Arcana Heart 3/AH3X/Kamui Tokinomiya: Difference between revisions
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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. | 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 | 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== | ==Overview== | ||
Line 11: | Line 11: | ||
===Recommended Arcana=== | ===Recommended Arcana=== | ||
Generally speaking, Kamui can make decent use of most arcanas, but works especially | Generally speaking, Kamui can make decent use of most arcanas, but works especially well with arcanas that can cover her main weaknesses or give setups for okizeme. | ||
Line 21: | Line 21: | ||
'''Wind'''<br> | '''Wind'''<br> | ||
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 | 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 which marginally increases damage across all of her air combos. | ||
{{ | <section begin=Movelist/> | ||
| | ==Normal Moves== | ||
| | ====== <font style="visibility:hidden" size="0">5A</font> ====== | ||
| | {{MoveData | ||
| | |image=AH3_Kamui_5A.png | ||
|caption=Her most consistent anti air | |||
|name=5A | |||
|data= | |||
{{AttackData-AH3LMSS | |||
|damage=600 | |||
|guard=All | |||
|startup=5 | |||
|active=1 | |||
|recovery=12 | |||
|frameAdv=-1 | |||
|level=A | |||
|description=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. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">5B</font> ====== | |||
{{MoveData | |||
|image=AH3_Kamui_5B.png | |||
|caption=A go-to for poking | |||
|name=5B | |||
|data= | |||
{{AttackData-AH3LMSS | |||
|damage=1500 | |||
|guard=All | |||
|startup=8 | |||
|active=2 | |||
|recovery=17 | |||
|frameAdv=-3 | |||
|level=B | |||
|description=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. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">5C</font> ====== | |||
{{MoveData | |||
|image=AH3_Kamui_5C.png | |||
|caption= | |||
|name=5C | |||
|data= | |||
{{AttackData-AH3LMSS | |||
|damage=3000 | |||
|guard=All | |||
|cancel= | |||
|startup=15 | |||
|active=1 | |||
|recovery=27 | |||
|frameAdv=-7 | |||
|level=C | |||
|description=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. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">5E</font> ====== | |||
{{MoveData | |||
|image=AH3_Kamui_5E.png | |||
|caption= | |||
|name=5E | |||
|data= | |||
{{AttackData-AH3LMSS | |||
|version=Normal | |||
|damage=1800 | |||
|guard=Mid | |||
|cancel= | |||
|startup=16 | |||
|active=2 | |||
|recovery=21 | |||
|frameAdv=±0 | |||
|level=D | |||
|description= | |||
}} | |||
{{AttackData-AH3LMSS | |||
|header=no | |||
|version=Charged | |||
|damage=2300 | |||
|guard=Unb | |||
|startup=33 | |||
|active=2 | |||
|recovery=27 | |||
|frameAdv=- | |||
|level=E | |||
|description=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. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">2A</font> ====== | |||
{{MoveData | |||
|image=AH3_Kamui_2A.png | |||
|caption=Not a low, but her fastest button | |||
|name=2A | |||
|data= | |||
{{AttackData-AH3LMSS | |||
|damage=500 | |||
|guard=All | |||
|startup=4 | |||
|active=2 | |||
|recovery=11 | |||
|frameAdv=-1 | |||
|level=A | |||
|description=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. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">2B</font> ====== | |||
{{MoveData | |||
|image=AH3_Kamui_2B.png | |||
|caption= | |||
|name=2B | |||
|data= | |||
{{AttackData-AH3LMSS | |||
|damage=1300 | |||
|guard=Low/Air | |||
|startup=10 | |||
|active=4 | |||
|recovery=17 | |||
|frameAdv=-5 | |||
|level=B | |||
|description=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. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">2C</font> ====== | |||
{{MoveData | |||
|image=AH3_Kamui_2C.png | |||
|caption= | |||
|name=2C | |||
|data= | |||
{{AttackData-AH3LMSS | |||
|damage=2800 | |||
|guard=Low/Air | |||
|cancel= | |||
|startup=12 | |||
|active=3 | |||
|recovery=19 | |||
|frameAdv=-1 | |||
|level=C | |||
|description=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. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">2E</font> ====== | |||
{{MoveData | |||
|image=AH3_Kamui_2E.png | |||
|caption= | |||
|name=2E | |||
|data= | |||
{{AttackData-AH3LMSS | |||
|version=Normal | |||
|damage=2100 | |||
|guard=Mid | |||
|cancel= | |||
|startup=16 | |||
|active=3 | |||
|recovery=24 | |||
|frameAdv=-4 | |||
|level=D | |||
|description= | |||
}} | |||
{{AttackData-AH3LMSS | |||
|header=no | |||
|version=Charged | |||
|damage=2500 | |||
|guard=Mid | |||
|cancel= | |||
|startup=35 | |||
|active=3 | |||
|recovery=28 | |||
|frameAdv=- | |||
|level=E | |||
|description=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. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">6A</font> ====== | |||
{{MoveData | |||
|image=AH3_Kamui_6A.png | |||
|caption= | |||
|name=6A | |||
|data= | |||
{{AttackData-AH3LMSS | |||
|damage=600 | |||
|guard=All | |||
|cancel= | |||
|startup=6 | |||
|active=2 | |||
|recovery=10 | |||
|frameAdv=+2 | |||
|level=A | |||
|description= 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. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">3B</font> ====== | |||
{{MoveData | |||
|image=AH3_Kamui_3B.png | |||
|caption= | |||
|name=3B | |||
|data= | |||
{{AttackData-AH3LMSS | |||
|damage=1600 | |||
|guard=Mid | |||
|cancel= | |||
|startup=9 | |||
|active=2 | |||
|recovery=19 | |||
|frameAdv=-5 | |||
|level=B | |||
|description=Kamui does a wide, upwards slash with her sword. This is her main air unblockable attack and also useful for going into air combos. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">1E</font> ====== | |||
{{MoveData | |||
|image=AH3_Kamui_1E.png | |||
|caption= | |||
|name=1E | |||
|data= | |||
{{AttackData-AH3LMSS | |||
|damage=1000 | |||
|guard=Low/Air | |||
|cancel= | |||
|startup=10 | |||
|active=2 | |||
|recovery=18 | |||
|frameAdv=+1 | |||
|level=D | |||
|description=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. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">j.A</font> ====== | |||
{{MoveData | |||
|image=AH3_Kamui_jA.png | |||
|caption=Surprisingly good space control and panic button in the air | |||
|name=j.A | |||
|data= | |||
{{AttackData-AH3LMSS | |||
|damage=1000 | |||
|guard=High/Air | |||
|cancel= | |||
|startup=5 | |||
|active=3 | |||
|recovery=19 | |||
|frameAdv=- | |||
|level=A | |||
|description=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. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">j.B</font> ====== | |||
{{MoveData | |||
|image=AH3_Kamui_jB.png | |||
|caption= | |||
|name=j.B | |||
|data= | |||
{{AttackData-AH3LMSS | |||
|damage=1600 | |||
|guard=High/Air | |||
|cancel= | |||
|startup=8 | |||
|active=2 | |||
|recovery=27 | |||
|frameAdv=- | |||
|level=B | |||
|description=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. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">j.C</font> ====== | |||
{{MoveData | |||
|image=AH3_Kamui_jC.png | |||
|caption= | |||
|name=j.C | |||
|data= | |||
{{AttackData-AH3LMSS | |||
|damage=2700 | |||
|guard=High/Air | |||
|cancel= | |||
|startup=10 | |||
|active=2 | |||
|recovery=28 | |||
|frameAdv=- | |||
|level=C | |||
|description=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. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">j.E</font> ====== | |||
{{MoveData | |||
|image=AH3_Kamui_jE.png | |||
|caption= | |||
|name=j.E | |||
|data= | |||
{{AttackData-AH3LMSS | |||
|damage=2000 | |||
|guard=High/Air | |||
|cancel= | |||
|startup=11 | |||
|active=2 | |||
|recovery=20 | |||
|frameAdv=- | |||
|level=D | |||
|description=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== | |||
====== <font style="visibility:hidden" size="0">Neutral Throw</font> ====== | |||
{{MoveData | |||
|image=AH3_Kamui_2E.png | |||
|caption=Great for meterless combo conversions | |||
|name=Throw | |||
|data= | |||
{{AttackData-AH3LMSS | |||
|damage=2200 | |||
|guard=Throw | |||
|startup=5 | |||
|active=1 | |||
|recovery=23 | |||
|frameAdv=- | |||
|level=- | |||
|description=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. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">Lever Throw</font> ====== | |||
{{MoveData | |||
|image=AH3_Kamui_Uruma2.png | |||
|caption=Good for oki | |||
|name=Lever Throw | |||
|data= | |||
{{AttackData-AH3LMSS | |||
|damage=2500 | |||
|guard=Throw | |||
|startup=3 | |||
|active=1 | |||
|recovery=23 | |||
|frameAdv=- | |||
|level=- | |||
|description=Standard lever throw. Hard knockdown with plenty of time to setup okizeme. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">Air Throw</font> ====== | |||
{{MoveData | |||
|image=AH3_Kamui_AirThrow.png | |||
|caption= | |||
|name=Air Throw | |||
|data= | |||
{{AttackData-AH3LMSS | |||
|damage=2000 | |||
|guard=Throw | |||
|startup=3 | |||
|active=1 | |||
|recovery=23 | |||
|frameAdv=- | |||
|level=- | |||
|description=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== | |||
====== <font style="visibility:hidden" size="0">Kunugi</font> ====== | |||
{{MoveData | |||
|image=AH3_Kamui_Kunugi.png | |||
|input=22X | |||
|caption= | |||
|name=Kunugi (Sword of Merit) | |||
|data= | |||
{{AttackData-AH3LMSS | |||
|version=A | |||
|damage=-800 | |||
|guard=- | |||
|cancel= | |||
|startup=- | |||
|active=- | |||
|recovery=50F Total | |||
|frameAdv=- | |||
|level=- | |||
|description=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. | |||
}} | |||
{{AttackData-AH3LMSS | |||
|header=no | |||
|version=B | |||
|damage=-1600 | |||
|guard=- | |||
|cancel=- | |||
|startup=- | |||
|active=- | |||
|recovery=38F Total | |||
|frameAdv=- | |||
|level=- | |||
|description=Middle ground between A and C versions, using a medium amount of health and had a medium amount of startup. | |||
}} | |||
{{AttackData-AH3LMSS | |||
|header=no | |||
|version=C | |||
|damage=-3200 | |||
|guard=- | |||
|cancel=- | |||
|startup=- | |||
|active=- | |||
|recovery=20F Total | |||
|frameAdv=- | |||
|level=- | |||
|description=The fastest version of Kunugi but takes the most health to use. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">Uruma</font> ====== | |||
{{MoveData | |||
|image=AH3_Kamui_Uruma.png |caption= Long reach slide | |||
|image2=AH3_Kamui_Uruma2.png |caption2= Slash when in proximity | |||
|input=41236X | |||
|name=Uruma (Inner Gap) | |||
|data= | |||
{{AttackData-AH3LMSS | |||
|version=A Move | |||
|damage=- | |||
|guard=- | |||
|cancel=- | |||
|startup=7 | |||
|active=9 | |||
|recovery=14 | |||
|frameAdv=- | |||
|level=- | |||
|description= | |||
}} | |||
{{AttackData-AH3LMSS | |||
|header=no | |||
|version=A Attack | |||
|damage=2400 | |||
|guard=Low/Air | |||
|cancel=- | |||
|startup=1 | |||
|active=1 | |||
|recovery=38 | |||
|frameAdv=-7 | |||
|level=C | |||
|description=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. | |||
}} | |||
{{AttackData-AH3LMSS | |||
|header=no | |||
|version=B Move | |||
|damage=- | |||
|guard=- | |||
|cancel=- | |||
|startup=9 | |||
|active=12 | |||
|recovery=14 | |||
|frameAdv=- | |||
|level=- | |||
|description= | |||
}} | |||
{{AttackData-AH3LMSS | |||
|header=no | |||
|version=B Attack | |||
|damage=2600 | |||
|guard=Low/Air | |||
|cancel=- | |||
|startup=1 | |||
|active=1 | |||
|recovery=40 | |||
|frameAdv=-9 | |||
|level=C | |||
|description=Medium version of uruma. Reaches about half screen in terms of distance with slightly more damage. | |||
}} | |||
{{AttackData-AH3LMSS | |||
|header=no | |||
|version=C Move | |||
|damage=- | |||
|guard=- | |||
|cancel=- | |||
|startup=11 | |||
|active=14 | |||
|recovery=17 | |||
|frameAdv=- | |||
|level=- | |||
|description= | |||
}} | |||
{{AttackData-AH3LMSS | |||
|header=no | |||
|version=C Attack | |||
|damage=2800 | |||
|guard=Low/Air | |||
|cancel=- | |||
|startup=1 | |||
|active=1 | |||
|recovery=43 | |||
|frameAdv=-12 | |||
|level=C | |||
|description=Slowest but farthest-reaching version of uruma. Great for maneuvering across the ground, hitconfirming into combos, and poking at the opponent. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">Kagesuki</font> ====== | |||
{{MoveData | |||
|image=AH3_Kamui_Kagesuki.png | |||
|image2=AH3_Kamui_Kagesuki2.png | |||
|input=41236X during Kunugi | |||
|caption= | |||
|name=Kagesuki (Shadow Gap) | |||
|data= | |||
{{AttackData-AH3LMSS | |||
|version=Move | |||
|damage=- | |||
|guard=- | |||
|cancel= | |||
|startup=5 | |||
|active=18 | |||
|recovery=21 | |||
|frameAdv=- | |||
|level=- | |||
|description= | |||
}} | |||
{{AttackData-AH3LMSS | |||
|header=no | |||
|version=Attack | |||
|damage=3800 | |||
|guard=Low/Air | |||
|cancel= | |||
|startup=1 | |||
|active=3 | |||
|recovery=42 | |||
|frameAdv=+6 | |||
|level=E | |||
|description=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. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">Habaki</font> ====== | |||
{{MoveData | |||
|image=AH3_Kamui_HabakiA.png |caption=A | |||
|image2=AH3_Kamui_HabakiB.png |caption2=B | |||
|image3=AH3_Kamui_HabakiC.png |caption3=C | |||
|input=[4]6X | |||
|name=Habaki (Sword Collar) | |||
|data= | |||
{{AttackData-AH3LMSS | |||
|version=A | |||
|damage=1000 | |||
|guard=All | |||
|cancel= | |||
|startup=20 | |||
|active=16 | |||
|recovery=36F Total | |||
|frameAdv=+12 | |||
|level=A | |||
|description=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. | |||
}} | |||
{{AttackData-AH3LMSS | |||
|header=no | |||
|version=B | |||
|damage=1000*2 | |||
|guard=All | |||
|cancel=- | |||
|startup=15 [31] | |||
|active=25 [18] | |||
|recovery=52F Total | |||
|frameAdv=+1 | |||
|level=A | |||
|description=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. | |||
}} | |||
{{AttackData-AH3LMSS | |||
|header=no | |||
|version=C | |||
|damage=1000*2, 1600 | |||
|guard=All | |||
|cancel=- | |||
|startup=10 | |||
|active=2(14)3,41 | |||
|recovery=54F Total | |||
|frameAdv=+3 | |||
|level=A | |||
|description=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. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">Kodama</font> ====== | |||
{{MoveData | |||
|image=AH3_Kamui_Kodama.png |caption= | |||
|input=[4]6X during Kunugi | |||
|name=Kodama (Ringing Blade) | |||
|data= | |||
{{AttackData-AH3LMSS | |||
|damage=1600*2, 2000 | |||
|guard=All | |||
|cancel= | |||
|startup=14 | |||
|active=3(12)3(19)30 | |||
|recovery=48F Total | |||
|frameAdv=+46 | |||
|level=C | |||
|description=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. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">Tenza</font> ====== | |||
{{MoveData | |||
|image=AH3_Kamui_Tenza.png |caption= | |||
|input=j.421X | |||
|name=Tenza (Heavenly Chains) | |||
|data= | |||
{{AttackData-AH3LMSS | |||
|version=A | |||
|damage=2000 | |||
|guard=High/Air | |||
|cancel= | |||
|startup=8 | |||
|active=8 | |||
|recovery=19 | |||
|frameAdv=-8 | |||
|level=D | |||
|description=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. While you won't normally get any combo conversion from Tenza instant overhead, it 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. | |||
}} | |||
{{AttackData-AH3LMSS | |||
|header=no | |||
|version=B | |||
|damage=500, 2000 | |||
|guard=High/Air | |||
|cancel=- | |||
|startup=8 | |||
|active=6, 2 | |||
|recovery=22 | |||
|frameAdv=-8 | |||
|level=A, D | |||
|description=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. | |||
}} | |||
{{AttackData-AH3LMSS | |||
|header=no | |||
|version=C | |||
|damage=500*2, 2000 | |||
|guard=High/Air | |||
|cancel=- | |||
|startup=8 | |||
|active=3, 3, 2 | |||
|recovery=25 | |||
|frameAdv=-8 | |||
|level=A*2, D | |||
|description=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. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">Seizan</font> ====== | |||
{{MoveData | |||
|image=AH3_Kamui_Seizan.png |caption= Defense and Offense in one. Nothing beats this | |||
|input=j.421X during Kunugi | |||
|name=Seizan (Death Beheader) | |||
|data= | |||
{{AttackData-AH3LMSS | |||
|damage=3800 | |||
|guard=High/Air | |||
|cancel= | |||
|startup=12 | |||
|active=1 | |||
|recovery=34 | |||
|frameAdv=-10 | |||
|level=C | |||
|description=Tenza under the effects of Kunugi. Has similar use to A tenza, but ground bounces and is completely invincible on startup. This means that it works even better as a defensive tool with backwards guard cancels and if you TK instant overhead with it, you can homing cancel for a combo conversion. A great offensive tool, defensive tool, and combo ender. However, seizan does come out slightly slower than tenza, so if not TK'd perfectly it can be more react-able while still being punishable on block without a cancel. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">Kanna</font> ====== | |||
{{MoveData | |||
|image=AH3_Kamui_Kanna.png |caption=Stance | |||
|image2=AH3_Kamui_KannaA.png |caption2=A | |||
|image3=AH3_Kamui_KannaB.png |caption3=B | |||
|image4=AH3_Kamui_KannaC.png |caption4=C | |||
|image5=AH3_Kamui_KannaE.png |caption5=Stance Cancel | |||
|input=63214X | |||
|name=Kanna (Spirit Style) | |||
|data= | |||
{{AttackData-AH3LMSS | |||
|version=Stance | |||
|damage=- | |||
|guard=- | |||
|cancel= | |||
|startup=15 | |||
|active=- | |||
|recovery=- | |||
|frameAdv=- | |||
|level=- | |||
|description=Kamui’s stance special. During this attack, you can hold 4 to increase the duration of the stance. During this time, you can press any attack button in any order and all of them will come out sequentially either after the button is released or after a set duration of time. | |||
}} | |||
{{AttackData-AH3LMSS | |||
|header=no | |||
|version=A | |||
|damage=1500 | |||
|guard=Mid | |||
|cancel=- | |||
|startup=3 | |||
|active=1 | |||
|recovery=25 | |||
|frameAdv=-1 | |||
|level=C | |||
|description=Upwards kanna slash. It's a good AUB to catch jumping and tech traps but is pretty slow to be used as an anti-air. | |||
}} | |||
{{AttackData-AH3LMSS | |||
|header=no | |||
|version=B | |||
|damage=1500 | |||
|guard=All | |||
|cancel=- | |||
|startup=3 | |||
|active=1 | |||
|recovery=27 | |||
|frameAdv=-2 | |||
|level=C | |||
|description=Forward Kanna slash. Safe, long-distance slash that launches the opponent. Generally, you won't be able to convert off of this unless very close to the opponent or you spend homing cancel or EFC. Useful for some close range combos | |||
}} | |||
{{AttackData-AH3LMSS | |||
|header=no | |||
|version=C | |||
|damage=1500 | |||
|guard=Low/Air | |||
|cancel=- | |||
|startup=3 | |||
|active=1 | |||
|recovery=29 | |||
|frameAdv=-1 | |||
|level=C | |||
|description=Low Kanna slash. Hits low but generally isn't a good mixup tool for its low properties. A good check in a block string though and useful in close range combos. | |||
}} | |||
{{AttackData-AH3LMSS | |||
|header=no | |||
|version=Cancel | |||
|damage=- | |||
|guard=- | |||
|cancel=- | |||
|startup=- | |||
|active=- | |||
|recovery=- | |||
|frameAdv=14F Total | |||
|level=- | |||
|description=Cancels out of the stance with a short recovery animation. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">Sazarashi</font> ====== | |||
{{MoveData | |||
|image=AH3_Kamui_Sazarashi.png |caption= | |||
|input=63214X during Kunugi | |||
|name=Sazarashi (Nine Gems) | |||
|data= | |||
{{AttackData-AH3LMSS | |||
|damage=1900*3 | |||
|guard=Mid | |||
|cancel= | |||
|startup=16 | |||
|active=3 | |||
|recovery=59F Total | |||
|frameAdv=-8 | |||
|level=E | |||
|description=Kanna under the effects of Kunugi. Instead of sazarashi being a stance attack like kanna, it becomes one large far reaching slash in the direction Kamui is facing. It has long horizontal reach, but not much vertical reach. It launches the opponent on hit and gives homing cancel combos. The important point of this move is it is a huge, fast AUB attack, however due to the lack of vertical reach and extreme amount of recovery it can be hard to use in this manner. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">Chijou Koufu</font> ====== | |||
{{MoveData | |||
|image=AH3_Kamui_ChijouA.png |caption=A | |||
|image2=AH3_Kamui_ChijouB.png |caption2=B | |||
|image3=AH3_Kamui_ChijouC.png |caption3=C | |||
|input=623X | |||
|name=Chijou Koufu (Ground Seal) | |||
|data= | |||
{{AttackData-AH3LMSS | |||
|damage=3000 | |||
|guard=- | |||
|cancel= | |||
|startup=1 | |||
|active=14 | |||
|recovery=31F Total | |||
|frameAdv=- | |||
|level=- | |||
|description=Kamui’s ground counters. Each button is used to counter a separate kind of attack. A being upwards, B being mid, and C being low. Deals 3000 damage on successful counter. | |||
A successful A koufu will launch the opponent upwards for a meterless combo conversion. | |||
A successful B koufu will launch the opponent towards the wall with similar effects to 5e. You'll need to spend EFC to convert off of this. | |||
A successful C koufu will sweep at the opponent's feet like 1e. You can convert this into a combo meterlessly if it's a counterhit or if you spend homing cancel or EFC. | |||
Keep in mind that this move does not parry by the properties of the incoming attack, rather where the attack hits on Kamui's body. For example, a late jump in could hit very deep and B koufu would be more effective than A koufu. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">Kuchu Koufu</font> ====== | |||
{{MoveData | |||
|image=AH3_Kamui_KuchuA.png |caption=A | |||
|image2=AH3_Kamui_KuchuB.png |caption2=B | |||
|input=j.623X | |||
|name=Kuchu Koufu (Air Seal) | |||
|data= | |||
{{AttackData-AH3LMSS | |||
|damage=3000 | |||
|guard=- | |||
|cancel= | |||
|startup=1 | |||
|active=9 | |||
|recovery=27F Total | |||
|frameAdv=- | |||
|level=- | |||
|description=Kamui’s air version of koufu. Used to intercept attacks from various angles. There is only an A and a B version covering upwards and downwards respectively. Deals 3000 damage on successful counter. and both lead to meterless combos if close enough to the ground. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">Wazabane</font> ====== | |||
{{MoveData | |||
|image=AH3_Kamui_jE.png |caption= | |||
|input=j.22X | |||
|name=Wazabane (Helm Splitter) | |||
|data= | |||
{{AttackData-AH3LMSS | |||
|damage=3000 | |||
|guard=High/Air | |||
|cancel= | |||
|startup=19 | |||
|active=Till L | |||
|recovery=L+12 | |||
|frameAdv=-10 | |||
|level=D | |||
|description=Kamui does a move much like JE and descends straight down with it. The hitbox persists until you reach the ground. Be careful as there is some landing recovery with this move. This move has no reward on regular hit, but on counterhit you can confirm straight into Horobi for a HKD. Generally, not a very great move to use often in neutral as it's linear, somewhat risky, and doesn't give much reward. However, it can work well with catching the opponent trying to anti air normal jump in timings and can make an ambiguous left right when done directly above the opponent. | |||
}} | |||
}} | |||
==Super Moves== | |||
====== <font style="visibility:hidden" size="0">Muon</font> ====== | |||
{{MoveData | |||
|image=AH3_Kamui_Muon.png |caption="On San Zan Zan Saku Sowaka" | |||
|input=236AB | |||
|name=Muon (Zen Strike) | |||
|data= | |||
{{AttackData-AH3LMSS | |||
|damage=5000 | |||
|guard=All | |||
|startup=0+6 | |||
|active=21 | |||
|recovery=20 | |||
|frameAdv=-36 | |||
|level=A | |||
|description=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 hard knockdown, so good for confirming hits from ranges uruma wouldn't naturally connect from. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">Horobi</font> ====== | |||
{{MoveData | |||
|image=AH3_Kamui_Horobi.png |caption="On Arorikya Sowaka" | |||
|input=j.236AB | |||
|name=Horobi (Destruction) | |||
|data= | |||
{{AttackData-AH3LMSS | |||
|damage=5000 | |||
|guard=Mid | |||
|startup=0+3 | |||
|active=Till L | |||
|recovery=L+37 | |||
|frameAdv=- | |||
|level=B | |||
|description=From the air, Kamui slashes her sword straight down through the opponent and upon landing on the ground, the opponent is cut through and slammed to the ground. After that you get a guaranteed hard knockdown point blank. There isn't enough advantage to setup an arcana special or even kunugi at most heights, but still a great way to leverage offense. This is a fantastic, metered air combo ender for Kamui and generally you're going to want into this from combos that end in tenza. It's also very fast and can use used in air clashes with varying success. | |||
}} | |||
}} | |||
==Critical Heart== | |||
{{MoveData | |||
|image=AH3_Kamui_Shimatsuri.png | |||
|caption= | |||
|input=222AB after a successful 623X catch | |||
|name=Shimatsuri (Death Seal) | |||
|data= | |||
{{AttackData-AH3LMSS | |||
|version=Normal | |||
|damage=0, 2000*42, 6000 | |||
|guard=Unb | |||
|startup=0+3 | |||
|active=24 | |||
|recovery=20 | |||
|frameAdv=- | |||
|level=- | |||
|description= | |||
}} | |||
{{AttackData-AH3LMSS | |||
|header=no | |||
|version=Extend Force | |||
|damage=0, 100*42, 14600 | |||
|guard=Unb | |||
|startup=0+3 | |||
|active=9 | |||
|recovery=16 | |||
|frameAdv=- | |||
|level=- | |||
|description=On a successful grounded koufu parry, you can go into Shimatsuri for huge damage. The followup attack will not always connect depending on the situation. If you parried the opponent and they're high in the air, shimatsuri will go under them and completely whiff. Also, if the opponent has any amount of invincibility such as koufuing a DP, Shimatsuri will whiff through them. As a result of this, this attack is quite difficult to land, but rewarding. | |||
}} | |||
}} | |||
<section end=Movelist/> | |||
==Combos== | |||
'''Staple Combos''' <br> | |||
Easy 1 meter homing cancel combo. Can end with super for hard knockdown. Works with almost all arcanas. | |||
5b, 5c, 41236c, 6HC, 6a, 3b, ja, jb, dja, jb, jc, j421c | |||
Slightly more difficult, but better knockdown. Also 1 bar and should also work with almost all arcanas. | |||
5b, 5c, 41236c, 6HC, 6a, 5a, 61234c, microdash 6a, 5c, 61234c, microdash 6a, 5b, 41236a | |||
Easy extend force confirm, the uruma loop. Works with almost all arcanas, might need to take out one rep of the loop depending on the starter. | |||
5b, 5c, 41236c, efc, 5b, 5c, 41236a, 5a, 5b, 41236a, 5a, 5b, 41236a | |||
Same extend force confirm, but for smaller characters. | |||
5b, 5c, 41236c, efc, 5c, 41236a, 5a, 5b, 41236a, 5a, 5b, 41236a | |||
*JC, 5B, 5C, 236+AB | |||
*JC, 2A, 2B, 2C, 41236+X, (6HC) 3B, JA, JB, (djc) JA, JB, JC, J421+C | |||
*JC, 5A, 5B, 5C, 41236+X, (6HC) 3B, JA, JB, (djc) JA, JB, JC, J421+C, J236+AB | |||
^2 bar variant for 10K DMG | |||
*2A, 1E, [4]6+C, 5A, JA, JB, (djc) JA, JB, JC, J421+C | |||
*JC, (66) 2A, 2B, 1E, [4]6+C, (6HC) 3B, JA, JB, (djc) JA, JB, JC, J421+C | |||
^Meter version for more oomph | |||
*JC, 5A, 5B, 5C, 41236+X, (6HC) 5A, 5B, 63214+B~C, 5A, 5B, 41236+A | |||
*623+A (Counter), (5D) JA, JB, (djc) JA, JB, JC, J421+C, J236+AB | |||
*623+C (Counter), (6HC) 3B, JA, JB, (djc) JA, JB, JC, J421+C, J236+AB | |||
*J623+A/B (Counter), (Land) *JA, *JB, *JC, (Land) JA, JB, (djc) JA, JB, JC, J421+C, J236+AB | |||
^Delayed til you reach the ground then go from there | |||
*J623+A/B (Counter), (Land 66) 6A, 5C, 22+C, 5A, JA, JB, (djc) JB, JE | |||
*J623+A/B (Counter), (Land 66) 6A, 5C, 22+C, 5A, JA, JB, (djc) JA, JB, JC, J421+C | |||
*5/N Throw, (8~5DD) JA, JB, (djc) JA, JB, JC, J421+C, J236+AB | |||
*(Counter) J421+A/B, (3HC) JC, (land) 5A, JA, JB, (djc) JA, JB, JC, J421+C, J236+AB | |||
*2A, 2B, 5C, 41236+C, (6HC) 5A, 5B, 5C, 63214+C, 5B, 41236+B, 41236+C | |||
*2C, 41236+C, (6HC) 5A, 5B, 5C, 63214+C, 5A, JA, JB, (djc) JB, JC, J421+C* | |||
^Super pushes over 10K | |||
'''EFc Combos''' | |||
*JC, 5A, 5B, 5C, 41236+X, (EFc 66) (5A, 5B, 41236+A)x3, (delayed) 5C | |||
^Might need to use 2 reps for Arcana that run out fast, otherwise good DMG | |||
*623+C (Counter), (EFc 66) (5A 5B, 41236+A*)x4 | |||
^The 4th rep is the B version | |||
*22+X, 63214+X, (EFc) (5D) JB, (djc) JC, JE, (Delay) JC, (Land) 5B*, 41236+A | |||
^Timing is pretty jank if you get towards the corner | |||
*22+X, 63214+X, (EFc) (5D) JC, JB, (djc) JB, JC, J421+C, J236+AB | |||
*JC, (66) 2B, 2C, 63214+C, (EFc 66) 5B, 5C, 236+AB | |||
*JC, (66) 2B, 2C, 63214+C, (EFc 66) *5A, 5B, 3B, JA, JB, (djc) JA, JB, JC, J421+C, J236+AB | |||
^Launcher route if you're still hungry | |||
*JC, (66) 2B, 2C, 63214+C, (EFc 66) *(5A, 5B, 41236+A)x3, 41236+C | |||
^Uruma loop Variant, delayed 5C ender also good | |||
*JC, (66) 2A, 2B, 2C, 41236+C, (EFc 66) (5B, 3B, 41236+A)x2, | |||
*2A, 1E, [4]6+C, 5A, 63214+A, (EFc 66) JA, JB, (djc) JA, JB, JC, J421+C, J236+AB | |||
*2A, 2B, 2C, 41236+X, (EFC 66) 5A, 5B, 3B, JC, JA, JB, (djc) JB, JC, J421+C, J236+AB | |||
*2A, 2B, 2C, 41236+X, (EFC 66) 5A, 5B, 3B, JB, (delayed) JE, JC, (land) 5B, 41236+B | |||
*(Corner) 2A, 2B, 2C, 41236+X, (EFC) 5A, 5B, 3B, JC, JA, JB, (djc) JA, JB, JC, J421+C | |||
*623+B (Counter), (EFc 66) 5B, 41236+B, (6HC) 5A, 5B, 3B, JC, JB, JA (djc) JA, JB, JC, J421+C, J236+AB | |||
*1E, 41236+C, (EFc 66) 5C, 41236+B, (2A, 5B, 41236+B)x2, (delayed) 5C | |||
*2B, 2C, 41236+C, (EFC 66) 5A, 5B, 3B, JB, (delayed) JE, JA, (djc) JA, JB, JC, J421+C, J236+AB | |||
*2B, 2C, 41236+C, (EFC 66) 5B, 3B, JA, JB, JE, (delayed) JB*, (land) 3B, JA, JB, J421+C, J236+AB | |||
^Right before the ground so you can connect the 3B before they can recover | |||
*5B, 5C, 41236+C, (6HC) 5A, 5B, 63214+B~C, 3B, JA, JB, (djc) JA, JB, JC, J421+A, J236+AB | |||
===Arcana Combos=== | |||
'''Love''' | |||
*2A, 1E, 41236+X, 236236+E, 3B, JA, JB, (djc) JA, JB, JC, J421+C | |||
*2A, 1E, 4~6+C, (EFc 66) 5A, JB, JC, J623+E, (5HC) JA, JB, (djc) JA, JB, JC, J421+C | |||
*JC, (66) 5B, 5C, 41236+X, (EFc 66) 5A, 5B, 5C, 63214+B, 214+BC | |||
'''Thunder''' | |||
*5A, 5B, 5C, 63214+B, 236236+E, (66) JA, JB, (djc) JA, JB, JC, J421+A, J236+AB | |||
*JC, 5A, 5B, 5C, 41236+X, (EFc 66) 5B, 5C, 41236+B, 641236+E | |||
*623+A (Hi-Counter), (EFc) 236+ABC, (5DD) JE, (Explosion) JC, J421+C | |||
'''Plant''' | |||
*5C, 236+E, 5B, 5C, 236E, 5A, JA, JB, (djc) JA, JB, JC, J421+C, J236+AB | |||
*JC, 5A, 5B, 5C, 41236+X, (EFc 66) 5A, 5B, 3B, JA, JB, (djc) JA, JB, JC, J236236+E | |||
*JE, 2A, 1E, 2E, 214214+E, (5D) JA, JB, (djc) JA, JB, JC, J421+C, J236+AB | |||
'''Earth''' | |||
*JC, 5A, 5B, 5C, 41236+X, 641236+E, (EFc 66) 214+BC | |||
*JC, 5B, 5C, 63214+B, (EFc 66) 5A, 5B, 5C, 63214+B, 236236+E | |||
'''Fire''' | |||
*1E, 4~6+C, (EFc 66) 5A, JC, JA, JB, (djc) JA, JB, JC, J421+C, J236+AB | |||
*JC, 5A, 5B, 5C, 41236+X, (EFc 66) 5B, 5C, 214214+E | |||
*(Air to Air) JB, (djc) JB, JC, J236+E, (5HC~D) JC, (land) 5A, JA, JB, (djc) JA, JB, JC, J421+C | |||
*Wind* | |||
*2A, 1E, 2E, 236+E, (5HC) JA, JB, (djc) JB, JE, (Sicilis hit) J214+E, (delayed) (5D) JA, JB, (djc) JB, JC, J421+C | |||
*JC, 5A, 5B, 5C, 41236+X, (EFc 66) 3B, 2E, (5HC~D) JA, JB, (djc) JA, JB, JC, J421+C | |||
*JC, 5A, 5B, 5C, 41236+X, (EFc 66) 5A, 5B, 5C, 63214+B, 236+ABC | |||
'''Steel''' | |||
*JC, 2A, 1E, 2E, 236+E~8, (66) JA, JB, (djc) JA, JB, JC, J421+C, J236+AB | |||
*5/N Throw, (EFc) (really fast) 236+ABC | |||
'''Fenrir''' | |||
*2A, 1E, 2E, 623+E, (5HC) JA, JB, (djc) JA, JB, JC, J421+C | |||
*JC, 5A, 5B, 5C, 63214+B, 641236+E | |||
*5/N Throw, 623+E, (5DD) JA, JB, (djc) JA, JB, JC, J421+C, J236+AB | |||
'''Tyr''' | |||
*JC, 5A, 5B, 5C, 41236+X, (EFc 66) (5A, 5B, 41236+A)x2, 214+BC | |||
*JC, 5A, 5B, 5C, 41236+X, (EFc 66) (5A, 5B, 41236+A)x2, 236+ABC | |||
{{#ev:youtube|vLVqBjEWtvQ|||'''Arcana Heart 3 Love Max Six Stars Xtend Kamui Combo Guide''' by Akuadynasty|frame}} | |||
*https://youtu.be/6TfOYL402gY Bulleted Combos above in video | |||
==Match Videos== | |||
<!--List videos in bullets and put the year in (brackets) to keep track of how recent the tech is.--> | |||
* [https://youtu.be/MoG2RQZEXlo?t=6275 Archer's Time Kamui vs Lilica, Zenia, Lieselotte] - With English commentary. (2017) | |||
* [https://youtu.be/XZHxMRPq7p8?t=404 Sin/Fenrir Kamui vs Clarice, Akane, Angelia] - this is the highest-ranked Kamui player in arcades. (2017) | |||
* [https://youtu.be/XZHxMRPq7p8?t=4835 Halo/Sin/Mirror Kamui vs Scharl, Clarice, Yoriko] - same video and kamui player as above; different timestamp. (2017) | |||
* [https://youtu.be/XZHxMRPq7p8?t=9104 Halo/Fenrir/Sin Kamui vs Nazuna, Akane, Yoriko] - same video and kamui player as above; different timestamp. (2017) | |||
{{Navbox-AH3X}} | {{Navbox-AH3X}} |
Latest revision as of 06:03, 21 May 2024
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 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 which marginally increases damage across all of her air combos.
Normal Moves
5A
5A Her most consistent anti air Her most consistent anti air
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5B
5B A go-to for poking A go-to for poking
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5C
5C
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5E
5E
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2A
2A Not a low, but her fastest button Not a low, but her fastest button
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2B
2B
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2C
2C
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2E
2E
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6A
6A
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3B
3B
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1E
1E
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j.A
j.A Surprisingly good space control and panic button in the air Surprisingly good space control and panic button in the air
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j.B
j.B
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j.C
j.C
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j.E
j.E
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Throws
Neutral Throw
Throw Great for meterless combo conversions Great for meterless combo conversions
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Lever Throw
Lever Throw Good for oki Good for oki
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Air Throw
Air Throw
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Special Moves
Kunugi
Kunugi (Sword of Merit)
22X |
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Uruma
Uruma (Inner Gap) 41236X Long reach slide Long reach slide Slash when in proximity Slash when in proximity
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Kagesuki
Kagesuki (Shadow Gap)
41236X during Kunugi |
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Habaki
Habaki (Sword Collar) [4]6X A A B B C C
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Kodama
Kodama (Ringing Blade)
[4]6X during Kunugi |
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Tenza
Tenza (Heavenly Chains)
j.421X |
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Seizan
Seizan (Death Beheader) j.421X during Kunugi Defense and Offense in one. Nothing beats this Defense and Offense in one. Nothing beats this
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Kanna
Kanna (Spirit Style) 63214X Stance Stance A A B B C C Stance Cancel Stance Cancel
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Sazarashi
Sazarashi (Nine Gems)
63214X during Kunugi |
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Chijou Koufu
Chijou Koufu (Ground Seal) 623X A A B B C C
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Kuchu Koufu
Kuchu Koufu (Air Seal) j.623X A A B B
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Wazabane
Wazabane (Helm Splitter)
j.22X |
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Super Moves
Muon
Muon (Zen Strike) 236AB "On San Zan Zan Saku Sowaka" "On San Zan Zan Saku Sowaka"
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Horobi
Horobi (Destruction) j.236AB "On Arorikya Sowaka" "On Arorikya Sowaka"
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Critical Heart
Shimatsuri (Death Seal)
222AB after a successful 623X catch |
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Combos
Staple Combos
Easy 1 meter homing cancel combo. Can end with super for hard knockdown. Works with almost all arcanas.
5b, 5c, 41236c, 6HC, 6a, 3b, ja, jb, dja, jb, jc, j421c
Slightly more difficult, but better knockdown. Also 1 bar and should also work with almost all arcanas.
5b, 5c, 41236c, 6HC, 6a, 5a, 61234c, microdash 6a, 5c, 61234c, microdash 6a, 5b, 41236a
Easy extend force confirm, the uruma loop. Works with almost all arcanas, might need to take out one rep of the loop depending on the starter.
5b, 5c, 41236c, efc, 5b, 5c, 41236a, 5a, 5b, 41236a, 5a, 5b, 41236a
Same extend force confirm, but for smaller characters.
5b, 5c, 41236c, efc, 5c, 41236a, 5a, 5b, 41236a, 5a, 5b, 41236a
- JC, 5B, 5C, 236+AB
- JC, 2A, 2B, 2C, 41236+X, (6HC) 3B, JA, JB, (djc) JA, JB, JC, J421+C
- JC, 5A, 5B, 5C, 41236+X, (6HC) 3B, JA, JB, (djc) JA, JB, JC, J421+C, J236+AB
^2 bar variant for 10K DMG
- 2A, 1E, [4]6+C, 5A, JA, JB, (djc) JA, JB, JC, J421+C
- JC, (66) 2A, 2B, 1E, [4]6+C, (6HC) 3B, JA, JB, (djc) JA, JB, JC, J421+C
^Meter version for more oomph
- JC, 5A, 5B, 5C, 41236+X, (6HC) 5A, 5B, 63214+B~C, 5A, 5B, 41236+A
- 623+A (Counter), (5D) JA, JB, (djc) JA, JB, JC, J421+C, J236+AB
- 623+C (Counter), (6HC) 3B, JA, JB, (djc) JA, JB, JC, J421+C, J236+AB
- J623+A/B (Counter), (Land) *JA, *JB, *JC, (Land) JA, JB, (djc) JA, JB, JC, J421+C, J236+AB
^Delayed til you reach the ground then go from there
- J623+A/B (Counter), (Land 66) 6A, 5C, 22+C, 5A, JA, JB, (djc) JB, JE
- J623+A/B (Counter), (Land 66) 6A, 5C, 22+C, 5A, JA, JB, (djc) JA, JB, JC, J421+C
- 5/N Throw, (8~5DD) JA, JB, (djc) JA, JB, JC, J421+C, J236+AB
- (Counter) J421+A/B, (3HC) JC, (land) 5A, JA, JB, (djc) JA, JB, JC, J421+C, J236+AB
- 2A, 2B, 5C, 41236+C, (6HC) 5A, 5B, 5C, 63214+C, 5B, 41236+B, 41236+C
- 2C, 41236+C, (6HC) 5A, 5B, 5C, 63214+C, 5A, JA, JB, (djc) JB, JC, J421+C*
^Super pushes over 10K
EFc Combos
- JC, 5A, 5B, 5C, 41236+X, (EFc 66) (5A, 5B, 41236+A)x3, (delayed) 5C
^Might need to use 2 reps for Arcana that run out fast, otherwise good DMG
- 623+C (Counter), (EFc 66) (5A 5B, 41236+A*)x4
^The 4th rep is the B version
- 22+X, 63214+X, (EFc) (5D) JB, (djc) JC, JE, (Delay) JC, (Land) 5B*, 41236+A
^Timing is pretty jank if you get towards the corner
- 22+X, 63214+X, (EFc) (5D) JC, JB, (djc) JB, JC, J421+C, J236+AB
- JC, (66) 2B, 2C, 63214+C, (EFc 66) 5B, 5C, 236+AB
- JC, (66) 2B, 2C, 63214+C, (EFc 66) *5A, 5B, 3B, JA, JB, (djc) JA, JB, JC, J421+C, J236+AB
^Launcher route if you're still hungry
- JC, (66) 2B, 2C, 63214+C, (EFc 66) *(5A, 5B, 41236+A)x3, 41236+C
^Uruma loop Variant, delayed 5C ender also good
- JC, (66) 2A, 2B, 2C, 41236+C, (EFc 66) (5B, 3B, 41236+A)x2,
- 2A, 1E, [4]6+C, 5A, 63214+A, (EFc 66) JA, JB, (djc) JA, JB, JC, J421+C, J236+AB
- 2A, 2B, 2C, 41236+X, (EFC 66) 5A, 5B, 3B, JC, JA, JB, (djc) JB, JC, J421+C, J236+AB
- 2A, 2B, 2C, 41236+X, (EFC 66) 5A, 5B, 3B, JB, (delayed) JE, JC, (land) 5B, 41236+B
- (Corner) 2A, 2B, 2C, 41236+X, (EFC) 5A, 5B, 3B, JC, JA, JB, (djc) JA, JB, JC, J421+C
- 623+B (Counter), (EFc 66) 5B, 41236+B, (6HC) 5A, 5B, 3B, JC, JB, JA (djc) JA, JB, JC, J421+C, J236+AB
- 1E, 41236+C, (EFc 66) 5C, 41236+B, (2A, 5B, 41236+B)x2, (delayed) 5C
- 2B, 2C, 41236+C, (EFC 66) 5A, 5B, 3B, JB, (delayed) JE, JA, (djc) JA, JB, JC, J421+C, J236+AB
- 2B, 2C, 41236+C, (EFC 66) 5B, 3B, JA, JB, JE, (delayed) JB*, (land) 3B, JA, JB, J421+C, J236+AB
^Right before the ground so you can connect the 3B before they can recover
- 5B, 5C, 41236+C, (6HC) 5A, 5B, 63214+B~C, 3B, JA, JB, (djc) JA, JB, JC, J421+A, J236+AB
Arcana Combos
Love
- 2A, 1E, 41236+X, 236236+E, 3B, JA, JB, (djc) JA, JB, JC, J421+C
- 2A, 1E, 4~6+C, (EFc 66) 5A, JB, JC, J623+E, (5HC) JA, JB, (djc) JA, JB, JC, J421+C
- JC, (66) 5B, 5C, 41236+X, (EFc 66) 5A, 5B, 5C, 63214+B, 214+BC
Thunder
- 5A, 5B, 5C, 63214+B, 236236+E, (66) JA, JB, (djc) JA, JB, JC, J421+A, J236+AB
- JC, 5A, 5B, 5C, 41236+X, (EFc 66) 5B, 5C, 41236+B, 641236+E
- 623+A (Hi-Counter), (EFc) 236+ABC, (5DD) JE, (Explosion) JC, J421+C
Plant
- 5C, 236+E, 5B, 5C, 236E, 5A, JA, JB, (djc) JA, JB, JC, J421+C, J236+AB
- JC, 5A, 5B, 5C, 41236+X, (EFc 66) 5A, 5B, 3B, JA, JB, (djc) JA, JB, JC, J236236+E
- JE, 2A, 1E, 2E, 214214+E, (5D) JA, JB, (djc) JA, JB, JC, J421+C, J236+AB
Earth
- JC, 5A, 5B, 5C, 41236+X, 641236+E, (EFc 66) 214+BC
- JC, 5B, 5C, 63214+B, (EFc 66) 5A, 5B, 5C, 63214+B, 236236+E
Fire
- 1E, 4~6+C, (EFc 66) 5A, JC, JA, JB, (djc) JA, JB, JC, J421+C, J236+AB
- JC, 5A, 5B, 5C, 41236+X, (EFc 66) 5B, 5C, 214214+E
- (Air to Air) JB, (djc) JB, JC, J236+E, (5HC~D) JC, (land) 5A, JA, JB, (djc) JA, JB, JC, J421+C
- Wind*
- 2A, 1E, 2E, 236+E, (5HC) JA, JB, (djc) JB, JE, (Sicilis hit) J214+E, (delayed) (5D) JA, JB, (djc) JB, JC, J421+C
- JC, 5A, 5B, 5C, 41236+X, (EFc 66) 3B, 2E, (5HC~D) JA, JB, (djc) JA, JB, JC, J421+C
- JC, 5A, 5B, 5C, 41236+X, (EFc 66) 5A, 5B, 5C, 63214+B, 236+ABC
Steel
- JC, 2A, 1E, 2E, 236+E~8, (66) JA, JB, (djc) JA, JB, JC, J421+C, J236+AB
- 5/N Throw, (EFc) (really fast) 236+ABC
Fenrir
- 2A, 1E, 2E, 623+E, (5HC) JA, JB, (djc) JA, JB, JC, J421+C
- JC, 5A, 5B, 5C, 63214+B, 641236+E
- 5/N Throw, 623+E, (5DD) JA, JB, (djc) JA, JB, JC, J421+C, J236+AB
Tyr
- JC, 5A, 5B, 5C, 41236+X, (EFc 66) (5A, 5B, 41236+A)x2, 214+BC
- JC, 5A, 5B, 5C, 41236+X, (EFc 66) (5A, 5B, 41236+A)x2, 236+ABC
- https://youtu.be/6TfOYL402gY Bulleted Combos above in video
Match Videos
- Archer's Time Kamui vs Lilica, Zenia, Lieselotte - With English commentary. (2017)
- Sin/Fenrir Kamui vs Clarice, Akane, Angelia - this is the highest-ranked Kamui player in arcades. (2017)
- Halo/Sin/Mirror Kamui vs Scharl, Clarice, Yoriko - same video and kamui player as above; different timestamp. (2017)
- Halo/Fenrir/Sin Kamui vs Nazuna, Akane, Yoriko - same video and kamui player as above; different timestamp. (2017)