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| [[File:Kamui_banner.png|350px|right|thumb|<center><font size="4"><b>Kamui Tokinomiya</b></font></center>]] | | [[File:Kamui_banner.png|350px|right|thumb|<center><font size="4"><b>Kamui Tokinomiya</b></font></center>]] |
| {{TOClimit|2}} | | {{TOClimit|2}} |
Revision as of 01:35, 7 May 2021
Notice: While the staff works on updating the new pages, some of the information may be outdated. Thank you for your patience.
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, pressure from a distance, and/or rush down. She has good comeback potential, especially with certain Arcanas.
Recommended Arcana
Kamui goes well with arcanas that help improve her hit confirms and post kockdown setup/okizeme sequences.
Plant
Plant can help to improve Kamui's damage off long range hits with Vine. Vine is also a great pressure tool when combined with long range ground normals.
Time
Time has several set ups that allow you to use Kunugi safely and run strong mixups afterward. Unfortunately, you cannot burst when you feel like with Time and Kamui's stamina is already low enough.
Dark
Dark can give you relatively strong mixups. After a JE ender, you can use Sichel or Martern for some pretty mean left right mixups. If you succeed, you knocking them back down into the same thing again. If they block it, you maintain your momentum.
Wind
Wind is another good arcana for Kamui. It gives you some projectiles to work with and the pushblock to take the risk out of escaping pressure. Wind's triple jump also helps increase the damage off many different confirms.
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. This moves hits most character's crouch animation except some extremely low ones, and it is generally easy to use against grounded opponents. On the other hand, it is rather hard to do anything after the clash when trying to anti air with it since the move comes out in 5f.However, the reach is excellent so you can use it to stuff air dashes or punish air guard cancels.
|
|
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. The range is good, its fast, and an essential part to many of your combos. However, somethings that you need to look out for is low crouch profiles and low airdashes that are just out of reach. Also, your hitbox is mixed up in to the move a little be so try to remember your most effective range.
|
|
5C
5C
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
3000
|
All
|
-
|
15
|
1
|
27
|
-7
|
C
|
The reach on this move is amazing, making it really easy to toss this into combos from B moves. You often go from this move to Muon. Things to look out for is the fact that your own hitbox moves forward as well during this move and that it is massive guard cancel bait. Good uses for this move is to tag jump outs and forward movement.
|
|
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. This could be used when close to the opponent and pressuring them to make them guess.
|
|
2A
2A
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
500
|
All
|
-
|
4
|
2
|
11
|
-1
|
A
|
This 2A isn't a low but has decent reach. You'll use this a lot for close range pokes/mash and combo starters.
|
|
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. The major thing to beware of is that if you do not cancel into this move immediately after an A move, it may not link.
|
|
2C
2C
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
2800
|
Low/Air
|
-
|
12
|
3
|
19
|
-1
|
C
|
This move is like a 5C that is aimed at your opponents feet. This is longer than 5B, but a bit shorter than 5C, and has decent start up as a low. You also use it a lot in combos since you move forward upon moving this move.
|
|
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 also air unblockable and blows the opponent away. You can follow this up with a NHC for an air combo too. As an anti air... 3B is better so you won't be using this that much. You want to use this for combos provided that you are close enough. You can chain this to 5E and 2E.
|
|
6A
6A
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
600
|
All
|
-
|
6
|
2
|
10
|
+2
|
A
|
Farther reach than 5A, and positive on block, for the cost of one startup frame.
|
|
3B
3B
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
1600
|
Mid
|
-
|
9
|
2
|
19
|
-5
|
B
|
This is a wide, upward slash that also has clash frames on the top half of your body. You could use this move to actively aim for clashes against your opponents standing or air moves. This is also air unblockable.
|
|
1E
1E
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
1000
|
Low/Air
|
-
|
10
|
2
|
18
|
+1
|
D
|
This move has good speed, is plus on block, decent reach and knocks down on hit.
|
|
j.A
j.A
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
1000
|
High/Air
|
-
|
5
|
3
|
19
|
-
|
A
|
The start up is decent so this could be used as an air-vs-air move right after you jump. Despite its look, the hitbox above and below it is quite thick, and clashes with other moves a good bit.
|
|
j.B
j.B
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
1600
|
High/Air
|
-
|
8
|
2
|
27
|
-
|
B
|
Not only does this move have reach, but it is fast too. You can really bring this move alive when you space to to hit with the tip of the move. The only problem is that your hitbox is also in this move as well, there are many cases were you put the move out to late or space it incorrectly and get hit out of it. This recovery is quite long too.
|
|
j.C
j.C
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
2700
|
High/Air
|
-
|
10
|
2
|
28
|
-
|
C
|
The untech time on this move is rather long, so using this in air combos close to the ground to pick the combo back up for a re-jump is one of its main uses. You could even start with this move then NH for the follow up. This hitbox and start up are better than before, making it much easier to use at longer ranges.
|
|
j.E
j.E
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
2000
|
High/Air
|
-
|
11
|
2
|
20
|
-
|
D
|
This hitbox is not that great for it to be uses as an air-vs-air move but it is great as a cross up. You'll be using it a lot for jump ins to cross the opponent up and okizeme.
|
|
Throws
Neutral Throw
Throw
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
2200
|
Throw
|
-
|
5
|
1
|
23
|
-
|
-
|
Leaves opponent airborne.
|
|
Lever Throw
Lever Throw
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
2500
|
Throw
|
-
|
3
|
1
|
23
|
-
|
-
|
|
|
Air Throw
Air Throw
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
2000
|
Throw
|
-
|
3
|
1
|
23
|
-
|
-
|
|
|
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 srecials become powered up. The buff disappears after using a buffed special 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 the middle amount of health and takes the middle amount of time.
|
C
|
-3200
|
-
|
-
|
-
|
-
|
20F Total
|
-
|
-
|
Fastest version, and uses the most health.
|
|
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 run-past. On clash, this is like a projectile so you cannot do something after immediately. Depending on what button you press the amount of space you cover increases as well as your start up. Used a lot in combos and random/surprise attacks.
|
B Move
|
-
|
-
|
-
|
9
|
12
|
14
|
-
|
-
|
B Attack
|
2600
|
Low/Air
|
-
|
1
|
1
|
40
|
-9
|
C
|
Middle version. Does a little more damage.
|
C Move
|
-
|
-
|
-
|
11
|
14
|
17
|
-
|
-
|
C Attack
|
2800
|
Low/Air
|
-
|
1
|
1
|
43
|
-12
|
C
|
Farthest reaching version. Good for surprise advances.
|
|
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. The distance and speed of Uruma increase and you are invincible to normals during the charge. You can link this from from the very tip 5C and if it is guarded you are still at an advantage.
|
|
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
|
Her projectile specials actually act quite different from each other. Instead of the the typical “Least start-up, least damaging version”, her A version is a move that fires just one projectile that takes a long time to come out, but leaves you ridiculously positive on block.
|
B
|
1000*2
|
All
|
-
|
15 [31]
|
25 [18]
|
52F Total
|
+1
|
A
|
Fires two slashes from her sword. Typical zoning special.
|
C
|
1000*2, 1600
|
All
|
-
|
10
|
2(14)3,41
|
54F Total
|
+3
|
A
|
Kamui will perform two sword slashes, and then the projectile will become active. The startup for the projectile is about 30 frames. Can be homing, EFC, and super cancel after the second slash.
|
|
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
|
Habaki under the effects of Kunugi. If you hold the button, you can store the move. During that time if you are hit or guard, then you'll lose the move.
|
|
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
|
Hits once and slams the opponent to the floor. Good air-to-air move. Can be TK’d for an overhead. All versions have five frames of throw invincibility at the start.
|
B
|
500, 2000
|
High/Air
|
-
|
8
|
6, 2
|
22
|
-8
|
A, D
|
Hits twice. Does a little less damage at the start due to damage proration. Hitting with the first attack will actually leave you at -2.
|
C
|
500*2, 2000
|
High/Air
|
-
|
8
|
3, 3, 2
|
25
|
-8
|
A*2, D
|
Hits three times. Good combo-ender. TKing this will cause it to whiff on most crouching opponents.
|
|
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
|
-
|
-
|
-
|
14
|
-
|
-
|
-
|
-
|
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
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
-
|
-
|
-
|
1
|
9
|
27F Total
|
-
|
-
|
Kamui’s air counters. Used to intercept attacks from various angles. Deals 3000 damage on successful counter.
|
|
Wazabane
Wazabane (Helm Splitter) j.22X
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
3000
|
High/Air
|
-
|
19
|
Till L
|
L+12
|
-10
|
D
|
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.
|
|
Super Moves
Muon
Muon (Zen Strike) 236AB
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
5000
|
All
|
-
|
0+6
|
21
|
20
|
-36
|
A
|
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.
|
|
Horobi
Horobi (Destruction) j.236AB
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
5000
|
Mid
|
-
|
0+3
|
Till L
|
L+37
|
-
|
B
|
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.
|
|
Critical Heart
Shimatsuri (Death Seal) 222AB after a successful 623X catch
|
Version
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
Normal
|
0, 2000*42, 6000
|
Unb
|
-
|
0+3
|
24
|
20
|
-
|
-
|
Extend Force
|
0, 100*42, 14600
|
Unb
|
-
|
0+3
|
9
|
16
|
-
|
-
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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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Characters
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Arcana
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