Since this thread actually serves as a purpose for Kasumi's defense, I'll delete my last post to avoid double-posting & just post what I typed up on a document here for players pertaining to her defensive options:
66K & 66P are both her main whiff punishers that she uses along with her variants out in space (See Kasumi guide for variants & tutorial for idea range). Her idea range that she uses them is either within character's range or just right outside of character range. An example would be right at the start of the fight before any character begins moving (characters are allow to move at the beginning of the fight).
3P+K is her gap closing tool. If you're completely out of range at any time, use 3P+K to close the gap, but be careful. Use good precision when using it. Some characters have the tendency to bait her into using it in order to whiff punish her.
Her normal
parries are also extremely useful
(3H & 9H). They grant her frame advantage. If she gains +7, then she gets guaranteed a combo. This is when you're up close, opponent is on the attack, & then you make a read on their moves. Be sure to go inside the lab with each character & test their important moves with the parries to see what Kasumi gets after them. Along with these are her expert mid kick hold,
46H, which gives her a free juggle combo opportunity (see combo thread for juggles).
5T – A neutral throw that comes out at 5 frames. Best used for moves that are -7 on block. Yes, they can throw break the throw, but it’s still a good option to keep your opponent in check to let them know that they’re not going to just use a semi-safe move. This exchange is well worth it.
6T – Her BnB punish throw. Any move that is unsafe (-8 or more), this is a go-to throw punish. This is extremely consistent if all else fails. Always use this throw. It comes out at 7 frames, which is relatively fast. 236T can be used in some situations to punish, but the move has to be horribly unsafe to the point that this or Hayabusa's Izuna Drop Throw could punish it.
So stick to this punisher at all times, especially if you're a new player.
1T – Another go to throw for low throw punishment. It is guaranteed punishment as well as a juggle follow up. Make sure that you have a combo for this throw so that you take advantage of the situation
6P – 11 frame mid that crushes jabs of all characters, but must be done with precision. 6P also has a hitbox issue. So it may not be good a good idea to keep using it in a match against character whose hurtbox window generally isn’t affected by it.
8P – A mid that crushes lows. It is -5 on block.
4P – 12 frame mid that also possesses crush properties, ducking under some mids as well as highs. 4P also works when 6P isn’t good. In matches where 6P’s whiff is noticeable, replace it as 4P. 4P can also be used as a tool to whiff punish out in space whiff (if used correctly). It has decent enough reach to use in a certain range (See Kasumi’s tutorial in the guide for idea range or her match videos).
33P - A mid punch crush that launches on counter hit. So you have small juggling potential once this hits.
1P - A simple defensive counterpoking tool. It has taken some hits in recent patches, but it still serves for this purpose. Relatively slower than 2P however.
2P – A 12 frame low that instantly crushes highs & mids.
3K – 3K is -8 on block. While it’s not a tool that you would use to whiff punish with, it has decent reach in order to space with & catch opponents who attempt to run in on you in her idea range. It is also a move that keeps you out of throw range out in space, so you don’t have to worry about the majority of characters punishing it in that scenario except for grapplers (Tina, Bass, Leon, Bayman, Mila, etc).
6P6K – One of her state of the art strike punishes against moves that are unsafe on an opponent’s back turned. It’s a guaranteed punish that gives you a combo situation against moves that are -7 or more. You also add the 5 frames that it takes to recover from the back so even if it’s -7, it’s really -12 added together. Do the math. The opponent attempting to hit buttons after Kasumi blocks a move that is horribly unsafe leaving them in a back turn state will make things 10 times worse as her damage doubles. So even when they attempt to follow up after you block them on back turned, then this plays in your favor. Make sure that you have a consistent juggling combo to follow up with (See combo thread, preferably her BnB PKK7K 6P+K KK string for this tool). It works that same way for her parries.
4PK – 4PK is a strike punishment launcher just like 6P6K with the very same situations except for juggling potential & damage output. If you’re not consistent with 6P6K’s input, then stick to this. Just make sure that you take advantage of the juggling potential (see combo thread).
6PK – 6PK is guaranteed just like 4PK & 6P6K in every scenario. It also stops sidestepping move if they attempt it. If you feel that you need or want to take a risk & go for a mixup opportunity, then go for it. Just make sure that you weigh your options in this situation.
P+K/P6P - Simple move that stuffs sidestepping. Very useful scoring a counterhit going into your offense.
Examples of unsafe moves that leave opponents in back turned states for 6P6K, 7K, 6PK, & 4PK punishment.
- Ayane: 3PP, 4P
- Lei Fang: 33P+K
- Hitomi: 4H+K
- Ein: 4H+K
- Rachel: 4H+K
- Kokoro: 7K
Again, be sure to go into the lab & see what each character has that is unsafe & leaves them in a back turned state.
These are key defensive tools when using Kasumi. Learn them & go over them. They are key in each match up. Discuss anymore defensive tool that she has that you can utilize against other characters.