Arcana Heart 3/AH3X/Kamui Tokinomiya

From Mizuumi Wiki
Jump to navigation Jump to search
Kamui Tokinomiya

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
AH3 Kamui 5A.png
Her most consistent anti air
Her most consistent anti air
Damage Guard Cancel Startup Active Recovery Frame Adv Level
600 All - 5 1 12 -1 A

Kamui cuts right in front of her. Long reach for a 5a, but longer startup in 5 frames. This and 2a are her go to buttons for checking your opponent at close range. 5a hits quite high, so it's decent at anti airing and catching regular jumps. It is not self-chainable, so when pressing this button, you'll have to commit to 5b or 2b afterwards for a conversion, but there is a lot of hitstun when hitting someone out of the air. However due to the height of the normal, it will whiff on some characters crouching at max range and lose to many low-profile attacks.

5B
5B
AH3 Kamui 5B.png
A go-to for poking
A go-to for poking
Damage Guard Cancel Startup Active Recovery Frame Adv Level
1500 All - 8 2 17 -3 B

This is probably one of the best B moves in the game. It is quite fast, long range, and not bad on block for its range. A great button to poke with on the ground and has consistent conversions into 5c and 2c and even links into itself on counterhit. Even though the button has long range, it is quite linear and doesn't have very much of a vertical hitbox. So you must be careful of opponents jumping in on this button. Some characters can also low profile under it at max range, but generally this isn't an issue.

5C
5C
AH3 Kamui 5C.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
3000 All - 15 1 27 -7 C

This normal has huge range with huge recovery, but great for confirming hits from 5b as well as combo filler. This move usually combos into C uruma except at max range where you'll need to use meter for Muon, but regardless this is one of your main normals to confirm into combos. Although the range is large, it has massive recovery and can get blown up by guard cancels fairly easily. So you must be careful using this move in neutral and in pressure.

5E
5E
AH3 Kamui 5E.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv Level
Normal 1800 Mid - 16 2 21 ±0 D
Charged 2300 Unb - 33 2 27 - E

Kamui slashes directly in front her with the scabbard. This is air unblockable and on hit the opponent is blown to the wall. You can also charge this move, and at max charge it is unblockable. More or less a standard 5e.

2A
2A
AH3 Kamui 2A.png
Not a low, but her fastest button
Not a low, but her fastest button
Damage Guard Cancel Startup Active Recovery Frame Adv Level
500 All - 4 2 11 -1 A

Kamui's 2a is not a low but has similar usage to her 5a. It has less range than 5a, but hits lower to cover for low profile crouches and attacks. A good button for checking the opponent at close range and for combos.

2B
2B
AH3 Kamui 2B.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
1300 Low/Air - 10 4 17 -5 B

This move is a bit shorter and slower than 5B, but the hitbox is rather good as a low. It is decent as a quick low poke. Converts into 5c and 2c at all ranges for combos.

2C
2C
AH3 Kamui 2C.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
2800 Low/Air - 12 3 19 -1 C

2c is a big low sweep with a lot of range. It has more range than 2b, but a little less range than 5c. Another important button for confirming hits into combos and poking. Although it doesn't have as much recovery as 5c, it is still generally weak to guard cancels. So be careful with this button in neutral and pressure.

2E
2E
AH3 Kamui 2E.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv Level
Normal 2100 Mid - 16 3 24 -4 D
Charged 2500 Mid - 35 3 28 - E

Kamui slashes upward with the scabbard. This is air unblockable and blows the opponent upwards for a combo. Although it looks like an anti-air, it's not too great for that purpose and as an air unblockable, 3b is generally preferred.

6A
6A
AH3 Kamui 6A.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
600 All - 6 2 10 +2 A

Slightly slower but longer range than 5a. However, 6a is very prone to whiffing on crouchers and low profile moves. It chains into 5b and even 3b, which are both useful for combos.

3B
3B
AH3 Kamui 3B.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
1600 Mid - 9 2 19 -5 B

Kamui does a wide, upwards slash with her sword. This is her main air unblockable attack and also useful for going into air combos.

1E
1E
AH3 Kamui 1E.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
1000 Low/Air - 10 2 18 +1 D

Kamui does a low sweep with her scabbard. Slightly plus on block, but with short range. The main use of this normal is that it is a low that launches the opponent for unique and resourceless hitconfirms into combos. However due to the poor range, it is susceptible to grounded 4d or just whiffing in general.

j.A
j.A
AH3 Kamui jA.png
Surprisingly good space control and panic button in the air
Surprisingly good space control and panic button in the air
Damage Guard Cancel Startup Active Recovery Frame Adv Level
1000 High/Air - 5 3 19 - A

Kamui slashes in front of her with her sword. This normal is very fast and reaches quite far horizontally. It's great as an air to air and as a defensive poke when you're also in the air. Careful using it as a jump in as it doesn't have very much hitstun when hitting a grounded opponent, so it can be difficult linking into her 5a.

j.B
j.B
AH3 Kamui jB.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
1600 High/Air - 8 2 27 - B

A farther reaching horizonal slash. This move has fast startup and great range, but a lot of recovery on whiff. Generally, it's a great button to poke with in the air and great to use as a jump in. However careful as it can clash with other air normals, which is generally disadvantageous for Kamui.

j.C
j.C
AH3 Kamui jC.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
2700 High/Air - 10 2 28 - C

A big somewhat downards angles sword slash. The untech time on this move is rather long, so it's useful for going into rejumps and general combo filler. It's also a good jump in to mix with jb, but does have considerable recovery as well.

j.E
j.E
AH3 Kamui jE.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
2000 High/Air - 11 2 20 - D

Kamui smacks downward with her scabbard. Generally, this isn't a preferred jump in attack or air to air compared to her other normals. However, this normal is decent at going for crossups specifically in the corner. Midscreen it will be hard to space to get this attack to crossup, but in the corner it's fairly consistent.

Throws

Neutral Throw
Throw
AH3 Kamui 2E.png
Great for meterless combo conversions
Great for meterless combo conversions
Damage Guard Cancel Startup Active Recovery Frame Adv Level
2200 Throw - 5 1 23 - -

Launches the opponent upwards. You can jump after the throw and homing in for a meterless conversion. However, if that is too hard you can also homing cancel the throw for an easy conversion for 1 meter.

Lever Throw
Lever Throw
AH3 Kamui Uruma2.png
Good for oki
Good for oki
Damage Guard Cancel Startup Active Recovery Frame Adv Level
2500 Throw - 3 1 23 - -

Standard lever throw. Hard knockdown with plenty of time to setup okizeme.

Air Throw
Air Throw
AH3 Kamui AirThrow.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
2000 Throw - 3 1 23 - -

Launches upwards again. You can only convert off of this by spending a meter to homing cancel, but it's good to get a combo conversion to close out rounds.


Special Moves

Kunugi
Kunugi (Sword of Merit)
22X
AH3 Kamui Kunugi.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv Level
A -800 - - - - 50F Total - -

Kamui’s buff special. At the cost of some of her health all of her normals gain 100 damage, some clash hitboxes, and some of her special moves become powered up. The buff disappears after using a buffed special move once. The A version uses less health, but lasts very long, which can lead to you eating a Counter Hit.

B -1600 - - - - 38F Total - -

Middle ground between A and C versions, using a medium amount of health and had a medium amount of startup.

C -3200 - - - - 20F Total - -

The fastest version of Kunugi but takes the most health to use.

Uruma
Uruma (Inner Gap)
41236X
AH3 Kamui Uruma.png
Long reach slide
Long reach slide
AH3 Kamui Uruma2.png
Slash when in proximity
Slash when in proximity
Version Damage Guard Cancel Startup Active Recovery Frame Adv Level
A Move - - - 7 9 14 - -
A Attack 2400 Low/Air - 1 1 38 -7 C

This is Kamui's slide special move. Depending on the version used, Kamui will slide a various distances increasing with the strength of the button. It is a proximity attack and the actual slash followup will only occur when in range of the opponent, which makes it a good tool to use to move around on whiff. This is one of Kamui's best moves to in neutral, use as a poke, and to hitconfirm into combos. During the slide portion of the attack, Kamui is in a low-profile state which allows uruma to be very evasive to attacks and projectiles. However, on clash the move has a lot of followup recovery that cannot be canceled, and the move is unsafe on block without a cancel. The A version of uruma has the least startup but goes the least distance. Notably, the A version also has a fatter hitbox vertically and is specifically useful in many of her combos.

B Move - - - 9 12 14 - -
B Attack 2600 Low/Air - 1 1 40 -9 C

Medium version of uruma. Reaches about half screen in terms of distance with slightly more damage.

C Move - - - 11 14 17 - -
C Attack 2800 Low/Air - 1 1 43 -12 C

Slowest but farthest-reaching version of uruma. Great for maneuvering across the ground, hitconfirming into combos, and poking at the opponent.

Kagesuki
Kagesuki (Shadow Gap)
41236X during Kunugi
AH3 Kamui Kagesuki.png
AH3 Kamui Kagesuki2.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv Level
Move - - - 5 18 21 - -
Attack 3800 Low/Air - 1 3 42 +6 E

Uruma under the effects of Kunugi. When using kagesuki, you lose access to varying the distance traveled with the different versions of uruma. In exchange kagesuki is very fast and can hitconfirm from 5c even at max ranges. Notably there are some invul frames after the first couple frames of startup and kagesuki is plus on block as opposed to uruma which is unsafe. However, on whiff this move is extremely punishable.

Habaki
Habaki (Sword Collar)
[4]6X
AH3 Kamui HabakiA.png
A
A
AH3 Kamui HabakiB.png
B
B
AH3 Kamui HabakiC.png
C
C
Version Damage Guard Cancel Startup Active Recovery Frame Adv Level
A 1000 All - 20 16 36F Total +12 A

Habaki is Kamui's projectile special move. Generally, this projectile isn't very good as a "standard projectile" as it has slow startup, a linear path, and is very punishable on whiff. However, where this move excels is that all versions are great to reset pressure on the ground and are generally very plus on block and hit. The A version is the most useful for meaties and pressure as it is massively plus on block and even leads to links into 5b on hit.

B 1000*2 All - 15 [31] 25 [18] 52F Total +1 A

For the B version of habaki, Kamui slashes two projectiles instead of one. This move is much worse as a pressure tool than the A version as it is significantly worse on hit and block. It's decent for space control but generally not preferred.

C 1000*2, 1600 All - 10 2(14)3,41 54F Total +3 A

Kamui will perform two sword slashes, and then a large 3 hit projectile will become active. Much less advantage on hit and block compared to A habaki, but still very good as a pressure reset tool. Since all 3 hits happen at the same time, this move is the best habaki to use in close range juggles such as 1e into C habaki.

Kodama
Kodama (Ringing Blade)
[4]6X during Kunugi
AH3 Kamui Kodama.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
1600*2, 2000 All - 14 3(12)3(19)30 48F Total +46 C

Kodama is Habaki under the effects of Kunugi. It is very similar to specifically the C version of Habaki, however you can hold down a button and the projectile will linger on screen without a hitbox. When you release the held button, the projectile will then become active and fire forward. This move is great for pressure and okizeme as it gives Kamui a lot of unique mixups that lead into combos by releasing kodama. Notably you can also change the button you're holding down for kodama without releasing the projectile.

Tenza
Tenza (Heavenly Chains)
j.421X
AH3 Kamui Tenza.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv Level
A 2000 High/Air - 8 8 19 -8 D

Kamui slashes her sword all around her in a circle. Tenza is a great way to end her air combos and is even an instant overhead that can be TK'd. The A version hits once and slams the opponent to the floor. This is the version that can be TK’d for an overhead but is somewhat risky as it is unsafe on block and whiff without a cancel. While you won't normally get any combo conversion from Tenza instant overhead, it can be used in tandem with setplay like kodama or various arcana specials to make it an extremely scary mixup tool. You can also backwards guard cancel into A tenza for a very fast metered defensive option.

B 500, 2000 High/Air - 8 6, 2 22 -8 A, D

The B version of tenza reaches higher and hits twice. Generally, not as good as A tenza for instant overheads and not as good as C tenza for combo enders. So not used very often.

C 500*2, 2000 High/Air - 8 3, 3, 2 25 -8 A*2, D

This version of tenza hits 3 times and is your best way to end air combos. Whiff on most crouchers when TK'd, so not good for instant overheads.

Seizan
Seizan (Death Beheader)
j.421X during Kunugi
AH3 Kamui Seizan.png
Defense and Offense in one. Nothing beats this
Defense and Offense in one. Nothing beats this
Damage Guard Cancel Startup Active Recovery Frame Adv Level
3800 High/Air - 12 1 34 -10 C

Tenza under the effects of Kunugi. Has similar use to A tenza, but ground bounces and is completely invincible on startup. This means that it works even better as a defensive tool with backwards guard cancels and if you TK instant overhead with it, you can homing cancel for a combo conversion. A great offensive tool, defensive tool, and combo ender. However, seizan does come out slightly slower than tenza, so if not TK'd perfectly it can be more react-able while still being punishable on block without a cancel.

Kanna
Kanna (Spirit Style)
63214X
AH3 Kamui Kanna.png
Stance
Stance
AH3 Kamui KannaA.png
A
A
AH3 Kamui KannaB.png
B
B
AH3 Kamui KannaC.png
C
C
AH3 Kamui KannaE.png
Stance Cancel
Stance Cancel
Version Damage Guard Cancel Startup Active Recovery Frame Adv Level
Stance - - - 15 - - - -

Kamui’s stance special. During this attack, you can hold 4 to increase the duration of the stance. During this time, you can press any attack button in any order and all of them will come out sequentially either after the button is released or after a set duration of time.

A 1500 Mid - 3 1 25 -1 C

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.

B 1500 All - 3 1 27 -2 C

Forward Kanna slash. Safe, long-distance slash that launches the opponent. Generally, you won't be able to convert off of this unless very close to the opponent or you spend homing cancel or EFC. Useful for some close range combos

C 1500 Low/Air - 3 1 29 -1 C

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.

Cancel - - - - - - 14F Total -

Cancels out of the stance with a short recovery animation.

Sazarashi
Sazarashi (Nine Gems)
63214X during Kunugi
AH3 Kamui Sazarashi.png
Damage Guard Cancel Startup Active Recovery Frame Adv Level
1900*3 Mid - 16 3 59F Total -8 E

Kanna under the effects of Kunugi. Instead of sazarashi being a stance attack like kanna, it becomes one large far reaching slash in the direction Kamui is facing. It has long horizontal reach, but not much vertical reach. It launches the opponent on hit and gives homing cancel combos. The important point of this move is it is a huge, fast AUB attack, however due to the lack of vertical reach and extreme amount of recovery it can be hard to use in this manner.

Chijou Koufu
Chijou Koufu (Ground Seal)
623X
AH3 Kamui ChijouA.png
A
A
AH3 Kamui ChijouB.png
B
B
AH3 Kamui ChijouC.png
C
C
Damage Guard Cancel Startup Active Recovery Frame Adv Level
3000 - - 1 14 31F Total - -

Kamui’s ground counters. Each button is used to counter a separate kind of attack. A being upwards, B being mid, and C being low. Deals 3000 damage on successful counter. A successful A koufu will launch the opponent upwards for a meterless combo conversion. A successful B koufu will launch the opponent towards the wall with similar effects to 5e. You'll need to spend EFC to convert off of this. A successful C koufu will sweep at the opponent's feet like 1e. You can convert this into a combo meterlessly if it's a counterhit or if you spend homing cancel or EFC. Keep in mind that this move does not parry by the properties of the incoming attack, rather where the attack hits on Kamui's body. For example, a late jump in could hit very deep and B koufu would be more effective than A koufu.

Kuchu Koufu
Kuchu Koufu (Air Seal)
j.623X
AH3 Kamui KuchuA.png
A
A
AH3 Kamui KuchuB.png
B
B
Damage Guard Cancel Startup Active Recovery Frame Adv Level
3000 - - 1 9 27F Total - -

Kamui’s air version of koufu. Used to intercept attacks from various angles. There is only an A and a B version covering upwards and downwards respectively. Deals 3000 damage on successful counter. and both lead to meterless combos if close enough to the ground.

Wazabane
Wazabane (Helm Splitter)
j.22X
AH3 Kamui jE.png
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. Be careful as there is some landing recovery with this move. This move has no reward on regular hit, but on counterhit you can confirm straight into Horobi for a HKD. Generally, not a very great move to use often in neutral as it's linear, somewhat risky, and doesn't give much reward. However, it can work well with catching the opponent trying to anti air normal jump in timings and can make an ambiguous left right when done directly above the opponent.

Super Moves

Muon
Muon (Zen Strike)
236AB
AH3 Kamui Muon.png
"On San Zan Zan Saku Sowaka"
"On San Zan Zan Saku Sowaka"
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 hard knockdown, so good for confirming hits from ranges uruma wouldn't naturally connect from.

Horobi
Horobi (Destruction)
j.236AB
AH3 Kamui Horobi.png
"On Arorikya Sowaka"
"On Arorikya Sowaka"
Damage Guard Cancel Startup Active Recovery Frame Adv Level
5000 Mid - 0+3 Till L L+37 - B

From the air, Kamui slashes her sword straight down through the opponent and upon landing on the ground, the opponent is cut through and slammed to the ground. After that you get a guaranteed hard knockdown point blank. There isn't enough advantage to setup an arcana special or even kunugi at most heights, but still a great way to leverage offense. This is a fantastic, metered air combo ender for Kamui and generally you're going to want into this from combos that end in tenza. It's also very fast and can use used in air clashes with varying success.

Critical Heart

Shimatsuri (Death Seal)
222AB after a successful 623X catch
AH3 Kamui Shimatsuri.png
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 - -

On a successful grounded koufu parry, you can go into Shimatsuri for huge damage. The followup attack will not always connect depending on the situation. If you parried the opponent and they're high in the air, shimatsuri will go under them and completely whiff. Also, if the opponent has any amount of invincibility such as koufuing a DP, Shimatsuri will whiff through them. As a result of this, this attack is quite difficult to land, but rewarding.

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


Arcana Heart 3 Love Max Six Stars Xtend Kamui Combo Guide by Akuadynasty


Match Videos


General
Controls
FAQ
HUD
System
Tutorial
Advanced
Change List
Defense
Meter Gain
Health Modifiers
Characters
Akane
Angelia
Catherine
Clarice
Dark Heart
Dorothy
Eko
Elsa
Fiona
Heart
Kamui
Kira
Konoha
Lieselotte
Lilica
Maori
Mei-Fang
Minori
Nazuna
Petra
Pistrix
Saki
Scharlachrot
Weiß
Yoriko
Zenia
Arcana
Blood
Blossoms (Flower)
Darkness
Earth
Evil
Fenrir
Fire
Holy (Sacred)
Ice
Life
Light (Halo)
Lightning (Thunder)
Love
Luck
Magnetism
Metal
Mirror
Nature (Plant)
Punishment
Sin
Sound (Tone)
Time
Tyr
Water
Wind