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Kunimitsu Guide (Tekken Tag Tournament 2)
Published by SuperGamecube64
01-29-2013
Kunimitsu Guide (Tekken Tag Tournament 2)

***THIS GUIDE IS BASED ON THE WII U EDITION OF THE GAME, BUT IS APPLICABLE FOR ALL VERSIONS***



Character Profile
Full Name: Kunimitsu
Gender:Female
Occupation: Thief & former member of the Manji clan
Age: Unknown
Blood Type: O
Height: 5'8"
Weight: 126 lbs
Nationality: Japanese

Kunimitsu is a woman of few words, and a master kunoichi. She was once a member of the Manji clan of ninja, but stole from them for her own personal gain and was kicked out. She seeks to steal Yoshimitsu's sacred sword for her blacksmith grandfather. She has been nicknamed "The Cat Demon" or "the Fox Demon" and is rumored to actually be a kitsune.

Default Costumes

Costume A: A purple dress, similar to a kimono, but much shorter. Her mask is reminiscent of her mask from Tekken 2 and Tekken Tag Tournament


Costume B: I personally refer to this as Oni Kunimitsu. She looks quite demonic, her fox mask more wolf like in appearance. Her outfit is black, and her skin is very pale.


Costume C: Same mask as Costume A, but with a leopard print military style vest and tactical pants. It's actually quite ugly.

Costume D (Wii U Only):Samus' Zero Suit with the mask of Costume A.

Character Exclusive Unlockables

Glasses
Fox Mask
Cloth Mask

Upper Body
Ninja Top

Lower Body
Ninja Bottom

Lower Body (other)
Explosive Kunai

Introduction

Kunimitsu is a fast fighter with a great juggle game, but she comes with her own set of problems. She is a great punisher with great range, and she can dodge a lot of mid attacks other characters cannot. Some people suspected this to be a glitch, but it turns out she was just made that way! Unfortunately, Kuni is very predictable and has a mediocre ground game. She's not too good at pressuring the opponent, either. With practice, Kunimitsu can be a deadly asset to your tag team dealing massive damage via swift hitting juggle combos.

Strategy

As far as who to pair Kunimitsu with, she actually has no combo throws with any other character in the game. Don't blame Namco, you're the one that chose to play as an anti social fox demon. However she is best paired with Heavy hitters such as Kazuya and Julia. Kuni is best played aggressively. Get in their face and beat them down, but do so only when you feel you can do so without taking a beating yourself, as Kuni doesn't have many hard hitting attacks. The key is to instead string annoying combos to rack up damage. She does have some ranged attacks, but these attacks will bring her face to face with the opponent after they hit, so be ready to juggle or ground punish. Furthermore, if you really want to juggle, stay away from Lotus Blade(RP, RP) as the second hit will slam them to the ground.

Defensively, Kunimitsu has the advantage of being able to dodge most mids during her crouching block. This is exceptionally useful against characters like King and Paul, who have extremely punishing mid attacks. Don't rely on crouch blocking, though. If you do it too much, it's easy for your opponent to see all they need to do is spam so low attacks. Switch up your defense, and only crouch block when you see a mid coming. Note that she cannot dodge all mids this way, only some.

Kunimitsu can be easily punished if you muck up. If your opponent brings out a character who is fast like Kuni, you may want to tag out, as they likely have harder hitting attacks than her. Bring her out when facing heavy hitters, as a lot of their attacks can hit mid, and she can combo slower characters much more easily, for obvious reasons.

Command List

Legend

> - press the direction indicated
-> - Hold the direction indicated
* - return to neutral
RP - Right Punch
LP - Left Punch
RK - Right Kick
LK - Left Kick
z - Move allows tagging after completion
u - bounces opponent airborne
O - can hit sidestepping opponents

Memai Tsuki - LP LP

Flash Kick Combinaion - LP RP RK

Lotus Blade - RP RP

Oni Kick Combo - LK LK (O)

Zig Zag - LK RK (O)

Triple Roundhouse Combo - RK RK RK

Supreme Thrust - RP+LP

Phoenix Tail - > RP LK

Setsunagake - > RK

Moon Light Dance - During Setsunagake LP RP RK (u)

Kasumi Slash - During Setsunagake RP

Musasabi - During Setsunagake LK

Tsumujikaze - During Setsunagake RK

Chakra Drop - During Setsunagake, approach midair enemy RK

Kusabiyuki - > RK

Kusabiyui to Setsunogake - > RK ->

Kanameishi - > LP+RP

Growling Jewel - >LK+RK (O)

Muten Canon - v> LP LK (z)

Ice Cleaver - v> LK RP

Asura Blade - v> RP+LP

Falling Hail - v> LK +RK

Sakumaishi - v LP (u)

Amamikamaishi - v RP LP RP LP+RP

Frost Slide - v LK

Doton - v RP+LP

Sajin Kaisen - During Doton RP RK (u)

Icicle Drop - During Doton LK

Cumulonimbi - During Doton RK

Manji Spin Low Kicks - v<(hold) LK LK LK LK LK LK

Manji Spin Low Kicks Front - v<(hold) RK RK RK RK RK RK

Yamashiro Kuzushi - v< RK

Katon - v< RP+LP

Slap U Silly - < LP LP LP LP LP LP

Hakkouen - < RP (O)

Kodama Flip - < LK RK

Tenrou - < RK

Uratenrou - < RK LK

Cycle of Rebirth - < RP+LP

Urakarin - < LK+RK

Aratami Slash - (back towards enemy) LP RP

Phoenix Tail - (back towards enemy) RP LK

Tobitengu - (back towards enemy) LK

Lycoris Radiata - (back towards enemy) RP+LP

Kitsunegokoro - (back towards enemy) RK+LK

Araremaki - (back towards enemy) v RK

Nigemizu - <^ LK

Hiryu - <^ RK+LK (z)

Tobikage - ^ LK

Tobikage Ura - ^ LK ^(hold)

Tenton - ^ RP+LP

Guillotine Crow Kick - ^ RK_LK

Kurama Itto - ^> RP

Rising Knee - ^> LK

Double Rising Knee - ^> LK LK

Manji Urachidori - ^> RK

Poison Wind - ^> RK+LK

Poison Wind Eclipse Kick - ^> RK+LK RK+LK

Rising Kazura - > -> RP (z)

Rising Kazura to Katon - > -> RP, ^ during hit (z)

Musasabi - > -> LK

sasabibarai - During Musasabi RP

sasabikujiki - During Musasabi RK

Fubuki - > -> RK

Deadly Slash - > -> RP+LP

Ninpo Shinkiro - > -> RK+LK

Ninpo Shinkiro Ura - > -> RK+LK <-

Ninpo Shinkiro to Sajinkaisen - > -> RK+LK RP RK (u)

Ninpo Shinkiro to Tobitengu - > -> RK+LK LK

Ninpo Shinkiro to Tobikage - > -> RK+LK ^(hold)

Sakekuga - <^ LK

Sword Smash - > > > RP

Kuga - > > > LK

Shigure - (while rising) LP LP

Kogetsu - (while rising) RP

Kaede - (while rising) LK (z)

Spinning Sweep - (while crouching) v> LK

Wintry Wind - (during sidestep) RP+LP

Will-O-the-Wisp - (during sidestep) RK+LK
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  #1  
By Tanis on 01-29-2013, 09:57 AM
Came for the guide. Stayed for dat ass.
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  #2  
By SuperGamecube64 on 01-29-2013, 02:38 PM
Quote:
Originally Posted by Tanis View Post
Came for the guide. Stayed for dat ass.
I lol'd.
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  #3  
By Ghostbody on 01-29-2013, 03:24 PM
Solid guide. Her frames have a pretty good recovery time for one of the smaller members of the roster and her hit box is small as well, thus the ability to miss a number of mids for larger characters. One of the reasons she's a pain for my King. But punish with grabs. Forward + LPRP+ tag can set up ground combos with people like King, Kaz, Dragunov, and some others. Down Forward RP LK is good for setting up air combos and if you need to take pressure off of her to tag out. Forward and RP is a dash and it can cover tons of ground in short order and links to a lot of moves from it which you can do a pretty impressive combo with.
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  #4  
By SuperGamecube64 on 01-29-2013, 03:26 PM
Quote:
Originally Posted by Ghostbody View Post
Solid guide. Her frames have a pretty good recovery time for one of the smaller members of the roster and her hit box is small as well, thus the ability to miss a number of mids for larger characters. One of the reasons she's a pain for my King. But punish with grabs. Forward + LPRP+ tag can set up ground combos with people like King, Kaz, Dragunov, and some others. Down Forward RP LK is good for setting up air combos and if you need to take pressure off of her to tag out. Forward and RP is a dash and it can cover tons of ground in short order and links to a lot of moves from it which you can do a pretty impressive combo with.
Use that dash a lot, sometimes in succession. lol
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