Arcana Heart 3/AH3LMSS/Kamui Tokinomiya

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Kamui Tokinomiya

Profile

Kamui is known as the Thousand Years Protector. Her Arcana keeps her in a state of eternal slumber; awaking whenever there is a crisis facing the human world. She relies on the Ministry of Elemental Affairs to give her an update on the current state of the world each time she awakes.

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
AH3 Kamui 5A.png
Damage Guard Startup Active Recovery Frame Adv Level
600 All 5 1 12 -1 A

Kamui cuts right in front of her. This moves hits most character's crouch animation except some extremely low ones, and it is generally easy to use against grounded opponents. On the other hand, it is rather hard to do anything after the clash when trying to anti air with it since the move comes out in 5f.However, the reach is excellent so you can use it to stuff air dashes or punish air guard cancels.


5B
5B
AH3 Kamui 5B.png
Damage Guard Startup Active Recovery Frame Adv Level
1500 All 8 2 17 -3 B

This is probably one of the best B moves in the game. The range is good, its fast, and an essential part to many of your combos. However, somethings that you need to look out for is low crouch profiles and low airdashes that are just out of reach. Also, your hitbox is mixed up in to the move a little be so try to remember your most effective range.


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

The reach on this move is amazing, making it really easy to toss this into combos from B moves. You often go from this move to Muon. Things to look out for is the fact that your own hitbox moves forward as well during this move and that it is massive guard cancel bait. Good uses for this move is to tag jump outs and forward movement.


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

Kamui slashes directly in front her with the scabbard. This is air unblockable and on hit, the opponent is blown to the wall. You can also charge this move, and at max charge it is unblockable. This could be used when close to the opponent and pressuring them to make them guess.


2A
2A
AH3 Kamui 2A.png
Damage Guard Startup Active Recovery Frame Adv Level
500 All 4 2 11 -1 A

This 2A isn't a low but has decent reach. You'll use this a lot for close range pokes/mash and combo starters.


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

This move is a bit shorter and slower than 5B, but the hitbox is rather good as a low. It is decent as a quick low poke. The major thing to beware of is that if you do not cancel into this move immediately after an A move, it may not link.


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

This move is like a 5C that is aimed at your opponents feet. This is longer than 5B, but a bit shorter than 5C, and has decent start up as a low. You also use it a lot in combos since you move forward upon moving this move.


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

Kamui slashes upward with the scabbard, this is also air unblockable and blows the opponent away. You can follow this up with a NHC for an air combo too. As an anti air... 3B is better so you won't be using this that much. You want to use this for combos provided that you are close enough. You can chain this to 5E and 2E.


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

Farther reach than 5A, and positive on block, for the cost of one startup frame.


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

This is a wide, upward slash that also has clash frames on the top half of your body. You could use this move to actively aim for clashes against your opponents standing or air moves. This is also air unblockable.


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

This move has good speed, is plus on block, decent reach and knocks down on hit.


j.A
j.A
AH3 Kamui jA.png
Damage Guard Startup Active Recovery Frame Adv Level
1000 High/Air 5 3 19 - A

The start up is decent so this could be used as an air-vs-air move right after you jump. Despite its look, the hitbox above and below it is quite thick, and clashes with other moves a good bit.


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

Not only does this move have reach, but it is fast too. You can really bring this move alive when you space to to hit with the tip of the move. The only problem is that your hitbox is also in this move as well, there are many cases were you put the move out to late or space it incorrectly and get hit out of it. This recovery is quite long too.


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

The untech time on this move is rather long, so using this in air combos close to the ground to pick the combo back up for a re-jump is one of its main uses. You could even start with this move then NH for the follow up. This hitbox and start up are better than before, making it much easier to use at longer ranges.


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

This hitbox is not that great for it to be uses as an air-vs-air move but it is great as a cross up. You'll be using it a lot for jump ins to cross the opponent up and okizeme.


Throws

Neutral Throw
Throw
AH3 Kamui 2E.png
Damage Guard Startup Active Recovery Frame Adv Level
2200 Throw 5 1 23 - -

Leaves opponent airborne.


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


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


Special Moves

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

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

B -1600 - - - 38F Total - -

Middle ground between A and C versions, using the middle amount of health and takes the middle amount of time.

C -3200 - - - 20F Total - -

Fastest version, and uses the most health.


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

This is Kamui's run-past. On clash, this is like a projectile so you cannot do something after immediately. Depending on what button you press the amount of space you cover increases as well as your start up. Used a lot in combos and random/surprise attacks.

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

Middle version. Does a little more damage.

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

Farthest reaching version. Good for surprise advances.


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

Uruma under the effects of Kunugi. The distance and speed of Uruma increase and you are invincible to normals during the charge. You can link this from from the very tip 5C and if it is guarded you are still at an advantage.


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

Her projectile specials actually act quite different from each other. Instead of the the typical “Least start-up, least damaging version”, her A version is a move that fires just one projectile that takes a long time to come out, but leaves you ridiculously positive on block.

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

Fires two slashes from her sword. Typical zoning special.

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

Kamui will perform two sword slashes, and then the projectile will become active. The startup for the projectile is about 30 frames.


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

Habaki under the effects of Kunugi. If you hold the button, you can store the move. During that time if you are hit or guard, then you'll lose the move.


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

Hits once and slams the opponent to the floor. Good air-to-air move. Can be TK’d for an overhead. All versions have five frames of throw invincibility at the start.

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

Hits twice. Does a little less damage at the start due to damage proration. Hitting with the first attack will actually leave you at -2.

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

Hits three times. Good combo-ender. TKing this will cause it to whiff on most crouching opponents.


Seizan
Seizan (Death Beheader)
j.412X during Kunugi
AH3 Kamui Seizan.png
Damage Guard Startup Active Recovery Frame Adv Level
3800 High/Air 12 1 34 -10 C

Tenza under the effects of Kunugi. The attack scope broadens and you have a good 12 frames of invincibility in the beginning of the move. On hit, this move ground slams and you can all-cancel it. You could also use this as an instant overhead of sorts.


Kanna
Kanna (Spirit Style)
63214X
AH3 Kamui Kanna.png
Stance
AH3 Kamui KannaA.png
A
AH3 Kamui KannaB.png
B
AH3 Kamui KannaC.png
C
AH3 Kamui KannaE.png
Stance Cancel
Version Damage Guard 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
AH3 Kamui Sazarashi.png
Damage Guard 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
AH3 Kamui ChijouA.png
A
AH3 Kamui ChijouB.png
B
AH3 Kamui ChijouC.png
C
Damage Guard 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.


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

Kamui’s air counters. Used to intercept attacks from various angles.


Wazabane
Wazabane (Helm Splitter)
j.22X
AH3 Kamui jE.png
Damage Guard Startup Active Recovery Frame Adv Level
3000 High/Air 19 Till L L+12 -10 D

Kamui does a move much like JE and descends straight down with it. The hitbox persists until you reach the ground and is strong enough that probably only invincible moves would beat it out. Be careful as there is some landing recovery with this move. This is good for ending a BNB while powered with Kunugi.


Super Moves

Muon
Muon (Zen Strike)
236AB
AH3 Kamui Muon.png
Damage Guard 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
AH3 Kamui Horobi.png
Damage Guard 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
AH3 Kamui Shimatsuri.png
Version Damage Guard 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 - -

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.


Combos

Solo Combos

Simplest combo: 2A > 5B > 5C > 236A+B (6250)

2A > 5B > 5C > 41236B/C > 6D (Homing Cancel) > 3B > j.A > j.B > double jump > j.A > j.B > j.C > j.421C (8498)

2A > 5B > 5C > 41236B/C > EFC (Extend Force Cancel) > 5A > 5B > 3B > j.A > j.B > double jump > j.A > j.B > j.C > j.421C (8842)

Arcana Combos

Videos


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