TEKKEN 7

TEKKEN 7

View Stats:
Knives Nov 21, 2020 @ 6:16pm
Kunimitsu!
Ok im so sick and tired of kunimitsu i can't punish most of her moves other than low launchers anyone has full guide on this can you send link pls. Thanks! These players can't even back dash but im gettin beat up due to she has so many safe moves. The usual dlc ♥♥♥♥. Thanks in advance!
< >
Showing 1-15 of 27 comments
Froz7y Nov 21, 2020 @ 6:23pm 
You are forced to sidestep her stuff with risk..
Zako Nov 21, 2020 @ 6:26pm 
dont worry about it too much bro,you are most likely getting whooped because of matchup knowledge and not cause he is better than you,relax she just got released once you know her bs you will be much more comfortable
Knives Nov 21, 2020 @ 6:53pm 
Originally posted by Zako:
dont worry about it too much bro,you are most likely getting whooped because of matchup knowledge and not cause he is better than you,relax she just got released once you know her bs you will be much more comfortable
yeah i guess sooo. another cheap string characters with lots of safe moves. i think she was meant for lazy players tbh another noctis.
Knives Nov 21, 2020 @ 6:54pm 
Originally posted by Midknight Battler:
You are forced to sidestep her stuff with risk..
is that so. left or right sidestep? Thanks!
Raraldor Nov 21, 2020 @ 7:22pm 
a LOT of her moves can't be punished on block, and some of the ones that can have a high crushing followup. I don't have the DLC so can't lab her but I can only guess her strings are able to be interrupted, and some can definitely be ducked for a punish but the window seems really tight (i.e. probably no launchers) since the followups are generally mids.
Knives Nov 21, 2020 @ 7:43pm 
Originally posted by Raraldor:
a LOT of her moves can't be punished on block, and some of the ones that can have a high crushing followup. I don't have the DLC so can't lab her but I can only guess her strings are able to be interrupted, and some can definitely be ducked for a punish but the window seems really tight (i.e. probably no launchers) since the followups are generally mids.
Exactly man if i duck the window i so small. i tried interrupting but no success. i have no DLC at all but her strings are very safe. Snake edge or low launch is my luck but if they block it it seems just guessing how to punish. Mostly i been doing jabs .
Knives Nov 21, 2020 @ 7:52pm 
Originally posted by childofsea:
Thats the nature of tekken compared to other fighting games you can be completely destroyed by a weaker player if you dont have the matchup knowledge and learning the matchup can be complicated and very time consuming. The things i dont like about kunimitsu is the f3 glide stance, f3,2 is safe on block and ch launches and very hard to step and then she cant feint by simply holding back and she can go into full crouch mixups. Its hard to deal with but very easy to do for the kuni player and this is just the direction tekken is going now. Mixups from fullscreen and you dont even need to wavedash anymore or do anything technical just do it. I also hate this noctis and kuni projectile, this instant projectile means you have to dash block constantly in the mid range. I prefer more traditional fireballs where i can atleast see it coming not this instant in my face and if I held forward for a frame i get clipped. Kunimitsu will just be another character in a bloated roster that will gimmick and mixup players.
Yep Tekken becoming more and more like this. Akuma seems fair now bcoz of this.
Froz7y Nov 22, 2020 @ 1:19am 
Originally posted by KnivesDaywalker:
Originally posted by Midknight Battler:
You are forced to sidestep her stuff with risk..
is that so. left or right sidestep? Thanks!

I side step right most of the time but.. she is still very much brain dead like most DLC characters.
Originally posted by Raraldor:
a LOT of her moves can't be punished on block, and some of the ones that can have a high crushing followup. I don't have the DLC so can't lab her but I can only guess her strings are able to be interrupted, and some can definitely be ducked for a punish but the window seems really tight (i.e. probably no launchers) since the followups are generally mids.

That's completely fake information, it's just you not being able to react to her in time. I've seen that happen in my matches, there are players who don't react in time to punish stuff like my Kunai or 1,1,1 and there are others who punish it every time, like I do when I see another Kuni.

Many of her moves are unsafe, but they are in the -10 to -12 range, so while punishable, if you don't know the match-up, you won't react to them in time and assume they are safe.

https://www.youtube.com/watch?v=e--qDlghjyA

Try that, maybe it'll help you and the OP recognize her unsafe stuff and how to punish it.

Also, if you block her BT transition move, such as SET 4, b4 or 4,2, you're free to do your 10f punisher, while she is at -8, she's BT, so that's unsafe, as it takes like 5 or 6 frames to turn around, but she also has a parry, forgot the speed of that, but it's more than 2 frames, so a 10f punisher will hit her every time. If you're fast enough doing the i10 move, it will also interrupt the 3 extension from SET 4, but not sure about b4, still needs testing, but again, you gotta be fast enough.

Also, SET 3 is +/-0 on hit, so if she hits you with that, a very fast mid will beat all her options from FC beside ws4 if she does the ws4 immediately, if her plan was to go into an FC mix-up, with d/f3 or ws3, a fast mid will beat it.

The whole deal about Kuni is knowing when she's unsafe, because if you don't, it's party time. If you know when she's unsafe, she will take a more poke oriented play style, because most of her stuff is unsafe.
Raraldor Nov 22, 2020 @ 3:13am 
Originally posted by I:P アヌビス:

(1.) there are players who don't react in time to punish stuff like my Kunai or 1,1,1 and there are others who punish it every time, like I do when I see another Kuni.

Many of her moves are unsafe, but they are in the -10 to -12 range, so while punishable, if you don't know the match-up, you won't react to them in time and assume they are safe.

(2.)https://www.youtube.com/watch?v=e--qDlghjyA

(3.)Also, if you block her BT transition move, such as SET 4, b4 or 4,2, you're free to do your 10f punisher, while she is at -8, she's BT, so that's unsafe, as it takes like 5 or 6 frames to turn around, but she also has a parry, forgot the speed of that, but it's more than 2 frames, so a 10f punisher will hit her every time. If you're fast enough doing the i10 move, it will also interrupt the 3 extension from SET 4, but not sure about b4, still needs testing, but again, you gotta be fast enough.

(4.)Also, SET 3 is +/-0 on hit, so if she hits you with that, a very fast mid will beat all her options from FC beside ws4 if she does the ws4 immediately, if her plan was to go into an FC mix-up, with d/f3 or ws3, a fast mid will beat it.

(5.) The whole deal about Kuni is knowing when she's unsafe, because if you don't, it's party time. If you know when she's unsafe, she will take a more poke oriented play style, because most of her stuff is unsafe.

(1.) I said a LOT of her moves, kunai is one that is unsafe and thankfully doesn't have any followup, and literally no kunimitsu I've played uses 111 because there are a TON of safe options from short range she can utilize instead.

(2.) her -10 frame moves are: 1. a 5 hit combo that can be stopped at any time (even getting changed into a whole different move) making it very difficult to punish unless they actually use all 5 hits. 2. A useless mid poke. 3. A perfect move that seems guaranteed to hit after a knockdown that, again, has no use outside of that because there are a ton of safe options from short range. 4. An incomplete string that has a followup they don't show that knocks down on hit. (-14 on block, but you can just omit it when the first jab is blocked and you're golden.)

Her -11 frame moves are: 1. a combo that you can once again omit the last hit from for a mixup. 2. One of the few moves that is easily punished. 3. ANOTHER 3 hit string you can omit the last hit from, this one Kuni can even react to the block if they're good enough. 4. As was shown in the video it's a move with good knockback that makes punishment pretty difficult unless you have long arms. 5. A FC low that is unreactable, and with her having a while rising launcher who's gonna take the chance on blocking it? 6. like all her kunai teleports, very easily punished. If it wasn't it couldn't have nearly the range it does. This one has the added bonus of crouching the second hit for a launcher if you can react fast enough. 7. backturn stance is generally bad I'll give you that, which is why it's never input raw. Her high crushing low from the stance makes any backturn transition a force to be reckoned with though.

I once again don't have the DLC so I won't go through the rest in detail, but the large majority of the rest of the moves are lows which require hard reads to block or you get severely punished. And the moves that can be launched are a majority low attacks that you can't react to, or that super fancy teleport into midkick to uppercut slash.

(3.)she has moves that put her in backturn stance and, whether it's because it's from the move string itself or because it switches mid string (both b4 and SET4 do the latter), they give her time for her counter hit, high crushing, launcher unless you have a hard read. With every character's 10 frame punisher being a high jab string it's a massive risk to attempt the punish. It's not a move you can just react to either,legitimizing the rest of the backturned moveset

(4.) that's a pretty moot point considering you literally mentioned her counter to getting pressured after SET 3. Kuni can even just wait for the mid response and suddenly she's plus again. We're talking about punishment, not risk management.

(5.) that's 90% of the cast, except the whole "most being unsafe part" because that simply isn't true for Kuni.

I've beaten some Kunimitsus, it's not like she is an unstoppable force, but ♥♥♥♥♥♥♥♥ is it hard to punish her.
Last edited by Raraldor; Nov 22, 2020 @ 3:25am
Originally posted by Raraldor:
Originally posted by I:P アヌビス:

(1.) there are players who don't react in time to punish stuff like my Kunai or 1,1,1 and there are others who punish it every time, like I do when I see another Kuni.

Many of her moves are unsafe, but they are in the -10 to -12 range, so while punishable, if you don't know the match-up, you won't react to them in time and assume they are safe.

(2.)https://www.youtube.com/watch?v=e--qDlghjyA

(3.)Also, if you block her BT transition move, such as SET 4, b4 or 4,2, you're free to do your 10f punisher, while she is at -8, she's BT, so that's unsafe, as it takes like 5 or 6 frames to turn around, but she also has a parry, forgot the speed of that, but it's more than 2 frames, so a 10f punisher will hit her every time. If you're fast enough doing the i10 move, it will also interrupt the 3 extension from SET 4, but not sure about b4, still needs testing, but again, you gotta be fast enough.

(4.)Also, SET 3 is +/-0 on hit, so if she hits you with that, a very fast mid will beat all her options from FC beside ws4 if she does the ws4 immediately, if her plan was to go into an FC mix-up, with d/f3 or ws3, a fast mid will beat it.

(5.) The whole deal about Kuni is knowing when she's unsafe, because if you don't, it's party time. If you know when she's unsafe, she will take a more poke oriented play style, because most of her stuff is unsafe.

(1.) I said a LOT of her moves, kunai is one that is unsafe and thankfully doesn't have any followup, and literally no kunimitsu I've played uses 111 because there are a TON of safe options from short range she can utilize instead.

(2.) her -10 frame moves are: 1. a 5 hit combo that can be stopped at any time (even getting changed into a whole different move) making it very difficult to punish unless they actually use all 5 hits. 2. A useless mid poke. 3. A perfect move that seems guaranteed to hit after a knockdown that, again, has no use outside of that because there are a ton of safe options from short range. 4. An incomplete string that has a followup they don't show that knocks down on hit. (-14 on block, but you can just omit it when the first jab is blocked and you're golden.)

Her -11 frame moves are: 1. a combo that you can once again omit the last hit from for a mixup. 2. One of the few moves that is easily punished. 3. ANOTHER 3 hit string you can omit the last hit from, this one Kuni can even react to the block if they're good enough. 4. As was shown in the video it's a move with good knockback that makes punishment pretty difficult unless you have long arms. 5. A FC low that is unreactable, and with her having a while rising launcher who's gonna take the chance on blocking it? 6. like all her kunai teleports, very easily punished. If it wasn't it couldn't have nearly the range it does. This one has the added bonus of crouching the second hit for a launcher if you can react fast enough. 7. backturn stance is generally bad I'll give you that, which is why it's never input raw. Her high crushing low from the stance makes any backturn transition a force to be reckoned with though.

I once again don't have the DLC so I won't go through the rest in detail, but the large majority of the rest of the moves are lows which require hard reads to block or you get severely punished. And the moves that can be launched are a majority low attacks that you can't react to, or that super fancy teleport into midkick to uppercut slash.

(3.)she has moves that put her ing backturn stance, and give her time for her counter hit, high crushing, launcher. With every character's 10 frame punisher being a high jab string it's a massive risk to attempt the punish. It's not a move you can just react to either,legitimizing the rest of the backturned moveset

(4.) that's a pretty moot point considering you literally mentioned her counter to getting pressured after SET 3. Kuni can even just wait for the mid response and suddenly she's plus again. We're talking about punishment, not risk management.

(5.) that's 90% of the cast, except the whole "most being unsafe part" because that simply isn't true for Kuni.

I've beaten some Kunimitsus, it's not like she is an unstoppable force, but ♥♥♥♥♥♥♥♥ is it hard to punish her.

2. Why aren't you launching her if she does the 5 hit string?

Her 2,2,2,2,2 is h,m,h,h,m. You can duck the 3rd launch after she does the 4th.

If she transitions into BT after 2,2, even on hit that's -16, on block it's -24, and if she transitions to SET after 2,2,2...duck jab her as an easy out or you can even ws launch her if you're fast enough to react. SET takes 10 frames before any of her moves actually start, so a fast duck jab, as we're assuming you ducked the 3rd 2, will beat her.

3. No, it's not a massive risk. She's -8 if you block SET 4, so if you do a jab right after you blocked, it will hit her regardless of what option she does. SET 4,3 is slow, you can beat it, I've both done it myself and had it done to me a lot if you jab right after you block. BT d2 doesn't crush instantly, if she's not on point, she can't even manually duck, as it takes 1 frame to duck, she's -8, a jab string starts at 10 frames, so she has 2 frames in which to react, that's assuming she expects an instant jab, if she doesn't, no option after SET 4 will work, while of she does, since she tries to duck during BT, she will also step back, bring both to neutral so you're out of danger.

4. Not quite. Again, she needs to do it instantly, if she doesn't, your mid will hit even a ws4. That's an i11 ws, if your character has an i12 mid, she has 1 frame before you trade, if she's off by 2 frames, she gets hit, but the only way for her to not be off is to do SET 3~ws4 immediately, that means she has to know you will do a mid, otherwise she loses her turn without having a chance to a mix-up. It's not quite risk management, because you are essentially stopping her FC mix-up from SET 3. And oh, "she can just wait and she's on +", then do d/f1, generic i13 move, -1 on block, so you can step right after, does more damage than her ws1, with which it trades, and still beats all her options bar ws4, which again, she needs to do immediately or she loses.

But you got a 2nd option, side walk. None of her FC options are homing, so if you side walk after getting hit by her SET 3, she will whiff any single option she has, bar ws1, based on the side you go, but not ws1,1. Ws1,1 is interesting because even tho the 1st one could hit, the 2nd will whiff and you can launch her.

5. It actually is. I've checked her frames, there's a lot of unsafe moves, some are simply not worth using outside of combos or whiff punishers, heck, even her + on block, 1,1,4 or stance 1,2,4 is trash and has next to no use in a real match due to how easy it is to notice and step or even react to with a magic 4 for a combo.

You admitted yourself that you don't own her, so if you need info how to deal with some of her stuff, ask.

I keep using these examples, if you see her enter KAT stance, walk, either way, all KAT options whiff, you can react to it when you see her cross her arms. There's also an option for 1,1 strings and stance 1,2 strings, as they have the same enders. 1,1,2 and stance 1,2,2 are safe, but you can step them to the right, you can also step 1,1,4, stance 1,2,4 and stance 1,2,3, with all 3 being slow enough to be even magic 4'd, you do want to step 1,1,4 and stance 1,2,4 as it is +3 on block. So that leaves 1,1,1 and stance 1,2,1, which have better tracking, so you can't side step them....or can you? You see, this one is a bit slower, as you can even float her with a 1 jab if you think this one is coming, but because of that slower aspect, you can do a small side step right into block, and that beats all the moves from those 2 strings, it will make her whiff anything that can be whiffed, while still being able to block the unsafe move. 1,1,1 is actually useful when against people who know they can step your 1,1,2, as it would normally keep them there, but...with a bit of practice you can beat both options with the same move.

Also, final note, you can still duck the 4 extension of d3 even if she hit you with d3, as its not guaranteed, so you can do a duck jab after her d3 and hit her, or even launch her if you're fast enough. The string is only guaranteed on ch. So yea, even if the kunai itself at the end is -11, you can launch her for a full combo or a decent punish regardless to keep her on the back seat.
Last edited by C.C. 折オリ枝 の 夫; Nov 22, 2020 @ 3:57am
Raraldor Nov 22, 2020 @ 4:35am 
Originally posted by I:P アヌビス:
Too long to quote when it's right above this post
2. Alright, you got me there that's my bad, but what about literally everything else?

3. I might be misunderstanding you, but if you're saying the BT d2 doesn't instantly crush if she doesn't do it immediately than that's just an input error from the player, not a balance decision. Either way, seeing as how ducking out of backturn happens simply by holding DB there is no 2 frame window to worry about like you are saying.

4. if she has to "instantly ws4" then I have to "instantly df1", so why even bring it up?. This is another moot point because it's once again down to the Kuni messing up, nothing to do with the actual character. We're still talking about punishment, not risk management, and "stopping her FC mix-up from SET 3" is the definition of risk management since I can get hit and lose my turn for attempting it.

5. Yes there are unsafe moves that have no point in being used because they are unsafe and only used as combo filler. The entire cast is like that, but while other characters good moves (such as hellsweeps, some counter hit combos, long range mid attacks, low launchers, and moves with crushing properties) are trapped behind being unsafe on block, she has a ♥♥♥♥ ton of good moves that are safe on block.

I haven't mentioned KAT stance because I don't have the exact frame data, my view of it without exact data is that you can step in reaction to the arm cross, but some moves are simply too quick to come out to be able to sidewalk in time purely on reaction. So if you meant sidestep when you said "walk", sure with a lot of practice you can grow used to that quick animation and work around it.

Her 1,1,# strings are essentially gimmicks and that's why no one I've fought really used them to much extent. It's the same reason you don't see people throwing out their 10 frame jab strings randomly, unless they have a lot of forward movement built in. It hasn't really hurt her whatsoever.

And as for your final note I mentioned that fact before. It was #6 on my 11 frame punisher list.

Edit: the only options you've given me from these last two post are to either do a jab or df1. in a literal sense that's a punishment but I can't imagine anyone would actually be happy with those answers. It's not even close enough damage to make Kuni wary, because if I read it wrong and get hit by the d2 ch launch or hit by one of her 6 moves that knock down then I take a minimum of 4 times that damage. I'd have to literally learn every single animation that she has, a lot of which look very similar, and make the correct choice 5 times in a row to make up for just one mistake.

Once again, she isn't impossible to beat, but incredibly hard to punish
Last edited by Raraldor; Nov 22, 2020 @ 4:52am
Originally posted by Raraldor:
Originally posted by I:P アヌビス:
Too long to quote when it's right above this post
2. Alright, you got me there that's my bad, but what about literally everything else?

3. I might be misunderstanding you, but if you're saying the BT d2 doesn't instantly crush if she doesn't do it immediately than that's just an input error from the player, not a balance decision. Either way, seeing as how ducking out of backturn happens simply by holding DB there is no 2 frame window to worry about like you are saying.

4. if she has to "instantly ws4" then I have to "instantly df1", so why even bring it up?. This is another moot point because it's once again down to the Kuni messing up, nothing to do with the actual character. We're still talking about punishment, not risk management, and "stopping her FC mix-up from SET 3" is the definition of risk management since I can get hit and lose my turn for attempting it.

5. Yes there are unsafe moves that have no point in being used because they are unsafe and only used as combo filler. The entire cast is like that, but while other characters good moves (such as hellsweeps, some counter hit combos, long range mid attacks, low launchers, and moves with crushing properties) are trapped behind being unsafe on block, she has a ♥♥♥♥ ton of good moves that are safe on block.

I haven't mentioned KAT stance because I don't have the exact frame data, my view of it without exact data is that you can step in reaction to the arm cross, but some moves are simply too quick to come out to be able to sidewalk in time purely on reaction. So if you meant sidestep when you said "walk", sure with a lot of practice you can grow used to that quick animation and work around it.

Her 1,1,# strings are essentially gimmicks and that's why no one I've fought really used them to much extent. It's the same reason you don't see people throwing out their 10 frame jab strings randomly, unless they have a lot of forward movement built in. It hasn't really hurt her whatsoever.

And as for your final note I mentioned that fact before. It was #6 on my 11 frame punisher list.

3. No move has crush properties happening at frame 1, most happen between frame 6 and frame 9 of the move.

So if you look at it correctly, BT d2 won't crush you in time. Again, she's -8, so unless BT d2 crushes highs on frame 1 or 2, which as far as I know, no move in the game does, she will get hit. So it's not an input error from the Kuni player, it's how the game actually works. Sure, the crush on BT d2 might be faster than on other moves, it's still not on frame 2 which she'd need to evade a jab.

As for the immediate part, ducking takes 1 frame. So if you're say -9, you can duck a high. That's what I meant. If she goes into BT with SET 4 and you block, her only option to not get hit is to duck with d/b, nothing else works. No instant BT d2 will save her.

4. By instantly I mean to not even consider an FC option. The moment she does SET 3 she needs to do ws4, if she doesn't do it on the first frame of being able to move, a fast mid will hit her.

Or, as I said, side walk. Then there's no risk management, just punisher because none of her FC options would hit, but this is harder to do.

Ragarding KAT, I did test. I put the AI to do 5 options from from KAT, as a "mix-up", tried to SWL after I saw her cross her arms, so I wasn't walking in advance, all were easy to walk, then I replaced some with the remaining options, same thing, all easy walk, all on reaction.

Actually, her 1,1 strings aren't just gimmicks, they can be used with a bit of conditioning. If I always do 1,1 then back off, the strings can come in handy and hit an opponent, especially 1,1,2, it's a nice string to keep opponents in check if used sparingly, or to pressure at the wall. Many players do press buttons at the wall, so if you use extensions sparingly, it can hit and splat them for a nice wall combo.

As for the 6., you just said crouching so I assumed you meant staying crouched after blocking, instead of being able to crouch after getting hit by d3, my bad.
Froz7y Nov 22, 2020 @ 5:39am 
Originally posted by I:P アヌビス:
Originally posted by Raraldor:
a LOT of her moves can't be punished on block, and some of the ones that can have a high crushing followup. I don't have the DLC so can't lab her but I can only guess her strings are able to be interrupted, and some can definitely be ducked for a punish but the window seems really tight (i.e. probably no launchers) since the followups are generally mids.

That's completely fake information, it's just you not being able to react to her in time. I've seen that happen in my matches, there are players who don't react in time to punish stuff like my Kunai or 1,1,1 and there are others who punish it every time, like I do when I see another Kuni.

Many of her moves are unsafe, but they are in the -10 to -12 range, so while punishable, if you don't know the match-up, you won't react to them in time and assume they are safe.

https://www.youtube.com/watch?v=e--qDlghjyA

Try that, maybe it'll help you and the OP recognize her unsafe stuff and how to punish it.

Also, if you block her BT transition move, such as SET 4, b4 or 4,2, you're free to do your 10f punisher, while she is at -8, she's BT, so that's unsafe, as it takes like 5 or 6 frames to turn around, but she also has a parry, forgot the speed of that, but it's more than 2 frames, so a 10f punisher will hit her every time. If you're fast enough doing the i10 move, it will also interrupt the 3 extension from SET 4, but not sure about b4, still needs testing, but again, you gotta be fast enough.

Also, SET 3 is +/-0 on hit, so if she hits you with that, a very fast mid will beat all her options from FC beside ws4 if she does the ws4 immediately, if her plan was to go into an FC mix-up, with d/f3 or ws3, a fast mid will beat it.

The whole deal about Kuni is knowing when she's unsafe, because if you don't, it's party time. If you know when she's unsafe, she will take a more poke oriented play style, because most of her stuff is unsafe.

She has 3 variation of 1,1,1 string.. one is a safe mid that stops side stepping, one gives + frames on block... even so she can stop at 1,1 to stop you from pressing buttons and then you either have to take and guess 3 grab types or just get mixed up... this is all fine if you can predict exactly which string is coming out but when you go online, people are playing unpredictably. In theory it sounds fair but in practical match, people are gonna struggle regardless.
Last edited by Froz7y; Nov 22, 2020 @ 5:40am
Originally posted by Midknight Battler:
Originally posted by I:P アヌビス:

That's completely fake information, it's just you not being able to react to her in time. I've seen that happen in my matches, there are players who don't react in time to punish stuff like my Kunai or 1,1,1 and there are others who punish it every time, like I do when I see another Kuni.

Many of her moves are unsafe, but they are in the -10 to -12 range, so while punishable, if you don't know the match-up, you won't react to them in time and assume they are safe.

https://www.youtube.com/watch?v=e--qDlghjyA

Try that, maybe it'll help you and the OP recognize her unsafe stuff and how to punish it.

Also, if you block her BT transition move, such as SET 4, b4 or 4,2, you're free to do your 10f punisher, while she is at -8, she's BT, so that's unsafe, as it takes like 5 or 6 frames to turn around, but she also has a parry, forgot the speed of that, but it's more than 2 frames, so a 10f punisher will hit her every time. If you're fast enough doing the i10 move, it will also interrupt the 3 extension from SET 4, but not sure about b4, still needs testing, but again, you gotta be fast enough.

Also, SET 3 is +/-0 on hit, so if she hits you with that, a very fast mid will beat all her options from FC beside ws4 if she does the ws4 immediately, if her plan was to go into an FC mix-up, with d/f3 or ws3, a fast mid will beat it.

The whole deal about Kuni is knowing when she's unsafe, because if you don't, it's party time. If you know when she's unsafe, she will take a more poke oriented play style, because most of her stuff is unsafe.

She has 3 variation of 1,1,1 string.. one is a safe mid that stops side stepping, one gives + frames on block... even so she can stop at 1,1 to stop you from pressing buttons and then you either have to take and guess 3 grab types or just get mixed up... this is all fine if you can predict exactly which string is coming out but when you go online, people are playing unpredictably. In theory it sounds fair but in practical match, people are gonna struggle regardless.

Uhm, you are completely wrong.

1,1,1 has tracking but is unsafe, 1,1,2 is safe but can be ssr and 1,1,4 is slow as ♥♥♥♥ so you can magic 4 her if you're decent enough, or just ssr because again, slow a f.

I already talked about this string in another comment, go read that.
< >
Showing 1-15 of 27 comments
Per page: 1530 50

Date Posted: Nov 21, 2020 @ 6:16pm
Posts: 25