Difference between revisions of "The King of Fighters '98 UMFE/Kasumi Todoh"

From Dream Cancel Wiki
Jump to navigation Jump to search
 
(29 intermediate revisions by 5 users not shown)
Line 2: Line 2:
  | __TOC__
  | __TOC__
  |}
  |}
[[File:kyo98umfekasumi.jpg]]
<section begin="image"/>[[File:kyo98umfekasumi.jpg]]<section end="image"/>
[[File:Notationkof.png|left]]
[[File:Notationkof.png|left]]
[[File:Kof98umfekasumimovelist.png|left]]
[[File:Kof98umfekasumimovelist.png|left]]
<br clear=all>
<br clear=all>


== Introduction ==
{{StrengthsAndWeaknesses
|ext=jpg
| description =Kasumi is a midrange zoning character. Her main zoning tool is her ground and air projectile, which comes out fast, has good range, and is pretty safe. This move makes it very hard for fireball zoners to effectively zone her out, and allows her to build meter pretty safely. She also has access to counters that she can use to call out predictable attacks. For confirms, she has access to a nice rekka that she can use from both lights and heavies, which gives her a hard knockdown.  Her main weaknesses are a lack of mixups and no real invincible reversal.}}
== Changes from Previous Versions ==
'''98UM to 98UMFE'''
Specials:
* Air qcf+P has 5 frames less recovery on landing
* dp+K now has no pushback, but has damage reduced from 14 to 5
* hcf+D damage increased from 20 to 26


== Normal Moves ==
== Normal Moves ==


'''Close'''
'''Close'''
*cl. A/B/C/D are cancel-able.
*cl. A: chain-able into itself and cl. B.
*cl. B: hits mid.
*cl. C: Good combo starter.
*cl. D: A bit slower than cl. C.


'''Stand'''
* cl.A: Chainable and cancelable.
*Far A/B/C are cancel-able.
 
*Far A: Can stop hops.
* cl.B: Hits mid. Cancelable.
*Far B: Slower than far A, but has more range.
 
*Far C: Kasumi steps forward with a chop, then goes back to where she was. Whiff-cancelable.
* cl.C: Good combo starter. Cancelable.
*Far D: Far D is a good poke.
 
* cl.D: A bit slower than cl.C. Cancelable.
 
'''Standing'''
 
* st.A: Can stop hops. Cancelable.
 
* st.B: Slower than far A, but has more range. Cancelable.
 
* st.C: The coveted cancelable st.C. Goes forward then back. Cancelable on hit, block, and whiff.
 
* st.D: Good poke. Moves Kasumi forward.
 
'''Crouching'''
 
* cr.A: Chainable and cancelable on hit, block, and whiff.


'''Crouch'''
* cr.B: Low combo starter. Chainable and cancelable on hit, block, and whiff.
*cr. A/B/C/D are whiff/cancel-able.
*cr. A and cr. B chain into each other.
*cr. D is very fast for a sweep.


'''Jump'''
* cr.C: Cancelable on hit, block, and whiff.
*j. B and j. D can cross-up.
*j. C has two hits. Both are special cancelable.


'''Blowback Attack'''
* cr.D: Very fast sweep. Cancelable on hit, block, and whiff.
*CD: Has average range, but is active for a bit long.
 
*j. CD: Hitbox looks like air-to-ground, but works either way.
'''Jumping'''
 
* j.A:
 
* j.B: Can crossup.
 
* j.C: Hits twice, with both hits being cancelable.
 
* j.D: Has a massive crossup hitbox.
 
'''CD Normals'''
 
* st.CD: Has average range, but comes out pretty fast. Cancelable on hit, block, and whiff.
 
* j.CD: Hitbox looks like air-to-ground, but works as an anti-air as well.


== Throws ==
== Throws ==


'''Centipede Crunch:''' (close) b/f + C
'''Centipede Crunch:''' <code>b/f+C (close)</code>
*Kasumi grabs the opponent and sweeps the leg.
 
*Regular knockdown
* Kasumi grabs the opponent and sweeps their leg.
 
'''Snail Snuggle:''' <code>b/f+D (close)</code>


'''Snail Snuggle:''' (close) b/f + D
* The same throw as Centipede Crunch, but with different alliteration. Switches sides.
*The same throw as Centipede Crunch, but with different alliteration.
*Reverse knockdown


== Command Moves ==
== Command Moves ==


'''Elbow Thrust:''' f + A
'''Elbow Thrust:''' <code>f+A</code>


*Not even an elbow thrust, it's a downward chop that deals one hit. Overhead.
* Not even an elbow thrust, it's a downward chop that deals one hit. Hits overhead.
*Special-cancelable if cancelled into, though nothing combos from it.
 
* Special-cancelable if cancelled into, although the overhead property is lost; however, nothing combos from it.
 
* If late-canceled into, it maintains the overhead property, allowing you to slip overheads into pressure.


== Special Moves ==
== Special Moves ==


'''Ecstasy Crunch [Kasane Ate]:''' qcf + A/C (also possible in the air)
'''Ecstasy Crunch:''' <code>qcf+A/C (can be performed in the air)</code>
*Kasumi throws a wave of chi forward.
*Fairly decent zoning option.
*Soft knockdown
*Light version can be combo'd from heavy attacks.
*Heavy version has a bit more start-up, but more range.
*Move is the same for either button in the air, but does less damage. Can be combo'd into from j. C.


'''Anti-Air Ecstasy Crunch:''' dp + A/C
* Kasumi throws a wave of ki forward, creating a standard non-traveling projectile.
*Kasumi slices the air like she's using a katana, attacking above and in front of her.
*Can be used as an anti-air.
*Soft Knockdown
*Can be combo'd from heavy attacks.
*Deals the same amount of damage as Ecstasy Crunch (ground).


'''Snow Peak Punch:''' qcb + B/D
* Fairly decent zoning option, good for taking up space and nullifying projectiles.
*Kasumi does an uppercut that deals two hits and sends the opponent to the other side of the screen.
*Can be used as an anti-air.
*Soft knockdown
*Light version has Kasumi stay in place and has no auto-guard.
*Heavy version has Kasumi step forward, and has auto-guard throughout the move.


'''Dual-palm Bullet:''' qcb + A/C, '''Two-Handed Repeller:''' hcf + B/C, '''Shell Smasher:''' down, down + C
* Causes a soft knockdown.
*Kasumi's rekka. She does a shove to the opponent, tosses them to the ground, then delivers a fist.
*qcb+p must hit to perform the rest of the rekka.
*Can be combo'd into from any cancelable standing normal.
*qcb+C covers more distance than qcb+A, but is more unsafe on block.
*If you hit near the end of qcb+p's active frames, hcf+k won't come out.


'''Lightning Crack:''' dp + B/D
* A version can be combo-ed from heavy attacks.
*Kasumi sends out a grounded chi blast in front of her.
*Hits mid.
*Can be combo'd into from cl. C/D.
*Allows you to link and follow-up with either Far/cl. C, or Kasumi's rekka. Either will connect no matter how far Kasumi spaces the chi blast.


'''Invincible Body Blow:''' hcf + B
* C version has more startup, but also more range.
*Counters air normals
*If successful, Kasumi tosses the opponent into the air.
*Hard knockdown
*Can be followed up with a normal/dp+p/qcb+B/qcf+p (midair)


'''Fakeout Punch Kick Crunch:''' hcf + D
* Behaves the same in the air, but does less damage. Can be combo-ed into from j.C.
*Counters high and mid normals
*If successful, Kasumi kicks the opponent in their torso.
*Soft knockdown
*Sends the opponent across the screen


'''Hurricane Halberd Press:''' (close) hcb, f + A/C
'''Anti-Air Ecstasy Crunch:''' <code>dp+A/C</code>
*Kasumi delivers a series of four strikes. Proximity unblockable.
 
*Can be combo'd into from any cancelable normal.
* Kasumi does a smaller qcf+P in front of her at about head level.
*Can be followed up with a standing or jumping normal/j. CD/dp+p/qcf+p (midair)
 
* Can be used as an anti-air and juggle ender.
 
* Causes a soft knockdown.
 
* Can be combo-ed from heavy attacks.
 
* Deals the same amount of damage as the ground version of qcf+P.
 
'''Snow Peak Punch:''' <code>qcb+B/D</code>
 
* Kasumi does an uppercut that deals two hits and sends the opponent to the other side of the screen.
 
* Can be used as an anti-air.
 
* Causes a soft knockdown.
 
* B version has Kasumi stay in place and has very short auto-guard while her arm is raised.
 
* D version has Kasumi step forward. Auto-guard on her arm lasts longer and shows up again right before the first hit.
 
'''Dual-palm Bullet:''' <code>qcb+A/C</code>
 
* Kasumi's rekka starter. Shoves the opponent. tosses them over her, then ends with a hard-knockdown ground punch.
 
* Can only be canceled into followup on hit. Followup will not come out if this hits on its last active frames.
 
* Can be combo-ed into from any cancelable normal.
 
* C version covers more distance than A version, but is more unsafe on block.
 
: '''Two-Handed Repeller:''' <code>hcf+B/D (during qcb+P)</code>
 
:* Followup to the first part of the rekka. Kasumi tosses the opponent over her, dealing a hard knockdown.
 
:* Ending the rekka here gives Kasumi enough time to meaty the opponent with j.B or j.D.
 
:: '''Shell Smasher:''' <code>d,d+C (during hcf+K)</code>
 
::* Kasumi's rekka ender. OTG that adds more damage.
 
'''Lightning Crack:''' <code>dp+B/D</code>
 
* Kasumi sends out a grounded ki blast in front of her. Hits mid, but has a ridiculous amount of hitstun.
 
* Can be combo-ed into from cl.C/cl.D.
 
* Allows you to link and follow-up with st.C or qcb+P. Either will connect no matter how far Kasumi spaces the chi blast. cl.C also combos in the corner, or with a microwalk.
 
'''Invincible Body Blow:''' <code>hcf+B</code>
 
* Counter that counters air normals.
 
* If successful, Kasumi tosses the opponent into the air for a hard knockdown.
 
* Can be followed up with a normal, dp+P, qcb+B, or air qcf+P.
 
'''Fakeout Punch Kick Crunch:''' <code>hcf+D</code>
 
* Counters high- and mid-hitting grounded normals.
 
* If successful, Kasumi kicks the opponent in their torso for a soft knockdown fullscreen away.
 
'''Hurricane Halberd Press:''' <code>hcb,f+A/C (close)</code>
 
* Kasumi delivers a series of four strikes. Proximity unblockable.
 
* Can be combo-ed into from any cancelable normal.
 
* Can be followed up with a standing or jumping normal, j.CD, dp+P, or air qcf+P. Otherwise, soft knockdown.


== Desperation Moves ==
== Desperation Moves ==


'''Ultimate Ecstasy Crunch [Chou Kasane Ate]:''' qcf, qcf + A/C (also possible in the air)
'''Ultimate Ecstasy Crunch:''' <code>qcfx2+A/C (can be performed in the air)</code>
*Kasumi delivers a stronger variant of her Kasane Ate.
 
*Whiffs point-blank.
* Kasumi delivers a stronger variant of her qcf+P.
*Most reliably combos from Far C. Air version combos from j. C.
 
*DM hits once and reaches as far as normal Kasane Ate.
* Whiffs point-blank.
*SDM can deal up to 7 hits and travels nearly fullscreen.
 
*The number of hits and travel distance is the same in the air for both versions.
* Most reliably combos from st.C. Air version combos from j.C.
*Can be held to charge on the ground. Chou Kasane Ate has only one other level of power higher than the default, and doesn't require you to charge all the way. Wait for Kasumi to lift her front-foot (i.e. her left when facing right) during the charge animation.
 
*Not unblockable, even if charged all the way.
* Normal version hits once and reaches as far as normal qcf+P.
 
* MAX version can deal up to 7 hits, travels nearly fullscreen, and puts the opponent in a juggle state, which can be followed up only in the corner.
 
* The number of hits and travel distance is the same in the air for both versions, but must be spaced properly to maximize damage.
 
* Can be held to charge on the ground. Has only one other level of power higher than the default, and doesn't require you to charge all the way. Wait for Kasumi to lift her front foot (i.e. her left when facing right) during the charge animation. Charged version is not unblockable.


== Combos ==
== Combos ==


'''General Notes'''


*J. X, cr. Bx(1~3), qcb+p, hcf+k, d,d+p
===Meterless===


*J. X, cl. C, qcb+p, hcf+k, d,d+p/qcf+A
''Low''


*J. X, [cl. C]/[cl. A/B]/[cr. B], hcb,f+p, dp+p/SJ. CD
: <code>cr.Bx1-3, qcb+P, hcf+K, d,d+C</code>
: Basic meterless low confirm. Can stop at hcf+k to set up oki.


( Using a jump-in before cl. C may result in the opponent being pushed away far enough to avoid hcb,f+p. If not using a jump in, feel free to chain cl. A into cl. B. hcb,f+p won't connect from a second cl. A )
''Mid/Jump-In''


*J. C(1/2), qcf+p
: <code>(j.X), cl.C, qcb+P, hcf+K, d,d+C/qcf+A</code>


*hcf+B (counter), dp+p/qcb+B
: <code>(j.X), cl.C, hcb,f+P, dp+P/j.CD</code>
: j.CD ender must be done off of a superjump. Using a jump-in before cl. C may result in the opponent being pushed away far enough to avoid hcb,f+p.


*Cross-up j. B/D, cl. C, dp+k, far C, qcb+p, hcf+k, d,d+p/qcf+A
: <code>(j.B/D,) cl.C, dp+K, st.C, qcb+P, hcf+K, d,d+C/qcf+A</code>
: j.B/D must hit crossup. In MAX mode, use qcf+A to end this combo, as d,d+C will not properly connect, even without the jump-in.


( In MAX mode, use qcf+A to end this combo, as rekka will either miss or not be executable by hitting during the end of qcb+p, even without the cross-up. )
===With Meter===


''Anywhere''


''Combos into DMs''
: <code>cl.C, dp+k, st.C, qcfx2+P</code>
*Far C/cr. C, qcfx2+p
: A fairly reliable combo into DM.


*j. C(1/2), qcfx2+p (midair)
''Corner''


*cl. C, dp+k, far C, qcfx2+p
: <code>cl.C, dp+K, st.C, qcfx2+AC, dp+p</code>
: Advanced mode only.


*[stun], MAX activation, qcfx2+p [charge]
: <code>dp+K, cl.C, dp+k, st.C, qcfx2+AC, qcfx2+AC, dp+P</code>
: 100% combo. Requires you to have 5 Advanced meter stocks, be in the corner, have MAX activated, and land a raw dp+K, but it's there.


== Strategy & Tips ==
===With Quick MAX===
 
: <code>(optional jump-in) cr.B, qcf, cr.B, qcf+ABC</code>
: The quickmax bypass allows either the DM or SDM version of Chou Kasane Ate to combo from cr.B. Very good in every scenario except when in the corner with red health, as a lot of damage from SDM Chou Kasane Ate is lost.
 
''Corner Only''
 
: <code>cl.C, dp+K, ABC, cl.C, dp+K, st.C, qcb+C, hcb+K, d,d+C</code>
: Requires a microwalk (chose Dash) or quick run (chose Run) after the MAX activation.


Kasane Ate is a lot bigger than all its iterations from '99 onwards and is still useable in the air. Use it for pressure or to zone someone in the corner.
: <code>cl.C, dp+K, ABC, cl.C, dp+K, st.C, qcfx2+P</code>
: Requires a microwalk (chose Dash) or quick run (chose Run) after the MAX activation. If the MAX version of qcfx2+P is used, dp+P can be used afterwards.


If you're good at reacting to jump-ins, use hcb+B so you can follow up with dp+p. Remember, it only counters jump-ins, so getting baited into doing it can be very punishing.
== Strategy & Tips ==


Having trouble getting all of Kasumi's rekka? Or maybe it's following hcb,f+p/hcf+B with dp+p. Buffering the input makes both a lot easier to get consistently.
If you're good at reacting to jump-ins, use hcf+B so you can follow up with dp+p. Remember, it only counters jump-ins, so getting baited into doing it can be very punishing.


== Videos ==
== Videos ==
 
{{#ev:youtube|BRbnnp0Lgic|||'''King of Fighters 98 UM FE: Kasumi Guide''' by [https://twitter.com/MashItOut Mash It Out]|frame}}
{{#ev:youtube|QrmsLzRFVv0}}
{{#ev:youtube|QrmsLzRFVv0}}



Latest revision as of 20:17, 25 September 2022

Kyo98umfekasumi.jpg

Notationkof.png
Kof98umfekasumimovelist.png


Introduction

Kasumi is a midrange zoning character. Her main zoning tool is her ground and air projectile, which comes out fast, has good range, and is pretty safe. This move makes it very hard for fireball zoners to effectively zone her out, and allows her to build meter pretty safely. She also has access to counters that she can use to call out predictable attacks. For confirms, she has access to a nice rekka that she can use from both lights and heavies, which gives her a hard knockdown. Her main weaknesses are a lack of mixups and no real invincible reversal.

Changes from Previous Versions

98UM to 98UMFE

Specials:

  • Air qcf+P has 5 frames less recovery on landing
  • dp+K now has no pushback, but has damage reduced from 14 to 5
  • hcf+D damage increased from 20 to 26

Normal Moves

Close

  • cl.A: Chainable and cancelable.
  • cl.B: Hits mid. Cancelable.
  • cl.C: Good combo starter. Cancelable.
  • cl.D: A bit slower than cl.C. Cancelable.

Standing

  • st.A: Can stop hops. Cancelable.
  • st.B: Slower than far A, but has more range. Cancelable.
  • st.C: The coveted cancelable st.C. Goes forward then back. Cancelable on hit, block, and whiff.
  • st.D: Good poke. Moves Kasumi forward.

Crouching

  • cr.A: Chainable and cancelable on hit, block, and whiff.
  • cr.B: Low combo starter. Chainable and cancelable on hit, block, and whiff.
  • cr.C: Cancelable on hit, block, and whiff.
  • cr.D: Very fast sweep. Cancelable on hit, block, and whiff.

Jumping

  • j.A:
  • j.B: Can crossup.
  • j.C: Hits twice, with both hits being cancelable.
  • j.D: Has a massive crossup hitbox.

CD Normals

  • st.CD: Has average range, but comes out pretty fast. Cancelable on hit, block, and whiff.
  • j.CD: Hitbox looks like air-to-ground, but works as an anti-air as well.

Throws

Centipede Crunch: b/f+C (close)

  • Kasumi grabs the opponent and sweeps their leg.

Snail Snuggle: b/f+D (close)

  • The same throw as Centipede Crunch, but with different alliteration. Switches sides.

Command Moves

Elbow Thrust: f+A

  • Not even an elbow thrust, it's a downward chop that deals one hit. Hits overhead.
  • Special-cancelable if cancelled into, although the overhead property is lost; however, nothing combos from it.
  • If late-canceled into, it maintains the overhead property, allowing you to slip overheads into pressure.

Special Moves

Ecstasy Crunch: qcf+A/C (can be performed in the air)

  • Kasumi throws a wave of ki forward, creating a standard non-traveling projectile.
  • Fairly decent zoning option, good for taking up space and nullifying projectiles.
  • Causes a soft knockdown.
  • A version can be combo-ed from heavy attacks.
  • C version has more startup, but also more range.
  • Behaves the same in the air, but does less damage. Can be combo-ed into from j.C.

Anti-Air Ecstasy Crunch: dp+A/C

  • Kasumi does a smaller qcf+P in front of her at about head level.
  • Can be used as an anti-air and juggle ender.
  • Causes a soft knockdown.
  • Can be combo-ed from heavy attacks.
  • Deals the same amount of damage as the ground version of qcf+P.

Snow Peak Punch: qcb+B/D

  • Kasumi does an uppercut that deals two hits and sends the opponent to the other side of the screen.
  • Can be used as an anti-air.
  • Causes a soft knockdown.
  • B version has Kasumi stay in place and has very short auto-guard while her arm is raised.
  • D version has Kasumi step forward. Auto-guard on her arm lasts longer and shows up again right before the first hit.

Dual-palm Bullet: qcb+A/C

  • Kasumi's rekka starter. Shoves the opponent. tosses them over her, then ends with a hard-knockdown ground punch.
  • Can only be canceled into followup on hit. Followup will not come out if this hits on its last active frames.
  • Can be combo-ed into from any cancelable normal.
  • C version covers more distance than A version, but is more unsafe on block.
Two-Handed Repeller: hcf+B/D (during qcb+P)
  • Followup to the first part of the rekka. Kasumi tosses the opponent over her, dealing a hard knockdown.
  • Ending the rekka here gives Kasumi enough time to meaty the opponent with j.B or j.D.
Shell Smasher: d,d+C (during hcf+K)
  • Kasumi's rekka ender. OTG that adds more damage.

Lightning Crack: dp+B/D

  • Kasumi sends out a grounded ki blast in front of her. Hits mid, but has a ridiculous amount of hitstun.
  • Can be combo-ed into from cl.C/cl.D.
  • Allows you to link and follow-up with st.C or qcb+P. Either will connect no matter how far Kasumi spaces the chi blast. cl.C also combos in the corner, or with a microwalk.

Invincible Body Blow: hcf+B

  • Counter that counters air normals.
  • If successful, Kasumi tosses the opponent into the air for a hard knockdown.
  • Can be followed up with a normal, dp+P, qcb+B, or air qcf+P.

Fakeout Punch Kick Crunch: hcf+D

  • Counters high- and mid-hitting grounded normals.
  • If successful, Kasumi kicks the opponent in their torso for a soft knockdown fullscreen away.

Hurricane Halberd Press: hcb,f+A/C (close)

  • Kasumi delivers a series of four strikes. Proximity unblockable.
  • Can be combo-ed into from any cancelable normal.
  • Can be followed up with a standing or jumping normal, j.CD, dp+P, or air qcf+P. Otherwise, soft knockdown.

Desperation Moves

Ultimate Ecstasy Crunch: qcfx2+A/C (can be performed in the air)

  • Kasumi delivers a stronger variant of her qcf+P.
  • Whiffs point-blank.
  • Most reliably combos from st.C. Air version combos from j.C.
  • Normal version hits once and reaches as far as normal qcf+P.
  • MAX version can deal up to 7 hits, travels nearly fullscreen, and puts the opponent in a juggle state, which can be followed up only in the corner.
  • The number of hits and travel distance is the same in the air for both versions, but must be spaced properly to maximize damage.
  • Can be held to charge on the ground. Has only one other level of power higher than the default, and doesn't require you to charge all the way. Wait for Kasumi to lift her front foot (i.e. her left when facing right) during the charge animation. Charged version is not unblockable.

Combos

General Notes

Meterless

Low

cr.Bx1-3, qcb+P, hcf+K, d,d+C
Basic meterless low confirm. Can stop at hcf+k to set up oki.

Mid/Jump-In

(j.X), cl.C, qcb+P, hcf+K, d,d+C/qcf+A
(j.X), cl.C, hcb,f+P, dp+P/j.CD
j.CD ender must be done off of a superjump. Using a jump-in before cl. C may result in the opponent being pushed away far enough to avoid hcb,f+p.
(j.B/D,) cl.C, dp+K, st.C, qcb+P, hcf+K, d,d+C/qcf+A
j.B/D must hit crossup. In MAX mode, use qcf+A to end this combo, as d,d+C will not properly connect, even without the jump-in.

With Meter

Anywhere

cl.C, dp+k, st.C, qcfx2+P
A fairly reliable combo into DM.

Corner

cl.C, dp+K, st.C, qcfx2+AC, dp+p
Advanced mode only.
dp+K, cl.C, dp+k, st.C, qcfx2+AC, qcfx2+AC, dp+P
100% combo. Requires you to have 5 Advanced meter stocks, be in the corner, have MAX activated, and land a raw dp+K, but it's there.

With Quick MAX

(optional jump-in) cr.B, qcf, cr.B, qcf+ABC
The quickmax bypass allows either the DM or SDM version of Chou Kasane Ate to combo from cr.B. Very good in every scenario except when in the corner with red health, as a lot of damage from SDM Chou Kasane Ate is lost.

Corner Only

cl.C, dp+K, ABC, cl.C, dp+K, st.C, qcb+C, hcb+K, d,d+C
Requires a microwalk (chose Dash) or quick run (chose Run) after the MAX activation.
cl.C, dp+K, ABC, cl.C, dp+K, st.C, qcfx2+P
Requires a microwalk (chose Dash) or quick run (chose Run) after the MAX activation. If the MAX version of qcfx2+P is used, dp+P can be used afterwards.

Strategy & Tips

If you're good at reacting to jump-ins, use hcf+B so you can follow up with dp+p. Remember, it only counters jump-ins, so getting baited into doing it can be very punishing.

Videos

King of Fighters 98 UM FE: Kasumi Guide by Mash It Out

External Links

The King of Fighters '98 Ultimate Match Final Edition
System

FAQSystemControlsGuidesChangelistMatch VideosAdvanced StrategyFrame Data & Hitboxes

Characters

Andy BogardAthena AsamiyaBenimaru NikaidoBilly KaneBlue MaryBrian BattlerChang KoehanChin GentsaiChizuru KaguraChoi BoungeChrisClark StillEiji KisaragiGeese HowardGoro DaimonHeavy D!HeidernIori YagamiJoe HigashiKasumi TodohKim KaphwanKingKyo KusanagiLeona HeidernLucky GlauberMai ShiranuiMatureMr. BigRalf JonesRobert GarciaRugal BernsteinRyo SakazakiRyuji YamazakiSaisyu KusanagiShermieShingo YabukiSie KensouTakuma SakazakiTerry BogardViceWolfgang KrauserYashiro NanakaseYuri Sakazaki

EX Characters

EX AndyEX BillyEX Blue MaryEX GeeseEX JoeEX KingEX KyoEX MaiEX RobertEX RyoEX TerryEX YamazakiEX YuriOrochi ChrisOrochi ShermieOrochi Yashiro