User:K A S U M I

K A S U M I 's Kasumi Guide
This is simply for knowing Kasumi's strongest of.. Everything.

Best Hold Bait
The best hold bait, is obviously the easiest move to use.

PPPP (P) The last P, many people attempt to hold, and you could use a throw.

KK (K) The final K is another thing you could throw against.

F+K (6) During Kasumi's Hashinpo (sp?) Many players suspect Kasumi of using a mid K or mid P.

Luckily, she also has a throw after the 6/4. It's very easy to see if they duck or not, so attack then.

Throws
Basically, Kasumi's strongest throw (alone) is her 33 F+P.

Her 236 T (DOAD) or 6 F+P throw makes a decent air juggle, if you know what you're doing.

The strongest combo for that juggle I've found was her PPP, P 6P 6 KK.

However, it doesn't work on all characters.

Kasumi has three Offensive Holds. 236 F+P(DOA4) or 66 T(DOAD) is her main standing one.

8 T/F+P is an unescapable combo offensive hold, and if you do not continue the combo, it is possible to

send the opponent down stairs. (or other things)

Her last one is 3 F+P/T. (low throw) It is recommended that you use this under a low ceiling,

otherwise use 2 F+P / T for an air juggle.

Holds
Her unique hold, (Sakura-Madoi?) 9F, or 3F,

will parry either a high, mid or low.

9F in DOA4 can hold high kicks, and high punches.

3F in DOA4 can hold mid kicks and mid punches.

However in DOAD 9F holds all highs and mids, while 3F catches lows.

Yet in both, this hold will teleport Kasumi to the other side of the opponent with no damage,

but she goes to her Hashinpo stance, closing space and (unsure if it guarantees, depends on recovery frames.)

guarantees KK, P or F+P.

Kasumi's 6F/H (mid kick hold, not jumping) will also guarantee an air juggle.

Other
She only has one taunt so far, 464 F+P+K. In DOA4, when finishing her story mode,

when the screen fades dark her taunt releases sakura petals, which can still be seen through the black

screen.

Even though Ayane, Kasumi's sister has a tag throw both ways, they do not have any kind of

entrance together or ending. In DOA3 their transition to neutral stance somehow

syncronizes (major sp?) together as if they meant to do that at the same time.