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Revision as of 14:16, 27 June 2022
Profile
Doomed to forever bear the burden of being the Millennial Guardian, Kamui awakens whenever the spiritual and physical worlds come into conflict, returning to her slumber once things have been set right. Some of the more notable events she has been present for include: the oil crises of the 1970s, both World Wars, and others. Though adept at a number of martial arts, she fights primarily using a modified version of Iaijutsu using the legendary sword Tamayorihime Mikadomorimune.
Though she has been alive since before recorded history, she finds it difficult to adapt to the fast-paced changes of modern society. She shows empathy to those around her, and is especially devoted to Konoha, her dedicated servant during her current appearance in the mortal coil. She loves anything cute and fuzzy, and has an impressive stuffed animal collection. She suspects that the Drexler Institute is behind the planar rifts, and regrets that she did not finish them off when she last fought them decades ago.
Overview
Mid-ranged character who is relatively fast despite her range. Can play defensively, poke in neutral, and/or rush down. She has good poking and hit confirms, consistent ways to end combos or stray hits into hard knockdowns, and a plethora of unique and useful tools that are all situationally useful. However, while her buttons are quite long range, they are pretty slow and Kamui lacks a traditional DP reversal. This means that her options out of clash are generally very weak, and you'll need to creatively use her great tools such as Uruma to escape pressure situations
Recommended Arcana
Generally speaking, Kamui can make decent use of most arcanas, but works especially works well with arcanas that can cover her main weaknesses or give setups for okizeme.
Time
Time gives Kamui access to a wide variety of ways to setup okizeme with the 236e time orb or charged 2e time clone. Time also gives her a powerful defensive option that she normally lacks in the time backdash parry. However, the drawback is somewhat low vitality, generally only 1 burst opportunity, and no grounded homing cancels for combos and pressure. Difficult to make full use of. Generally, not recommended for beginners but gives access to powerful tools that help her gameplan.
Darkness
Darkness gives Kamui access to great mixups and okizeme. Her normal combo enders allow her to setup the various darkness puppet attacks (such as 623e, 236e, and 236236e) to force pressure and potent left/right/high/lows. Difficult to get used to, but strong if you're looking for offensive pressure.
Wind
Wind gives Kamui access space control, okizeme, and better hit-confirmability. It gives projectiles and traps to control space with that lead to easy hitconfirms into hard knockdown with meter. Wind also gives her access to a triple jump with marginally increases damage across all of her air combos.
![](/images/b/ba/Icon_warning.png) |
Under Construction
- The movelist below is pulled from the old LMSS page.
- Please replace with the new character template once there's reliable frame data for Xtend available.
- DO NOT CLICK ON "EDIT" FOR INDIVIDUAL MOVES! Otherwise, the changes would appear on the old LMSS pages. To update, delete the #lst call below and then edit page contents.
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Normal Moves
5A
5A
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
600
|
All
|
-
|
5
|
1
|
12
|
-1
|
A
|
Kamui cuts right in front of her. Long reach for a 5a, but longer startup in 5 frames. This and 2a are her go to buttons for checking your opponent at close range. 5a hits quite high, so it's decent at anti airing and catching regular jumps. It is not self-chainable, so when pressing this button you'll have to commit to 5b or 2b afterwards for a conversion, but there is a lot of hitstun when hitting someone out of the air. However due to the height of the normal, it will whiff on some characters crouching at max range and lose to many low profile attacks.
|
|
5B
5B
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
1500
|
All
|
-
|
8
|
2
|
17
|
-3
|
B
|
This is probably one of the best B moves in the game. It is quite fast, long range, and not bad on block for its range. A great button to poke with on the ground and has consistent conversions into 5c and 2c and even links into itself on counterhit. Even though the button has long range, it is quite linear and doesn't have very much of a vertical hitbox. So you must be careful of opponents jumping in on this button. Some characters can also low profile under it at max range, but generally this isn't an issue.
|
|
5C
5C
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
3000
|
All
|
-
|
15
|
1
|
27
|
-7
|
C
|
This normal has huge range with huge recovery, but great for confirming hits from 5b as well as combo filler. This move usually combos into C uruma except at max range where you'll need to use meter for Muon, but regardless this is one of your main normals to confirm into combos. Although the range is large, it has massive recovery and can get blown up by guard cancels fairly easily. So you must be careful using this move in neutral and in pressure.
|
|
5E
5E
|
Version
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
Normal
|
1800
|
Mid
|
-
|
16
|
2
|
21
|
±0
|
D
|
Charged
|
2300
|
Unb
|
-
|
33
|
2
|
27
|
-
|
E
|
Kamui slashes directly in front her with the scabbard. This is air unblockable and on hit the opponent is blown to the wall. You can also charge this move, and at max charge it is unblockable. More or less a standard 5e.
|
|
2A
2A
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
500
|
All
|
-
|
4
|
2
|
11
|
-1
|
A
|
Kamui's 2a is not a low, but has similar usage to her 5a. It has less range than 5a, but hits lower to cover for low profile crouches and attacks. A good button for checking the opponent at close range and for combos.
|
|
2B
2B
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
1300
|
Low/Air
|
-
|
10
|
4
|
17
|
-5
|
B
|
This move is a bit shorter and slower than 5B, but the hitbox is rather good as a low. It is decent as a quick low poke. Converts into 5c and 2c at all ranges for combos.
|
|
2C
2C
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
2800
|
Low/Air
|
-
|
12
|
3
|
19
|
-1
|
C
|
2c is a big low sweep with a lot of range. It has more range than 2b, but a little less range than 5c. Another important button for confirming hits into combos and poking. Although it doesn't have as much recovery as 5c, it is still generally weak to guard cancels. So be careful with this button in neutral and pressure.
|
|
2E
2E
|
Version
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
Normal
|
2100
|
Mid
|
-
|
16
|
3
|
24
|
-4
|
D
|
Charged
|
2500
|
Mid
|
-
|
35
|
3
|
28
|
-
|
E
|
Kamui slashes upward with the scabbard. This is air unblockable and blows the opponent upwards for a combo. Although it looks like an anti-air, it's not too great for that purpose and as an air unblockable, 3b is generally preferred.
|
|
6A
6A
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
600
|
All
|
-
|
6
|
2
|
10
|
+2
|
A
|
Slightly slower but longer range than 5a. However, 6a is very prone to whiffing on crouchers and low profile moves. It chains into 5b and even 3b, which are both useful for combos.
|
|
3B
3B
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
1600
|
Mid
|
-
|
9
|
2
|
19
|
-5
|
B
|
Kamui does a wide, upwards slash with her sword. This is her main air unblockable attack and also useful for going into air combos.
|
|
1E
1E
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
1000
|
Low/Air
|
-
|
10
|
2
|
18
|
+1
|
D
|
Kamui does a low sweep with her scabbard. Slightly plus on block, but with short range. The main use of this normal is that it is a low that launches the opponent for unique and resourceless hitconfirms into combos. However due to the poor range, it is susceptible to grounded 4d or just whiffing in general.
|
|
j.A
j.A
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
1000
|
High/Air
|
-
|
5
|
3
|
19
|
-
|
A
|
Kamui slashes in front of her with her sword. This normal is very fast and reaches quite far horizontally. It's great as an air to air and as a defensive poke when you're also in the air. Careful using it as a jump in as it doesn't have very much hitstun when hitting a grounded opponent, so it can be difficult linking into her 5a.
|
|
j.B
j.B
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
1600
|
High/Air
|
-
|
8
|
2
|
27
|
-
|
B
|
A farther reaching horizonal slash. This move has fast startup and great range, but a lot of recovery on whiff. Generally, it's a great button to poke with in the air and great to use as a jump in. However careful as it can clash with other air normals, which is generally disadvantageous for Kamui.
|
|
j.C
j.C
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
2700
|
High/Air
|
-
|
10
|
2
|
28
|
-
|
C
|
A big somewhat downards angles sword slash. The untech time on this move is rather long, so it's useful for going into rejumps and general combo filler. It's also a good jump in to mix with jb, but does have considerable recovery as well.
|
|
j.E
j.E
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
2000
|
High/Air
|
-
|
11
|
2
|
20
|
-
|
D
|
Kamui smacks downward with her scabbard. Generally, this isn't a preferred jump in attack or air to air compared to her other normals. However, this normal is decent at going for crossups specifically in the corner. Midscreen it will be hard to space to get this attack to crossup, but in the corner it's fairly consistent.
|
|
Throws
Neutral Throw
Throw
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
2200
|
Throw
|
-
|
5
|
1
|
23
|
-
|
-
|
Launches the opponent upwards. You can jump after the throw and homing in for a meterless conversion. However, if that is too hard you can also homing cancel the throw for an easy conversion for 1 meter.
|
|
Lever Throw
Lever Throw
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
2500
|
Throw
|
-
|
3
|
1
|
23
|
-
|
-
|
Standard lever throw. Hard knockdown with plenty of time to setup okizeme.
|
|
Air Throw
Air Throw
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
2000
|
Throw
|
-
|
3
|
1
|
23
|
-
|
-
|
Launches upwards again. You can only convert off of this by spending a meter to homing cancel, but it's good to get a combo conversion to close out rounds.
|
|
Special Moves
Kunugi
Kunugi (Sword of Merit) 22X
|
Version
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
A
|
-800
|
-
|
-
|
-
|
-
|
50F Total
|
-
|
-
|
Kamui’s buff special. At the cost of some of her health all of her normals gain 100 damage, some clash hitboxes, and some of her special moves become powered up. The buff disappears after using a buffed special move once. The A version uses less health, but lasts very long, which can lead to you eating a Counter Hit.
|
B
|
-1600
|
-
|
-
|
-
|
-
|
38F Total
|
-
|
-
|
Middle ground between A and C versions, using a medium amount of health and had a medium amount of startup.
|
C
|
-3200
|
-
|
-
|
-
|
-
|
20F Total
|
-
|
-
|
The fastest version of Kunugi but takes the most health to use.
|
|
Uruma
Uruma (Inner Gap) 41236X
|
Version
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
A Move
|
-
|
-
|
-
|
7
|
9
|
14
|
-
|
-
|
A Attack
|
2400
|
Low/Air
|
-
|
1
|
1
|
38
|
-7
|
C
|
This is Kamui's slide special move. Depending on the version used, Kamui will slide a various distances increasing with the strength of the button. It is a proximity attack and the actual slash followup will only occur when in range of the opponent, which makes it a good tool to use to move around on whiff. This is one of Kamui's best moves to in neutral, use as a poke, and to hitconfirm into combos. During the slide portion of the attack, Kamui is in a low profile state which allows uruma to be very evasive to attacks and projectiles. However, on clash the move has a lot of followup recovery that cannot be canceled, and the move is unsafe on block without a cancel. The A version of uruma has the least startup but goes the least distance. Notably, the A version also has a fatter hitbox vertically and is specifically useful in many of her combos.
|
B Move
|
-
|
-
|
-
|
9
|
12
|
14
|
-
|
-
|
B Attack
|
2600
|
Low/Air
|
-
|
1
|
1
|
40
|
-9
|
C
|
Medium version of uruma. Reaches about half screen in terms of distance with slightly more damage.
|
C Move
|
-
|
-
|
-
|
11
|
14
|
17
|
-
|
-
|
C Attack
|
2800
|
Low/Air
|
-
|
1
|
1
|
43
|
-12
|
C
|
Slowest but farthest-reaching version of uruma. Great for maneuvering across the ground, hitconfirming into combos, and poking at the opponent.
|
|
Kagesuki
Kagesuki (Shadow Gap) 41236X during Kunugi
|
Version
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
Move
|
-
|
-
|
-
|
5
|
18
|
21
|
-
|
-
|
Attack
|
3800
|
Low/Air
|
-
|
1
|
3
|
42
|
+6
|
E
|
Uruma under the effects of Kunugi. When using kagesuki, you lose access to varying the distance traveled with the different versions of uruma. In exchange kagesuki is very fast and can hitconfirm from 5c even at max ranges. Notably there are some invul frames after the first couple frames of startup and kagesuki is plus on block as opposed to uruma which is unsafe. However, on whiff this move is extremely punishable.
|
|
Habaki
Habaki (Sword Collar) [4]6X A A B B C C
|
Version
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
A
|
1000
|
All
|
-
|
20
|
16
|
36F Total
|
+12
|
A
|
Habaki is Kamui's projectile special move. Generally, this projectile isn't very good as a "standard projectile" as it has slow startup, a linear path, and is very punishable on whiff. However, where this move excels is that all versions are great to reset pressure on the ground and are generally very plus on block and hit. The A version is the most useful for meaties and pressure as it is massively plus on block and even leads to links into 5b on hit.
|
B
|
1000*2
|
All
|
-
|
15 [31]
|
25 [18]
|
52F Total
|
+1
|
A
|
For the B version of habaki, Kamui slashes two projectiles instead of one. This move is much worse as a pressure tool than the A version as it is significantly worse on hit and block. It's decent for space control but generally not preferred.
|
C
|
1000*2, 1600
|
All
|
-
|
10
|
2(14)3,41
|
54F Total
|
+3
|
A
|
Kamui will perform two sword slashes, and then a large 3 hit projectile will become active. Much less advantage on hit and block compared to A habaki, but still very good as a pressure reset tool. Since all 3 hits happen at the same time, this move is the best habaki to use in close range juggles such as 1e into C habaki.
|
|
Kodama
Kodama (Ringing Blade) [4]6X during Kunugi
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
1600*2, 2000
|
All
|
-
|
14
|
3(12)3(19)30
|
48F Total
|
+46
|
C
|
Kodama is Habaki under the effects of Kunugi. It is very similar to specifically the C version of Habaki, however you can hold down a button and the projectile will linger on screen without a hitbox. When you release the held button, the projectile will then become active and fire forward. This move is great for pressure and okizeme as it gives Kamui a lot of unique mixups that lead into combos by releasing kodama. Notably you can also change the button you're holding down for kodama without releasing the projectile.
|
|
Tenza
Tenza (Heavenly Chains) j.421X
|
Version
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
A
|
2000
|
High/Air
|
-
|
8
|
8
|
19
|
-8
|
D
|
Kamui slashes her sword all around her in a circle. Tenza is a great way to end her air combos and is even an instant overhead that can be TK'd. The A version hits once and slams the opponent to the floor. This is the version that can be TK’d for an overhead but is somewhat risky as it is unsafe on block and whiff without a cancel. Tenza instant overhead can be used in tandem with setplay like kodama or various arcana specials to make it an extremely scary mixup tool. You can also backwards guard cancel into A tenza for a very fast metered defensive option.
|
B
|
500, 2000
|
High/Air
|
-
|
8
|
6, 2
|
22
|
-8
|
A, D
|
The B version of tenza reaches higher and hits twice. Generally, not as good as A tenza for instant overheads and not as good as C tenza for combo enders. So not used very often.
|
C
|
500*2, 2000
|
High/Air
|
-
|
8
|
3, 3, 2
|
25
|
-8
|
A*2, D
|
This version of tenza hits 3 times and is your best way to end air combos. Whiff on most crouchers when TK'd, so not good for instant overheads.
|
|
Seizan
Seizan (Death Beheader) j.421X during Kunugi
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
3800
|
High/Air
|
-
|
12
|
1
|
34
|
-10
|
C
|
Tenza under the effects of Kunugi. The attack scope broadens and you have a good 12 frames of invincibility in the beginning of the move. On hit, this move ground slams and you can all-cancel it. You could also use this as an instant overhead of sorts.
|
|
Kanna
Kanna (Spirit Style) 63214X Stance Stance A A B B C C Stance Cancel Stance Cancel
|
Version
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
Stance
|
-
|
-
|
-
|
15
|
-
|
-
|
-
|
-
|
Kamui’s stance special. During this phase, you can hold 4 to increase the duration of the stance. During this time, you can press any attack button in any order, and they will come out, where their startup will be 2 frames.
|
A
|
1500
|
Mid
|
-
|
3
|
1
|
25
|
±0
|
C
|
Air-unblockable, so it can catch jumpers.
|
B
|
1500
|
All
|
-
|
3
|
1
|
27
|
-2
|
C
|
Farthest reaching version. No potential for mix-ups, but is the one most likely to connect from footsies range.
|
C
|
1500
|
Low/Air
|
-
|
3
|
1
|
29
|
-4
|
C
|
Low reaching version. Pretty solid opener.
|
Cancel
|
-
|
-
|
-
|
-
|
-
|
-
|
14F Total
|
-
|
Cancels out of the stance with a short recovery animation.
|
|
Sazarashi
Sazarashi (Nine Gems) 63214X during Kunugi
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
1900*3
|
Mid
|
-
|
16
|
3
|
59F Total
|
-8
|
E
|
Kanna under the effects of Kunugi. The scope of Kanna's attack becomes massive and can combo from 5C. After you hit with it, you can follow up with a NH to JA. This is actually a 3 hit move, so the damage drops if you don't hit with all of them.
|
|
Chijou Koufu
Chijou Koufu (Ground Seal) 623X A A B B C C
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
-
|
-
|
-
|
1
|
14
|
31F Total
|
-
|
-
|
Kamui’s ground counters. Each button is used to counter a separate kind of attack., A being anti-air, B being anti-ground, and C being anti-low. Deals 3000 damage on successful counter.
|
|
Kuchu Koufu
Kuchu Koufu (Air Seal) j.623X A A B B
|
Damage
|
Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
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-
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-
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-
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1
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9
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27F Total
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-
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-
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Kamui’s air counters. Used to intercept attacks from various angles. Deals 3000 damage on successful counter.
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Wazabane
Wazabane (Helm Splitter) j.22X
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
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3000
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High/Air
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-
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19
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Till L
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L+12
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-10
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D
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Kamui does a move much like JE and descends straight down with it. The hitbox persists until you reach the ground and is strong enough that probably only invincible moves would beat it out. Be careful as there is some landing recovery with this move. This is good for ending a BNB while powered with Kunugi.
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Super Moves
Muon
Muon (Zen Strike) 236AB
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
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5000
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All
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-
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0+6
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21
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20
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-36
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A
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Kamui charges forward and upon hitting, Kamui slashes through the opponent. This move will connect from 5C or 2C from any range. On hit you get guaranteed knockdown. Because of how meter works in AH3, you'll have plenty of chances to use this move.
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Horobi
Horobi (Destruction) j.236AB
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
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5000
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Mid
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-
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0+3
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Till L
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L+37
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-
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B
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From the air, Kamui runs her sword straight down to through the opponent and upon landing on the ground, the opponent is cut through and slammed to the ground. After that you get guaranteed knockdown and you can go okizeme. This is a good combo ender and surprise attack move. It only has grab invincibility, but you can use it to tag your opponent after a midair clash.
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Critical Heart
Shimatsuri (Death Seal) 222AB after a successful 623X catch
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Version
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
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Normal
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0, 2000*42, 6000
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Unb
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-
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0+3
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24
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20
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-
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-
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Extend Force
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0, 100*42, 14600
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Unb
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-
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0+3
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9
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16
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-
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-
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After the counter succeeds, Kamui slashes the opponent through. The requirements for this is pretty steep, but the best way to use it is during Koufu while you mash 2. If you hear the koufu succeed, push A+B. Be careful for this move won't hit people too high above you or have low invincibility during that move.
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Combos
Solo Combos
Standard Ground Combos
2A > 5B > 5C > 236A+B (6250)
2A > 5B > 5C > 41236B > 6D (Homing Cancel) > 3B > j.A > j.B > double jump > j.A > j.B > j.C > j.421C > [ j236A+B ] (8498 / 9428)
2A > 5B > 5C > 41236B > EFC (Extend Force Cancel) > 5A > 5B > 3B > j.A > j.B > double jump > j.A > j.B > j.C > j.421C > [ j236A+B ] (8842 / 9472)
2A > 5B > 5C > 41236B > EFC > 5A > 5B > 41236A > 5A > 5B > 41236A > 5C (8567) Delay the last 5C so it connects.
2A > 5B > 5C > 41236B > 6D > 5A > 5B > 63214B~C > 5A > 5B > 41236A
2A > 5B > 5C > 41236B > 6D > 5A > 5B > 63214B~C > 3B > j.A > j.B > double jump > j.A > j.B > j.C > j.421C > [ j236A+B ]
Standard Air Combos
j.C > land > 3B > j.AB > double jump > j.A > j.B > j.C > j.421C > [ j236A+B ] (8179 / 9429)
jA > jB > djc jA jB jC 421x 236A+B
- standard air to air combo
Kunagi powerup
2A > 5B > 5C > 63214x >5D > 9jA >jB >djc >jA > jB > jC >421C >236AB
(starter) > j421x >5D land >3B > jA > jB > djc > jA >jB > jC > 421C > 236AB
Arcana Combos
Videos
General
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Advanced
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Characters
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Arcana
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