All In One Kunimitsu 2 Min Turbo Guide [Season 4]

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Learn Kunimitsu while you are in queue to a ranked match.

I compressed in a 2 min guide Kunimitsu's strenghts, Kunimitsu's punishers, Kunimitsu's wall and normal combos and Kunimitsu's Top 10 Moves!

While waiting for Tekken 8 I want to release a 2 min guide on every single Tekken 7 character since we don't know how many will come back!

Thank you for watching!

0:00 - Intro
0:15 - Standing Punishers
0:34 - While Standing Punishers
0:44 - Top 10 Moves
1:08 - Noob Killers
1:17 - Normal Combo
1:29 - Low Parry Combo
1:41 - Wall Combo
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nice easy to digest guide, good stuff my guy.

as a scummy kuni main, i wanna add some stuff though since it seems like you didn't get to add them into the vid because of the time restriction or maybe you just don't know the character well enough yet or something.

id say her damage rating should be higher, and her defensive rating should be higher as well since she has one of the best punishment tool kits in the entire game. she can easily achieve 100+ damage combos with or without rage, has INSANE wall pressure and wall oki which can loop in a million mixups, and she in general has above average damage and reward from her punishment tools as well.
her insane backdash and her long reaching whiff punishment tools also amplify this advantage.
where she suffers is definitely her comeback potential, as she lacks any CH launchers from standing outside of i19, and her mixups are all very blades edge, as in she gets blocked and she just dies most of the time.
shes also insanely weak to sidestep and sidewalk right, with only b2, 2, 2 df2 uf3, 4 and ws3 to remedy such weakness. she MUST use big punishable moves (outside of 2, 2) in order to threaten her gameplay at all or else she gets stomped on easily. the majority of her lows being launch punishable doesnt help either.

for i10 it's good to also note 1, 1 as it offers better frames and is a high mid, great check poke to watch for duckers and steppers, it also has above average range. her 1, 1's properties and its extensions are why its one of THE best i10 strings that doesnt have a knockdown built in in the whole game, its mega strong and shouldn't be ignored.
for i12 she has 2, 2 and it shares a similar purpose as 1, 1, stops sidesteps, stops movement, stops retaliation, 2, 2 is a lockdown tool and 1, 1 can be used the exact same way. for i12 punishment i would've mentioned 4, 2 as it offers a free bt mixup on hit, jails on hit or on block, and is safe even on block, it also offers higher damage than 2, 2.
f1+2 is also a safer i14 move that knocks down and wall splats / wall breaks, it also has a secret combo route off of it that isnt too difficult to pull off with practice (f3 3+4, 2 if you time it right the opponent will be unable to block it as they wake up and you get a free combo off of it with cd2).
also ff4, 2 is rarely used as an i10 punish, usually its used as an i12 punish as for most people, inputting ff4, 2 is easier to achieve in 12f. ff4, 2 is also MAINLY used out of crouch, or as a free hit after ch kat 2 if theres a wall nearby.

for her key move section, its understandable that in the time limit and with the ability to only pick 10 moves, you had to leave out a lot of her key moves, but for anyone curious; her df3+4, b4, b1, 1, ss2, and fc df3 etc werent on the key moves list and are mega tier good, nor was anything from katon which are all really good, especially for keepout at higher ranks (tekken god ranks etc). despite df3+4's nerfs, its still a stupid strong move, its safe on block, gives big advantage on hit, and can cancel into bt on command, its a VERY annoying move to try and sidestep as well, and can be VERY annoying to deal with as it completely high evades during its animation.
b4 is also annoying, as its safe on block AND on hit, and the followup can be hit confirmed for a knockdown or a MASSIVE damage wall combo (b4, 3 bb b4 turn around 1, df1, d2, 1, 2, 1+2). the second hit of the b4, 3 string IS launch punishable, but most people will start pressing after seeing an empty b4 due to the fear of her bt mixup from that position, if they press then they just get ch launched for free.
b1, 1 is +5 on hit, and can be used as a tech trap into u2 or even df2 etc, it can also be used to gain enough frames to sidestep for free and to get out of sticky situations. b1 will also ignore armor moves, for example if an opponent uses an armor move, you can often use the ENTIRE b1 string before getting dizzy, and still be able to block the armor move afterwards. against most armor moves, she can b1 through it all, block the armor move, and punish big time with whatever she wants right after for free, its a deadly move to just use every now and then if youre fishing for those moments.
ss2 is probably her best move to go into bt. its safe on block if you go into bt or not, its fast and has high damage, its evasive and has high range and cant be parried normally as its a weapon, and even if the opponent thinks to press after the ss2 it has a followup anyways, its a MEGA annoying and safe mid poke.
fc df3 is her hell sweep. hard knockdown low, can be used out of a backdash to hide its input, is her main threatening low in fc that can force and opponent to duck and eat your powerful mids, and it has a TON of oki options right after, and thats not including its damage paired with ff2, its definitely a key move that CAN be used at all ranks despite being launch on block.
personally i wouldn't've added qcf1 as a key top move despite it being so useful, i feel like ss2 is far more useful is far more situations.

for noob killers b1, 1 u2 or b1, 1 uf3 should've been mentioned as its a tech trap, u3+4 on block is also +5 so you can tech trap with that move as well. df3, 2 is only natural on ch and if someone ducks to block the second hit, you can often just cancel into crouch and use a fc df3 instead to mixup the timing, theres tons of options to use that demolish people unfamiliar with the matchup. 2, 2 1+2 kat 3, 2 etc as well.

her max damage low parry combo is also easier than the combo you showed. its LP WL4 (while landing) cd2 dash 2, 2, 2~f set 1 qcf1 or set 1, 2, 1 for wall carry.

for wall combos her max damage is W! 1 df1 d2, 1, 2, 1+2, and she has other options like db2, 4, 2 and b1, 1 ub3+4 and b1, 1 df3+4 (which can go into bt for mixups at the wall), and 1, 2 f3 3+4 MUS mixup and 1 df1 d2, 1, 2 b3+4 for a manual bt mixup at the wall etc etc. her only consistent wall combo against bigs is 1 df1 1, 2, 4 however as the normal options will just sideswitch or not work at all, so theres that to keep in mind as well.

hopefully your next guides are cool as well! will be waiting for more my guy, goodluck on your journey making these guides!

etsiyo
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i watched this guide and now my day 1 kuni is stronger than my day 0 kuni

MrNuvas
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This video is awesome. Thank you for making those, was loooking for something like this. U got a new. Sub. Keep making them ❤

nikidagai
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Good shit i've learnt a lot might pick up the character

rubicante
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Is ff4, 2 still works in 10f punisher? The start-up frame written is 11.

gideonartistry
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i don’t play as her but this is so useful

RawrLavix
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Nice guide! Although I think it's a pity that this could possibly create more Kuni players

firespeed
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Beautiful guide but stop creating more kuni players

slasheryer
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