Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Kuni excels at mid to long range battles and totally sucks at close range battles. This is because her fundamental tools like df1 and jab are not as good as the one the close range brawlers have like DVJ or Kazumi for instance. You will lose poke battles. If you are being pressured, u3 or ub3 to get out of the way and backdash like crazy. Or use b1+2 parry but that is not consistent.
- At long range, abuse SET 2 or SET 3 for a mixup and if those 2 counter hit, you get a full launch.
- At mid range, use KAT mixups like KAT 4 or KAT 1. If you're feeling brave and confident, KAT 3 confirm the 2 for a massive launch juggle.
- At close range, pressure with her 1 1 jab mixups, if the enemy like stepping to your right, use 2 2 mixups to track to your right.
- abuse her b2 power crush. That thing is a homing mid power crush move that wall splats. Tbh this is one of her very very OP move, but is -12 so do not abuse it THAT much. Only use it as a panic move. It has bad range.
- At the wall, pressure with f2 3, but keen players will duck the 2nd hit; pressure with db4, db3, and b2
- Kuni is at her best when she is crouching. FCdf3 is a hell sweep with good range, complement that with ws3 for a 15f launcher. That's if you're feeling confident. If not, use ws11 or db33 instead.
- Her backturned stance is good, but not really abusable IMO. Use 4 2, or df 3+4b or sidestep 2 b to get to back turned and apply mixups there.
- BT mixups include d3 which is a 10f fast low (that ♥♥♥♥'s broken, abuse that), d4 (not that good and is seeable, but leaves your opponent crouching), 1+2 (safe mid check), f1+2 (high risk high reward launcher)
Disclaimer: it's only bad advice if your opponent knows how to respond, if they don't, just unga away, but in my opinion, your win condition should never be "I sure hope my opponent doesn't know how to deal with my stuff"
The 1,1 "mix-ups" are trash because a ssr block will option select every single one, causing 1,1,2 and 1,1,4 to whiff while still blocking 1,1,1 which is punishable. This also applies to the 1,2 strings from BT and SET, and it's even worse for you there.
For the 2,2 "mix-up", those can also be dealt with on reaction. 2,2,1+2 for KAT can be SWL on reaction, causing everything to whiff, 2,2,2f for SET can be jab interrupted on reaction, even launched with practice, due to the fact that SET locks you for 10 frames, and that leaves 2,2,2,2,2 and 2,2,2,2,2b for BT, first thing first, the 3rd and 4th w2 can be ducked and launched as regardless if you do the 5th or go BT, it's too slow, while if you go BT, that's the worst you can do. It's -12 on hit and -19 on block, so you can be launched by anything i18 or faster and you can't even block because it takes 6 frames to turn around.
KAT is also not a mix-up stance, as it can on reaction be SWL, and the low simply isn't scary enough, so no point in ducking for it.
Her BT transitions simply aren't good on block, only used as punishers. In order from best to worst, you have:
- d/f3+2b: at -2 on block, it's your best transition as it can allow mix-ups due to the threat of BT d3.
- 4,2: this one is iffy, as a generic d/f1 will trade with BT d3 and beat everything else. D3 is also the only thing that will beat an i15 launcher, everything else will lose to it.
- b4 and ss2b: these are your final usable ones, due to the threat of b4,3 and SS2,1+2.
Every other option is trash outside of combos due to how negative and option selectable they are. 1,2,2b is -8 so a d/f1 is unblockable, SET 4 is trash because the extension is too slow allowing jabs to option select you.
For FC, your best bet is to practice iWS, as her transitions aren't as good as Julia's, thus giving the opponent options to react if they know how.
Overall, Kunimitsu is a keep-out/poke character, relying more on defense and fundamentals to win rather than 50-50 who relies on offense. To get good G Kunimitsu you need to get good at defending and punishing, that will then allow you to use her tools to condition the opponent and play mental games with them.
Yes. You could play her unga and have fun, maybe even reach a decent rank like that, but the only outcome of playing like that is becoming stuck, and trust me, I've been there myself, and j know quite a few players, both Kuni players and others, who are stuck in a limbo and can't climb, but also "can't" practice their defense as they got none and will lose hard.
My advice, use this opportunity of treasure battles and low ranks to improve your defenses. It will make the climb be slower, but much more worth it.
kuni is the easiest cheese char.
Tho I still think she's a good character for mixups in general. You just have to set it up and condition your opponent first. Like if you just randomly throw out a MUS2 outta nowhere when all you kept doing was SET and FC stuff haha
Try to do both MUS 2 and 3, you'll notice she only vanishes when doing 2, so it's not a mix-up.
You can kill all her SET 3 offence with a ws4.
I wouldn't call her a good mix-up character when compared to actual mix-up characters, but she's decent in that regard.
Her jab has the exact same properties as every other jab except Asuka, and her d/f1 is pretty scary as both d/f1,2 and d/f1,3 are delayable, and it's only -2, allowing you to safely step and continue pressure or punish.
D/f1,3 is a class 2 ch launcher, dealing over 80 damage without a wall, and d/f1,2 guarantees the 2nd extension which is a massive wall splat. If you don't become predictable with them and remind opponents not to contest, her d/f1 can put some pressure there.
So yes, she has a good 1 1, but all it does is poke. No other threats outside of it if you SWR or just don't press.
Her df122 string need to CH so you can safely follow up with the extensions. Compare that to Geese who's df1 4 KND on NH. Launch on CH. Or Kazumi who can NH confirm the df 1 2 into KND. Or Fahkumram who can just omegalul hellsweep with his df1 string dear lord...........
Her df1 3 is good tho. NGL.
Plus her df1 alone does not track to her weak side, which df1's usually do. Compared to the good df1's I mean.
What I'm saying is that her pokes are not bad (never did say that). They do their job well as pokes. But compared to specialized brawlers, and trading blows with them at range 0 is almost always never in your favor. The risk/reward is skewed HEAVILY against you.
Trading with someone like Hwoarang may be good, to lock him down. (I think his b2 will get him out safely, haven't labbed that yet). Or against someone like Asuka. Because the threat of the knife followup is scary because she cannot parry it.
https://www.youtube.com/watch?v=grazbUEJBLE&t=126s
And this one to get ideas for combos:
https://www.youtube.com/watch?v=0wa6NiGJ-tk
For AI matches b2 is OP but most human players will react to it and it´s not a good a idea to abuse it thinking you´ll outdamage your opponent.
I think I see the problem, you're missing a few puzzle pieces, so let me fill you in.
First, we're gonna ignore Flash Punch, no other jab string in the game is as good as that due to the fact that you can hit confirm it for a week. Yes, Flash Punch can KND on NH and can be hit confirmed for a week, but it's only that good because you can hit confirm it, as, uhm, you see, if you block it, it's -17, so pretty much anyone can launch punish it, if not for the hit confirm, it would only be good as a punisher.
Steve and Bryan are meant to pressure, so they have ways to do so, but Kuni excels in the opposite regard, punishment, while still retaining a good pressure in her jab strings, which she has more than just 1,1 strings. 1,2,2 is amazing 10f punisher, tho it's only meant as punisher (don't use the BT transition from it without hard reads, you're -16 on block, and -8 on hit), 1,2 is an amazing pressure tool, because it's -1 on block, and gives +7 on hit, with an added benefit that you can hit confirm 1 into 2,2 is hitconfirmable, but the window is smaller than Flash Punch, so yea, meaning that with practice, you can either get 15 damage and +7 or 26 damage and +4, depending on what you want, on hit, or you're at -1 on block, and can pretty much contest, step, block, etc. 1,2 is really good. 1,1 is another really good string, while at -5, meaning your turn is over, you can use it for a good punisher, at 19 damage and +6 on hit, is a really good balance if you want both some damage and frames, and lastly, there's 1,b2, which is a tad slow by itself, it's uninterruptible, so it will allow you much more freedom of pressure with jabs, as long as you don't become predictable.
Regarding d/f1, you're missing another small piece, you don't need a CH d/f1 to guarantee the big flame move, they can block or even side step d/f1, if the first 2 hits, the 2nd is guaranteed. CH d/f1 only guarantees the first 2. And if you recall what I said earlier....you can delay the first 2. So while d/f1 alone doesn't track too strongly compare to some d/f1 (which is mainly due to the extension, many d/f1s that have extensions are a tad weaker than those that don't), the threat of the d/f1,2 is massive, because that one tracks pretty well both ways, and you can delay it, so you can catch people trying to step it with some false security, making it an extremely powerful tool at the wall, as even if they block the d/f1, if you delay then do it, and they press, they eat around 60+ damage at the wall. You just have to remind people that it exists, so unless they have a hard read, or you're predictable, they can't step it.
Kunimitsu's pressure is good, but it doesn't come from her moves being powerful and easy to abuse, but from mind games, and while her specific moves alone aren't as good as other characters, you need to look at her as a whole and see what she offers with her tools. Steve and Bryan force their pressure on you in-game, you don't have much choice, they are designed like that, meanwhile, Kunimitsu forces her pressure on you outside the game, it's mental, and your goal while pressuring is to always make the opponent feel cheated. She has the tools for that, and that's how you're supposed to use her. If you're capable of doing that, her pressure is as good as Steve's or Bryan's, but it's not as direct.
Sure, I'll agree, getting to that point is hard, because people won't respect you, so you need to learn how to defend first, you need that in order to make them afraid to press buttons, and with a bit of practice, you can do with her d/f1 what a Kazumi does with her own d/f1, for the same exact reasons, the -2 (both are -2) allows you to step, block, etc, but you also have an extension, so the opponent can't press randomly. Hell, if we had a slightly better low or magic 4, you'd be able to play Kuni the exact same way as Kazumi, but, regarding the magic 4, it's good she doesn't have one, we have a strong i12 mid, which very very few characters have.
Good discussion man. If you were in Asia, I'd love to run sets with your Kuni!
No, I'm not in Asia, so sadly we can't play, but do feel free to ask anything regarding her, and I'll answer to the best of my knowledge.
Against turtles, yea, that's one of her weaknesses, nothing you can really do about it beside try to get some decent low pokes in and out turtle them. Once you got the HP lead, even if it's just by 5-6 points of damage, just copy them and turtle, Kuni has really good keep-out with her d/f2, Kunai, d/f4, f2,3, f3+4 and b2 to name a few, and her block punish is amazing in pretty much every category except 11f standing and 12f from FC, so you put them in a big situation, they are either forced to take the L on the round by doing nothing, or come against your defense, which, comes full circle, on the fact that you need really good defense to be a good Kuni player.
If you're down on HP massively, say, you ate a full combo and then they start turtling, well, there's not very much you can do, but, there's something you actually can, Ki Charge. No, I'm not saying that as a "taunt them", but, remember what you said in your first comment, SET 2 and SET 3 are powerful CH launchers, and I think you get where I'm going with this. While Ki Charged, you can force an extra decision on your opponent, he can't really contest SET 2 and 3, so he needs to guess, but what if you do neither? Do an empty SET or just dash in their face, depending on how far you were from them, and do d3,4,1. That string is garbage normally, but on CH, everything is guaranteed, which does 55 damage and swaps positions, so depending on the HP difference, you can get away with that, and it's much safer as you can hit confirm it with a bit of practice, so if they block, you can stop and not die, compared to SET 3 which is -16.
Tho it always comes at a cost of me not getting a rematch :(