Kamui Tokinomiya
From Arcana Heart 3 Wiki
Contents |
Statistics
Life Modifier: -1056 HP
Guts takes effect at: 45% HP
Guts damage reduction at 0% HP: 40%
Move List
Normal Moves
【2A】
This 2A isn't a low but has decent reach. You'll use this a lot for close range pokes/mash and combo starters.
【5A】
Kamui cuts right in front of her. This moves 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.
【2B】
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.
【3B】
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.
【5B】
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.
【2C】
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.
【5C】
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.
【1E】
This move has good speed, is plus on block, decent reach and knocks down on hit.
【2E】
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.
【5E】
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.
【JA】
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.
【JB】
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.
【JC】
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.
【JE】
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.
Special Moves
Koufu 「斯封」 - 623ABC
- (Description) - Kamui sheaths her katana and holds it out in front of her for a counter. Each version changes depending on what button you press. The first part of this move can reflect projectiles. This move is EF cancellable as well. Since you can EF cancel this move now, you could do things like: 623B [step] 5B 41236X 6HC 3B -> etc then to an arcana super for more damage. There are times were you can follow up a counter without canceling it too. For the air version you could use the J623B version to punish opponents that try to aim at your landing with 5A or so.
- (A version) - Holds the katana around her head. VS air counter
- (B version) - Holds the katana in front of her body. VS ground counter
- (C version) - Couches, and holds the katana near her feet. VS low counter
- (Air version) - Curls, and holds the katana out in front in their respective places for each button. VS air counter
Uruma 「閏間」 - 41236ABC
- (Description) - 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. This move is not a low anymore so it is weak as suprise attack in that respect, but your profiles is still very low, so you could use it to out right beat many charge attacks like Hearts Tekken Punch.
Kagesuki 「影宿」 - 41236ABC
- (Description) - 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 (+6).
Kanagiryou 「巫流」 - 214ABC
- (Description) - Kamui takes a posture like in Kunugi then quickdraws. You can delay the onset of this move by holding 4 with the button you press. During that period, the more you press A, B and or C the number of drawouts increase. The C version will sweep the opponent, and you can follow that up with the additional swipes. This move is actually plus on block (+6).
Kuishi 「九石」 - 214ABC
- (Description) - Kanagiryou under the effects of Kunugi. The scope of Kanagiryou 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.
Tenza 「天鎖」 - J421ABC
- (Description) - Kamui does a large crescent slash around her. The first few frames of this move are air-grab proof and the last hit of this move slams the opponent to the ground. Depending on what version you use, the forward movement and number of hits increase. Other than combo enders, it is not that bad as an air-vs-air move. You could also use it as an overhead, super low to the ground. One point of caution is that if you hit with this when the opponent is close to or on the ground, if you don't follow it up with a homing cancel or so the the would be able to tech before you can recover from the move and punish you.
- (A version) - 1 Hit
- (B version) - 2 Hits
- (C version) - 3 Hits
Seizan 「逝斬」 - J421ABC
- (Description) - Tenza under the effects of Kunugi. The attack scope broadens and you have a good bit 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.
Kunugi 「功刀」 - 22ABC
- (Description) - In exchange for some of your health, Kamui powers up all of her special moves. Her normals also power up a bit. The number of uses is proportional to the damage increase. A only consumes a bit of your HP, but it is quite slow and you risk taking a counter for it. On the other hand, the C version takes up a good bit of health but is much faster. B is the middle ground between those two. Uruma, Tenza, Kanagiryou, Habaki; during the effects Kunugi will be a power up version of themselves on use. After you use the powered up version of those once, the effects of Kunugi wear off and they will be normal versions again. You cannot use the non-powered up versions of them during Kunugi.
- (A version) - 50F : 800 HP
- (B version) - 38F : 1600 HP
- (C version) - 20F : 3200 HP
Wazabane 「業刎」 - J22ABC:
- (Description) - 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.
Habaki 「吐切」 - [4]6ABC:
- (Description) - Kamui slashes out a cross in front of herself and a projectile comes out. The properties of the move change with the different buttons. The C version an goes the furthest, but if you are close enough then the A version is good. You need to choose between the B and C version of this move depending on whether you need the plus frames or the speed from this move.
- (A version) - Least range; least start up; Plus frames
- (B version) - Moderate range; Moderate start up; Neutral
- (C version) - Most range; Most start up; plus frames
Kodama 「枯霊」 - [4]6ABC:
- (Description) - 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.
Super Moves
Muon 「無怨」 - 236A+B
- (Description) - 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.
Houbi 「崩灯」 - J236A+B
- (Description) - 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 MOTHERFUCKER move. It only has grab invincibility, but you use it to tag your opponent after a midair clash.
Critical Heart
Shi Matsuri [during koufu] 「死祀」 - 222A+B
- (Description) - 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 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.
Frame Data
Normals
| Notation | Start up | Duration | Recovery | Advantage |
| 2A | - | - | - | - |
| 5A | - | - | - | - |
| 2B | - | - | - | - |
| 4B | - | - | - | - |
| 5B | - | - | - | - |
| 2C | - | - | - | - |
| 5C | - | - | - | - |
| 6C | - | - | - | ±0 |
| 2E | - | - | - | - |
| 5E | - | - | - | - |
| JA | - | - | - | - |
| JB | - | - | - | - |
| J4B | - | - | - | - |
| JC | - | - | - | - |
| JE | - | - | - | - |
Arcana Evaluation
Nature
-
Combos
Target Combos
- 2A 1E [4]6A [step] 5A [jc] JA JB [jc] JB JC 〆
May not link if you are not up in datASS
- ~1E 41236A 6HC 3B [jc] JB [delay] JC [small step] JA JB [jc] JB JC 〆
〆 = Ender {J421 > J236A+B}
- 2A 2B 1E 41236B HC 3B 214B C B C 41236C
- ~1E 41236 EF 5C 41236 2A 5B 41236 2A 5B 41236 oki
- ~1E 41236 EF 3B 41236 JB 41236 [jc] JB JE JC 41236 {arcana super or oki}
Arcana Combos
Nature
- ~236E 5B 5C 236E 5A [jc] JA JB [jc] JA JB 623C
Basic combo after catching the opponent in vines. If you pick up with 5A, then you won't have to hit confirm left from right, if you have too many hits by the second jump, then the rest won't connect so you'll need to adapt appropriately.
