I actually wanted to post more, but I was tired & had to get another 2 hour nap from getting up locking the door early in the morning (have the house to myself until 5:30).
Kasumi vs Momiji.
9/11/12 vs 10/12/12
Of course Kasumi has the upper hand with these speeds. She also has great options from guaranteed damage from 4H+K, 66T, H+K, PPK (44PPK). Her 6P does have some issues, but it won't stop her from using it for pokes. Even then, she has 4P (12i) & 3P (13i). Then of course she has her mixups with good oki options (4P2K, 6P2K, PP2K, etc). She's also really good at tick throwing because her 9i jab & pokes, & her fast throws (236T, 46T, 66T, 6T, 4T, 214T) all exist along with the string delay pressure.
For Momiji, it's not to say that she can't pressure. She has guaranteeds from 6H+K,1H, 6H & 9K but her offensive game is the stun > launch & fishing out holds for throw damage. Then she has her crushes. You also have to keep in mind to make good use of your guard breaking strings/tools that give you frame advantage (6KK, PPKK etc). She can be aggressive in the match, but more than anything, she has to be more patient & space her out because Kasumi beats her in the offensive pressure category.
If she goes into her jumping transitions (9P), Kasumi's 4PK (launcher) interrupts it & she gets a juggle. If she's parried from the punch or kick, she's left at -23 which gives Kasumi options to either move in with 66K, 66P, (guaranteed) or launch with 1T. She also has to be careful with strings like 3PP & PPPP (which are a very important part of Momiji) because although they're safe at -3, if Kasumi parries then, she's left at -7 & it takes 5 frames to recover from back turned (added together it's -12). which gives her a guaranteed launcher (4PK or 6P6K or even 66PPP+K true force tech). So you can't abuse it to the point that it gets predictable. 9K (-5) if parried she's -9 which also gives her a guaranteed launcher, but I wouldn't suspect any Miji to use this alone.
She excels out in space with the options that I mentioned & good footsies.
She can also create it with 7P & get in with H+K & 66K of her own. Her whiff punishers are 66P, 66PP, & 236P. Kasumi is trying to get in with 66P, 3P+K, 66K, & 66H+K.
For the wall game/ceiling game, they both net easy damage. The only difference is that Kasumi has it easier netting damage from the ceiling. Kasumi with 33P > 2P follow ups & 4K/3PK > 2P combos, Momiji with 4P into follow ups (or 8P & 6P+K combos). Kasumi has 236T which guarantees, 9P > 4P, 4H+K > 4P, 4H+K > 6KK, 4H+K > 3P, 4H+K > P+K, Freestepping 4H+K, her power blow/launcher & 33K. She also has 4H+K > 33K guaranteed after breakable objects (& her PL) all from the ceiling. Momiji has her izuna drop which is guaranteed from breakable objects (236P+KPP684T) & is the best option as a CB follow up. It can also be used for wall AND ceiling slam.
The match up itself imo is pretty even (5-5). Unless I'm missing something. I just thought I would make something going more into detail with factual info of the match.
EDIT: I mentioned Momiji's 6H because if Kasumi is abusing strings or tools of a mid kick & if she gets held, she's eating guaranteed damage. 1H if she's abusing lows or using them, it's also good damage for her.
Kasumi vs Momiji.
9/11/12 vs 10/12/12
Of course Kasumi has the upper hand with these speeds. She also has great options from guaranteed damage from 4H+K, 66T, H+K, PPK (44PPK). Her 6P does have some issues, but it won't stop her from using it for pokes. Even then, she has 4P (12i) & 3P (13i). Then of course she has her mixups with good oki options (4P2K, 6P2K, PP2K, etc). She's also really good at tick throwing because her 9i jab & pokes, & her fast throws (236T, 46T, 66T, 6T, 4T, 214T) all exist along with the string delay pressure.
For Momiji, it's not to say that she can't pressure. She has guaranteeds from 6H+K,1H, 6H & 9K but her offensive game is the stun > launch & fishing out holds for throw damage. Then she has her crushes. You also have to keep in mind to make good use of your guard breaking strings/tools that give you frame advantage (6KK, PPKK etc). She can be aggressive in the match, but more than anything, she has to be more patient & space her out because Kasumi beats her in the offensive pressure category.
If she goes into her jumping transitions (9P), Kasumi's 4PK (launcher) interrupts it & she gets a juggle. If she's parried from the punch or kick, she's left at -23 which gives Kasumi options to either move in with 66K, 66P, (guaranteed) or launch with 1T. She also has to be careful with strings like 3PP & PPPP (which are a very important part of Momiji) because although they're safe at -3, if Kasumi parries then, she's left at -7 & it takes 5 frames to recover from back turned (added together it's -12). which gives her a guaranteed launcher (4PK or 6P6K or even 66PPP+K true force tech). So you can't abuse it to the point that it gets predictable. 9K (-5) if parried she's -9 which also gives her a guaranteed launcher, but I wouldn't suspect any Miji to use this alone.
She excels out in space with the options that I mentioned & good footsies.
Momiji is fine against Kasumi. However, you can forget about outpoking her or fist fighting with her. That's not going to happen. You have the crush variety though (but she isn't freely crushable either). You'll have to play the spacing & keep off game with her. 7K 4K, 44K, 3K variants, 214P, & then your whiff punishers.
She can also create it with 7P & get in with H+K & 66K of her own. Her whiff punishers are 66P, 66PP, & 236P. Kasumi is trying to get in with 66P, 3P+K, 66K, & 66H+K.
For the wall game/ceiling game, they both net easy damage. The only difference is that Kasumi has it easier netting damage from the ceiling. Kasumi with 33P > 2P follow ups & 4K/3PK > 2P combos, Momiji with 4P into follow ups (or 8P & 6P+K combos). Kasumi has 236T which guarantees, 9P > 4P, 4H+K > 4P, 4H+K > 6KK, 4H+K > 3P, 4H+K > P+K, Freestepping 4H+K, her power blow/launcher & 33K. She also has 4H+K > 33K guaranteed after breakable objects (& her PL) all from the ceiling. Momiji has her izuna drop which is guaranteed from breakable objects (236P+KPP684T) & is the best option as a CB follow up. It can also be used for wall AND ceiling slam.
The match up itself imo is pretty even (5-5). Unless I'm missing something. I just thought I would make something going more into detail with factual info of the match.
EDIT: I mentioned Momiji's 6H because if Kasumi is abusing strings or tools of a mid kick & if she gets held, she's eating guaranteed damage. 1H if she's abusing lows or using them, it's also good damage for her.
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