Mizuumi Wiki is for the FGC, by GBL. We don't run ads or sell user data. If you enjoy the site, consider supporting our work.

Hinokakera Chaotic Eclipse/Kasumi Seiga Freslight

From Mizuumi Wiki
Jump to navigation Jump to search

Introduction

An aggressive infighter with rekka-based mixups, fast buttons, and great mobility in close quarters, whether using Assault or Technical.

Normal Moves

5A
Damage Guard Startup Adv Hit Adv Block
- - - - -
66A
Damage Guard Startup Adv Hit Adv Block
- - - - -

Dashing normal. Only usable in Technical.

662A
Damage Guard Startup Adv Hit Adv Block
- - - - -

Dashing crouch normal. Only usable in Technical.

2A
Damage Guard Startup Adv Hit Adv Block
- - - - -
j.A
Damage Guard Startup Adv Hit Adv Block
- - - - -
5B
Damage Guard Startup Adv Hit Adv Block
- - - - -
Fugaku
6B
Damage Guard Startup Adv Hit Adv Block
- - - - -

A strong uppercut. Launches, and is jump-cancelable too.

Entsui
4B
Damage Guard Startup Adv Hit Adv Block
- - - - -

A jumping axe kick. Despite appearances, it doesn't hit high, but it does do a lot of guard damage.

66B
Damage Guard Startup Adv Hit Adv Block
- - - - -

Dashing normal. Only usable in Technical.

662B
Damage Guard Startup Adv Hit Adv Block
- - - - -

Dashing crouch normal. Only usable in Technical.

2B
Damage Guard Startup Adv Hit Adv Block
- - - - -
j.B
Damage Guard Startup Adv Hit Adv Block
- - - - -
5C
Damage Guard Startup Adv Hit Adv Block
- - - - -
66C
Damage Guard Startup Adv Hit Adv Block
- - - - -

Dashing normal.

662C
Damage Guard Startup Adv Hit Adv Block
- - - - -

Dashing crouch normal. Only usable in Technical.

2C
Damage Guard Startup Adv Hit Adv Block
- - - - -
j.C
Damage Guard Startup Adv Hit Adv Block
- - - - -
Tsukikaze
6C
Damage Guard Startup Adv Hit Adv Block
- - - - -

Ground throw. Kasumi can cancel into it from any of her normals, and is guaranteed a combo from 5B/5C > 6C.

Hien
4C
Damage Guard Startup Adv Hit Adv Block
- - - - -

Back throw.

Rakujitsu
in air, 4C
Damage Guard Startup Adv Hit Adv Block
- - - - -

Air throw.

Special Moves

All EX moves cost 25 Power to use, even ones that are EX only. If you use an EX move that has multiple versions of itself without the required meter, you will do the B version of that move instead.

Hoshi Agito
623X
Version Damage Guard Startup Adv Hit Adv Block
A - - - - -

A quick somersault kick. Doesn't have much horizontal movement, and causes a knockdown.

B - - - - -

A somersault kick with slightly longer startup but more horizontal range and more vertical height. Doesn't knock an opponent down if they're on the ground, allowing Assault Kasumi to use an Offensive Brake to cancel on hit and convert into a full combo.

C - - - - -

EX version. Two somersaults back-to-back, hitting twice.

Fubuki
214X
Version Damage Guard Startup Adv Hit Adv Block
A - - - - -

Kasumi does a dashing teleport. If she's close enough she'll pass through the opponent and go a ways behind them.

B - - - - -

Similar to 214A, but covers slightly less distance when far out and if used close enough will *always* cross over to the opponent's other side, coming to a stop right in front of them.

C - - - - -

Jumping divekick.

Nokoriyuki
j.214X
Version Damage Guard Startup Adv Hit Adv Block
A - - - - -

Kasumi does a divekick to land on the ground.

B - - - - -

Similar to j.214A, but with an actual hitbox. Kasumi bounds backward on hit. Can cancel into j.214C on hit.

C - - - - -

EX version. Similar to j.214B, but actually knocks down the opponent right in front of Kasumi. Common air combo ender if you have meter, and can set up for a second juggle combo if proration is low enough.

Ouka
236A
Damage Guard Startup Adv Hit Adv Block
- - - - -

Kasumi does an upward axe kick. Knocks opponent away. Can cancel into 236C, 214X, 623X, and EX moves on hit.

Homuraboe
236C
Damage Guard Startup Adv Hit Adv Block
- - - - -

Kasumi does a spinning jump kick with her rear leg. You can hold C to charge it up, or hit A to cancel the charge. Cancels into j.214C on hit.

Azumaboe
2141236C
Damage Guard Startup Adv Hit Adv Block
- - - - -

EX only. A stronger version of 236C, with one hit of super armor.

Shouyou
22C
Damage Guard Startup Adv Hit Adv Block
- - - - -

EX only. A swooping upward kick from a crouch position; launches, and is jump cancelable like 6B is.

Kudaki Kaze
236B
Damage Guard Startup Adv Hit Adv Block
- - - - -

Kasumi does a knee strike. Can cancel into 236A, 236C, 214X, 623X, and EX moves. Has multiple followups, which will be listed separately below.

Kudaki Kaze Followups

Ouka
after 236B, 6A
Damage Guard Startup Adv Hit Adv Block
- - - - -

The same move as 236A, except you can't cancel into anything except Minamogari on hit (see below).

Minamogari
after (236B > 6A) OR after (236B), 6B
Damage Guard Startup Adv Hit Adv Block
- - - - -

Kasumi goes into her regular 2C. Can cancel into 236A, 236C, 214X, 623X, or EX moves on hit.

Homuraboe
after (236B > 6B), 6C
Damage Guard Startup Adv Hit Adv Block
- - - - -

Same move as the standalone Homuraboe, complete with charge & cancel options.

Fubuki
after (236B > 6A) OR after (236B > 6B), 4C
Damage Guard Startup Adv Hit Adv Block
- - - - -

Same move as regular 214C.

Kogarashi
after (236B), 6C
Damage Guard Startup Adv Hit Adv Block
- - - - -

A pair of forward-moving kicks. Can be canceled into 236A, 236C, 214X, 623X, and EX moves on hit.

Ensui
after (236B > 6C), 4B
Damage Guard Startup Adv Hit Adv Block
- - - - -

Same as normal Ensui (4B), except that it actually hits overhead.

Soukyuu
after (236B > 6C), 6C
Damage Guard Startup Adv Hit Adv Block
- - - - -

A second pair of forward moving kicks.

EX Hoshi Agito
after (236B > 6C > 6C), 66C
Damage Guard Startup Adv Hit Adv Block
- - - - -

EX only. A much faster version of 623C, but requires a very tight just frame input to get off.

Groove Specific

All groove-specific moves cost 40 Break to use.

Akemutsu
3D/[D]
Damage Guard Startup Adv Hit Adv Block
- - - - -

Assault only.

  • Charged version can only be blocked using Just Guard.
Kuremutsu
3D
Damage Guard Startup Adv Hit Adv Block
- - - - -

Technical only.

  • Covers around 1/3 of the maximum distance between characters length-wise. If the opponent is less than 1/3 screen away, Kasumi will always teleport up in front of them.
  • Kasumi can attack right after she reappears.
  • She cannot block during the post-teleport fall animation.
  • The teleport will be cancelled if Kasumi is hit in the startup frames. Some moves will also land a counterhit.

Super Moves

All moves listed here, except for Rikudou no Moukin, cost 50 power. Rikudou no Moukin, being an EX extension, only costs 25.

Rikudou no Maihime
2363214C
Damage Guard Startup Adv Hit Adv Block
- - - - -

Kasumi does a quick rush forward. If she hits, she'll go into a series of strikes that ends with a hard knockdown.

Rikudou no Moukin
During the last hit of 2363214C, 41236C
Damage Guard Startup Adv Hit Adv Block
- - - - -

EX extension to 2362314C. Kasumi dashes past the opponent with a teleport to do extra damage.

Chizakura Ugachi
632146C
Damage Guard Startup Adv Hit Adv Block
- - - - -

Unblockable command throw. Can be comboed into from mostly anything, but whiffs on opponents in the air or that are downed.

Daten no Tsubasa
During OverDrive, 236236C
Damage Guard Startup Adv Hit Adv Block
- - - - -

Overdrive super. Kasumi does a rush similar to 2363214C but with even shorter range. If it hits, Kasumi does a fast series of combo strikes that ends in a strong divekick. Damage scales tremendously when used in combos, so it's not good for that.

General Strategy

Overview

Kasumi excels at close range aggression, mixup, and pressure. This is largely due to how flexible her special and EX moves are, particularly Kudaki Kaze (236B) and its followups. With the right hit, she can set up sideswitches, confirm into damaging combos, go for resets, and more. Your primary goal as a Kasumi player is to get in, stay on top of your opponent, and keep them so pressured that they can't think.

Kasumi benefits fairly well from both Assault and Technical Reinforce Modes. With Assault, stray hits become even more dangerous from her, as it becomes possible for her to create more opportunities to stay in on her opponent by using Assault Brakes to close the distance. Her ability to continue chaining after her dashing normals is also a big part of her threat in Assault, as it can turn a standard dashing approach into something super damaging if she likes. Technical trades away some of this conversion potential, but gives her Kuremutsu (3D) as an additional approach option aside from her divekicks or 214A/B teleports, as well as slightly expanding her poking options (see "Neutral" below).

Neutral

5B and 5C make decent standing pokes, while 2A is a good low poke when you're in close. Technical also gives 66B as a longer reaching poke for approaching, as well as 662A for a dashing low poke; you can't chain normals after 66B or 662A, but as approach options they're pretty good.

For anti-air options, you have 2B, 6B, and 623X. Of these, 2B and 6B are the ones most preferred if you want to convert into a longer combo for damage, as a 2B > 6B combo will let you jump cancel the 6B and go for an air combo that you can finish with a j.214C for even more setups afterward.

j.A is your go to rising air-to-air button, while j.B has more horizontal reach and j.C is a heavier air-to-ground button. Both j.B and j.C also serve as good fillers for air combos.

Combos

General
Controls
FAQ
Netplay
System
HUD
Characters
Raven
Silvis Laws
Aya
Camille Enfield
Kasumi Seiga Freslight
Celes Alfort
Hardy Alfort
Clestis Farrell
Aronia Excel
kakeru
Malakh
Ashley
Aya Immortal