All I know about Tokinomiya Kamui (capitalized lines indicate what you should know when you play against her):
General
Kamui?s gameplay mainly focus on spacing. How to manipulate the distance between Kamui and her opponent into your advantage is the key of her match. Generally Kamui wants to be about 2 ~ 3 characters away from her opps where her standing B can hit them but not the other way around. Most characters will try hard to get close to Kamui since she is quite weak in close combat. It?s your job to keep them away.
Mid range
Standing B and crouching B are the best moves to poke with. Although 5B/2B > 5C is a strong flowchart, MOST CHARACTERS CAN USE 2D GUARD CANCEL 5B/2B THEN PUNISH KAMUI 5C?S RECOVERY. Thus don?t totally rely on 5B > 5C and mix up different attacks after 5B/2B being blocked. The typical options are Arcana moves, 41236B, and IAD 3C. Arcana moves vary depend on which one you use. 41236B is used to stop opp from attacking after defending 5B/2B. On hit, do 41236B (hit) > 6D > 3B > combo #2. Compare with 41236B, IAD cancels the 5B/2B is more tricky. You have to buffer 996 when 5B/2B is blocked so Kamui will IAD as soon as she recovers from 5B/2B?s blocked stun. When the distance between the two characters are not too far away., Kamui can force a guessing game involving IAD 3C (overhead) or IAD delay 3C (cross up).
Whenever 5B/2B hits, do 5B/2B (hit) > 5C > 236AB for a guaranteed damage. After that it?s another opportunity for mix up. Right from where she stands up, Kamui can jump forward, air dash 3C (you don?t need IAD here) for cross up. Or jump straight up air dash for overhead. No matter it?s hit or blocked, do land > 5B hit confirm. On hit you can do 5B > 5C > 236AB combo, on block you can continue your pressure. If opp start to do all kinds of moves as they get up, simply wait a bit then catch them with 5B/5C or 236AB. I noticed that MANY CHARACTERS CAN MAKE THE AIR 3C CROSS UP WHIFF IF THEY CROUCH AS THEY GET UP. Then they can attack Kamui from recovery. So when you begin to opp crouching a lot in this situation, you might want to use the overhead version more.
The next key pokes from the mid range are IAD B and standing C. They are served to hinder opponent from jumping up. Kamui has a terrible air defense against anyone who can jump higher than her. Once they jump above her, she has neither special moves nor normal moves that track upward. Basically if Kamui couldn?t stop opp from reaching the apex of the jump curve, she?d better run away first since she can?t do anything in that situation. When Kamui catch opp blocking her IAD B in the air, she can then do land > dash forward 3B (air unblockable) to hit air borne opp. After that, do combo #2. NOTE THAT OPP CAN USE 4D GC TO GET AWAY BEFORE 3B HITS. Versus characters jump around the same height as Kamui, anything jump B can?t deal with usually jump A will take care of that.
Against IAD attacks, Kamui has 5A > 3B. Even the IAD attack clashes 5A, 3B will hit them in the air. Again, go for combo #2 when that happens.
Close range
It?s not Kamui?s favorite range, but she still has a trick or two to help her out. The fact that when Kamui and most characters? 2A clashes, most characters 2B > 2C will beat Kamui?s 2B > 2C. Kamui?s 2A is too slow she can?t even do 2A x 2! Therefore she will lose when she try to chain 2A > 2B > 2C when 2A gets clashed.
When both players are extremely good (Kamui vs non Kamui), this is what they can do:
When 2A clashes
> Opp?s 2B > 2C is going to beat Kamui?s 2B > 2C
>> Kamui can do 41236A (the fastest low attack she has), the first part will clash with opp?s 2B, the second part will beat 2C. Then Kamui could do 41236A (hit)>6D>5B>~
>>> Opp anticipated this by blocking 41236A?s first part then 6D HC to punish Kamui from recovering whiffed 2nd part.
>>>> Kamui player sees 41236A got blocked and 4D HC to avoid being punished.
Well, for average joes, you can just block opp?s 2B then 4D GC attacks back. Just don?t do 236AB BECAUSE IT OFTEN LOSES TO 2A/2B IN THIS SITUATION.
When it comes to 4D guard cancel. There are two things I can think of: GC 421AB or GC 2A > 2B > ~. If you are going to do 421AB, do that as early as possible. Sooner you do that, lesser time your opp has to hesitate for it. When it hits go for combo #3. If your opp willing to stop attacking when Kamui blocked the first 2A, you will have a much easier time in close fight. If you want to do GC 2A, GC after block opp?s 2B. Then you will be able to hit opp out of 3C?s recovery and do combo #1. Heh, that?s pretty much the only time Kamui can her 2A combos.
Arcana
My Kamui?s Arcana is love, I think dark should be a better choice because its 236D gives a massive frame advantage on block. Kamui?s 5B > 236D, or 5B > 5C > 236D should be pretty good.
With Love arcana, Kamui fights a bit better from far distance. I have been toying with input throw > 236D > 866 J3C (cross up)/ 766 J3C (overhead) it works okay. Kamui could do Neutral throw > 236A+B+C or 2A > 2B > 2C > 3C > 236A+B+C (great damage), it looks pretty awesome:)
Combos:
#1:
2A > 2B > 2C > 41236A > 6D > 5B > 5C(delay) > 41236A(whiff)> 2A > 5C > 41236A(whiff) > 5A > 3B > JA > JB > {Jc} > JB > JC > 421C
^ It has be close to opp, textbook combo, remember let the stick back the neutral after 2C so 41236A won?t become 623A or 46A by mistake. 6D timing isn?t hard. Just hold the D button a bit longer.
2A > 2B > 2C > 46B > 66 > 5A > 3B > JA > JB > {Jc} > JA > JB > 421C/(421B > 421AB)
^ Beginner friendly combo
2A > 2B > 2C > 41236A > 6D > 5B > 5C > 41236A(whiff)> 5A > JB > delay JC > land 66 > 3B > JA > JB > {Jc} > JB > JC > 421C
^ Alternative one, I do this mainly.
2A > 2B > 2C > 41236A > 6D > 5B > 5C> 41236A(whiff) > 5A > 3B > JA > JB > {Jc} > JB > JC > 421C
^ It?s much more stable and doable even the distance is not close enough.
#2
JA > JB > {Jc} > JA > JB > 421B > 421AB > 2D > JB > land > 5C > 41236A > 5A > 3B > JA > JB > {Jc} > JB > JC > 421C
^ Textbook combo, but hard to time the 2D right. I usually do 3D > JB > land > 5A > 3B instead.
#3
Guard Cancel (4D) > 421AB > 2D > land > 5A > 5B > 5C > 41236A > 5A > 3B > JA > JB > {Jc} > JB > JC > 421C
^ Textbook combo, very easy and inflicts great damage.
#4
3C or neutral throw > 5D (Hold) > JA > JB > {Jc} > JB > JC > 421C > 421AB
^ Just in case ppl dont know what to do after neutral throw.
That’s all I know for now.