Another uppercut. Does not launch opponent on ground hit, unlike 6B.
2C
2C
Damage
Guard
Startup
Adv Hit
Adv Block
-
Low
-
-
-
Sweep move. Knock downs opponent on hit.
Air Normals
j.A
j.A
Damage
Guard
Startup
Adv Hit
Adv Block
-
High
-
-
-
Is active untill landing.
j.B
j.B
Damage
Guard
Startup
Adv Hit
Adv Block
-
High
-
-
-
-
j.C
j.C
Damage
Guard
Startup
Adv Hit
Adv Block
-
High
-
-
-
-
Command Normals
6B
Fugaku 6B
Damage
Guard
Startup
Adv Hit
Adv Block
-
Mid
-
-
-
A strong uppercut. Also Kasumi's launcher move.
4B
Entsui 4B
Damage
Guard
Startup
Adv Hit
Adv Block
-
Mid
-
-
-
A jumping axe kick. Low crushes. Despite appearances, it doesn't hit high, but does considerable guard damage against crouch blocking enemies.
Dashing Normals
66A
66A Technical only
Damage
Guard
Startup
Adv Hit
Adv Block
-
Mid
-
-
-
Dashing normal.
66B
66B Technical only
Damage
Guard
Startup
Adv Hit
Adv Block
-
Mid
-
-
-
Dashing normal.
66C
66C
Damage
Guard
Startup
Adv Hit
Adv Block
-
Mid
-
-
-
Not an overhead.
Dashing Crouching Normals
662A
662A Technical only
Damage
Guard
Startup
Adv Hit
Adv Block
-
Low
-
-
-
Dashing crouch normal.
662B
662B Technical only
Tetsuzanko!
Tetsuzanko!
Damage
Guard
Startup
Adv Hit
Adv Block
-
Mid
-
-
-
-
662C
662C Technical only
Damage
Guard
Startup
Adv Hit
Adv Block
-
Low
-
-
-
Dashing crouch normal. Knock downs opponent on hit.
Throws
6C
Tsukikaze 6C
Damage
Guard
Startup
Adv Hit
Adv Block
-
Throw
-
-
-
Kasumi's second ground throw. Kasumi can cancel into it from any of her normals, and is guaranteed a combo from 5B/5C > 6C.
4C
Hien 4C
First hit
First hit
Second hit
Second hit
Damage
Guard
Startup
Adv Hit
Adv Block
-
Throw
-
-
-
Ground throw. Hits twice and crosses up if successful. Cannot be comboed into, unlike 6C.
j.4C
Rakujitsu j.4C
Damage
Guard
Startup
Adv Hit
Adv Block
-
unblockable
-
-
-
Air throw. Kasumi grabs the opponent and uses a hammer blow to knock them down.
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.
623X
Hoshi Agito 623X
Version
Damage
Guard
Startup
Adv Hit
Adv Block
A
-
Mid
-
-
-
A quick somersault kick. Doesn't have much horizontal movement, and causes a knockdown.
B
-
Mid
-
-
-
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)
-
Mid
-
-
-
EX version. Two somersaults back-to-back, hitting twice.
214X
Fubuki 214X
A and B version
A and B version
C version
C version
Version
Damage
Guard
Startup
Adv Hit
Adv Block
A
-
-
-
-
-
covers ~2/5 of the maximum distance between characters. If the opponent is closer than this, Kasumi will still dash the same distance, going through the opponent.
B
-
-
-
-
-
Similar to 214A, but covers slightly less distance when farout. If used within close range of the opponent, it will *always* cross over to the opponent's other side, coming to a stop right in front of them.
C
-
High
-
-
-
Jumping divekick.
j.214X
Nokoriyuki j.214X
A version
A version
B and C version
B and C version
Version
Damage
Guard
Startup
Adv Hit
Adv Block
A
-
-
-
-
-
Kasumi does a dive to land on the ground.
B
-
High
-
-
-
Similar to j.214A, but with an actual hitbox. Kasumi bounds backward on hit. Can cancel into j.214C on hit.
C
-
High
-
-
-
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.
236A
Ouka 236A
Dust Attack
Dust Attack
Damage
Guard
Startup
Adv Hit
Adv Block
-
High
-
-
-
Kasumi does an upward axe kick. Knocks opponent away. Can cancel into 236C, 214X, 623X, and EX moves on hit.
236C/[C]
Homuraboe 236C/[C]
Version
Damage
Guard
Startup
Adv Hit
Adv Block
uncharged
-
Mid
-
-
-
charged
-
High
-
-
-
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. Charged version is a overhead. Cancels into j.214C on hit.
Rekka
Kudaki Kaze is Kasumi's rekka move, having several follow-ups.
Kasumi does a knee strike. Can cancel into 236A, 236C, 214X, 623X, and EX moves. Is a rekka starter, and as such, Has multiple followups, which will be listed separately below.
236B>6A
Ouka 236B>6A
Damage
Guard
Startup
Adv Hit
Adv Block
-
High
-
-
-
The same move as 236A, except you can't cancel into 236B but instead can cancel into Minamogari (see below). All cancels are available on whiff.
236B>6B/236B>6A>6B
Minamogari 236B>6B/236B>6A>6B
Damage
Guard
Startup
Adv Hit
Adv Block
-
Low
-
-
-
Kasumi goes into her regular 2C. Can cancel into 236A, 236C, 214X, 623X, or EX moves, even on whiff.
236B>6A>4C/236B>6B>4C
Fubuki 236B>6A>4C/236B>6B>4C
Damage
Guard
Startup
Adv Hit
Adv Block
-
High
-
-
-
has a bit more recovery than 214C.
236B>6B>6C/[C]
Homuraboe 236B>6B>6C/[C]
Version
Damage
Guard
Startup
Adv Hit
Adv Block
uncharged
-
Mid
-
-
-
charged
-
High
-
-
-
Same move as the standalone Homuraboe, complete with charge & cancel options.
236B>6C
Kogarashi 236B>6C
First hit
First hit
Second hit
Second hit
Damage
Guard
Startup
Adv Hit
Adv Block
-
Mid
-
-
-
A pair of forward-moving kicks. Can be canceled into 236A, 236C, 214X, 623X, and EX moves on hit.
236B>6C>4B
Entsui 236B>6C>4B
Damage
Guard
Startup
Adv Hit
Adv Block
-
High
-
-
-
Same as normal Entsui (4B), except that it actually hits overhead.
236B>6C>6C
Soukyuu 236B>6C>6C
Damage
Guard
Startup
Adv Hit
Adv Block
-
Mid
-
-
-
A second pair of forward moving kicks.
236B>6C>6C>66C
Hoshi Agito (EX) 236B>6C>6C>66C
Damage
Guard
Startup
Adv Hit
Adv Block
-
-
-
-
-
A much faster version of 623C. Has a single frame window at the end of Soukyuu to pull off.
Assault/Technical Skill
All groove-specific moves cost 40 Break to use.
Assault 3D
Akemutsu Assault Only 3D/[D]
Version
Damage
Guard
Startup
Adv Hit
Adv Block
uncharged
-
Mid
-
-
-
charged
-
Just
-
-
-
Assault only.
Charged version can only be blocked using Just Guard.
Technical 3D
Kuremutsu Technical Only 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.
Ex Only Moves
Cost 25 power to be used.
214236C
Azumaboe 214236C (EX)
Damage
Guard
Startup
Adv Hit
Adv Block
-
Just
-
-
-
EX only. A stronger version of 236C, with one hit of super armor.
22C
Shouyou 22C (EX)
Damage
Guard
Startup
Adv Hit
Adv Block
-
High
-
-
-
EX only. A swooping upward kick from a crouch position; launches, and is jump cancelable like 6B is.
Super Moves
All moves listed here, except for Rikudou no Moukin, cost 50 power. Rikudou no Moukin, being an EX extension, only costs 25.
236214C
Rikudou no Maihime 236214C
Damage
Guard
Startup
Adv Hit
Adv Block
2670 (scaled)
Mid
-
-
-
Kasumi does a quick rush forward. If she hits, she'll go into a series of strikes that ends with a hard knockdown.
41236C
Rikudou no Moukin During the last hit of 236214C, 41236C
Damage
Guard
Startup
Adv Hit
Adv Block
1296 (scaled)
-
-
-
-
EX extension to 236214C. Kasumi dashes past the opponent with a teleport to do extra damage.
632146C
Chizakura Ugachi 632146C
Damage
Guard
Startup
Adv Hit
Adv Block
-
unblockable
-
-
-
Unblockable command throw. Can be comboed into from mostly anything, but whiffs on opponents in the air or that are downed.
OverDrive Force
Daten no Tsubasa During OverDrive, 236236C
Damage
Guard
Startup
Adv Hit
Adv Block
6000 (unscaled)
Mid
-
-
-
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.