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Outdated Version
- This page is for an outdated version of the game (AH3LMSS). To see Kamui Tokinomiya's character page for the latest version (AH3X), click here.
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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
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
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600
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All
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-
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5
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1
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12
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-1
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A
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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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5B
5B
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
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1500
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All
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-
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8
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2
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17
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-3
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B
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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.
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5C
5C
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
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3000
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All
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-
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15
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1
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27
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-7
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C
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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.
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5E
5E
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Version
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
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Normal
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1800
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Mid
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-
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16
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2
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21
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±0
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D
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Charged
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2300
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Unb
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-
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33
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2
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27
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-
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E
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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.
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2A
2A
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
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500
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All
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-
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4
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2
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11
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-1
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A
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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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2B
2B
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
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1300
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Low/Air
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-
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10
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4
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17
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-5
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B
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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.
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2C
2C
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
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2800
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Low/Air
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-
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12
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3
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19
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-1
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C
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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.
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2E
2E
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Version
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
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Normal
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2100
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Mid
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-
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16
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3
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24
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-4
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D
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Charged
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2500
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Mid
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-
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35
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3
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28
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-
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E
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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.
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6A
6A
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
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600
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All
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-
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6
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2
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10
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+2
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A
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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.
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3B
3B
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
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1600
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Mid
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-
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9
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2
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19
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-5
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B
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Kamui does a wide, upwards slash with her sword. This is her main air unblockable attack and also useful for going into air combos.
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1E
1E
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
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1000
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Low/Air
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-
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10
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2
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18
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+1
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D
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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.
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j.A
j.A
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
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1000
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High/Air
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-
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5
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3
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19
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-
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A
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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.
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j.B
j.B
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
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1600
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High/Air
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-
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8
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2
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27
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-
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B
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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.
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j.C
j.C
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
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2700
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High/Air
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-
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10
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2
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28
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-
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C
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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.
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j.E
j.E
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
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2000
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High/Air
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-
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11
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2
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20
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-
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D
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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.
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Throws
Neutral Throw
Throw
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
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2200
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Throw
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-
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5
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1
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23
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-
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-
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Leaves opponent airborne.
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Lever Throw
Lever Throw
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
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2500
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Throw
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-
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3
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1
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23
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-
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-
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|
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Air Throw
Air Throw
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
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2000
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Throw
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-
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3
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1
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23
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-
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-
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|
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Special Moves
Kunugi
Kunugi (Sword of Merit) 22X
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Version
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
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A
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-800
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-
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-
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-
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-
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50F Total
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-
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-
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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.
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B
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-1600
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-
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-
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-
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-
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38F Total
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-
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-
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Middle ground between A and C versions, using the middle amount of health and takes the middle amount of time.
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C
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-3200
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-
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-
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-
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-
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20F Total
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-
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-
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Fastest version, and uses the most health.
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Uruma
Uruma (Inner Gap) 41236X
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Version
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
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A Move
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-
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-
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-
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7
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9
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14
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-
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-
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A Attack
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2400
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Low/Air
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-
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1
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1
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38
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-7
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C
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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.
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B Move
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-
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-
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-
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9
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12
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14
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-
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-
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B Attack
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2600
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Low/Air
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-
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1
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1
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40
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-9
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C
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Middle version. Does a little more damage.
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C Move
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-
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-
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-
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11
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14
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17
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-
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-
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C Attack
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2800
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Low/Air
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-
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1
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1
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43
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-12
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C
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Farthest reaching version. Good for surprise advances.
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Kagesuki
Kagesuki (Shadow Gap) 41236X during Kunugi
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Version
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
|
Move
|
-
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-
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-
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5
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18
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21
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-
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-
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Attack
|
3800
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Low/Air
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-
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1
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3
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42
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+6
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E
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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.
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Habaki
Habaki (Sword Collar) [4]6X A A B B C C
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Version
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv
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Level
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A
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1000
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All
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-
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20
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16
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36F Total
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+12
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A
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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.
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B
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1000*2
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All
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-
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15 [31]
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25 [18]
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52F Total
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+1
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A
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Fires two slashes from her sword. Typical zoning special.
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C
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1000*2, 1600
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All
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-
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10
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2(14)3,41
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54F Total
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+3
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A
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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.
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Kodama
Kodama (Ringing Blade) [4]6X during Kunugi
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Damage
|
Guard
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Cancel
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Startup
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Active
|
Recovery
|
Frame Adv
|
Level
|
1600*2, 2000
|
All
|
-
|
14
|
3(12)3(19)30
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48F Total
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+46
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C
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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.
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Tenza
Tenza (Heavenly Chains) j.421X
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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.
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B
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500, 2000
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High/Air
|
-
|
8
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6, 2
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22
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-8
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A, D
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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.
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C
|
500*2, 2000
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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.
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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.
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Kanna
Kanna (Spirit Style) 63214X Stance Stance A A B B C C Stance Cancel Stance Cancel
|
Version
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
Stance
|
-
|
-
|
-
|
15
|
-
|
-
|
-
|
-
|
Kamui’s stance special. During this phase, you can hold 4 to increase the duration of the stance. During this time, you can press any attack button in any order, and they will come out, where their startup will be 2 frames.
|
A
|
1500
|
Mid
|
-
|
3
|
1
|
25
|
±0
|
C
|
Air-unblockable, so it can catch jumpers.
|
B
|
1500
|
All
|
-
|
3
|
1
|
27
|
-2
|
C
|
Farthest reaching version. No potential for mix-ups, but is the one most likely to connect from footsies range.
|
C
|
1500
|
Low/Air
|
-
|
3
|
1
|
29
|
-4
|
C
|
Low reaching version. Pretty solid opener.
|
Cancel
|
-
|
-
|
-
|
-
|
-
|
-
|
14F Total
|
-
|
Cancels out of the stance with a short recovery animation.
|
|
Sazarashi
Sazarashi (Nine Gems) 63214X during Kunugi
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
1900*3
|
Mid
|
-
|
16
|
3
|
59F Total
|
-8
|
E
|
Kanna under the effects of Kunugi. The scope of Kanna's attack becomes massive and can combo from 5C. After you hit with it, you can follow up with a NH to JA. This is actually a 3 hit move, so the damage drops if you don't hit with all of them.
|
|
Chijou Koufu
Chijou Koufu (Ground Seal) 623X A A B B C C
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Level
|
-
|
-
|
-
|
1
|
14
|
31F Total
|
-
|
-
|
Kamui’s ground counters. Each button is used to counter a separate kind of attack., A being anti-air, B being anti-ground, and C being anti-low. Deals 3000 damage on successful counter.
|
|
Kuchu Koufu
Kuchu Koufu (Air Seal) j.623X A A B B
|
Damage
|
Guard
|
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.
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|
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
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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