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KOF Cyberfanatix 3.0 - SNK community > Cyberfanatix 3.0 > Gameplay Discussion > The King of Fighters > Kof 2k2UM - Kasumi
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Author Topic: Kof 2k2UM - Kasumi  (Read 2906 times)
killeriori
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Kof 2k2UM - Kasumi
« on: 28 of February of 2010, 12:52:18 am »

You can cB, cB, cA into qcb+A (x3) for easy combo
-s.C, f+A [1 hit], BC run, s.C, f+A [2 hit], hcb,f+C [3 hit], qcb+C, qcb+C, qcb+D [1 hit] SC to qcfx2+A
-s.C, f+A[1hit], BC s.C, f+A[1hit], hcb~f+C[3hits], qcb+P, qcb+P, qcb+B, qcfx2+AC HSDM
-[any start], hcb~f+C (3 hits), qcb+A (1 hit), qcb+B (1 hit), qcfx2+C
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SmokeyTheBear
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Re: Kof 2k2UM - Kasumi
« Reply #1 on: 28 of February of 2010, 07:34:03 am »

Quote from: killeriori on 28 of February of 2010, 12:52:18 am
You can cB, cB, cA into qcb+A (x3) for easy combo
-s.C, f+A [1 hit], BC run, s.C, f+A [2 hit], hcb,f+C [3 hit], qcb+C, qcb+C, qcb+D [1 hit] SC to qcfx2+A
-s.C, f+A[1hit], BC s.C, f+A[1hit], hcb~f+C[3hits], qcb+P, qcb+P, qcb+B, qcfx2+AC HSDM
-[any start], hcb~f+C (3 hits), qcb+A (1 hit), qcb+B (1 hit), qcfx2+C

I remember discussing Kasumi combos in the old forum before.
Generally, after MAXing and getting hcb,f+C in, it is best to do it like the third combo, and only get one hit qcb+A, then one hit qcb+B, so that qcfx2+C gets full hits in and does more damage.

Variations of this combo may look flashier with additional qcb+A, but do poorer damage because qcfx2+A will only hit once.
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Remxi
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Re: Kof 2k2UM - Kasumi
« Reply #2 on: 03 of March of 2010, 12:54:19 am »

HSDM is an anywhere juggle, so you can connect it after qcb+K but also hcb,f+P as long as you reset them first. I recommend using maxmode bypass with far s.D because it moves you closer to them, kinda like a kara activation. You can use a variety of other ground normals to do this (e.g. far s.C, f+A).

example: j.D, s.C, f+A, hcb,f+P, s.D, qcf+BC, qcf+AC
« Last Edit: 03 of March of 2010, 03:53:30 am by Remxi » Logged
Don Vecta
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Re: Kof 2k2UM - Kasumi
« Reply #3 on: 21 of March of 2010, 12:07:56 am »

Rule of gold with Kasumi: Abuse jD!!

Really. Never expected that fucking kick can be so damn annoying and trumps a lot of shit. Hell, even traded off some now-formerly-godtier-air2airs like Ryuji's jC, Mature's jC, hell, even fucking Terry's jB!
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Kei
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Re: Kof 2k2UM - Kasumi
« Reply #4 on: 22 of March of 2010, 01:09:26 pm »

Quote from: Don Vecta on 21 of March of 2010, 12:07:56 am
Rule of gold with Kasumi: Abuse jD!!

Really. Never expected that fucking kick can be so damn annoying and trumps a lot of shit. Hell, even traded off some now-formerly-godtier-air2airs like Ryuji's jC, Mature's jC, hell, even fucking Terry's jB!

Not to mention that after countering people air to air would result in another jump D which does quite a bit of damage as well. It also sets up a few reset options like dwn C~max-->run up behind or j. D-->j. D cross-up and other Bullsh_ttery.
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J]-[UN
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Re: Kof 2k2UM - Kasumi
« Reply #5 on: 30 of March of 2010, 12:23:36 am »

One of the better strats I've used against kasumi abusers (other than basically just locking her into a corner and making her whiff qcbB) is to mess up the range on her normals.

Eg I'd stand relatively close to her during wakeup then suddenly hop backwards just as she recovers so if my opponent was trying to Stand C/D they would instead get that horrible far C/D (especially C) animation while I jump in to combo. If she tries to hyperjumpD over you, an immediate vertical/jump back attack will usually beat her jump D.

She's pretty horrible at zoning with her normals.
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Re: Kof 2k2UM - Kasumi
« Reply #6 on: 30 of March of 2010, 12:56:39 am »

but her far D it's not THAT bad, is it? Sometimes I feel comfortable to poke with it.
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Re: Kof 2k2UM - Kasumi
« Reply #7 on: 30 of March of 2010, 07:00:30 am »

Its quite vulnerable against those quick high jumps due to the active frame startup....farB is a safer bet since you can recover and block in response to a high jump.

Kyo's and Xiangfei's far Ds are really safe though :x
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Krusan
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Re: Kof 2k2UM - Kasumi
« Reply #8 on: 21 of January of 2011, 10:22:01 am »

I hope this is the right place to ask about this:
I have been trying to reproduce the kasumi bug shown here
Kof 2002 UM Kasumi Bug Tutorial
but with no success, and several questions arise:
In wich versions of the game does this work? I have been trying on ps2 version and xbox360, but never worked. I think there is another "2.0 version" for 2002UM. Was there that bug corrected? How do I know wich version I have? Does this work on practice or only on vs?
Thanx to anyone knowing that info and/or sharing any tips.
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Re: Kof 2k2UM - Kasumi
« Reply #9 on: 21 of January of 2011, 11:48:27 am »

check it out here

http://cyberfanatix.com/forums/index.php/topic,1403.0.html
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Re: Kof 2k2UM - Kasumi
« Reply #10 on: 21 of January of 2011, 02:50:32 pm »

Thanx for the answer.
There is one aditional translation there than the one I have read, and it seems more clear.
So, Kasumi has to perform the DFCS WHILE it´s hit, not before as shown in the vid. I was trying with Kasumi doing it before, that´s why it didnt´work, I suppose. I´d try the other method and post the results.
Should it work in both ps2 and xbox360 versions? Both in training and vs?
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Re: Kof 2k2UM - Kasumi
« Reply #11 on: 22 of January of 2011, 02:13:44 am »

it seems so, in the video they made the move before to show which move it's supposed to be... guess mostly as a detailed explanation.

But yeah, seems it's working at least in the PS2 version does work.
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Krusan
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Re: Kof 2k2UM - Kasumi
« Reply #12 on: 23 of January of 2011, 03:24:06 am »

It´s confirmed: It works too on the xbox360 version on practice mode. The timing for it to work is very strict, it seems, cos I only have done it 2 times of many tries.
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Re: Kof 2k2UM - Kasumi
« Reply #13 on: 10 of March of 2011, 05:36:25 am »

After some hours exploring around that bug, we have done a vid:
KOF 2002 UM -The Kasumi bug dossier-

The bug works on ps2 and xbox360 and I´m not sure if "counter" is indeed needed. As shown, you can activate the bug not only with DM/SDM/HSDM, cos you can also activate it with special moves. Special throws (other than the multi-hit ones like Robert, Andy, etc.) and fireballs can not activate the bug, from my knowledge, and the character hiting Kasumi must do it in a grounded state. With special moves with follow-ups, you can max cancel from the follow-ups too. Some other strange bugs may happen too.
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