The King of Fighters '98 UMFE/Kasumi Todoh

From Dream Cancel Wiki
Jump to navigation Jump to search




Kasumi is a midrange zoning character. Her main zoning tool is her ground and air qcf+P, this is a medium range projectile wave that comes out fast and is pretty safe. This move makes it very hard for fireball zoners to effectively zone her out and it 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 that gives her a hard knockdown. Her main weaknesses are a lack of mixups and a lack of any real invul reversal.

Changes from previous versions

98UM to 98UMFE


  • air qcf+P 5 frames less recovery on landing
  • dp+K no hitback, damage reduced from 14 to 5
  • hcf+D - damage increased from 20 to 26

Normal Moves


  • 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.


  • Far A/B/C are cancel-able.
  • Far A: Can stop hops.
  • Far B: Slower than far A, but has more range.
  • Far C: Goes forward then back. Whiff-cancelable.
  • Far D: Good poke.


  • cr. A/B/C/D are whiff/cancel-able.
  • cr. A and cr. B chain into each other.
  • cr. D: Very fast sweep.


  • j. B and j. D can cross-up.
  • j. C has two hits. Both are special cancelable.

Blowback Attack

  • st. CD: Has average range, but comes out pretty fast.
  • j. CD: Hitbox looks like air-to-ground, but works either way.


Centipede Crunch: (close) b/f + C

  • Kasumi grabs the opponent and sweeps the leg.
  • Regular knockdown

Snail Snuggle: (close) b/f + D

  • The same throw as Centipede Crunch, but with different alliteration.
  • Reverse knockdown

Command Moves

Elbow Thrust: f + A

  • Not even an elbow thrust, it's a downward chop that deals one hit. Overhead.
  • Special-cancelable if cancelled into and overhead property is lost, though nothing combos from it.

Special Moves

Ecstasy Crunch [Kasane Ate]: qcf + p (also possible in the air)

  • Kasumi throws a wave of chi forward.
  • Fairly decent zoning option.
  • Soft knockdown
  • A version can be combo'd from heavy attacks.
  • C 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 + p

  • 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 Kasane Ate (ground).

Snow Peak Punch: qcb + k

  • 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
  • B version has Kasumi stay in place and has very short auto-guard while her arm is raised.
  • Heavy 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 + p, Two-Handed Repeller: hcf + k, Shell Smasher: down, down + C

  • Kasumi's rekka. Shoves the opponent, tosses them over her, then ends with a hard-knockdown ground punch.
  • qcb+p must hit to perform the rest of the rekka.
  • Can be combo'd into from any cancelable 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.
  • Ending the rekka at hcf+k allows for oki with j. B or D.

Lightning Crack: dp + k

  • 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

  • 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

  • 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 + p

  • Kasumi delivers a series of four strikes. Proximity unblockable.
  • Can be combo'd into from any cancelable normal.
  • Can be followed up with a standing or jumping normal/j. CD/dp+p/qcf+p (midair). Otherwise, soft knockdown.

Desperation Moves

Ultimate Ecstasy Crunch [Chou Kasane Ate]: qcf, qcf + A/C (also possible in the air)

  • Kasumi delivers a stronger variant of her Kasane Ate.
  • Whiffs point-blank.
  • Most reliably combos from Far C. Air version combos from j. C.
  • DM hits once and reaches as far as normal Kasane Ate.
  • SDM can deal up to 7 hits, travels nearly fullscreen and puts the opponent in juggle state, which can be followed 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. 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.



  • J. X, cr. Bx(1~3), qcb+p, hcf+k, d,d+p
  • J. X, cl. C, qcb+p, hcf+k, d,d+p/qcf+A
  • J. X, [cl. C]/[cl. A/B]/[cr. B], hcb,f+p, dp+p/SJ. CD

( 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 )

  • Cross-up j. B/D, cl. C, dp+k, far C, qcb+p, hcf+k, d,d+p/qcf+A

( 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. )

Combos into DMs

  • cl. C, dp+k, far C, qcfx2+p
    • Kasumi's most reliable BnB super combo.
  • [stun], MAX activation, qcfx2+p [charge]

Corner Only

  • cl. C, dp+k, far C, SDM qcfx2+p, dp+k
  • dp+k, cl. C, dp+k, far C, qcfx2+p, qcfx2+AC, dp+p
  • ToD. Requires you to be in anchor position with 5 stocks, in the corner, and have MAX activated.

Extra Meter

Corner Only

  • cl. C, dp+k [quick MAX], walk, cl. C, dp+k, far C, qcb+C, hcb+k, d,d+p
  • cl. C, dp+k [quick MAX], walk, cl. C, dp+k, far C, qcfx2+p
  • cl. C, dp+k [quick MAX], walk, cl. C, dp+k, far C, SDM qcfx2+p, dp+p
  • Red-life combo

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.


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

External Links

The King of Fighters '98 Ultimate Match Final Edition

FAQSystemControlsGuidesChangelistMatch Videos


AndyAthenaBenimaruBillyBlue MaryBrianChangChinChizuruChoiChrisClarkEiji KisaragiGeese HowardDaimonHeavy D!HeidernIoriJoeKasumi TodohKimKingKyoLeonaLuckyMai ShiranuiMatureMr. BigRalfRobertRugal BernsteinRyoSaisyuShermieShingo YabukiSie KensouTakumaTerryViceWolfgang KrauserYamazakiYashiroYuri

EX Characters

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