Idk if this was already known but i found some tech for Kasumi. If you use 4K and quickly
(or press guard) to quickly turn back forward at the FASTEST speed, Kasumi will still be at least +13 since her 22i will beat out 9i strikes in this instance! The game won't show you in the frame data sheet since it'll still show the +19 from the on hit 4K stun but you're definitely at least +13 since 4H+K beats out a fast 9i strike, which means virtually it's 9i strikes or faster in that instant.
If it's too difficult to perform and you need an easier way to perform it, you can use
or
to perform the cancel, but since it's not as "instant", you'll be at +8, which oddly enough is displayed in the game frame data. This means that attacks like her 17i H+K, 18i S, and her 33P would be 9- 12 frames in that instant! Also 2H+K will lose still to most strikes since its 15i in this instant, but I tested it and it can however beat certain mids like Kasumi's 6P and Zacks 6P since the elbows I suppose just are vulnerable to certain low crushed, but interestingly Phase 4's 11i 6P still beats it xD
The cancel is tricky to do at the fastest speed but I think it can be used for further mix up pressure since you're ultimately +8 to +13 from it
I also found some more recent tech for her regarding going behind her opponent after a soft wall hit. If the opponent doesn't hold or guesses wrong and or holds too late, it's possible to easily get behind them so you can use backturned set ups. 6K is good for launches, KK is still good since that and KK7K are guaranteed against BT opponents, and K2K is good since if you want to go for a nasty launch set up, it's possible, although the 33P launcher after K2K is not guaranteed.
This is a semi guaranteed combo set up I found that kills. It's based off the fireworks death combo route I found below: