Kunimitsu

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This page is for Tekken 8. For Tekken 7, see Kunimitsu (Tekken 7).

Kunimitsu
Heat
  • Can use Flame Dance moves (H.db+1+2, H.KAT.d+1+2, H.u+1+2
Heat Smash Mid, i14~15, +3
Heat Engagers
  • f+1+2
  • ws2,1
  • BT.1,4
  • KAT.1,2
  • SET.1+2
Stances
  • BT (Backturn) – b+3+4
  • KAT (Katon) – 1+2
  • SET (Setsunagake) – f+3
Fastest
Launch
  • i14 – f,d,df+2
CH launch
  • i17 – b+2 (mid)
  • i15 – f+4~H.SET.1+2~F (Heat)
Wall splat
  • i10 – f,f+4,3
Archetypal moves
Parry b+1+3_2+4/BT.3+4 (high/mid, punches or kicks)
Mid check
  • df+1
  • ws4
Hopkick uf+3
Clef cannon 1,2,4
Slash kick
  • f,f,F+3
  • f,f,F+2
Generic moves
Remapped
  • d+1 -> db+1
Missing
  • d+2
  • d+3
External links
Lore Kunimitsu II
Twitter #T8_Kunimitsu
Discord Human Extinction (Kunimitsu) : The Enchanted Thieves

Kunimitsu is a fast, evasive, poking oriented character with excellent pressure tools and mixup options. Her pokes in neutral are fast and difficult to deal with, since most of them have multiple extensions, making it difficult to challenge her. This "death by a thousand cuts" playstyle is supplemented by her 3 main stances (Setsunagake, Katon, and Backturn), as well as strong crouching and standing low attacks.

Her movement is slightly weaker than it was in Tekken 7, however she still has her evasive high and low crushing moves, Manji teleportation shenanigans, as well as a parry that works even in backturn. Add to this the fact that she's still the smallest character on the roster, and you'll find that she's pretty hard to hit when piloted by an experienced player.

Kunimitsu is a great pick for those who prefer playing tricky, speedy rushdown with stances that flow into eachother.

Strengths
  • Strong pressure: She has poke strings with a million different extensions, making her very risky to press into should she choose to finish any of them.
  • Stance Macabre: Plethora of mixup options from 3 different stances, as well as full crouch.
  • Unparriable: Most of her key moves cannot be parried due to them being weapon attacks.
  • Hard to punish: Her pokes recover extremely quickly on whiff, and despite her string enders being punishable on block, it's very hard to react with the appropriate punish since she can delay or cancel most of them.
  • Evasive: A surprising amount of her moves have high and/or low crushing properties.
  • God-tier punishment: She has a wide variety of punishment options for every situation (most of which transition into her stances), including a bufferable i14 instant tornado launcher (CD2), and a high-execution wallsplatting i10 punish (ff+4,2).
  • A menace at any range: Her f+3 is essentially a neutral skip, and her qcf+1 still hits from full screen.
  • Her school outfit looks really cool
Weaknesses
  • Steppable: Most of her moves are weak to sidestep right, and the select few options that do cover that side can usually be stepped the left.
  • Weak backdash: Her movement was nerfed compared to Tekken 7, making it harder for her to create space.
  • Tricky to learn: It takes a lot of practice to properly navigate all of her stances without becoming predictable.
  • Mediocre damage: Her pokes aren't too damaging by themselves, meaning she has to win a lot more interactions to keep a life lead.
f,F+4,2 ws Punish
importance
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value
โ˜…โ˜…โ˜…โ˜…โ˜…
dexterity
โ˜…โ˜…โ˜…โ˜†โ˜†
rhythm
โ˜…โ˜…โ˜…โ˜†โ˜†
CD+2 -14 Punish
importance
โ˜…โ˜…โ˜…โ˜…โ˜†
value
โ˜…โ˜…โ˜…โ˜…โ˜…
dexterity
โ˜…โ˜…โ˜†โ˜†โ˜†
rhythm
โ˜†โ˜†โ˜†โ˜†โ˜†
qcf+1 Pushback Punish
importance
โ˜…โ˜…โ˜…โ˜†โ˜†
value
โ˜…โ˜…โ˜…โ˜…โ˜…
dexterity
โ˜…โ˜…โ˜†โ˜†โ˜†
rhythm
โ˜†โ˜†โ˜†โ˜†โ˜†

External links