(→Crouch) |
|||
Line 2,295: | Line 2,295: | ||
* {{Tailspin}} | * {{Tailspin}} | ||
* {{Weapon}} | * {{Weapon}} | ||
* | * 2nd hit available only as combo from 1st hit | ||
* Can be buffered}} | * Can be buffered}} | ||
}} | }} |
Revision as of 14:43, 3 December 2023
Kunimitsu (Tekken 7) |
---|
Movelist & frame data (Tekken 7) |
---|
Rage
Input
R.d+1+2
R.f+2+3
- The last hit will deal unscaled damage if the attack lands on the last active frame (i21)
- Wall hit on block +9g (5 damage)
n
Input
1,1,1
- is1~4
- js5~15
- fs16~18
- Combo from 2nd CH with 8f delay
- Delay does not change the timing of the attack
- Interrupt with i10 from 2nd block
1,1,2
- Combo from 2nd CH with 8f delay
- Delay does not change the timing of the attack
- Interrupt with i8 from 2nd block
1,1,4
- is1~4
- js5~29
- fs30~32
- Input can be delayed 8f
- Delay does not change the timing of the attack
1,1,1+2
- Transition can be delayed 9f
1,2,2
- Combo from 1st hit
- Combo from 2nd hit
1,2,4
- js12~32
- fs33~35
- Combo from 1st CH
- Combo from 2nd CH with 3f delay
2,2,1+2
2,2,2
- Combo from 2nd CH with 10f delay
2,2,2,F
2,2,2,2
- Combo from 3rd CH with 5f delay
2,2,2,2,2
- js13~22
- fs23~25
- Input can be delayed 8f
3,4
- Combo from 1st hit with 10f delay
- Input can be delayed 10f
4,2
- js15~25
- fs26~28
- Jail from 1st attack with 1f delay
- Combo from 1st hit with 1f delay
- Input can be delayed 1f
3+4,3+4
- js20~27
- fs28~30
KAT
Input
KAT.3,2
- js21~38
- fs39~41
- Combo from 1st hit with 2f delay
- Move can be delayed 2f
KAT.4,2
- Combo from 1st CH with 2f delay
- Move can be delayed 2f
f
Input
f+2,3
- Combo from 1st hit with 8f delay
FUFT 3+4
- fs1~46
- js47~57
- fs58~91
SET
Input
SET.1,2,1
- is11~14
- js15~25
- fs26~28
- Combo from 2nd CH
- Interrupt with i10 from 2nd block
SET.1,2,2
- Interrupt with i8 from 2nd block
SET.1,2,3
- js14~33
- fs34~36
- Combo from 2nd CH
SET.1,2,4
- is11~14
- js15~39
- fs40~42
SET.2
- Transitions to attack throw on frontal CH, otherwise knockdown
SET.4,3
- Combo from 1st hit
SET.uf+4
- js11~32
- fs33~35
- Transitions to attack throw on front hit
d
Input
df+1,2
- Combo from 1st CH with 7f delay
- Input can be delayed 9f
- Move can be delayed 8f
df+1,2,2
- Combo from 1st CH
- Combo from 2nd CH with 1f delay
df+1,3
- Combo from 1st CH with 4f delay
- Input can be delayed 9f
- Move can be delayed 8f
- Nosebleed stun
df+2
- On hit +0~+1 against crouching opponent
- Launches crouching opponent on CH
df+3+4
- Can hit grounded from certain angles
d
Input
d+2,1,2
- Combo from 2nd hit with 1f delay
d+2,1,2,1+2
- Combo from 3rd CH
d+3,4,1
- Combo from 1st CH with 7f delay
- Combo from 2nd hit with 1f delay
db
Input
db+2,4,2
- js17~23
- fs24~26
- Input can be delayed 1f
DB+3,3,3,3
DB+3,3,3,3,3
DB+3,3,3,3,3,3
DB+3,3,3,3,3,4
- Alternate inputs:
- DB+3,3,4
- DB+3,3,3,4
- DB+3,3,3,3,4
- Same animation as ws4
b
Input
b+1,1,1
- Combo from 1st hit
- Combo from 2nd hit
b+1,1,1,1,1
- Combo from 4th hit
- Combo from 3rd CH
b+1,1,1,1,1,1
- Combo from 4th hit
- Combo from 3rd CH
b+1+3
- Alternate input b+2+4
- Parries high or mid punches or kicks
b+1+3,P
- is1~21
- js1~24
- Invincible for 21 frames on a successful parry
- Successful parry animation adds 39 frames, total startup is i64~65
b+3,4
b+4,3
- Combo from 1st hit with 8f delay
b+1+2
- Sabaki, shifts to her b+1+3 parry
BT
Input
1,2,1
- is11~14
- js15~25
- fs26~28
- Combo from 2nd CH
- Interrupt with i10 from 2nd block
BT.1,2,2
- Combo from 2nd CH
- Interrupt with i8 from 2nd block
BT.1,2,4
- is11~14
- js15~39
- fs40~42
BT.1,3
- Combo from 1st hit with 8f delay
BT.2,3
- Combo from 1st hit wth 8f delay
BT.3+4
- Same parry as b+1+3
- Parries high or mid punches or kicks
u
Input
u+3+4
- js12~42
- fs43~45
uf+3,4
js1~32
fs33~35- Combo from 1st hit
- Jail from 1st attack
uf+4
MUS
Input
MUS.4
- js1~28
- fs29~31
Motion Input
Input
f,F+4,2
- js1~15
- fs16~18
- Combo from 1st hit with 1f delay
- Jail from 1st attack with 1f delay
f,F+3+4
- js10~36
- fs37~39
f,F+3+4,2
- js24~44
- fs45~47
- Combo from 1st CH with 5f delay
f,F+3+4,3
- js12~34
- fs35~37
- Input can be delayed 5f
f,F+3+4,U
- js14~48
- fs49~51
f,n,d,df+2
- js16~36
- fs37~39
- 2nd hit available only as combo from 1st hit
- Can be buffered
qcf+1
- Can be buffered
- Opponent recovers FUFA
- Block advantage is always -11
- Kunimitsu does not teleport on whiff
qcf+1+2
- js21~38
- fs39~41
- Can be buffered
ub,b+3
- js14~36
- fs37~39
- Backflip adds 50 frames, total startup is i83~87
- Same attack as WR.3 but slower to impact
WR.2
- Transitions to attack throw only on front hit only, otherwise knockdown
ws
Input
ws1,1
- Combo from 1st hit with 9f delay
- Combo from 1st CH with 15f delay
ws2,4
- js14~26
- fs27~29
- Combo from 1st hit with 6f delay
- Input can be delayed 9f
Crouch
Input
Others
Input
SS.2,1+2
- Combo from 1st CH with 1f delay
Throws
Input
uf+1+2
- Throw break 1+2
- Side switch on hit
- Alternate input: SET.1+2
f+1+4
- Throw break 1
- Side switch
- Alternate input: SET.1+4
- Kunimitsu recovers r56 BT on break
BT.1+4_2+3
- Throw break 1+2
- Side switch
10 String
10 Hit Combo | ||||||
Input | Hit level | Damage | Startup | Block | Hit | Combo |
---|---|---|---|---|---|---|
1 | h | 7 | i10 | +1 | +8 | |
b+2 | m | 10 | i16~17 | -10~-9 | -4~-3 | Hit |
1 | m | 10 | i24 | -10 | +1 | CH |
4 | h | 9 | i29 | -25 | -14 | |
4 | h | 9 | i33 | -25 | -14 | |
4 | l | 5 | i33 | -16 | -5 | |
1 | m | 5 | i30~31 | -12~-11 | -1~+0 | Hit |
2 | h | 5 | i14 | -10 | +1 | Hit |
3 | m | 12 | i19 | -30 | -19 | Hit |
2 | m! | 25 | i61~62 | +8a |