Kunimitsu: Difference between revisions

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Punisher Template
{{Kunimitsu}}


10f    1,1        h,m    19    +6    -5
{{Infobox fighter (Tekken 7)
Jab punish that exchanges damage for frame advantage, the potential for a KAT mixup in 1,1,1+2, or the option to complete a predetermined string being 1,1,1 / 1,1,2 and 1,1,4
|name=Kunimitsu
|stances={{Plainlist|
* KAT ''(Katon)'' – 1+2
* SET ''(Setsunagake)'' – f+3
* MUS ''(Musasabi)'' – uf+3+4}}
|powerLow=FC.df+3
|splat={{Plainlist|
* i9(~10) – f,F+4,2 ''(hard)''
* i13 – f+2,3 ''(standing)''
* i14 – ws2,4 ''(crouching)''}}
|launch={{Plainlist|
* i14 – f,d,df+2 ''(standing)''
* i15 – ws3 ''(crouching)''}}
|chLaunch=i12(~22) – SET.3
|parry=b+1+3 or BT.3+4 ''(high/mid punches/kicks)''
|sabaki=b+1+2 ''(high/mid punches/kicks)''
|hopkick={{Dotlist|
* uf+3
* uf+3,4}}
|midCheck={{Plainlist|
* df+4 ''(i12)''
* df+1 ''(standing)''
* ws4 ''(crouching)''
* ws1,1 ''(crouching)''}}
|clefCannon=1,2,4
|remappedGenerics={{Plainlist|
* d+1 → db+1}}
|missingGenerics={{Dotlist|
* uf,n,4
* d+2}}
|lore=[[fandom:Kunimitsu II|Kunimitsu II]]
}}
{{Archetype|Kunimitsu}}


10f    1,2,2        h,h,h    26    +4    -12
'''Kunimitsu''' is infamous due to her extreme evasiveness. Her powerful defense is somewhat balanced by having weak standing lows, but she still has strong [[mixup]]s from [[crouch]] and [[back turned]], so even once someone can deal with her [[cheese]] they're still facing a fundamentally strong character.
The more reliable damage punisher with moderate frame advantage.


10f    ff+4,2       m,h    34    KND    -17
Her df+3+4 is a monster of a mid, being able to both evade highs and [[crush]] lows, and being arguably favorable on block. Her 2,2 series is unparalleled in its ability to choke out opponents, being both unparriable and almost impossible to whiff punish.
Most preferred punisher for moves -10~12 as it knocks down and wallsplats, though the caveat of it being launch punishable by nearly the entire cast.


12f    2,2       h,m    26    +5    -6
Her 2,2 and 1,1 are both high mid pokes that effectively can't be challenged on block due to their wide array of extensions—most notably the Katon transitions. After these transitions, KAT.3 makes almost everything whiff for an easy [[hit confirm]] to KAT.3,2 launch. So she can use these pokes a lot to lock the opponent out of doing anything at very low risk.
Another punisher that exchanges damage for a potential KAT mixup in 2,2,1+2.


12f    4,2       h,h    30    +6    -3
{{BlueRed
Safer damage option that leaves you in URA for additional pressure.
|blue=
* Exceptional [[backdash]] and top tier [[sidestep]]
* Easy space control with f+3 and 2,2
* Full-screen punisher (qcf+1)
* Strong [[mixup]]s from FC and BT
* Multiple [[parry|unparriable]] attacks
* Good wall carry
* Smallest [[body size]] in the game
|red=
* Weak standing lows
* Manual BT transition (b+3+4) moves away so it's hard to use for BT mixups
* Can be overly dependent on 1,1 and 2,2, which get destroyed by [[shadow cutter]]s
* Many [[juggle]]s are sensitive to being off-axis and require adjustments
* Can get [[launch]]ed if you [[parry]] a [[poke]] and they [[sidestep]]
}}


13f    f+2,3       h,h    32    KND    -6
{{KeyTechs|
A very high range option that wall splats from a far distance and knocks down; though missing the punish makes this move slightly risky as the second hit is high.
{{KeyTech|f,d,df+2 -14 block punish
|importance=3|dexterity=2|rhythm=0|value=5}}
{{KeyTech|f,F+4,2 -12 block punish
|importance=3|dexterity=3|rhythm=4|value=4}}
{{KeyTech|(2),2<2,F~1 qcf+1 ender
|importance=1|dexterity=2|rhythm=4|value=1}}
}}


13f    qcf+2        m    21    KND    -12s
{{Navbox fighters (Tekken 7)}}
With even higher effective range than f+2, this punisher is bufferable and used as a matchup specific punisher for moves with a large amount of push back, examples being Bryan’s 3+4 and d/f+2,3 / Lucky Chloe’s Kick Up (f+3+4,3+4,3+4) / Paul’s Demoman (d+4:2:1+2)
 
14f    cd+2        m,h    31    Launch    -17
An  auto screw launcher that like qcf+2 is bufferable in block stun, though again another risky punisher if you miss your opportunity considering it’s also -17.
 
15f    d/f+2        m    13    Launch    -12
Being a knife this is an unparryable launcher with great range. (Test Tracking)
 
15f    u/f+3        m    13    Launch    -13
Another unparryable launcher with great range which in addition can be done from crouch.. (Test Tracking)
 
15f    qcf+1        m    27    KND    -11
An additional matchup specific punisher for moves with an exorbitant amount of push back including but not limited to Paul’s Deathfist/Sledgehammer (qcf+2] and Heihachi’s Demon Upper (ff+2)
 
19f    u/b+3+4        m    25    Launch    -17
 
Crouching
 
10f    ff+4,2        m,h    34    KND    -17
11f    ws+4        m    15    +5    -6
13f    ws+1,1        m,m    26    +3    -8
14f    ws+2,4        m,h    34    +11g    -9
15f    ws+3        m    16    Launch    -13
15f    u/f+3        m    13    Launch    -13
19f    u/b+3+4        m    25    Launch    -17
 
Whiff Punishers
10f    ff+4,2        m,h    34    KND    -17
Range 2 but risky
 
13f    f+2,3        h,h    32    KND    -6
Range 1 wall splat
 
15f    d/f+2        m    13    Launch    -12
Range 1 Launch
 
15f    qcf+1        m    27    KND    -11
Range 3+
 
17f    d/f+1+2        m,m    29    KND    -14
Alternative to ff+4,2 as an easier input and slightly safer option at Rage 2.

Latest revision as of 03:27, 4 February 2024

Kunimitsu
Stances
  • KAT (Katon) – 1+2
  • SET (Setsunagake) – f+3
  • MUS (Musasabi) – uf+3+4
Fastest launch
  • i14 – f,d,df+2 (standing)
  • i15 – ws3 (crouching)
Fastest CH launch i12(~22) – SET.3
Fastest wall splat
  • i9(~10) – f,F+4,2 (hard)
  • i13 – f+2,3 (standing)
  • i14 – ws2,4 (crouching)
Parry b+1+3 or BT.3+4 (high/mid punches/kicks)
Sabaki b+1+2 (high/mid punches/kicks)
Archetypal moves
Mid check
  • df+4 (i12)
  • df+1 (standing)
  • ws4 (crouching)
  • ws1,1 (crouching)
Hopkick
  • uf+3
  • uf+3,4
Power low FC.df+3
Clef cannon 1,2,4
Generic moves
Remapped
  • d+1 → db+1
Missing
  • uf,n,4
  • d+2
External links
Lore Kunimitsu II

PokeMixupKeepoutWhiff punishOkizemePressureDefenseTricky

Kunimitsu is infamous due to her extreme evasiveness. Her powerful defense is somewhat balanced by having weak standing lows, but she still has strong mixups from crouch and back turned, so even once someone can deal with her cheese they're still facing a fundamentally strong character.

Her df+3+4 is a monster of a mid, being able to both evade highs and crush lows, and being arguably favorable on block. Her 2,2 series is unparalleled in its ability to choke out opponents, being both unparriable and almost impossible to whiff punish.

Her 2,2 and 1,1 are both high mid pokes that effectively can't be challenged on block due to their wide array of extensions—most notably the Katon transitions. After these transitions, KAT.3 makes almost everything whiff for an easy hit confirm to KAT.3,2 launch. So she can use these pokes a lot to lock the opponent out of doing anything at very low risk.

Strengths
  • Exceptional backdash and top tier sidestep
  • Easy space control with f+3 and 2,2
  • Full-screen punisher (qcf+1)
  • Strong mixups from FC and BT
  • Multiple unparriable attacks
  • Good wall carry
  • Smallest body size in the game
Weaknesses
  • Weak standing lows
  • Manual BT transition (b+3+4) moves away so it's hard to use for BT mixups
  • Can be overly dependent on 1,1 and 2,2, which get destroyed by shadow cutters
  • Many juggles are sensitive to being off-axis and require adjustments
  • Can get launched if you parry a poke and they sidestep
f,d,df+2 -14 block punish
importance
★★★☆☆
value
★★★★★
dexterity
★★☆☆☆
rhythm
☆☆☆☆☆
f,F+4,2 -12 block punish
importance
★★★☆☆
value
★★★★☆
dexterity
★★★☆☆
rhythm
★★★★☆
(2),2<2,F~1 qcf+1 ender
importance
★☆☆☆☆
value
★☆☆☆☆
dexterity
★★☆☆☆
rhythm
★★★★☆