Hinokakera Chaotic Eclipse/Kasumi Seiga Freslight

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Overview
Introduction

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

Hikake Kasumi profile.png

Normal Moves

Standing Normals

5A
5A
Hikake Kasumi 5A.png
Damage Guard Startup Adv Hit Adv Block
- Mid - - -

Self-cancellable standing normal.

5B
5B
Hikake Kasumi 5B 1.png
First hit
First hit
Hikake Kasumi 5B 2.png
Second hit
Second hit
Hikake Kasumi 5B 3.png
Third hit
Third hit
Damage Guard Startup Adv Hit Adv Block
- Mid - - -

A tripple hitting kicks normal.

5C
5C
Hikake Kasumi 5C 1.png
First hit
First hit
Hikake Kasumi 5C 2.png
Second hit
Second hit
Damage Guard Startup Adv Hit Adv Block
- Mid - - -

Double hitting normal.

Crouching Normals

2A
2A
Hikake Kasumi 2A.png
Damage Guard Startup Adv Hit Adv Block
- Low - - -

Self-cancellable crouching normal.

2A
2B
Hikake Kasumi 2B.png
Damage Guard Startup Adv Hit Adv Block
- Mid - - -

Another uppercut. Does not launch opponent on ground hit, unlike 6B.

2C
2C
Hikake Kasumi 2C.png
Damage Guard Startup Adv Hit Adv Block
- Low - - -

Sweep move. Knock downs opponent on hit.

Air Normals

j.A
j.A
Hikake Kasumi jA.png
Damage Guard Startup Adv Hit Adv Block
- High - - -

Is active untill landing.

j.B
j.B
Hikake Kasumi jB.png
Damage Guard Startup Adv Hit Adv Block
- High - - -

-

j.C
j.C
Hikake Kasumi jC.png
Damage Guard Startup Adv Hit Adv Block
- High - - -

-

Command Normals

6B
Fugaku
6B
Hikake Kasumi 6B.png
Damage Guard Startup Adv Hit Adv Block
- Mid - - -

A strong uppercut. Also Kasumi's launcher move.

4B
Entsui
4B
Hikake Kasumi 4B.png
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
Hikake Kasumi 66A.png
Damage Guard Startup Adv Hit Adv Block
- Mid - - -

Dashing normal.

66B
66B
Technical only
Hikake Kasumi 66B.png
Damage Guard Startup Adv Hit Adv Block
- Mid - - -

Dashing normal.

66C
66C
Hikake Kasumi 66C.png
Damage Guard Startup Adv Hit Adv Block
- Mid - - -

Not an overhead.

Dashing Crouching Normals

662A
662A
Technical only
Hikake Kasumi 662A.png
Damage Guard Startup Adv Hit Adv Block
- Low - - -

Dashing crouch normal.

662B
662B
Technical only
Hikake Kasumi 662B.png
Tetsuzanko!
Tetsuzanko!
Damage Guard Startup Adv Hit Adv Block
- Mid - - -

-

662C
662C
Technical only
Hikake Kasumi 662C.png
Damage Guard Startup Adv Hit Adv Block
- Low - - -

Dashing crouch normal. Knock downs opponent on hit.

Throws

6C
Tsukikaze
6C
Hikake Kasumi Ground Throw.png
Hikake Kasumi 6C.png
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
Hikake Kasumi Ground Throw.png
Hikake Kasumi 4C 1.png
First hit
First hit
Hikake Kasumi 4C 2.png
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
Hikake Kasumi Air Throw.png
Hikake Kasumi j4C.png
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
Hikake Kasumi 623X.png
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
Hikake Kasumi 214X.png
A and B version
A and B version
Hikake Kasumi 214C.png
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
Hikake Kasumi j214A.png
A version
A version
Hikake Kasumi 214C.png
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
Hikake Kasumi 236A.png
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]
Hikake Kasumi 236C.png
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.

      .-->6A--.-->6B
      |        \
      |         }--> 4C
      |        /
236B--+-->6B--|
      |       '-->6C/[C]
      |
      |        ,-->4B
      '-->6C--{
               `->6C-->66C
236B
Kudaki Kaze
236B
Hikake Kasumi 236B.png
Damage Guard Startup Adv Hit Adv Block
- Mid - - -

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
Hikake Kasumi 236A.png
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
Hikake Kasumi 2C.png
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
Hikake Kasumi 214C.png
Damage Guard Startup Adv Hit Adv Block
- High - - -

has a bit more recovery than 214C.

236B>6B>6C/[C]
Homuraboe
236B>6B>6C/[C]
Hikake Kasumi 236C.png
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
Hikake Kasumi 236B-6C 1.png
First hit
First hit
Hikake Kasumi 236B-6C 2.png
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
Hikake Kasumi 4B.png
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
Hikake Kasumi 623X.png
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
Hikake Kasumi 623X.png
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]
Hikake Kasumi Assault 3D 1.png
Hikake Kasumi Assault 3D 2.png
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
Hikake Kasumi Technical 3D 1.png
Hikake Kasumi Technical 3D 2.png
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)
Hikake Kasumi 214236C.png
Hikake Kasumi 236C.png
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)
Hikake Kasumi 22C 1.png
Hikake Kasumi 22C 2.png
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
Hikake Kasumi 236214C 1.png
Hikake Kasumi 236214C 2.png
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
Hikake Kasumi 41236C 1.png
Hikake Kasumi 41236C 2.png
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
Hikake Kasumi 632146C 1.png
Hikake Kasumi 632146C 2.png
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
Hikake Kasumi 236236C 1.png
Hikake Kasumi 236236C 2.png
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.

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