Strengths (top)
- Kasumi is one of the fastest characters in the game (9 frame jab, 11 frame mid), allowing her to get a plethora of counter-blows
- Due to her speed she excels at pressure and mix-ups through using free cancelling and string delays
- She has high damage output on juggles (30% - just over 50%)
Weaknesses (top)
- She is highly unsafe, any move or string that isn't
/ 
, 

, or 
is throw punishable on block even if measures can be taken to ensure safety (fuzzy guarding or throw escaping)
- Her strikes are weak if they do not connect on counter-hit
Recommended Moves (top)
Punches (top)

- Gives +1 on counter-hit. Get the opponent to respect the jab and it's followups and you are golden.


- A 12 frame high crush that is only -1 on normal hit. Depending on your opponent's character, you can apply pressure after connecting with this move. It is a instant high crush with greater speed although less payoff than


.



- As one of her better pokes, it is safe and a nice way to end pressure. Always make sure you are in range for it. If you really want to go for the low sweep finish just understand you are taking a gamble.


- With a patch, this move has become -9 on hit so you are taking a risk if you are trying to poke with this. It is a instant tech-crouch so use it for that purpose mainly.


- This move is one of her deepest stuns and has a natural combo in



if you do not delay the string.


- This poke has some range to it though all of its followups are unsafe.
Kicks (top)


-This kick is a low crush and has a bounce on counter hit that you can follow with a small combo like




. It wall splats when the opponent is stunned, allowing you to follow with a wall juggle. You can also use this at max threshold for a bounce and follow with





plus a teleport ending of your choice. It's first follow-up



is safe if you fuzzy guard and buffer a throw escape. The second one,



is unsafe but will hit people who are trying to crouch or low crush.
- Causes a turnaround stun on critical-hit and high-counter-hit. It allows you to follow with 
(depends on the space between Kasumi and her opponent) or the guaranteed 
into 



with a teleport ending.


- This move causes a sit-down stun and guarantees follow-ups to go for a critical burst. However, it is only +18 on a opponent that is slow-escaping, meaning that she get's no longer a guaranteed launch like in the pre-patch version.


- This is a poke with distance to it. Unfortunately it lost it's wall splats with patch version 1.03. It gives Kasumi +4 on NH so its enough to get her pressure started.
Other (top)


- This move closes the gap between you and your opponent. The kick followup (



) is unsafe, the punch (



) is safe if you fuzzy guard and buffer a throw escape. The throw (



) will connect if your opponent doesn't strike or crouch. She can do her


flip if you hold

or

as well.


- Can be used to hop over wake-up kicks. If you press

on block she will do a hop kick into teleport.

gives +1 frame advantage and


allows you to do the followups mentioned above.
Moveset & Combos (top)
Check out her
combo thread for more information and discussions.

- Free Cancel
Launcher (top)
High Launcher (top)



(Only on counter-hit)

(On counter-hit or if the opponent is stunned)
Mid Launcher (top)


- (Only when it breaks the threshold or when it is used after you connect with


)









(If the opponent is stunned)
Low Launcher (top)



(as part of the string, the second kick launches if the opponent is stunned)
Throw Launcher (top)




Hold Launcher (top)



Basic Combos (top)





,


,






,
Critical Burst Combos (top)
Usable if your opponent is stunned, e.g. on counter-hit. Note, that none of these combos is guaranteed.


,







,


,


,


,

Wall Friendly Combos (top)
Usable if your opponent is stunned, e.g. on counter-hit. Otherwise, he won't get launched high enough.



,


,





,



,


,





,



,


,





,



,


,




,



,


,




,



,


,




,



,


,






,



,


,






,



,


,






,



,


,





,


,





,



,


,





,



,


,






,


,






,



,


,






,



,


,



Power Launcher Combos (top)
Light/Middleweight:


,




,


,





,


,


,




,


,



,


,

Heavyweight:


,




,


,

,





Super-heavyweight:


,




,


,







,




,


,



,


,

Ceiling (top)
Heavyweight:


,



,



,


,




Super-heavyweight:


,



,



,


,



"No Timing" - Power Launcher Combos (top)
For information about the format of these combos go
here.
No Wall (top)
Featherweight:


, (

)


,






,





,

Light/Middleweight:


, (

)




,

,





, (


),


,




,







,







,







,


,








, (


)






,



Heavyweight:


(

or


)






,





,

Wall required (top)
Featherweight:


, (


)



,


,



,



Light/Middleweight:


, (


)



,


,



Minimal Launch Height Combos (top)
Using High Launcher (top)
Featherweight:


,





,


,







,




,


,

Heavyweight:


,




,


,




,


,





,


,


,



,



,


,




,



,



,


,






,






,











,


,





,



Super-heavyweight:

,


,




,


,


,



,



,


,





,



Using Mid Launcher (top)
Light/Middleweight:


,


,



,


,


,

,





,


,

,






,


,

,







,


,






,




,




,






,




Heavyweight:



,







,


,






,


,


,



,


,






,


,







,


,




,



,


,







,



,


,






,



,


,







,



,


,







,




Super-heavyweight:



,






,






,







,






,




Medium Launch Height Combos (Counter-hit) (top)
Using High Launcher (top)
Featherweight:


,





,


,

Heavyweight:


,






,





,


,

Super-heavyweight:


,





,


,



Using Mid Launcher (top)
Light/Middleweight:



,


,


,


,



,


,

,

,





,


,

,







,






,


,

Heavyweight:



,






,




Super-heavyweight:



,




,



,



Maximum Launch Height Combos (Critical Burst) (top)
Using High Launcher (top)
Featherweight:


,





,


,



,


,



,



,


,





,



,


,


,


,

Light/Middleweight:


,





,


,



,




,


,

,




Heavyweight:


,




,


,

Super-heavyweight:


,





,


,

Using Mid Launcher (top)
Heavyweight:


,


,

,

,






,


,






,




,






,




,





,




Throw Juggles (top)
Featherweight:


,



,

,




,



,




,





,


,



,


,

Light/Middleweight:


,




,


,

,






,




,

,




,


,



,


,




,




,

,





,


,




,




,

,



Heavyweight:


,




,


,

,

,







,


,





,

,

,



,


,






,




,


,

,

,




Super-heavyweight:


,


,

,




,


,



,

,

,



,


,





,




,


,

,






,



,

,




Hold Juggles (top)
Light/Middleweight:


,




,


,

,





Heavyweight:



,




,


,

,






,

,

,



,


,






,


,




,


,



,


,



,



,


,





,



,


,




Super-heavyweight:



,




,


,

,







,


,

,






,


,





,


,



,


,



,



,


,





,




,


,



,


,

