Christie (i9/i11/i14) vs. Kasumi (i9/i11/i12)
This is an interesting MU because this is one of the few instances when Christie is actually fighting an opponent that is faster than her. Speed wise, Christie cannot beat out Kasumi on any attack level. Their i9 jabs will trade, Kasumi's i11 6P can beat out Christie's i11 6P because Kasumi's deals 18 dmg whereas Christie's only deals 17 dmg thus Kasumi's having damage priority. Kasumi's 2P is 2 frames faster than Christie's 2P, but is -1 on NH. This is a unique case because Christie is one of the few characters that can take advantage of the -1 since her 5P jab, & 6P will beat out any follow-up that Kasumi may attempt after a 2P on NH. Someone like Rachel or Tina still wouldn't be able to outpoke Kasumi after a NH 2P since their poke speeds (i11/i13/i14) would still be too slow. Another thing to note about Kasumi is that her 5P strings are just as versatile, if not more versatile than Christie's 5P strings thanks to Kasumi's superior High/Mid/Low mix-ups. When Kasumi does PP~, you're gunna have to make a guess in some way to get out of the situation. Her 5P strings and free cancel ability are also assisted by a significantly stronger throw game than Christie which can be devastating if you let her have her way with you. Speed isn't saving Christie's ass here.
Kasumi's Neutral Pokes
P = i9/ -3 on block/ -2 on hit/ 10 dmg (High P)
6P = i11/ -9 on block/ -8 on hit/ 18 dmg (Mid P, 6PK & 6P2K have tracking)
K = i11/ -9 on block/ +8 on hit/ 20 dmg (High K)
6K = i15/ -14 on block/ +13 on hit/ 20 dmg (Mid K, Tracking)
2P = i12/ -4 on block/ -1 on hit/ 5 dmg (Low P)
2K = i14/ -9 on block/ -8 on hit/ 10 dmg (Low K)
P+K = i14/ -14 on block/ -10 on hit/ 20 dmg (Mid P, Tracking)
3K = i14/ -8 on block/ +4 on hit/ 24 dmg (Mid K, 3KK has tracking)
1K = i20/ -16 on block/ +14 on hit/ 23 dmg (Low K, Tracking, Trip Stun on NH, Unsafe)
1P = i16/ -10 on block/ -9 on hit/ 12 dmg (Low P)
4P = i12/ -9 on block/ -7 on hit/ 18 dmg (Mid P)
3P = i13/ -9 on block/ -8 on hit/ 20 dmg (Mid P)
H+K = i17/ -13 on block /+23 on hit/ 26 dmg (High K, Tracking, Stumble Stun on CH)
4K = i16/ -9 on block/ +19 on hit/ 23 dmg (High K)
Strings off of Initial Pokes
P
PPPPP (HHMMH) (Unsafe)
PPPKP (HHMHM) (Tracking, Unsafe)
PPPKK (HHMHM) (Safe)
PPP2K (HHML) (Tracking, Unsafe)
PP6PP (HHMH) (Unsafe)
PP6PKK (HHMMM) (Tracking, PP6PK is safe on block, Unsafe)
PP6PK2K (HHMML) (Tracking, Unsafe)
PP6P6KP (HHMMH) (Unsafe)
PP6P6KK (HHMMM) (Unsafe)
PP6P2K (HHML) (Tracking, Unsafe)
PPKK (HHHM) (Tracking, Unsafe)
PPK2K (HHHL) (Tracking, Unsafe)
PP7K (HHM) (Very Unsafe)
PP6KK (HHMH) (Tracking, Semi-safe)
PP6K2K (HHML) (Tracking, Unsafe)
PP2K (HHL) (Tracking, Unsafe)
P6PP (HMM) (Tracking, Unsafe)
P6PK (HML) (Tracking, Unsafe)
PKKP (HHHM) (Tracking, Unsafe)
PKKK (HHHH) (Tracking, Unsafe)
PKK7K (HHHM) (Very Unsafe)
PKK6K (HHHM) (Unsafe)
PK3K (HHM) (Tracking, Unsafe)
PK2K (HHL) (Tracking, Unsafe)
6P
6PP (MH) (Unsafe)
6PKK (MMM) (Tracking, 6PK is safe on block, Unsafe)
6PK2K (MML) (Tracking, Unsafe)
6P6KP (MMH) (Unsafe)
6P6KK (MMM) (Unsafe)
6P2K (ML) (Tracking, Unsafe)
K
KKP (HHM) (Tracking, Unsafe)
KKK (HHH) (Tracking, Unsafe)
KK6K (HHM) (Unsafe)
KK7K (HHM) (Very Unsafe)
K3K (HM) (Tracking, Unsafe)
K2K (HL) (Tracking, Unsafe)
6K
6KK (MH) (Tracking, Semi-safe)
6K2K (ML) (Tracking, Unsafe)
2K
2KK (LH) (Unsafe)
P+K
P+KP (MM) (Tracking, Unsafe)
P+KK (ML) (Tracking, Unsafe)
3K
3KK (MH) (Tracking, Unsafe)
1P
1PP (LH) (Unsafe)
4P
4PP (MH) (Unsafe)
4PKK (MMH) (Unsafe)
4P2K (ML) (Tracking, Unsafe)
3P
3PPP (MMH) (Unsafe)
3PKP (MHM) (Tracking, Unsafe)
3PKK (MHM) (Safe)
3P2K (ML) (Tracking, Unsafe)
H+K
H+KK (HM) (Tracking, Unsafe)
H+K2K (HL) (Tracking, Unsafe)
4K
4KP (HM) (Tracking, Unsafe)
4KK (HM) (Safe)
As you can see Kasumi has a shitload of mix-up potential off her strings. Hell, she can practically mix you up for days off of just her 5P strings. However, you may notice that if Kasumi does finish pretty much any string, she'll be left unsafe. The only exceptions really are her strings based off of 4KK or 6KK. Unlike Christie for the most part, Kasumi has genuinely dangerous lows. 1K, and any variation of her 6P2K provide a considerable amount of frame advantage on NH allowing her to easily open up a defensive opponent, particularly when in close. When Kasumi is attempting to pressure with her 5P strings, prioritize PP2K, because that low is a pain in the ass and is very abusable if not defended against. In other words if you see Kasumi throw out PP, prioritize crouching. This will beat out PP2K, and PP~Grab. However, this will inevitable influence Kasumi to perform strings such as PP6P, PPP, and PP6K. If you get hit by the mid, SE the stun to force Kasumi to use a quick follow-up. To be honest, to institute the most damage control, you're pretty much gunna have to guess between PP2K/PP~Grab, and PP~Mid, though PP2K can become a huge nuisance if you're not able to react to the low.
The poke with the next best mix-up ability is 6P. 6P doesn't exactly have the sheer wealth of follow-ups that 5P has, but its mix-up capability is definitely comparable. 6PK, is an incredible poke for Kasumi. It's a fast follow-up to 6P that tracks, causes a decent stun on CH, and is safe on block due to pushback (despite being -12 on paper). Kasumi can basically throw out this poke to no consequence. To top it off the string has heavy delayability and two follow-ups: a Mid K & a Low K, both of which also track. It's very easy to get thrown off by 6PKK & 6PK2K if the opponent is just poking with 6PK regularly. Technically the 2nd hit of 6PK is holdable, but that needs impeccable reactions along with a solid read. 6PK, can be mixed up with 6P2K, which stuns on NH and knockdowns on CH (setting up Kasumi's solid oki pressure). The 2nd hit of 6P2K is technically reactable, but if the opponent is mixing in 6PK well, that will be very tough to do. You're unfortunately going to have to read the opponent's habits and punish 6P2K whenever you block it. A big counter to fighting Kasumi is learning to block her lows. Any variation of 1K or 6P2K should receive priority. If you can't defend against her lows, she will run circles around you and have a field day.
Kasumi's Forward-Facing Throws
H+P i5/ 45 dmg (Breakable, Can induce environmental damage)
6H+P i7/ 50 dmg (Standard punish throw, has walled version)
46H+P i7/ 25 dmg/ grants +10 (Reset pressure throw)
4H+P i10/ 56 dmg (Position switch throw, has walled version)
66H+P~T i7/ grants +10 + BT (Breakable, can set up guaranteed combos)
66H+P~2T i7/ 55 dmg (Breakable, has walled version)
236H+P i12/ 18+15 dmg (Launcher throw, can induce ceiling hits)
214H+P i12/ 62 dmg
33H+P i17/ 68 dmg (Long-reaching, "delayed" throw, optimal for punishing whiffed holds, has walled version)
8H+P i29/ 56 dmg (Jumping throw)
8H+P~T i29/58 dmg (Jumping, position switch throw)
HOS~T i39/ 60 dmg (Stance throw)
9P~T i5/ 56 dmg (Stance, jumping throw)
9P~T~T i5/ 58 dmg (Stance, postion switch, jumping throw)
Despite being the fastest character in the game, Kasumi has a deceptively versatile throw set. She quite frankly has a throw for almost every situation. Oh you thought you could block? There's 33T, 214T, and 236T for damage, and 46T for frame advantage. Need to get out of a corner? You've got 4T & 66T~T as an escape plus some decent damage. Whiffed a hold? 33T, 214T and 236T will make you think twice about that. You also don't want 236T to chuck you into the ceiling too unless you like being used to decorate the walls afterwards.
So when you're dealing with Kasumi's 5P strings and free cancel capability, these are the kinds of throws to worry about. 33T, 236T & 214T are the most dangerous and 66T~T can set up quite a lot of damage if you're unable to break it. 46T is not as common, but can be quite jarring and a nuisance if used regularly since it comes off as very sudden and provides Kasumi with +10 frame advantage. If you get hit by this throw, the best course of action is to fuzzy guard with 33H any follow-ups. For the jumping throws like 8T, try to crouch or high crush them on reaction. Any potential attacks that Kasumi can toss out of 9P are high, so there's no reason to remain standing when you hear her signify that she's going to jump at you. For HOS~T, most characters would have to guess between HOS~K & HOS~T. However, Christie's one of the few characters that can pretty much negate the mix-up with JAK, which will crouch the highs and sidestep HOS~K. The most common move to enter HOS is 66PP6 which is a mid-range Mid-High GB. If you block the 1st hit, the 2nd hit is duckable or holdable on reaction. If you do block 66PP6, Kasumi will be at +4 and you will be treated to a HOS mix-up. If Kasumi does just 66PP, the move will become a negative GB and she will be at left at -7.
This will be one of the MU's where it may not be best to fight in close range, though Christie can definitely take the fight to Kasumi in close if she has the advantage. A recommended range would be to fight Kasumi outside of her PP & 6P ranges. The less that you have to deal with Kasumi's 5P & 6P strings, the much harder it is for her to win. In fact, unlike Christie, Kasumi is a bit vulnerable to strong keepout. Don't get me wrong, Kasumi does have the tools to get in on her opponent from a distance and stay in on them, but she's not going to be beating any tough opponents by fighting at range predominantly. So if you can try to attempt a spacing game on her, that may be preferable. You can use JAK backdashes (2P+K~44/8P+K~44), to aid in maintaining distance along with poking through the use of 4K, 2H+K~, or 6P. With good spacing you can also attempt to whiff punish something with 214P for a very juicy SDS. Kasumi can keep JAK in check with her i14 tracking mid P+K, so you can't really abuse JAK that much. Also take note that Kasumi does possess parries, though they don't grant her much advantage. They do allow her to switch positions however if she was to be trapped in a corner for instance. She also has an Expert Mid K Hold, which has the ability to cause ceiling hits. Ouch.
It's hard to tell which way this MU swings. Due to the overall versatility of Christie's moveset, it feels like the MU may be slightly in her favour, but Kasumi's toolset and superior Mid-High-Low mix-up game and throw game can definitely hurt Christie if Kasumi is able to get her offensive pressure started. Basically Kasumi's one of those characters that can get in on you, and then stay on your ass all fight thanks to her great oki pressure (be careful of 4H+K which FT's and is safe on block). I was leaning towards 5.5-4.5 at first, but overall I'd have to rate the MU a 5-5. Kasumi's too much of an annoying little fly in close to allow this MU to roll in Christie's favour. Do what you can and swat her down!