Does anyone feel like challenging these? This is in my exp for Kasumi:
vs Akira 5-5
vs Alpha 6-4
vs Ayane 5-5 (No one is giving me a reason to think different)
vs Bass 6-4
vs Bayman ????
vs Brad Wong 6-4
vs Kokoro 6-4
vs Zack 6-4
vs Helena 5-5
vs Pai 5-5
vs Sarah 5-5
vs Jacky 5-5
vs Lisa 6-4 (listed this because I haven't seen anything different)
vs Rachel (leaning towards 6-4 but still ???)
vs Leon ????
vs Hayabusa 5-5
vs Rig 6-4
vs Mila ????
vs Hayate ????
vs Ein 6-4
vs Gen Fu ????
vs Kasumi 5-5
vs Momiji 5-5
vs Marie Rose ????
vs Jann Lee 6-4
vs Lei Fang 5-5
vs Tina ????
vs Hitomi 5-5
vs Eliot 6-4
I'm using a phone ATM but will edit the post with some that I explained recently.
Edit:
vs Momiji thoughts in General discussion:
http://www.freestepdodge.com/threads/momiji-general-discussion.2835/page-17#post-188225
For Ayane, if this is looked at as a 4-6 match up, then 4-6 should be applied to characters like Christie, Pai, Jacky Akira & Sarah as well (although Jacky can actually whiff punish). The VF characters actually have it worse getting in than both Kasumi & Christie. They both do fine against her aggressive turtling. I personally don't see a reason to put this as a 4-6 because Kasumi can inch her way in with her footsies, 3P+K, 66K, 66H+K, & 66P & does fine on offense.
She has to be patient & can't go balls out like other matches, but she can move in. She doesn't have to solely rely on 3P+K to move in. Even with Ayane's P > BT8P that creates space, she can still move in fine. Now, am I saying that Kasumi doesn't have anything to fear? No, because Ayane's 3H+K ( bounds, guaranteed damage, even launchers & teching options) , P > BT8P (as I mentioned before), BT4H+K, BT4K, 236K, 4K (guaranteed damage, even a launcher), BT2K, P+K, BT6P, P4P > BT8P (another way to create space), BT3K 1P+K variants, these are some of the tools that she has to deal with. Along with her being able to jump away for more space, but Kasumi has 66K (66K~K to be safe at -3 if blocked) 3P+K to move in closer, or dash in. Now before someone comes in saying "you're going to get hammered by whiff punishment", I'm assuming that this Kasumi player's reaction is up to par along with the Ayane player.
Kasumi in close has stuff to go along with her pressure: H+K (guaranteed damage even with some launchers), 4H+K (guaranteed damage, even a few launchers & a few tech options from the bound state), tick throwing variety (6T, 4T, 214T, 236T, 66T which also has great guaranteeds, & 46T). Ayane has her crush variety, 6P, 2P, 8K, 1P, 4P & great holds to her defense. So she definitely can hold her own. She's is also good at punch-grabbing especially with 64H+P (64T), 214T, & 6T being in the presence. Both of them have great holds & okizeme. Ayane has 64H & 46H that gives her guaranteed damage while Kasumi has 1H, 46H, both guaranteeing a juggle & her parries. Both of them deal with wake ups just fine. Both net easy damage. Both have a good wall game. Both are great at the ceiling.
The hottest topic of this match up (Kasumi's match ups in general) it seems are her parries. There are often people who compare her parries to Gen Fu's Lei Fang's Akira's & such since their's do killer damage convincing them that her's doesn't really mean much. Better look & think again. They are fearsome, just you really haven't seen them being used. If they have been used or seen, then it's one that has been misplaced because the player doesn't know or understand how they're used.
Kasumi's parries pick up the frame advantage that she needs to where an opponent WILL NOT hit a button, attacking out of disadvantage. The objective for the Kasumi faithful is to go, take another character, & dissect their frame data when parried to see what can be done with the advantage that she picks up from them. This line is directed at people who like to say "she can parry, don't give a fuck, her's are not like Gen's, Lei's or Akira's".
They are situational. No, they don't always guarantee the damage, but she has the parries, they are there, they give her the frame advantage & you have to watch for them. I don't think a good Kasumi player would do anything indecisive with the frame advantage from them. That much we can all agree on. Hajin & AP both further prove my point in the Kasumi general discussion which was a touchy subject. One that I've always wanted to see discussed since this number (4-6) came about from a few nay-sayers:
http://www.freestepdodge.com/thread...asumis-gameplay-doa5u-discussion.2939/page-11. Another thing that I will note: Just like some of you say that a parry can be baited, so can a crush at its initial frames, like Ayane's 6P.
I'm not just talking in theory here. I'll just throw this out. I've had some exp with this match up, even with Hajin though I lost most of the time. However, pro or no pro, high level player or no high level player, I study how things work. I look at what's going on. I'm simply giving you reasons & some facts as to why I believe that it is 5-5 (as well as the characters that I threw in the mix but may not completely be the same). Unless I'm missing something. Still, at least we can agree on this much (including Hajin, AP, Adon, Shade, FON, & Tenryuga), you'll really never get a full glimpse of how both of these characters greatly excel unless 2 of them step up offline somewhere even though Hajin & Shade played at SCR.