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== | ||
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===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. | ||
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'''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/> | <section begin=Movelist/> | ||
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{{MoveData | {{MoveData | ||
|image=AH3_Kamui_5A.png | |image=AH3_Kamui_5A.png | ||
|caption= | |caption=Her most consistent anti air | ||
|name=5A | |name=5A | ||
|data= | |data= | ||
Line 39: | Line 39: | ||
|frameAdv=-1 | |frameAdv=-1 | ||
|level=A | |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. | |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. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=AH3_Kamui_5B.png | |image=AH3_Kamui_5B.png | ||
|caption= | |caption=A go-to for poking | ||
|name=5B | |name=5B | ||
|data= | |data= | ||
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{{MoveData | {{MoveData | ||
|image=AH3_Kamui_2A.png | |image=AH3_Kamui_2A.png | ||
|caption= | |caption=Not a low, but her fastest button | ||
|name=2A | |name=2A | ||
|data= | |data= | ||
Line 126: | Line 126: | ||
|frameAdv=-1 | |frameAdv=-1 | ||
|level=A | |level=A | ||
|description=Kamui's 2a is not a low | |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. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=AH3_Kamui_jA.png | |image=AH3_Kamui_jA.png | ||
|caption= | |caption=Surprisingly good space control and panic button in the air | ||
|name=j.A | |name=j.A | ||
|data= | |data= | ||
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{{MoveData | {{MoveData | ||
|image=AH3_Kamui_2E.png | |image=AH3_Kamui_2E.png | ||
|caption= | |caption=Great for meterless combo conversions | ||
|name=Throw | |name=Throw | ||
|data= | |data= | ||
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{{MoveData | {{MoveData | ||
|image=AH3_Kamui_Uruma2.png | |image=AH3_Kamui_Uruma2.png | ||
|caption= | |caption=Good for oki | ||
|name=Lever Throw | |name=Lever Throw | ||
|data= | |data= | ||
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====== <font style="visibility:hidden" size="0">Uruma</font> ====== | ====== <font style="visibility:hidden" size="0">Uruma</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=AH3_Kamui_Uruma.png |caption= | |image=AH3_Kamui_Uruma.png |caption= Long reach slide | ||
|image2=AH3_Kamui_Uruma2.png |caption2= | |image2=AH3_Kamui_Uruma2.png |caption2= Slash when in proximity | ||
|input=41236X | |input=41236X | ||
|name=Uruma (Inner Gap) | |name=Uruma (Inner Gap) | ||
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|frameAdv=-7 | |frameAdv=-7 | ||
|level=C | |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. | |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 | {{AttackData-AH3LMSS | ||
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====== <font style="visibility:hidden" size="0">Tenza</font> ====== | ====== <font style="visibility:hidden" size="0">Tenza</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=AH3_Kamui_Tenza.png |caption= | |image=AH3_Kamui_Tenza.png |caption= | ||
|input=j.421X | |input=j.421X | ||
|name=Tenza (Heavenly Chains) | |name=Tenza (Heavenly Chains) | ||
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====== <font style="visibility:hidden" size="0">Seizan</font> ====== | ====== <font style="visibility:hidden" size="0">Seizan</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=AH3_Kamui_Seizan.png |caption= | |image=AH3_Kamui_Seizan.png |caption= Defense and Offense in one. Nothing beats this | ||
|input=j.421X during Kunugi | |input=j.421X during Kunugi | ||
|name=Seizan (Death Beheader) | |name=Seizan (Death Beheader) | ||
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|active=1 | |active=1 | ||
|recovery=25 | |recovery=25 | ||
|frameAdv= | |frameAdv=-1 | ||
|level=C | |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. | |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. | ||
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|active=1 | |active=1 | ||
|recovery=29 | |recovery=29 | ||
|frameAdv=- | |frameAdv=-1 | ||
|level=C | |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. | |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. | ||
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====== <font style="visibility:hidden" size="0">Muon</font> ====== | ====== <font style="visibility:hidden" size="0">Muon</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=AH3_Kamui_Muon.png |caption= | |image=AH3_Kamui_Muon.png |caption="On San Zan Zan Saku Sowaka" | ||
|input=236AB | |input=236AB | ||
|name=Muon (Zen Strike) | |name=Muon (Zen Strike) | ||
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====== <font style="visibility:hidden" size="0">Horobi</font> ====== | ====== <font style="visibility:hidden" size="0">Horobi</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=AH3_Kamui_Horobi.png |caption= | |image=AH3_Kamui_Horobi.png |caption="On Arorikya Sowaka" | ||
|input=j.236AB | |input=j.236AB | ||
|name=Horobi (Destruction) | |name=Horobi (Destruction) | ||
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<section end=Movelist/> | <section end=Movelist/> | ||
==Combos== | ==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}} | {{#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== | ==Match Videos== |
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
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5B
5B
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5C
5C
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5E
5E
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2A
2A
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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
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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
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Lever Throw
Lever Throw
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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 |
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Kagesuki
Kagesuki (Shadow Gap)
41236X during Kunugi |
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Habaki
Habaki (Sword Collar)
[4]6X |
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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 |
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Kanna
Kanna (Spirit Style)
63214X |
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Sazarashi
Sazarashi (Nine Gems)
63214X during Kunugi |
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Chijou Koufu
Chijou Koufu (Ground Seal)
623X |
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Kuchu Koufu
Kuchu Koufu (Air Seal)
j.623X |
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Wazabane
Wazabane (Helm Splitter)
j.22X |
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Super Moves
Muon
Muon (Zen Strike)
236AB |
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Horobi
Horobi (Destruction)
j.236AB |
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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)