Kunimitsu
She has poke strings with a million different extensions, making her very risky to press into should she choose to finish any of them.
Fast, evasive, poking oriented
Kunimitsu is a fast, evasive, poking oriented character with excellent pressure tools and mixup options. Her pokes in neutral are fast and difficult to deal with, since most of them have multiple extensions, making it difficult to challenge her. This "death by a thousand cuts" playstyle is supplemented by her 3 main stances (Setsunagake, Katon, and Backturn), as well as strong crouching and standing low attacks. Her movement is slightly weaker than it was in Tekken 7, however she still has her evasive high and low crushing moves, Manji teleportation shenanigans, as well as a parry that works even in backturn. Add to this the fact that she's still the smallest character on the roster, and you'll find that she's pretty hard to hit when piloted by an experienced player. Kunimitsu is a great pick for those who prefer playing tricky, speedy rushdown with stances that flow into eachother.
She has poke strings with a million different extensions, making her very risky to press into should she choose to finish any of them.
Most of her moves are weak to sidestep right, and the select few options that do cover that side can usually be stepped the left.
Stances
- BT (Backturn) – b+3+4
- KAT (Katon) – 1+2
- SET (Setsunagake) – f+3
Heat Smash
Mid, i14~15, +3
- Can use Flame Dance moves (H.db+1+2, H.KAT.d+1+2, H.u+1+2
Strengths
- Strong pressure
She has poke strings with a million different extensions, making her very risky to press into should she choose to finish any of them.
- Stance Macabre
Plethora of mixup options from 3 different stances, as well as full crouch.
- Unparriable
Most of her key moves cannot be parried due to them being weapon attacks.
- Hard to punish
Her pokes recover extremely quickly on whiff, and despite her string enders being punishable on block, it's very hard to react with the appropriate punish since she can delay or cancel most of them.
- Evasive
A surprising amount of her moves have high and/or low crushing properties.
- God-tier punishment
She has a wide variety of punishment options for every situation (most of which transition into her stances), including a bufferable i14 instant tornado launcher (CD2), and a high-execution wallsplatting i10 punish (ff+4,2).
- A menace at any range
Her f+3 is essentially a neutral skip, and her qcf+1 still hits from full screen.
Her school outfit looks really cool
Weaknesses
- Steppable
Most of her moves are weak to sidestep right, and the select few options that do cover that side can usually be stepped the left.
- Weak backdash
Her movement was nerfed compared to Tekken 7, making it harder for her to create space.
- Tricky to learn
It takes a lot of practice to properly navigate all of her stances without becoming predictable.
- Mediocre damage
Her pokes aren't too damaging by themselves, meaning she has to win a lot more interactions to keep a life lead.
Moves to learn first
Signature and situational picks come from the guide; the fastest launcher and best unpunishable poke are derived from this character's own frame data.
- Parry←□✕_△○/BT✕○
b+1+3_2+4/BT.3+4 (high/mid, punches or kicks)
- Signature↗✕
uf+3
Double Rising Knee
- Launcher→↓↘△
i14 · 15 dmg · -17 on block
Tensho Kaisen
- Wall splat→→○✕
Wall splat
- Counter-hit launcher←△
i17 · 17 dmg · -9 on block
Hakkouen
- Counter-hit launcher→○HeatSET□△R1
Heat
- Heat engager→□△
i17 · 23 dmg · -6 on block
Gozuryu
- Heat engager↓△□
i20 · 14 dmg · -13 on block
Kaisen Ryujin
- Heat engagerBT□○
i21 · 10 dmg · +3 on block
Aratama Crusher
- Fastest launcher↑✕○
i4 · 10 dmg · +1 on block
Guillotine Crow Kick
- Safe on block→→R1✕
i23 · 30 dmg · +3 on block
Kuga
Missing generics: {{Plainlist| * d+2 * d+3
Watch the guide
Video guides for this character, linked to the sections that matter most. Notation on this site comes from the frame data; these show the technique.