Move List

Official Kasumi move list provided by the developers:

https://download1.gamecity.ne.jp/doa6/movelists/MoveList_EVO2018_Kasumi.pdf

High Moves and Extensions

Command Startup Characteristics / Usage
P 9F Fastest hand strike. Easy to use for counters or at the start of a round; can lead to various follow-ups on Counter Hit (CH).
PPPPP - High-level extension. Knocks the opponent away on CH; low vulnerability even if blocked.
PPPKK - Mid-level extension. If the full sequence hits, it launches the opponent.
PPP2K - Low-level extension. The final hit has crouching status.
PP6PP 9F Allows for mix-ups after the 6P input. High-level extension.
PP6PK - Mid-level jumping kick extension that can crush SAs (Special Attacks); keeps distance even if blocked.
PP6PK2K - Low-level extension. Use this to mix up opponents who only block standing.
PKK6K - Mid-level extension; the final hit acts as a launcher.
K 11F Fastest high-level kick. A versatile move that leads into high, mid, and low extensions.
KKK - High-level extension. High vulnerability if completed, but has knock-back properties.
KK7K - Mid-level launcher extension. The final hit is a somersault that launches for air combos.
K2K - Low-level extension. Grants crouching status, making it harder to counter.

Mid Moves and Extensions

Command Startup Characteristics / Usage
6P 11F Fastest mid-level strike. A basic tool for whiff punishing; leads to various launchers and combos on CH.
6PP - High-level extension. Knocks the opponent away on CH; low vulnerability even if blocked.
6PK - Useful for poking at close/mid-range. Transitions to extended state on CH.
6PKP - High-level extension. Knocks the opponent away on CH; low vulnerability even if blocked.
6PKK - Mid-level extension. High vulnerability if completed, but has knock-back properties.
6PK2K - Low-level extension. Can score a knockdown on CH.
6P2K - Low-level extension. Grants frame advantage on Normal Hit (NH).

Low Moves and Extensions

Command Startup Characteristics / Usage
1P 16F Crouching status move. Slow startup, but useful for stopping aggressive opponents while evading high attacks.
1PP - High-level extension. Provides significant frame advantage and can lead into combos.
1K 20F Low-level kick with standing status. Scores a knockdown on CH.
2K 14F Disadvantage on NH, but grants frame advantage on CH.
2KK - High-level extension. Can launch on CH.

Launchers

Command Startup Characteristics / Usage
214P 21F High-level punch launcher. Slow, but has long reach while advancing from a crouch.
33P 20F Mid-level punch launcher. Leaves you in a back-turned stance, allowing for follow-up combos.
7K 12F Mid-level kick launcher. Somersault kick; easy to link into bound combos, but has high vulnerability if missed.
8K 12F High-level kick launcher. Easy to handle due to its fast frame data.
33K 17F Mid-level kick launcher. Use Fatal Rush combos after launching with this.
3H+K 18F Mid-level kick launcher. Has long reach, making it easy to land from a distance.

Throws

Command Startup Characteristics / Usage
(e.g., T) (e.g., 5F) (e.g., Basic throw. Fast startup, shines when fighting near walls.)
(e.g., 41236T) (e.g., 12F) (e.g., Max damage throw. Very powerful when combined with floor dangers.)

Holds

Command Attribute Characteristics / Usage
(e.g., High P Hold) (e.g., 5F) (e.g., On success, transitions into back-turned stance for follow-ups.)
(e.g., EX Hold) (e.g., -) (e.g., A powerful counter common to all characters. Turn the tide if you read the opponent correctly.)