Kamui Tokinomiya

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Kamui Tokinomiya(朱鷺宮 神依)
(CV:Hiromi Hirata)「平田 宏美」

Some move names and descriptions borrowed from the guardcrush wiki.

NOTICE: IN PROCESS OF AH2 REVISIONS

Contents

Profile

Age: Unknown
Birthday: Feb. 27
From: Japan
Height: 166 cm
Weight: 51 kg
Bloodtype: O
B/W/H: 77/56/81
Weapon Name: Tamayorihime

Statistics

  • Life Modifier: -1056 HP
  • Guts takes effect at: 45% HP
  • Guts damage reduction at 0% HP: 40%

Move List

Throws


2/5A+D: Kamui does 3 quick attacks ending in generic 2E launch. Can follow up with air combo afterward like normal (either by normal jump and then homing cancelling up to them, or just homing cancel off the bat - the former option is preferred, otherwise, your homing gauge will be X'ed temporarily.)

4/6A+D: Kamui slashes you with her sword and ends up on the other side of your body. Good for oki situations (ambiguous IAD j.E is good after this situation, for starters) and gives you a second to activate arcana of your choice. NOTE! Kamui is backturned for a few frames after this throw, so wait slightly before inputting your next command, otherwise it won't come out properly. Kamui's throw is one of the better throws in oki situations, since the opponent is right next to you on knockdown.

j.A+D: This is one of the better air throws in the game, since not every air throw has a guaranteed followup. This air throw launches you up in a high arc, and you have to use a homing cancel to continue the combo. NOTE: When you perform this throw, you can still double jump as if you had never jumped at all, so you can do her standard air combo as usual.


Normal Moves


5A: Standard Kamui standing jab. Can chain this move. Not recommended for poking on the ground, since it has crap for range and it is a high attack. Used mainly to set up an air combo.

5B: High medium slash (jump cancelable). The defacto Kamui poke for Kamui mid-range battles, where she is best. Used in chains for her standard flowchart blockstring/attack pattern (5B, 5C into whatever.) Great for half screen punishment as well. You'll be using this move a lot in all your battles, as it is her best punisher when someone whiffs moves, even from half screen O_O Also, jump cancelable, which is extremely good to know, since most players will try to clash with this move, and you can jump cancel away in a lot of bad situations.

5C: Kamui's far fierce slash. Has more range than 5B, but is much slower, so not as good for the guaranteed punish. Advised to combo this off a 5B first due to the heavy delay and recovery of the move, however, it's useful for blockstrings in certain situations from full screen (example, 5c into arcana move like gier, or water bubbles etc.)

5E: Generic E charge move (chargeable by holding down the button, air unblockable, causes wall slam). Kamui's standard 5E move like everyone else in the game, she smacks you with her sword and if you get hit you go flying to the wall. Nothing special to note here, it's like everyone else's 5E. As always, you should use it when they are close to the wall because sometimes the opponent might be too slow on the wall recovery, or when you have a arcana setup going after knockdown (like a charged Gier ready and waiting.)

2A: Kamui standard low jab. Kamui's standard 2A. Decent priority, but you cannot chain this move and the frames for this move aren't too buff (which is the case for most of Kamui's moves. Do NOT count on this move to beat stuff in close range battles, especially vs pixie-characters - Kamui's 2A usually trades, or loses, or gets clashed against most 2A's in the game, so do not spam this move up close, time it instead, or you'll be getting clashed (losing a lot in short range battles.) None the less, this is Kamui's defacto combo starter on the ground, so it's still a good move. Just be aware of the move's disadvantages when using it, but it is a crucial move nonetheless. Damage reduction is incurred when you start her combos with 2A.

2B: A jump-cancelable low slash. Kamui standard crouching medium attack. Nothing too noteworthy here, except that it's mainly used in her ground combo series, and that it hits low. However, the frames on this make it SLOWER than Kamui 5B, so be careful when using this in poke battles, unless you think they aren't blocking low for some reason. Most of the time, you should probably use 5B instead.

That said, 2B is Kamui's best midrange low poke- 2C is too slow and 1E doesn't have as much range. It's also Kamui's only hit-confirmable low, which makes it very useful in okizeme.

2C: This is a new move starting in AH2. Kamui performs a low horizontal heavy slash that looks very similar to her 2B but with more range, recovery, and hit stun.

2E: Kamui generic 2E launcher. Nothing much for me to say about this move, since everyone has a generic launcher of sorts. There's really no reason to use this move and it seems kind of redundant when Kamui has 3B already, and it has much faster startup.

j.A: Standard air jab, looks similar to her 2A. It's decent in air to air battles when you are fishing for hits and are parallel to them in the air. As like most of her moves, you can't spam this move in the air because it WILL lose out to faster j.A's framewise - Lilica, Lieselotte, and Heart's air j.A's immediately come to mind.

j.B: Kamui's air medium slash. This is one of her better moves in the air because of she sheer range/space control on this move - it also hits in a slightly upward arc, so this move is one of your choice moves when they are slightly above your head in the air (not talking about DIRECTLY over your head.) It's very useful in her air to air game because you can land a quick combo/counterhit off this when you are fishing for hits, so you'll be using this in the air a lot.

j.C: Kamui does a fierce attack in a downward arc. This is useful when you want to land an air to ground attack from far range, or if you neutral homing at them from full screen and want to attack them. Use this move for the sheer range of it, and when you aren't close enough to land a j.E attack.

j.E: This was formerly Kamui's j.2C in AHF. Her best air attack hands down (next to j.B,) Kamui attacks and slashes in a downward arc with her scabbard. The hitbox on this move is huge, and gets a lot of random crossups when their body is in the corner, and in oki situations (example, hitting with Kamui rush super/throw and IADing with j.E). Her best jump-in by far, you should try to land this whenever possible, especially off an IAD because of it's huge hitbox, you'll be landing a lot of free hits with this move for sure.


Command Normals


6A: Long range version of 5A. Chains from 5A. On air hit, it hits your opponent further away (and lower?) than 5A. Very minimally used as a result, as 5A and 3B cover Kamui's needs as "launchers." Sometimes used after 5A in ground combos to add more hits; usually for something like 5A > 6A > 5B > 5C xx 236A+B to make sure you have enough meter.

3A: Long range version of 2A. It is possible to chain into her other normals with this attack. It functions more or less the same way 2A does.

3B: Kamui medium slash air combo starter (air unblockable/jump cancellable). Kamui slashes in an upward arc, and if you hit with this and they are airborne, you can continue for the air combo of your choice. While this move is air unblockable and jump cancellable, don't count on using it as a anti-air, since the priority on this move is average at best and will get beat in many situations. However, it has it's uses, since you can hit people with this when they are in the upward arc of their jump (i.e., you went fishing/you predicted they were going to jump) if they activate arcana and they are slightly in the air, you can use this move for an easy combo as well. Aside from that, it's her main air combo starter. You'll be using this move a lot. The move no longer chains from her 5A.

1E: Kamui's sweep attack. This was formerly her 2C in AHF. Has a very SMALL range/hitbox (no bigger than the range on her 2A at most. Fast recovery, and + frames on block, allowing u to go into another 5B series if they dont guard cancel you. Difficult to guard cancel and punish. Used to bait arcana activations (for example, a common Kira tactic is to activate arcana through 5C in close range so that she can command throw you - use this move instead, if she activates, you're both generally at neutral frames again. Her defacto combo extender on the ground, after this, you can combo into her 41236+A to start her big combo damage every time.

j.6A: Longer ranged version of j.A. Chains from j.A, but often comes out instead of j.A as most people hit 9~A instead of 9~5~A. On air hit, it sends your opponent further away (and lower?) than j.A - this CAN screw up more advanced combos, though typically it won't matter if you get j.6A or j.A if you're doing some basic air combo. When done intentionally, j.6A is primarily used in air combos after j.A to maintain a certain height (or just as a filler hit).


Special Moves


22A/B/C - Kunugi: Kamui draws her sword, which glows red. Causes a little self damage, but "charges" her attacks, making them stronger. Recovery is faster in Sugoi!, and the life loss is very small compared to the AHF version. The powered up specials are VERY useful, so don't let the small life cost deter you from using this. (S!AH2.6) These can be used on top of each other. Normals become stronger with each additional charge and the effect will be nullified after 222A+B.

41236A/B/C - Uruma: Kamui passes through the opponent, slashing them in the process. Does not pass through in the corner. Causes knockdown. - One of Kamui's most useful specials, giving her big damage combos or tricky setups. The A version is sometimes used in blockstrings to press in closer. Very useful for okizeme, both as a setup and as a mixup. To cancel this into a super, do the super input in the original direction, even if you pass through them (Kamui will turn around and do the super in the correct direction). When homing cancelling Uruma, though, you should do your inputs normally (ie. towards your opponent).

(Under the effect of Kunugi) 41236A/B/C - Kagesuki: A stronger version of Uruma. Cancels the Kunugi after use. - Speed, range, and comboability are comparable to Muon (236AB), but you can still homing cancel or super cancel this to continue combos or get setups. Kagesuki has the same cancel properties as Uruma.

[4]6A/B/C - Habaki: Kamui slashes the air making a X-shaped projectile. The button defines how far it will go. - All versions have some application in pressure, though if your opponent 6GCs the proceeding poke then you will probably get punished. A and B versions are useful in combos off 1E. Repeated [4]6As in the corner can be done back to back by doing [4]6[4]A xN, which can be useful to do a bit of chip damage and set up a mixup.

(Under the effect of Kunugi) [4]6A/B/C - Kodama: A stronger version of Habaki. Cancels Kunugi after use. - This move has two parts that hit- the initial slash that creates the projectile, and the actual projectile hit. You can delay the projectile from flying out (and thus delay the second hit) by holding a button down while doing this move (must be A, B, or C). It doesn't matter which button you hold, and you can switch buttons as you go. The projectile will not hit until you release it.

j.421A/B/C - Tenza: A crescent moon shaped aerial slash. Knocks down. - Primary air combo ender, with the option to cancel into j.236AB (for damage/setup) or an Arcana super (for setup). 42147A (TK Tenza) is a quick overhead that knocks down, useful in okizeme and with certain Arcana. A Tenza is also a fairly good move to do out of 4GC; while it lacks invincibility, it is fairly quick, hits a large area around Kamui, and knocks down.

(Under the effect of Kunugi) j.421A/B/C - Seizan: A stronger version of Tenza. Causes ground bounce. - Gives more combo opportunities than Tenza, thanks to the ground bounce. Very strong out of 4GC.

j.22A/B/C - Wazabane: A flip followed by a fast downward aerial slash. Knocks down. - Situational air combo ender, can be cancelled into super on hit at any point during the falling animation. As a combo ender, Wazabane is mostly used to land sooner relative to your opponent after an air combo. As a standalone move, it can be a tricky crossup or crossup fake as it completely stops your aerial momentum.

623A/B/C - Koufu: A counter move. Kamui draws her sword put it close to herself. The button used defines the direction the sword will face (up, mid or low). - A version launches like 2E, B version wallslams like 5E, C version sweeps like 1E; each version uses the same animation as those moves and has the same followups as those moves.

j.623A/B - Koufu: An aerial version of Koufu. The button used defines the direction the sword will face (up, low)


Super Moves


236A+B - Muon: A super version of Uruma. Kamui dashes towards the opponent with her sword in hand - Travels a very long range fairly quickly, making it easily comboable off poke strings. On hit, it will slice through the opponent for 1 hit, leaving them in a knocked down state. This move is a very good super and has several uses. On offense, you can use it as a full screen punish if they do any move with heavy recovery (though generally, it is reccomended to hit confirm with 5B/5B first into this move.) Since it leaves you in a knocked down state, you can do anything you want ater they are knocked down, such as calling your arcana for the next setup, or IADing over their head on wakeup and doing jE (this is very ambiguous and fairly hard to block. On defense, if they are airborne and you want to get away, you can use this move to change your position as it goes full screen very quickly.

This move will also cut through Rock/Otsuchi on defense - if an Otsuchi user activates their arcana defensively and tries to attack you, Kamui's ground super will defeat the super armor clean, so this is very useful, especially against Kira.

j.236A+B - Houbi: A super version of Wazabane. - Gives you ample time to set up a mixup on hit. Typically done after j.421A/B/C.


Critical Heart


During Koufu (ground), 222+AB - Shi Matsuri: Kamui slashes through the opponent, causing several hits and then sheathes her sword. Hard to use in a real match, but does a very good damage.

Strategy

Arcana Evaluation

Combos

2A 2B 2C xx 41236B > 6D > 3B > j.A j.6A j.C > (land) 66~j.A j.6A j.B > dj.B dj.C xx j.421C

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