasumi 5AB.png
Gohsen
Gohsen
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
512 Mid 7 - - - KD -16 KD Ground
  • Spirit restored when blocked: 513 points
  • Cancellable from 4B
  • Duckable by: Jin (2B), Karman (2B), Kasumi (2B), Rody (2B), Ryo (2B while hitbox is active), Sinclair, Wang
  • Kasumi throws her arm forwards into a right fist attack towards the opponent, knocking them down.
  • One of the strongest normals in the game. An unusually fast striking punch to the gut that also packs enough power to send the opponent flying across the stage. The wall carry is so high that on its own it’s a great punish tool, despite being minus on block.
  • The range it packs, on top of being easily masked behind Kasumi's 4B and the ability to delay it, makes 5AB an amazing tool to punish almost anything in the game from up close, both on whiff and on block.
  • While it can be punishable on block, very few attacks can actually do so, especially if it's spaced out. And on block, it pushes the enemy away from Kasumi. The only move that will always punish 5AB on block is Robert's 5B, assuming he's tucked in the corner.
  • If Kasumi uses 4B before 5AB, regardless of what happens the opponent is forced to guess when Kasumi will use 5AB, if ever. If Kasumi doesn't have access to Kasane Ate, 5AB will still carry her neutral game. Also able to end combos. 5AB's range is so good that you can even throw it out round start and it will hit every character in the game as long as they don't move backwards.

Launchers

4B
AOF3 Kasumi 4B.png
Shiranami
Shiranami
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
480 Mid 10 - - - SCL -13 SCL Ground
  • Spirit restored when blocked: 481 points
  • Cancellable into 5AB (3F onwards)
  • Duckable by: Karman (2B)
  • Kasumi winds back and thrusts her foot forward for a kick powerful enough to send the opponent spinning in midair.
  • 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 with all rush combos, you can delay the 5AB followup itself, making it an ambiguous mixup of when Kasumi will actually use 5AB. This can also allow Kasumi to make fake whiff scenarios where she can use 5AB to punish the opponent for thinking they can punish 4B. This includes okizeme, by timing 4B just before the opponent wakes up to force a fake whiff scenario.

6B
AOF3 Kasumi 5B.png
Mid Crunch Kick
Mid Crunch Kick
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
320 Mid 14 - - - Launch -19 HCHL Ground
  • Spirit restored when blocked: 321 points
  • Cancellable into 6X[A] and 6X[B] (4F~49F)
  • Duckable by: Kasumi (2B but it can be counter hit the very first startup frame), Rody (2B), Ryo (2B), Wang (2B)
  • Kasumi slowly inches forward into a delayed but stronger version of her 5B that launches.
  • Slightly slower version of 5B, but this launches and packs more range since it pushes Kasumi forward.
  • Can be useful in neutral as a long ranged poke if you want something with a little more delay to it, just be careful about getting punished.
  • You can remedy this with a delayed rush combo and try to catch the opponent off. The window to follow up is quite large, so Kasumi isn't completely defenseless.

Rush Combo Attacks

6A
AOF3 Kasumi 6A.png
Jaw Slice
Jaw Slice
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
160 Mid 9 - - - +1 -4 LCHL Ground
  • Spirit restored when blocked: 161 points
  • Cancellable into 6X[A] and 6XB (3F~23F)
  • Duckable by: Jin (2B), Karman (2B), Kasumi (2B), Rody (2B), Sinclair, Wang
  • Kasumi slices her right hand to the background at the opponent.
  • Basic gut chop. Useful for starting basic ground combos or extending to juggle enders.

6X[A]
AOF3 Kasumi 6AA.png
Skyward Palm
Skyward Palm
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
192 Mid 13 - - - +1 -4 LCHL Ground
  • Spirit restored when blocked: 193 points
  • Cancellable from 6A, 6B and into 6XA[C] (16F~27F) and 6XA[B] (3F~27F)
  • Able to anti-air
  • Duckable by: Karman (2B), Kasumi (2B while Kasumi is fully crouched in the attack)
  • Attack that comes after either 6A or 6B rush combos.
  • Kasumi follows up an attack with a left handed palm attack that hits high up into the air.
  • The attack has a tall vertical hitbox which makes it easy to link in juggle combos. It is taller on top than it is on bottom, which can lead to rare instances of it dropping when the opponent is very close to the ground.
  • The delay window between 6X[A] and whatever attack Kasumi decides to use next is tiny, giving little time to hit confirm it.
  • On the flip side, it recovers fast, too.

6XA[C]
AOF3 Kasumi 6AAC.png
Heavy Chop
Heavy Chop
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
256 x2 Mid 5 - - - ST (+2) -29 LCHL Ground
  • Spirit restored when blocked: 257 x2 points
  • Cancellable from 6X[A]
  • Kasumi ends her combo with a fiercesome right handed karate chop near the ground.
  • Attack that comes at the end of 6AA or 6BA rush combos. Unlike its 3A cousin, this does not hit overhead and instead hits mid, but instead always staggers the opponent on both hits.
  • Has a small, random chance to knockdown instead.
  • Useful as a juggle ender.

6X[B]
AOF3 Kasumi 5C.png
Chop Kick
Chop Kick
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
480 Mid 8 - - - KD -15 KD Ground
  • Spirit restored when blocked: 481 points
  • Cancellable from 6XB
  • Ends rush combos for either 6AAB or 6BAB
  • Kasumi kicks forward with a right kick, animated just like her 5C attack.
  • Duckable by: Jin (2B beyond frame 1), Karman (2B), Kasumi (2B while Kasumi is fully crouched in the attack), Rody (2B outside of point-blank range), Wang (2B after startup)
  • Slightly stronger version of 5C by being 5 frames slower. That's pretty much it.
  • Suffers worse frame advantage on block than normal 5C, but since it's -15, that's actually impressive for a rush combo attack to not be as punishable as a majority of attacks or most other rush combo enders.
  • Overall average attack, Kasumi's combo potential is so high that using this attack to end juggles is mostly for style than anything.

Specials

Kasane Ate
236A
AOF3 Kasumi 236A.png
Normal Version; in Blue Spirit, only the first two pillars come out, and in Purple Spirit, only the first pillar comes out.
Normal Version; in Blue Spirit, only the first two pillars come out, and in Purple Spirit, only the first pillar comes out.
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
1024 (256) / 768 (192) / 256 (64) Mid 11 - - - KD -18 KD Ground, Special Projectile
  • Spirit Cost: 1024 (25%)
  • Spirit restored when blocked: 169 / 127 / 43
  • Able to anti-air
  • Kasumi throws out a huge wave in front of her that crashes down to the ground.
  • Arguably one of the scariest moves in the game. Deals both huge damage and huge chip damage. By itself, it can wipe out 1⁄4 of your life away on a single hit and results in a hard knockdown.
  • Once the active frames for the move start, it is impossible to interrupt, meaning even if you attack Kasumi before you get hit by Kasane Ate, the attack will still come out as long as the active frames start. This makes for incredibly painful trades as a safeguard for Kasumi, which since counter hits give a damage bonus, almost always means Kasumi will win the trade due to Kasane Ate's already high damage.
  • Even on okizeme, the opponent may be forced to block it and suffer a big chunk of chip damage, all the while being difficult to punish on block without both range and very fast attacks.
  • Utilizing chip damage, if the opponent is close enough to death, Kasumi can use Kasane Ate to make death unavoidable upon wakeup due to its active frames allowing it to remain active for awhile (and hit meaty). Also, if Kasumi times Kasane Ate right - which is not hard to do - the opponent effectively has less than 11 frames to stop Kasane Ate from coming out if it doesn't otherwise hit meaty. Only thing is: after a pursuit, Kasumi has just the right advantage needed to make chip damage kills with Kasane Ate impossible to avoid.
  • In a juggle combo, while it is difficult to time, if there even is room to land it, Kasane Ate will help deal a minimum 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.
  • It's possible to punish this move on whiff with careful timing, but the window to do so is strict. While Kasumi is minus on block, she still recovers quick enough that it's safe on block from any range other than point blank (or close to it). The frame advantage on block changes depending on how far away the opponent is.
  • Kasane Ate can also anti-air due to having a fairly tall vertical hitbox, shutting opponents out of doing jump-ins, even hops if done early.
  • Kasumi doesn't always need it as she's already amazing at whiff punishes with other tools, but the reward is so high that it makes it an essential for pressure.
  • Weakened version will still function the same, only with one or two waves that appear in front of Kasumi depending on how much meter you have, making even the weakened version still a threat despite worse horizontal range.

Raiho Hoh
214A
AOF3 Kasumi 214A.png
Normal Version
Normal Version
AOF3 Kasumi 66A.png
Weakened Version
Weakened Version
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
480 (120) / 320 (80) Overhead 23 - - - ST (+37) +2 LCHL Ground
  • Spirit Cost: 960 (~24%)
  • Spirit restored when blocked: 79 / 53
  • Kasumi performs a wind-up taunt powerful enough to stun the opponent in front of her.
  • Although it takes a bit to startup, the range is good for what it is (but not as good as Kasane Ate's range), and when it hits, it leads to amazing hitstun from stagger 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.
  • It can even launch in the corner, because it can combo into itself, leading to unique (if somewhat impractical) combos.
  • The launch height off of a second Raiho Hoh is very low - the equivalent of a LCHL, but it's still just enough to give Kasumi a combo from it if it manages to hit the opponent in the air.
  • It's also a must have since it allows Kasumi to use her 50/50 vortex: either Kasumi scores a hard knockdown off of 2B or she lands Raiho Hoh as an overhead, leading to a combo that will eventually knockdown.
  • Fast recovery as well, and is safe on block. Just be careful you don't accidentally whiff it, since it's easier to whiff punish.
  • Raiho Hoh also has a unique trait: it is completely immune to 4C Raz parries. If the opponent attempts to 4C parry Kasumi at any point when trying to use this attack, Kasumi always wins the exchange.
  • In other words, the opponent must not only guess 50/50 between a low or an overhead, but also if they guess correctly to block high, whether Kasumi is going to go for any other attack they can 4C parry or Raiho Hoh.
  • Kasumi will still lose to other counters, though, such as Karman's 2146A counter.
  • Blue Spirit version is the same as Green Spirit version, only this time there is no pause when Kasumi lands the attack, instead leaving the opponent to immediately enter stagger state. Kasumi is still +37, however, so all this really does it make it less visually flashy and provide slightly less room to hit confirm.
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
256 (64) Mid 33 - - - -24 -29 LCHL Ground
  • Spirit Cost: Whenever in Purple Spirit
  • Spirit restored when blocked: 43
  • Kasumi winds backwards for awhile into an attempt at a weak palm attack into the opponent.
  • Weak version duckable by: Jin (2B), Karman (2B), Kasumi (2B), Rody (2B), Ryo (2B), Wang (2B)
  • Weakened version has Kasumi do a slower taunt where she instead strikes the opponent with her palms, but the opponent recovers instantly.

Cho Kasane Ate
463214A
AOF3 Kasumi Super.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
1151 (287), 1535 (383), 2302 (575), or 0 Mid 35 - - - KD +4 KD Ground, Special Projectile
  • Spirit Cost: 3072 (75%)
  • Spirit restored when blocked: 961
  • Able to anti-air
  • Kasumi throws out an even larger Kasane Ate wave attack, one powerful enough to shake the earth beneath her and the opponent.
  • 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.
  • Where this move truly shines is the fact that Kasumi can not only combo into it from Raiho Hoh, but also combo out of it. A Raiho Hoh starter would mean Kasumi needs 100% meter to do any such combos, but especially in the corner, Kasumi gets amazing damage off of juggles when Cho Kasane Ate extends the combo. 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 from far away.
  • It's easiest to punish on block if the opponent is point blank range, however. Not an awful super but it's not as threatening as a ranbu super, nor is it worth saving the spirit meter to use when 236A and 214A are both more practical to use.
  • If you want to use this attack but don't have a confirm off of 214A, it is highly advised you only use the short charged version of the attack. Even from point blank range, it leaves Kasumi plus on block so it allows her to retain her turn after dealing chip damage, and more importantly, gives her another chance to make a comeback despite having much less meter to work with afterwards.
  • Cho Kasane Ate is also chargeable, dealing more damage the longer it is charged but also taking longer to recover from. If the button is held for too long, Kasumi will fall back and fail the attack.
  • On counterhit, Cho Kasane Ate glues the opponent to the ground almost instantly as opposed to a regular knockdown.
  • Kasumi can trade with her own super in a mirror match. If both players use Cho Kasane Ate, the two supers will travel past each other, making for a trade. If within UKO range, UKO will not activate and instead act as a draw.

Miscellaneous

Raz
4C
AOF3 Kasumi 4C.png
Kasumi pushes herself forward during the parry.
Kasumi pushes herself forward during the parry.
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
0 Mid 0 16 9 / 40 25 / 56 KD X X Ground
  • Kasumi's universal 4C parry, also known as Raz.
  • Different from all the other 4C parries in the game, this one has Kasumi push herself forward which increases her range for catching attacks. Not only that, but it lets her side-switch as well, and give her an unblockable cross-up 4C~A.
  • Active for only 16 frames, which makes it the second shortest Raz in the game, only behind Wyler's 13f Raz, however it also only carries 9f recovery, in turn making it the fastest Raz animation, too.
  • If Kasumi side-switches, she will not have any additional active frames but her total animation frames and the recovery will both increase a good chunk. During this time is when she's able to use the 4C~A follow-up attack.
  • Recovery and total frames increase by 31 frames each.

Taunt / Rivalry
5D
AOF3 Kasumi D.png
Kasumi's universal taunt.
Kasumi's universal taunt.
AOF3 Kasumi D2.png
Kasumi's taunt when she's facing against Ryo or Robert.
Kasumi's taunt when she's facing against Ryo or Robert.
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
X X - - - - X X X Ground
  • Kasumi's regular taunt. She uses this against everyone except Ryo or Robert.
  • A complete taunt takes away 1561/1562 points of spirit meter.
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
X X - - - - X X X Ground
  • A complete taunt takes away 3695/3696 points of spirit meter.
  • Kasumi's taunt that she only uses against Ryo or Robert. This is unique in that if Kasumi pulls off the full animation, she completely depletes the other player's Spirit meter, giving them nothing to work with for special moves and forcing them to refresh their Spirit. Even if Kasumi doesn't do the full animation, she will still deplete more meter than her normal taunt does.
  • This makes Kasumi an especially bad matchup for Robert due to his over-reliance on special moves. Robert players need to keep Kasumi from using taunt as much as possible.
  • When performing this taunt, Kasumi is completely immune to Robert's ranbu super after a set number of frames (specifically when she turns her face around to face away from Robert), meaning all she has to do is perform taunt and she not only avoids it, but is completely free to punish Robert as she pleases.
  • Ryo is still able to hit her with his ranbu super, however.
  • This was discovered thanks to the work of TAS videos.

Throw
6C / Mochi Mawashi Zen
AOF3 Kasumi Throw.png
Kasumi's universal throw.
Kasumi's universal throw.
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
960 High - - - - X X X Ground
  • Kasumi's normal throw.
  • Side-switches on hit

Pursuit
3A/B when opponent is on the ground
AOF3 Kasumi Pursuit.png
Kasumi's Pursuit, Kanwari
Kasumi's Pursuit, Kanwari
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Counterhit Property
256 OTG 6 1 - - Varies X X Ground
Universal OTG Pursuit Frame Advantage
  • Jin: +15
  • Karman: +15
  • Kasumi: +15
  • Lenny: +15
  • Robert: +16
  • Rody: +15
  • Ryo: +15
  • Sinclair: +16
  • Wang: +22
  • Wyler: +16
  • Kasumi's universal pursuit.
  • This is the only Pursuit Kasumi has, but it doesn't really matter since it's the fastest pursuit in the game. It's rare Kasumi whiffs the Pursuit due to wakeup frames.
  • Range is typical for universal pursuits, so Kasumi likely won't struggle landing it.

Strategy

Moves to USE Moves to AVOID
  • EVERYTHING
  • 5B (only "bad" normal)
  • 66A > 2B (still has some use... but kind of iffy)
  • Her super (weak version has some specific uses to it so it's not completely bad)

General Strategy

Kasumi's monstrous pressure, okizeme, and combo game make shaking her off incredibly difficult with an impeccable punish game to boot. One mistake on the opponent's end can lead to an okizeme vortex they cannot escape without guessing her mixups correctly and escaping however best the opponent can. Kasumi having average damage output and basically zero zoning matters very little when Spirit effectively makes zoning a resource and her pressure and okizeme create countless opportunities to pry opponents up and potentially even start deadly combos. Kasumi's gameplan is to continue pressuring the opponent and bait as many combos and knockdowns as she can to keep her momentum up.

In general, Kasumi fits the system very well, including having access to the only 4C parry that pushes her forward. Not only does this push Kasumi forward rather quickly for ambiguous pressure setups, but this extends the window Kasumi has to catch an opponent's pressure. She even has the only follow up in the game on her parry in 5A, but landing this is incredibly difficult and impractical. Kasumi has a second parry through 4A, which can catch all attacks as long as it collides with Kasumi's jab. While it doesn't push her forward, it has no unique animation unless it hits meaning Kasumi can press 4A all she wants and the opponent would have no idea, because 4A becomes 5A if the parry window whiffs. Kasumi can follow up on it since the stagger is pretty long, but landing a 4A parry requires frame perfect execution. Kasumi's other normals, on top of being able to delay her strings, make great pokes that the opponent has to respect. Most notably, Kasumi's 5AB is one of her fastest attacks in the game with great reach and recovery, and because 4B can chain into 5AB, the move becomes its own ambiguous mixup that can call out any opponent who flinches. She can also use 5A to poke out of pressure near instantly (albeit average range), 2B which shrinks her hitbox tremendously for a quick sweep kick that leads to her crazy okizeme, dash A to force combos or okizeme, dash B to punish from fullscreen, 2A for a faster low than 2B, is also harder to interrupt and also shrinks her hitbox a little, the list goes on. Kasumi's move list may be small but she can use everything she has one way or another and excel at doing so, especially her specials.

Despite packing only two special moves, they are among the deadliest in the game. Kasane Ate is arguably the best special move in the game for several reasons: it is plus on block, it can anti-air, is very fast, deals great chip damage, cannot be punched out like other projectiles, deals great damage, can end combos, forces a hard knockdown for okizeme, has good range, only costs 25% Spirit, and shuts out the opponent from trying to escape okizeme pressure. Once the opponent learns how to punish it, any character in the game can punish it on whiff, but the window is very small. The opponent has to wait for the attack to finish before acting on a whiff punish, and still Kasumi recovers quickly from Kasane Ate. It is a very deadly special move that only compliments Kasumi's other amazing tools. Her second special, Raiho Hoh, is an overhead that, while the range isn't as good as Kasane Ate, is still decent and also recovers quite fast despite the slightly longer startup. A simple but very effective 50/50 Kasumi can always setup on okizeme is to choose between her 2B or Raiho Hoh: 2B will knockdown again and repeat the vortex, while Raiho Hoh will hit anyone expecting to block low and, most importantly, start a combo from anywhere on the screen. It is possible for Kasumi to be too far away to deal her most damaging combos, but this isn't a common problem for her. Raiho Hoh can even combo into itself in the corner to create some unique combos. Kasumi's super, Cho Kasane Ate, suffers from some startup but deals amazing damage and is even capable of starting combos, on top of extending combos off of Raiho Hoh, including great range. It is blockable, so Kasumi players should be cautious about using it as it is hard to hitconfirm, but is all the more rewarding when it does land.

Compared to the rest of the cast, Kasumi has no bad matchups. She is fast, great at punishing, packs great range, and does just about anything better than the other characters, including her great corner carry. Kasumi's only flaw compared to other characters would be that her midscreen combos aren't quite as deadly. Kasumi's midscreen combos are still quite deadly, however, and if she pushes the opponent into the corner, Kasumi deals even greater damage in the corner that with good execution, can potentially secure a round win. Her not having an unblockable ranbu super doesn't matter much when she can interrupt them, and Karman having a midscreen TOD combo relies on him having the setup needed to do it anyways (assuming it works on Kasumi). Kasumi isn't invincible like Wyler, however, as any whiff Kasumi does, even on some of her fast attacks, are just enough to make her bite the dust pretty bad just like the rest of the cast, only it takes much more effort to setup whiff scenarios against Kasumi when she can force her way in.

So why is Kasumi difficult?

She sounds amazing, and she is, Kasumi in the right hands will crush any character in the game. But there's several reasons Kasumi is so brutal to play: high execution, difficult and situational combos, combos that even if consistent you have to change the timings of attacks just to properly connect them, the inability to teach new players proper meter management, an incredibly difficult cross-up, reliance on understanding the system mechanics to their fullest to optimize every situation, and her okizeme. That's a lot to keep in mind, but let's break it down.

Firstly, for her actual combos, she's got the most possible combos of any character in the game, regardless of screen position or matchup. Do you need all those combos? No, but they deal a ton of damage, anyways. However, her regular BnBs are hard enough as it is as she's the only character who frequently requires the player either microwalk or dash cancel to continue her juggle combos. On top of this, you have to perform juggle combos differently with regards to her jab as she has both a close and far version of her jab. The close version is used much more than the far version, but the far version still has its uses for specific juggles and the fact that it can confirm into her launcher as a frame perfect link. This is on top of the fact that each character has different weights to them and is knocked back different distances as a general basis that requires Kasumi change her button presses ever so slightly to not accidentally drop the combo, or in other cases, be acutely aware of how high or low from the ground the opponent is to properly connect the combo in a fast paced game. Kasumi can even combo off of her cross-up, but this demands amazing execution to pull off.

Kasumi's special moves are incredibly strong tools, too, but for a beginner in AOF3, this can prove detrimental. Not so much because they won't understand how to use said special moves, they aren't difficult to learn how to use to begin with, but when Kasumi doesn't need her super or even need meter to crush matches to begin with most of the time, new players can find themselves often burning through their meter without thinking about practical reasons for saving it or applying it in other areas of their gameplay. Of course, this is only hypothetical as this really depends on the player themselves and how they learn meter management, but other characters are better at teaching how to manage meter than others especially since it matters a lot more for them. Otherwise, Kasumi benefits from basically the entire system in some way, however minute, but knowing all these details and mastering the system to that extent is something that takes a lot of practice. And as for her okizeme, she can crush every option the opponent has when done right, to the point they are forced to guess every time they are knocked down by her. Not only that, but it's 50/50 pressure where either she reloops you into another knockdown, or it leads to a juggle combo which kills the opponent.

This is only a brief overview of why Kasumi is so difficult, but to truly maximize her output basically demands the player knows everything about the game off the back of her hand. Without that info, she can still work but has to encounter far more interactions than she should ever have to. Kasumi at the highest level can land one attack and from that point win the whole round even if it doesn't kill the opponent because of how oppressive her toolkit is.

Okizeme

To call Kasumi's okizeme hard to deal with is an understatement. The short answer is Kasumi's okizeme and mixup game is so powerful that she only really needs one hit to win a round if the player knows what they're doing and how to manipulate the game mechanics in their favor. Kasumi always has access to her 50/50 mixups, but during okizeme, becomes unreactable and for every option she has, she has several others to punish the opponent and keep them locked down, leaving the opponent with almost no escape other than to guess what Kasumi will do next every time they're knocked down.

Versus Crouching

To start simple, assume that upon wakeup, the opponent crouches to block low. With this, Kasumi has several options already:

  • 3A, hits overhead which leads to stagger
  • 3B, hits overhead which leads to stagger
  • 4C~A unblockable which also leads to a cross-up and leaves her plus against most characters
  • 4B to use as a 5AB mixup to score a knockdown
  • Kasane Ate to force chip damage, knocks down if it hits
  • Raiho Hoh, her 214A, that hits overhead and allows her to link her jab during the juggle as well, plus on block, and crushes 4C
  • Walk up throw
  • Hop to avoid wakeup low kicks into jump-in attack juggle punishes
  • Taunting
  • 4C to punish attemps at regular attacks

All of these options besides Kasane Ate (unless they let go of block) guarantees Kasumi the ability to either start a juggle off of an overhead wrongblock stagger or a knockdown. Since 3A hits overhead, it means the opponent is staggered and thus, Kasumi can follow-up with a juggle. It's arguably the weakest option, only because if both hits connect, then Kasumi gets no stagger and is -8 on hit while also lacking active frames, but regardless is an overhead option. 3B also hits overhead, and while starts 3 frames slower than 3A, pushes Kasumi forward, keeping her closer to the opponent when she staggers them, and thus making it easier to juggle while also being a much faster alternative to 214A's 23 frame startup. Speaking of, Kasumi can spend meter to use 214A, which hits overhead, leads to an easy juggle combo even in blue meter, can combo into jab after it hits where said jab allows her to combo into her dash launcher for a juggle combo, and is +2 on block allowing her to keep her turn. Against Jin, she is only able to do the far jab, but regardless, she is still able to combo from it so if you are able to link far 5A into 66A, Jin will still receive the jab's damage. If, somehow, 66A > 4B is blocked, Kasumi is still +1 on block. So say you want to instead try another mixup. Kasumi can walk/dash forward and perform 4C, thus crossing behind the opponent and giving her access to her unblockable follow-up, where (against most characters) she is still plus. Then there is all of her other options: 4B which while it doesn't hit overhead, if the opponent gets careless, Kasumi can cancel into 5AB at any point for a 7f knockdown attack, allowing her to loop her okizeme. A walk up throw would also knockdown and deal close to 25% of their life bar. Kasumi can hop over wakeup low kicks to negate that option (as can all characters). The list goes on, but this is the gist of what she is capable of doing on wakeup when the opponent is crouching.

Versus Standing

Now let's assume the opponent is standing. Kasumi has these options:

  • All of her lows - 2A, 2B, and their Full Crouch variants
  • 4C~A unblockable which also leads to a cross-up and leaves her plus against most characters
  • 4B to use as a 5AB mixup to score a knockdown
  • Kasane Ate to force chip damage, knocks down if it hits
  • Raiho Hoh, her 214A, that hits overhead and allows her to link her jab during the juggle as well, plus on block, and crushes 4C
  • Walk up throw
  • Taunting
  • 4C to punish attemps at regular attacks
  • 4A which, if timed right, deals 25% damage and staggers giving Kasumi another chance to juggle the opponent
  • 5C, a 3f button that is impossible to react to and is only -7 on block with decent range
  • 66A dash attack which gives her 4B or 2B, a launcher that is +1 on block and a low hitting knockdown attack respectively
  • Her jab which can confirm into launcher

Every low Kasumi has is deadly when used right - 2A leads to STKD on counter hit, thus also meaning juggles, FC 2A leads to Kasumi being plus both on hit and block with a LCHL on counter hit, 2B is an instant knockdown regardless of counter hit or not, and FC 2B can SKD on counter hit as well, though while Kasumi won't get any juggle off of it, she still earns okizeme from it. If the opponent attempts to attack, but Kasumi uses Kasane Ate, she can not only force chip damage if their health is low enough to score the round, but also by the time the startup finishes, if the opponent is attacking, Kasumi effectively forces a trade with them and will almost always deal more damage due to the counter hit bonus. Not only that, but Kasumi has both 4C and 4A to parry mids and overheads. 4A is harder to time and works on only certain types of attacks, but if timed and spaced correctly (which Kasumi can always buffer anyways, giving her a normal jab if it misses), Kasumi deals a huge chunk of damage and gets a juggle afterwards. The biggest takeaway from all of this that demands patience and game knowledge from the opponent is 5C. A 3f button that knocks down on hit and has enough range to punish approaches from the opponent, it allows Kasumi to loop into her okizeme almost effortlessly. While 214A being +2 on block and 66A > 4B being +1 on block seems like nothing in the context of Art of Fighting 3 (and it is), at any point Kasumi can press 5C afterwards and stop the opponent from attempting to fight back at Kasumi. This also goes for any time she is minus on block or hit, too, as long as she isn't overly minus. It hits mid, so it can be parried, thus Kasumi can't use it recklessly, but even then, if blocked is only -7 and is likely spaced out on okizeme already. And if the opponent attempts to use 4C to retaliate a 5C or any similar attack, Kasumi can use 214A which completely ignores 4C and allows her to punish with a full juggle. It doesn't work on normal counters.

What Kasumi Needs to Worry About

Of course, whether the opponent is standing or blocking, Kasumi still has to worry about some outliers:

  • Karman has a 4 frame reversal with 236B
  • Wang has a 3f reversal with 623A
  • Albeit both options don't have i-frames
  • The fact all characters have 4C to parry mids and overheads
  • Karman and Jin having their counters
  • Wakeup low kicks
  • Moves with i-frames and/or desperation supers (such as Jin's 22C or Karman's ranbu super)
  • Ryo's Zan Retsu Ken (which she can both punish on block and sweep under with 2B, keep in mind it vacuums)
  • Robert's Genei Kyaku

With almost all of this, Kasumi only has to block. And above all else, the opponent must keep in mind she has her own 4C which pushes her forward, her 4A counter jab, forced trades with Kasane Ate, her overabundance of mixups, 5A which can confirm into a launcher or at worst, still leave her +1 on block, and 5C, a 3f button that can stop the opponent's approach instantly while leading to a knockdown which loops Kasumi's okizeme and/or forcibly steal her turn back or act as an instant follow up attack whenever she's plus on block in case the opponent gets too confident over the small frame advantage difference. The biggest thing that prevents the opponent from ever being able to escape Kasumi's pressure is the fact that all jumps have startup attached to them, and despite all characters having different jump startup frames, it's enough for Kasumi to always punish any attempts at a jump to escape. The opponent is also incapable of backdashing away since backdashes provide zero invincibility. No matter the situation, the opponent is forced to take Kasumi head on during her okizeme and guess what precisely it is she will do next and react immediately due to how little time is given to think about Kasumi's next steps.

Matchups

VS Portrait AOF3 Jin.png Jin

Jin's double jump and heavy weight makes it both easier for him to avoid Kasane Ate and avoid Kasumi's deadly juggles respectively. Kasumi still has the better air normals however, and Jin's okizeme isn't as prominent as Kasumi's so even though he's not as easy to juggle, he's still forced to play at Kasumi's pace if he gets knocked down himself. He's slower too, which makes it easy for Kasumi to pressure him. Invisibility can help the Jin player escape a really bad situation with the i-frames, and if the player focuses on only getting simple combos and mixups in, the damage output will speak for itself. Scoring whiff punishes with launchers by playing defensively is also recommended for Jin players. While helicopter spin and invisibility help out Jin a decent bit if used carefully, Jin would especially benefit from having his super ready and forcing the Kasumi player to guess when or if he'll use it, which poses the problem of managing Jin's spirit. Kasumi can taunt to mitigate this, but if Jin can use it, this makes okizeme risky for Kasumi despite it being her strongest asset; Jin's super will deal more damage as a counterattack. Kasumi doesn't need to do much otherwise, because although Jin is a defensive character, if she opens him up and gets the life lead, Jin is forced to start going after Kasumi now, only this time lacking fast normals and specials, and having to play risky with both anticipating Kasumi to flinch and using double jumps to force a reaction. Delayable strings aren't too useful for Jin in this matchup since he has so few rush combos, Kasumi can low crush some of them, and they're relatively safe for Jin anyways that delaying it requires hard reads. On the bright side, Jin has reliable overheads like Kasumi, so he can apply some basic mixups if he has to, and his 4A launcher is fast if he manages to rope Kasumi into range.

VS Portrait AOF3 Karman.png Karman

Karman's 5C can hit Kasumi on round start, or he can otherwise choose to use his 236B reversal or a 4B if Kasumi tries to approach him without an immediate attack. Although Kasumi has some use for blocking low against Rody, Karman poses zero threat since his meaningful lows come out too slowly in comparison to Kasumi's great lows which give her far better reward on hit than they do Karman's lows. This forces Karman in a matchup where attempting lows is too easy to punish, and has to rely on 4B and jab pressure to choke the Kasumi player into making a mistake. But since he can only rely on highs and mids, and Kasumi has a parry that pushes her forward, on top of her 4A parry and other fast long ranged normals, Karman can be very prone to easy punishes. He racks up damage fast thanks to his instant pursuit and has easier juggles than Kasumi does, assuming he can land some pokes and/or counterhits. His only real advantage is he can use his unblockable super on wakeup if he has the spirit for it, which Karman has very little reason to use outside of counter in this matchup when all of his specials just leave him wide open to being punished and Kasumi has more than enough to work with for punishing him. Jumps are committal too, since he has no real air buttons to jump in with outside of maybe hop j.A, but none of his buttons reach far enough to contest with Kasane Ate unless he trades. And with very few rush combos of any kind, Karman can't use delayable strings to his advantage and pose a real threat. The best strategy for Karman would be to run away once he gets the life lead and force Kasumi to approach him. Since his jabs are so powerful at frustrating opponents, that's the one area that Karman can consistently pressure Kasumi in, on top of being very safe to use if Kasumi doesn't parry it back. Not a horrendous matchup, but Karman has very little he can work with to actually open Kasumi up that it makes it difficult to come back from a life deficit against semi-patient Kasumi players.

VS Portrait AOF3 Lenny.png Lenny

Almost no one plays Lenny so this alone gives her an advantage against the cast, even Kasumi. But since Lenny's air game is risky at best and non-existent at worst, Kasumi can jump whenever she feels like it and the only ways Lenny can meaningly fight it off is through jabs or fireballs if timed correctly. Lenny can't jump against Kasumi or else she'll be smacked by Kasane Ate, which Lenny has no answer for to take head on. On grounded whiff, she could potentially use a fireball if the player reacts super quickly, or her throw, but that's it. Lenny also has no lows that can really challenge Kasumi while also lacking good ways of pushing Kasumi into the corner without taking massive risks, meaning she'll probably have little chance to pop off a corner death loop unless she succeeds in landing a 4C parry and can then launch Kasumi after wakeup. Combined with her pitiful damage, Lenny's gotta play very one note to pose a threat against Kasumi and play patiently, waiting for whiffs. Kasumi's pressure is too much for Lenny to deal with outside of jabs which are counterable anyways. Any time Lenny throws out 2A and it's blocked or it whiffs, Kasumi can freely punish it with 66B. Kasumi can also freely zone out Lenny with Cho Kasane Ate due to Lenny's bad air game. As long as Kasumi doesn't use it point blank or very close, Lenny will struggle to punish it and has no moves that can out range it to whiff punish Kasumi's super.

VS Portrait AOF3 Robert.png Robert

Robert has round start advantage by default, as Kasumi is forced to play defensively. Robert can throw out 5B which will always beat out Kasumi's 5AB to land a free poke or knockdown on counterhit, unless he inputs it too late. Kasumi can counter this with her 4C parry, but if Robert reads this then Kasumi will be punished pretty badly, whether it be a low or Robert's BnB which will take away hald her health. It's unlikely Kasumi will land her 4A parry, either, nor will Kasane Ate be fast enough to come out to beat 5B. Robert can also backdash cancel and force a whiff from Kasumi for another strong punish. Kasumi may opt for 2B instead, but unless Robert delays his 2B timing on accident, the hitbox will catch Kasumi before she's able to low crush it. So unless Kasumi takes a risk or tries to force a trade, she has to wait for Robert to do something. Outside of round start, Kasumi wins the matchup. And even on round start, if the Kasumi player feels they can get away with it, they can backdash and cancel into taunt, to deplete some of Robert's meter. Kasumi's taunt is the biggest reason why Robert suffers in this matchup, since Kasumi has a special taunt that depletes more of his and Ryo's meter, and if she does the full taunt, Robert's spirit is fully depleted. And on any knockdown, Kasumi is free to taunt Robert all she wants, which takes away the special moves he can hardly work without. Robert won't have to worry too much about dealing with Kasumi, since his most common BnB still works against her, and only needs two reps to take a round, plus he has his ranbu super. Plus, he has many fast moves and a few overheads to contest with Kasumi's mixup game. But having so few lows makes challenging Kasumi difficult, especially when Kasumi can pop out a 2B to throw off Robert's momentum. Unless Kasumi messes up right in front of Robert, it's unlikely he'll land his 4A launcher either, so he must rely on his 5AB launcher for whiff scenarios. Kasumi can easily shut out Robert's air game with Kasane Ate, making starting combos off of jumps unreliable, or using Hien Ryūjin Kyaku too risky to be worth the reward. That said, Robert is a defensive character, and with Kasumi having no zoning options, she is forced to approach Robert, which always puts Kasumi within poking range and allow Robert to create whiffs or force Kasumi to approach him. The Robert player has to play extra patiently, and likely have to plan around less meter than he actually currently has, but he's not at a major disadvantage. Robert doesn't suffer in the matchup too bad until you realize one massive issue - Kasumi's special taunt that she uses only against Robert and Ryo makes her completely immune to Robert's ranbu super. What this effectively means is that whenever Robert pops super, all Kasumi has to do is taunt. Robert is unable to hit her at any point, and once the active frames go away, Kasumi can cancel taunt and freely punish Robert however she pleases. This won't work on wakeup because Kasumi's hurtbox will still be wide enough to connect with Robert's ranbu super, but when she faces away, it is rendered void. In other words, Robert's super can be defeated by a mere taunt and in neutral, should never be used if Kasumi is taunting or else Robert sets himself up to eat a fat punish for it.

VS Portrait AOF3 Rody.png Rody

Kasumi has little reason to block low against Rody, other than anticipating a 1BB mixup. If Rody's 1BB gets blocked, Kasumi can punish with nearly anything due to the huge frame disadvantage Rody suffers, and given her strong okizeme and combos, this is the last thing Rody wants as the second lightest character in the game that is also a rushdown fiend. The fact that Rody has to force himself in front of Kasumi to be a real threat is already pretty bad since that just makes it easier for Kasumi to punish simple mistakes. Rody can at least fight off Kasumi with his projectile if used very judiciously, but Kasumi can punish even this with 66B if she's close enough. For Rody to get by in the matchup, he needs to be very careful about guessing on his 50/50s and landing raw pokes consistently, especially taking advantage of delayable strings and forcing the Kasumi player to react and get baited into delayed, raw pokes. Fortunately for Rody, his combos are just as effective on Kasumi as they are on most everyone else so he doesn't have to force himself to learn Kasumi specific combos, which he doesn't need very many combos either to score a round, nor does he really need spirit when Kasumi is gonna be in his face the majority of the match anyways. The Rody player might be able to land one 646A if he can time it perfectly, however unlikely and will probably end in him getting smacked anyways. If Rody lands a knockdown against Kasumi, this is his chance to turn the whole round around in his favor, but this doesn't change Kasumi's frightening presence with her powerful normals and specials that can do what Rody can also do, just better and baiting rushdown instead of playing rushdown herself. Still, Rody has both speed and range to help himself, the Rody player just needs a ton of patience to pull through.

VS Portrait AOF3 Ryo.png Ryo

This is Kasumi's "worst" matchup in the sense that she still has the advantage, but Ryo lags behind only a little in comparison to other characters. Firstly, Ryo's TOD will not work on Kasumi under any circumstances, so that leaves Ryo to rely on normal BnBs instead, but since they deal high damage anyways, it doesn't matter. Using 6AA > 6C > 6B on Kasumi can actually leave Ryo wide open for a free punish if mistimed, since he'll fly right past Kasumi. Secondly, Kasumi has better normals in general than Ryo does, due to 5AB and her lows, however Ryo has plenty of other solid normals he can use and can deal with Kasumi's range fine enough. Thirdly, if the Kasumi player can pull off the execution, her corner combos will still work just as well against Ryo which means he loses massive chunks of health, despite his heavy weight class. Finally, one of Ryo's strongest tools, Zan Retsu Ken, can be completely nullified by Kasumi with either 2B or Kasane Ate unless the Kasumi player spaces incorrectly. Kasumi won't have as easy of a time anti-airing Ryo in this matchup, because either Ryo is going for a crossup which Kasumi can't use Kasane Ate in time for, or Ryo's doing a wall jump which makes the Kasane Ate timing tricky. This gives Ryo fairly easy air pressure if the Kasumi player doesn't know when to time air-to-airs against Ryo or isn't fully sure how to punish either wall jump. Ryo also has his fireballs which let him earn chip damage and some zoning pressure, though Kasumi can easily jump most of them. Otherwise, Ryo loses to Kasumi from raw speed alone, but both characters have strong okizeme, good range, and both have enough tools to deal with each other that it's a 6-4 at worst in Kasumi's favor. Ryo also has the unblockable ranbu super which makes comebacks easier for him. That's at least assuming he has the meter for it, because like Robert, Ryo has a huge disadvantage against Kasumi's unique taunt for both characters that can completely deplete their spirit meter. Unlike Robert, however, Ryo doesn't rely on spirit quite as much, but depending on how you play Ryo, it can potentially kill his steam.

VS Portrait AOF3 Sinclair.png Sinclair

This matchup's pretty easy for Kasumi. 5AB and Kasane Ate shut down everything Sinclair can do. If Sinclair doesn't play perfectly then it's all downhill moving forward as Kasumi is significantly faster than Sinclair in every regard. While Sinclair can use jab, and it will hit Kasumi the same as it would anyone else, Kasumi's 5AB will reach Sinclair well out of jab range. In order for Kasumi to lose, the Kasumi player has to either make serious mistakes, or the Sinclair player has to commit to pure offense and hard reads. Doing Sinclair's TOD against Kasumi will almost never happen given Kasumi's advantages, so Sinclair will have to opt for the zoning, poking game instead, and maybe a 50/50 here and there. Incredibly rough for Sinclair in every regard.

VS Portrait AOF3 Wang.png Wang

Another great matchup for Kasumi, but nowhere near as bad. Kasumi's air game and range easily beat out Wang's neutral game, making the Wang player have to perfect their spacing to optimally whiff punish Kasumi. Using ground pound is incredibly risky as Kasumi can easily anti-air Wang, particularly her dash attack, so it's unlikely Wang can get away with using it. Wang will be punished hard for using his longest recovery moves against Kasumi, especially on block. His DP is still as effective as a defensive tool against Kasumi, however, and combined with ranbu super, Wang isn't completely out of defensive options. He can bring it back if he's in desperation thanks to the added benefits, despite the tight window to do so. If Wang can score a knockdown on Kasumi though, this is a major chance for the match to turn around in his favor thanks to his solid okizeme. Kasumi can circumvent this by taunting, of course, but if the Wang player keeps pushing forward, she will have little chance to do so. He also has really fast moves just like Kasumi if he can manage to sneak in. Still, Kasumi is several steps above Wang, so it's a rough matchup, but not horrendous.

Combos

Note: Combos marked with a ★ symbol are the optimal combos available to the character. Characters are also denoted by the first three letters of their names to indicate that the combo works on them. If it works on all characters, it will, obviously, be marked as "All."

Character Combo Abbreviations
  • JIN: Jin
  • KAR: Karman
  • KAS: Kasumi
  • LEN: Lenny
  • ROB: Robert
  • ROD: Rody
  • RYO: Ryo
  • SIN: Sinclair
  • WAN: Wang
  • WYL: Wyler

Combo theory notes:

  • General rule of thumb for Kasumi combos is to link each attack as soon as possible, these are difficult links to perform consistently when they aren't rush combos.
  • Jump B links are an incredibly small window, but against some characters such as Ryo are impossible to do without the corner.
  • It is possible to still link into 66A,4B during juggle combos even if you get 5A instead of cl.5A, but it becomes a frame perfect link. This is also possible on the ground, but is still frame perfect.
  • If Kasumi lands a cross-up, while she can extend the combo particularly with far 5A, it essentially becomes a double frame perfect link.

Rush Combos

Rush Combos
Combo Difficulty Damage Works On Notes
6AB Easy 640 All Basic rush combo. Effective, but there’s really no reason to use this over her next rush combo, except for the few combos where 6AAB will whiff as opposed to 6AB. It's better to use as a basic poke string like in Virtua Fighter, assuming you're in range with her jab.
6AAB Easy 832 All 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.
6AAC Easy 864 All 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.
6BAB Easy 1160 All 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.
6BAC Easy 1200 All Much like 6AA 6C, only it starts with 6B instead. Better rush combo for juggles than 6B 6A 6B is.
4A,5AB Easy 1120 All 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 Easy 920 All Double kicks that look cool, but isn't particularly special other than maybe making juggles more interesting.

Juggle Combos

Juggle Combos
Combo Difficulty Damage Works On Notes
6BA > 5AB > 3A Pursuit Easy All
cl.5A > 66A,4B > 66B Easy 1376 All
(Counterhit/Anti-Air) 5A > 236A Easy 1520-1600 All
(corner) 214A > 214A > cl.5A > 236A Easy 2560 ROD, RYO
cl.5A > 66A,4B > microwalk 6BA > 5A > 5AB Moderate 2096 RYO Easier combo than the microdash combo linking two jabs together, although not as much damage. You can omit the 5A to make the 5AB easier to land and you barely lose any damage.
6BA (whiff the A) > 4B,5AB > 3A Pursuit Moderate All
(close to corner) 214A > cl.5A > 66A,4B > walk forward > 6BA > cl.5A > 66A,4B > OTG 3A (Rody) Moderate 2672 ROD
(close to corner) 214A > cl.5A > 66A,4B > 66A,4B > cl.5A > 6AAC > 3A OTG (Ryo, should work on all) Moderate 3032 RYO
(close to corner) 214A > cl.5A > 66A,4B > microwalk 6BA > 5A > 5C > 3A OTG (Jin, may not work on everyone) Moderate 2752 JIN
(corner) 214A > SDM > 66A,4B > cl.5A > 66A,4B > OTG 3A (Ryo) Moderate 3007 RYO
cl.5A > 66A,4B > microwalk/dash cl.5A x2 > 6AAB OR 6AAC OR 236A Hard 2232-2496 All 6AAC followup (and similar strings) will not work on heavier characters, including Ryo and Jin. Lighter characters only need the microwalk if you can only link one cl.5A as opposed to two, but heavier characters need the dash cancel into cl.5A to hit confirm the link, otherwise it is impossible to do the full combo.
cl.5A > 66A,4B > dash 4B > 66A,4B OR 6AAB Hard 2176-2216 ROD
cl.5A > 66A,4B > dash cl.5A x2 > 4B,5AB Hard 2328 All Kasumi's most consistent midscreen combo that works on everyone, but you have to vary the timings of your button presses depending on the matchup. Also depending on how high the opponent is from the ground, 5AB must be delayed, doing it immediately after 4B will make it whiff if they're too high up from the ground which is usually the case. In some cases, you can land 5AB right away if they're low enough, but it's still better to delay it to be on the safe side. Fortunately, you can cancel into 5AB at any point after 4B so it's just a matter of knowing when to align the attack correctly. If you use this in the corner, you will most likely have to omit one cl.5A jab in order to not drop the combo.
(Cross-up) j.B > 5A > 5AB Hard 1024 RYO
(corner) j.B > 66A,4B > cl.5A > 66A,4B > cl.5A > 6AAB Hard 2640 ROD Jump normal aside, combine this with a 214A or a cl.5A jab and this makes for rewarding meterless corner damage. Timing the 6AAB rush combo will take practice, but in some matchups it shouldn't be too difficult.
(corner) cl.5A > 66A,4B > microwalk cl.5A > microwalk cl.5A > microwalk cl.5A > 66A,4B > 3A OTG Hard 2192 JIN
(corner) cl.5A > 66A,4B > microwalk cl.5A > microwalk cl.5A > 66A,4B > cl.5A > 5A > 3A OTG Hard 2432 JIN
(corner) cl.5A > 66A,4B > microwalk cl.5A > microwalk cl.5A > 4B,5AB > 3A OTG Hard 2712 JIN
(corner) 214A > 214A > cl.5A > microwalk cl.5A > 66A,4B OR 6AB > OTG 3A Hard 2256-2656 ROD, RYO
(corner) 214A > cl.5A > 66A,4B > cl.5A > 66A,4B > cl.5A > 66A,4B OR 6AB > 3A OTG Hard 2752-3192 RYO
(corner) 214A > SDM > 66A,4B > cl.5A > 5A > 66A,4B > 3A OTG (Robert, I think it works on all) Hard 3247 ROB
(midscreen to corner) (Cross-up) j.B > 5A > 66A,4B > microwalk 6BA > 5A > 66A,4B > 3A OTG (Karman, but should work on all) Very Hard 2368 KAR, RYO
(close to corner) 214A > cl.5A > 66A,4B > (slight delay) 214A > 5A > 6AAC > 3A OTG (Wang, same deal) Very Hard 3312 WAN
(corner) 214A > 214A > cl.5A > 5A > 66A,4B > cl.5A > 66A,4B > OTG 3A (Karman, should work on all) Very Hard 2896 KAR, ROD, RYO If Kasumi is too far away from the corner to link cl.5A > 5A, she can omit it and still finish the rest of the combo.
Death Combos
(corner) 214A/cl.5A > 66A,4B > hop forwards j.A (both hits) > microwalk cl.5A > microwalk cl.5A > 4B,5AB Very Hard 4096 All(?) A variation of her midscreen BnB. it might even be possible midscreen, too. However, this combo is a nightmare to pull off timing j.A to land both hits perfectly. But if you can do it, while it won't kill the opponent by itself it will leave a massive dent in their health bar, especially if Kasumi is in desperation. If Kasumi is in desperation, this combo should deal about 98%-99% damage, so it's a borderline touch of death combo. A third jab may even be possible to guarantee it as a TOD combo, but it is currently unknown if true. Here's an example of the combo here.
(corner) 214A > hop forward j.A (2) > cl.5A > 66A,4B > hop forward j.A (2) > cl.5A x2 > 4B, (delay) 5AB > 3A Pursuit Very Hard 4096 ROB Video example here.
(corner) WB 3B > microwalk cl.5A > 66A,4B > hop forward j.A (2) > cl.5A > microwalk cl.5A > 66A,4B > cl.5A > 4B, (delay) 5AB Very Hard 4096 RYO Video example here.
(corner) WB 3B > microwalk cl.5A > 66A,4B > FDC cl.5A > 4B > cl.5A > microwalk cl.5A > 4B > 5A > 5AB > 3A Pursuit Very Hard 4096 KAS Video example here.
(corner) 214A > hop forward j.A (2) > cl.5A > 66A,4B > FDC cl.5A > microwalk cl.5A x3 > 4B, (delay) 5AB > 3A Pursuit Very Hard 4096 JIN Video example here.
(corner) (214A) > cl.5A > 66A,4B, hop forward j.A (2) > cl.5A > microwalk cl.5A > 4B > 5A > 4B, (delay) 5AB > 3A Pursuit Very Hard 4096 ROD Video example here.
(corner) (214A) > cl.5A > 66A,4B > hop forward j.A (2) > cl.5A > microwalk cl.5A > 4B > 4B > 5A x2 > 5AB Very Hard 4096 WYL Video example here.


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