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* Weak standing lows | * Weak standing lows | ||
* Manual BT transition (b+3+4) moves backwards, making it hard to use for BT mixups | * Manual BT transition (b+3+4) moves backwards, making it 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 | * Many [[juggle]]s are sensitive to being off-axis and require adjustments | ||
* Can get [[launch]]ed if you [[parry]] a [[poke]] and they [[sidestep]] | * Can get [[launch]]ed if you [[parry]] a [[poke]] and they [[sidestep]] |
Revision as of 23:28, 2 July 2022
Kunimitsu (Tekken 7) |
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Kunimitsu | |
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Heat | {{{heat}}} |
Heat Smash | {{{heatSmash}}} |
Heat Engagers | {{{heatEngagers}}} |
Stances |
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Fastest | |
Launch |
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CH launch | i12(~22) โ SET.3 |
Wall splat |
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Archetypal moves | |
Parry | b+1+3 or BT.3+4 (high/mid punches/kicks) |
Sabaki | b+1+2 (high/mid punches/kicks) |
Mid check |
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Hopkick |
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Power low | FC.df+3 |
Clef cannon | 1,2,4 |
Generic moves | |
Remapped | (none) |
Missing |
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External links | |
Lore | Kunimitsu II |
#{{{twitter}}} |
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 extensionsโmost 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.
- 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
- Weak standing lows
- Manual BT transition (b+3+4) moves backwards, making it 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
Characters (Tekken 8) |
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