Kunimitsu: Difference between revisions

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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 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. ย 
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.


{{BlueRed
{{BlueRed
|blue=
|blue=
* Exceptional [[backdash]]
* Exceptional [[backdash]] and top tier [[sidestep]]
* Easy space control with f+3 and 2,2
* Easy space control with f+3 and 2,2
* Full-screen punisher (qcf+1)
* Full-screen punisher (qcf+1)
* Unseeable 50/50 from Full Crouch that's difficult to backdash
* Strong [[mixup]]s from FC and BT
* Numerous lows are unable to be low parried
* Multiple [[parry|unparriable]] attacks
* Good wall carry
* Good wall carry
* Smallest [[body size]] in the game
* Smallest [[body size]] in the game
|red=
|red=
* Weak standing lows
* Weak standing lows
* Combo axis very rigid, anything off-axis can result in a drop
* Manual BT transition (b+3+4) moves away so it's hard to use for BT mixups
* df2 does not launch crouchers except on CH
* Can be overly dependent on 1,1 and 2,2, which get destroyed by [[shadow cutter]]s
* Parries can be reacted to against knowledgeable opponents.
* Many [[juggle]]s are sensitive to being off-axis and require adjustments
* Parries follow reversal rules, cannot parry elbows/knees/shoulders
* Can get [[launch]]ed if you [[parry]] a [[poke]] and they [[sidestep]]
}}
}}



Revision as of 23:32, 2 July 2022

Kunimitsu
Heat {{{heat}}}
Heat Smash {{{heatSmash}}}
Heat Engagers {{{heatEngagers}}}
Stances
  • KAT (Katon) โ€“ 3+4
  • 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 (none)
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
Spamming df+3+4 & 2,2
importance
โ˜…โ˜…โ˜…โ˜…โ˜…
value
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dexterity
โ˜†โ˜†โ˜†โ˜†โ˜†
rhythm
โ˜†โ˜†โ˜†โ˜†โ˜†
f,d,df+2 -14 block 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˜†
f,F+4,2 -12 block 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˜†
(2),2<2,F~1 qcf+1 ender
importance
โ˜…โ˜†โ˜†โ˜†โ˜†
value
โ˜…โ˜†โ˜†โ˜†โ˜†
dexterity
โ˜…โ˜…โ˜†โ˜†โ˜†
rhythm
โ˜…โ˜…โ˜…โ˜…โ˜†