Kunimitsu: Difference between revisions

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Revision as of 08:07, 20 September 2023

Kunimitsu
Heat {{{heat}}}
Heat Smash {{{heatSmash}}}
Heat Engagers {{{heatEngagers}}}
Stances
  • KAT (Katon) โ€“ 1+2
  • SET (Setsunagake) โ€“ f+3
  • MUS (Musasabi) โ€“ uf+3+4
Fastest
Launch
  • i14 โ€“ f,d,df+2 (standing)
  • i15 โ€“ ws3 (crouching)
CH launch i12(~22) โ€“ SET.3
Wall splat
  • i9(~10) โ€“ f,F+4,2 (hard)
  • i13 โ€“ f+2,3 (standing)
  • i14 โ€“ ws2,4 (crouching)
Archetypal moves
Parry b+1+3 or BT.3+4 (high/mid punches/kicks)
Sabaki b+1+2 (high/mid punches/kicks)
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 โ†’ db+1
Missing
  • uf,n,4
  • d+2
External links
Lore Kunimitsu II
Twitter #{{{twitter}}}

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 extensionsโ€”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
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value
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rhythm
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f,F+4,2 -12 block punish
importance
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value
โ˜…โ˜…โ˜…โ˜…โ˜†
dexterity
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rhythm
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(2),2<2,F~1 qcf+1 ender
importance
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value
โ˜…โ˜†โ˜†โ˜†โ˜†
dexterity
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rhythm
โ˜…โ˜…โ˜…โ˜…โ˜†