Kasumi Todoh/Move List

Overview
Kasumi is a Grappler character with an emphasis on defensive play and her Parries.



In most of her appearances, she's a relatively straightforward character with a very simple gameplan. What her Kasane Ate lacks in range and travel, it makes up for in sheer utility, being one of her most versatile tools in her kit. She can use it like a conventional short-range projectile (similar to the Kyokugenryu Ko-Ou Ken), a ranged poke, or even an approach tool, since she can also perform it in the air.

Additionally, Kasumi also has a very devastating command grab in Tatsumaki Souda which, while not quite a command grab, can definitely be treated like one since it only works up close and is unblockable. Prior to KOF XI, the move even lacked a whiff animation, making Kasumi that much more dangerous up close.

And speaking of which, while Kasumi is an innately defensive character, she isn't lacking in offense at all, either - her Senkou Nagashi "rekka" series is an incredibly fast series of sequential attacks that in most of her appearances, usually leads to a hard knockdown (meaning it can't be recovered from). KOF XI also added the ability to feint it with + after the third hit, adding to its dangerous mixup potential.

One of Kasumi's signature tools, however, is her series of reversals. Messhin Mutou (+) works against jumping (high) attacks and overheads, while Sasshou Inshuu (+) counters mid (or standing; in most cases) attacks. KOF ' 99 also gave her the ability to counter against low attacks with Hanshin Morote Gaeshi (+ or + in XI). Against a Kasumi player that is constantly on the watch for any slip-ups or holes in your offense, this reversal can prove to be very difficult to deal with as a result.



Overall, Kasumi is a relatively simple character with a basic gameplan that relies on fundamentals and hard reads. If you're into a character that can also ruin an overly aggressive opponent's day with some well-placed parries, then look no further.

SNK vs. Capcom series
To be added soon...

Trivia

 * Much like Ryo's Hien Shippuu Kyaku back in KOF XI, Kasumi could also perform her Tenchi Shuuten with [[File:QCB Input.png]]+[[File:Arcade Button Kick.png]] instead of the entire half-circle input. The reasoning for this is unknown.
 * On the topic of Tenchi Shuuten, despite its intended purpose as an anti-air, it can actually grab grounded opponents as well so long as Kasumi is standing near the opponent. The move remains the same otherwise, however.