Tekken Tag Tournament: Kunimitsu FAQ
version 1.0 11/12/99
by:
Pete Hahn
"HAN"
[email protected]
Disclaimer: This document may be reproduced electronically, as long as
it remains unaltered in any way. Please give proper credit
where it is due. This document Copyright 1999 Pete Hahn.
Best viewed in edit.com...line up the dots with the numbers to make sure
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..........
Table Of Contents:
1) Introduction
2) Kunimitsu: the Character
3) Conventions
4) The Moves
5) Moves Analysis
6) Custom Strings/Strategy
7) Combos
8) Revision History/What I want to add next revision
9) Thanks/Credits
{ 1 } I n t r o d u c t i o n
This is my first FAQ writing attempt in a very long while,
so please bear with the lack of updates, misspelling/grammar
errors and such. To give any readers that don't know me personally
a somewhat of a background for myself: I play Tekken Tag
Tournament regularly in several places in the Chicagoland area
against some of the better (maybe best?!?) competition that Chicago
has to offer...the group I play with are advanced/expert level
players. I believe I have a firm grasp on what expert level play
looks like -- I was one of two people (SauerKraut being the other)
that ran the Chicago nationals for TK3 last year. I've seen Zack J.,
Tragic and other top players in action, and I've played some of these
top players as well. This FAQ is designed to share some of my
Kunimitsu technique to better your Kunimistu play and also
make you better at TTT overall. Hopefully everyone will will pick
something up from my efforts. To get the most from this FAQ, you
should at least be at an intermediate level of play; this FAQ assumes
that you know the basic TTT system. There are plenty of guides on
GameFaqs (www.gamefaqs.com) that can help you with system questions
that you may have. In any case, enough with the intro, lets get
started!
{ 2 } K u n i m i t s u : T h e C h a r a c t e r
Story taken from Namco's official Tekken Tag tournament Web site
(www.tekkentagtournament.com):
{Not available as of 11-12-99}
Somewhat of an underdog is what many people consider Kunimitsu in
the past Tekken games. (To dispel that myth, check out Slikatel's
Mitsu tribute for Tekken 2!). In TTT, it seems that people shy
away from trying her because of her past. Lets take a quick look at
Kuni's strengths and weaknesses:
Strengths: 1) Great poker/custom strings
2) Decent side-step ability
3) GREAT unblockable techniques
4) Easy to set up juggles
5) Taki-wannabe super-sexy purple outfit! :)
Weaknesses: 1) Much more practice is needed to obtain advanced
technique (i.e. she's not gonna be as easy as
Paul or Law to learn and abuse, er...use.)
2) Lack of single high-powered moves. Kuni maxes
out at around 30 points, where as our friend Paul
can do 49 points on a clean hit deathfist (i.e.
no counter needed!)
Her basic playing style depends on her being mostly on the offensive;
her jabs, basic uppercut, side kick, and unblockable arsenal allow
her to do this. Much more on all of these later...
{ 3 } C o n v e n t i o n s
Note: You'll find my conventions very close to those of
Tekken.Net...I'm already used to them, and they are pretty
much accepted to be a standard in the Tekken community.
Moves Conventions
- - -
1 = left Punch | 1 | 2 | 5 |
2 = right Punch - - - button layout
3 = left Kick | 3 | 4 |
4 = right Kick - -
5 = tag
u = tap u (d=down, b=back, f=forward, ect...)
U = hold up (D=hold down, B=hold back, F=hold forward, ect..)
d/f = tap down and forward diagonal
D/F = hold the down and forward diagonal
qcf = quarter circle forward (qcb=quarter circle back, ect...)
hcf = half circle forward (hcb=half circle back, ect..)
n = nuetral (no joystick input)
~ = immediately follwed by...
, = followed by... (i.e. "3,4" = left kick followed by right kick
_ = or (i.e. "3_4" = left kick or right kick
ss = side step
+ = and (i.e. "3+4" = left kick and right kick simultaneously)
ws = while standing from crouch
bk = move leaves back turned towards opponent
bt = back turned towards opponent
jg = juggle starter
fc = from crouch (i.e. character in full crouch animation)
rc = move recovers in a crouching position
ch = counter hit
ob = opponent shows back when hit with a move with this property
gb = opponent's guard is slighty broken, giving you the advantage
Hit Levels
l = hits low (must block low)
L = hits low and grounded opponents
sm = special mid, can be blocked high or low
SM = special mid, hits grounded oppponents
m = hits mid, must block standing up
M = hits mid and grounded opponents
h = hits high (can be crouched under)
H = his high and grouded opponents
! = unblockable attack
!l = low unblockable
!L = low unblockable that hits grounded opponents
!m = mid unblockable (cannot be crouched under)
!M = mid unblockable that hits grounded opponents
!h = high unblockable (can be crouched under)
!H = high unblockable that hits grounded oppponents
{ 4 } M o v e L i s t
Note: Official move names taken from Namco's official website:
www.tekkentagtournament.com...namea for unlisted (unconventional)
moves I made up!
Throws:
Command Orientation Name Damage Escape
__________________________________________________________________
1+3 front Jumping Body Slam 30 1
2+4 front Sickle Bash 30 2
2+5 front Tag Throw n/a 2
1+3_2+4 right side Tornado (*) 40 2
1+3_2+4 left side Avalanche 40 1
1+3_2+4 back Back Drop 50 none
d/b+1+3 front Judo Throw 35 1+2
f+1+4 front Manji Rana 35 d/f
(*) = Kunimitsu can tag out right after throw is excecuted,
allowing her partner to do a follow-up (follow-ups will be
discussed later...)
Arts:
Command Name Hit Level Damage Properties
_________________________________________________________________
1_f+1 basic jab h 10
d+1_D+1 crouching jab sm 10
d/f+4 side kick m 15
1,2 jab, uppercut h,m 10,8
1,2,1 jab, double uppercuts h,m,m 10,8,6
2,3 jab, roundhouse h,h 12,21
2,d+3 jab, sweep h,l 12,8
b+1,1,1,1,1 stone fists h,h,h,h,h 10 (each) #1
f+2 backhand h 10 ob
f,f+2,(5) rising kazura m 24 jg
d/f+2,(5) step in upper m 13 jg
1+2 supreme thrust m 22
f,f+1+2 solar kick - reverse m 22 bk
ss+1+2 windtry wind h 21
u/f,n+3 hopping kick m 32
u/f,d+3 hopping sweep L 25
u/f,n+4 jumping spinkick m 32
u/f,d+4 jumping superspinkick m 25
3,4 zig zag h,m 30,30
bt+3 jewel m 22 bk,jg
fc,d/f+3 raining banish L 12 rc,jg
4,4,4 triple kick combo h,h,h 20,20,21 ob,#2
f,f+4 fubuki m 10
D/B+3,3,3,3,3 crouching spin kicks L,l,l,l,l 12,7,7,5,5 rc,#1
f+4 tree fall kick m 12 #3
u/f+4 avoiding the puddle m 25
f+3+4 growling jewel m 30 gb
f,f+3+4 solar kick m 30
f,f+3+4,1+2 shark attack m,h 30,30
f,f+3+4.3 ninja jewel m,m 30,30 bk
f,f+3+4,3+4 ninja flying shadow m,n/a 30,n/a #4
u/f+3+4 poison wind M 21
fc+3+4_d+3+4 fairy wax M,M 5,23
ss+3+4 will-o-the-wisp L 15 rc
d+1+2 earth divide n/a n/a #5
f,f+3 inverted stalker n/a n/a #6
f,f+3,4 thrust stalker m 30
u,u/b evasion backflip n/a n/a
1+2+3+4 kiai tame powerup n/a n/a #7
d/f universal low parry n/a n/a #8
Unblockable Arts:
Command Name Hit Level Damage Properties
_________________________________________________________________
d/b+2 deadly slice !m 15
b+2 deadly stab !m 22
f,f,n+2 advancing deadly stab !m 25
u+1+2 heaven divide !m 25
b+1+2 cycle of rebirth h,!h 8,11
Ten String:
1,2,1,4,4,4,1,2,3,2 Hit levels: h,m,m,h,h,L,m,h,m,!m
Property Notes:
#1: After last spin, Kunimitsu will become dizzy and fall
#2: opponent shows side if final hit is blocked
#3: must be executed during crouching spin kicks (before last spin)
#4: Kuni ends up behind the opponent
#5: special motion; evades all attacks momentarily
#6: special motion; Kuni jumps at opponent, lands and
quickly recovers if 4 was not pressed to execute
thrust stalker
#7: 1st hit after power up is given a counterhit bonus for damage.
However, Kuni cannot block while powered up. If any moves
are blocked when Kuni is powered up, she will inflict
slight guard damage to the opponent.
#8: with a tap of the d/f diagonal right before a low strike
comes in contact with Kuni, she will parry it and have a
slight advantage
{ 5 } M o v e A n a l y s i s
The information that this section provides is useful...I will first
give the move command, the name of the move, hit level, damage and
a ranking in stars (out of 5) on the first line. The text following
that will detail the moves best uses, set-ups, follow-ups, and any
other tidbits that I thought might be useful regarding this move.
* = pretty useless move, really should not be used that much if at all
** = below average move, has specialized uses
*** = average move, has multiple uses
**** = above average move, will use often in multiple situations
***** = a near perfect move in terms of set-ups, follow-ups,
speed, recovery; use this move often
Throws:
-------
command name damage escape rank
________________________________________________________________
1+3 Jumping Body Slam 30 1 **
----------------------------------------------------------------
standard throw...I normally don't use this on unless my
opponent is escaping my sickle bash and I need to change up,
since this throw basically doesn't leave you with any
follow-ups or ground games to enjoy.
2+4 Sickle Bash 30 2 ***
----------------------------------------------------------------
standard throw...people, use this! Easy to execute, allows some
fun follow-ups: If the opponent stays on the ground, fc,d/f+3 or
ss+3+4 will hit...if they stay down slightly longer, back up and
do an u/f+3+4 poison wind. Another nice follow up is Kuni's
d+3+4; the first hit will hits them if they don't move, but if
they flinch, the other hit will tag them as well. If you
take a step back and execute the d+3+4, only the second hit will
connect, for some pretty sweet damage. You can also try for an
u/f,d+3. Just don't get too predictable with it's use or you'll
never get it to land. Best to try this throw after a basic jab
counterhits. See "okizeme" under Custom Strings/Strategy for
another sweet trap thanks to tragic's tk3 Yoshi.
2+5 Tag Throw damage varies 2 ***
----------------------------------------------------------------
The actual throw and damage vary with your partner...however,
this move really shines when you are teamed up with
Mokujin/Tetsujin, as the throw will easily reveal Moku's identity
to you (and unfortunately, the opponent). Obviously, use this move
when you need to tag and inflict some damage at the same time.
1+3_2+4 Tornado (right side) 40 2 ****
----------------------------------------------------------------
Ahh...a nice little side throw we have here. It allows for some
follow-ups afterwards, but it seems that the initial damage is
decreased when you tag. The throws only real downfall is that it
is easy to escape, so try to catch your opponent off gaurd by not
always throwing when you sidestep one of his moves. Here are some
follow-ups, by character. Please tell me if you have verified
that someone escaped one of these follow-ups so it can be removed.
By the same token (heh, a little arcade pun for you), please inform
me of any more follow-ups that you have that aren't on this list.
Baek: d/b+4 or f,f+4 or d/b+3+4
Michelle: u/f+3+4
Armor King: ground throw or d/f+3+4 or d+3+4 or d/b+4 or u,n+1+4
Gun Jack: b,d/b,d,d/f+1 or u/f+3+4 or d/f+2+3 or F+3+4
Anna: f,f+4 or d+3+4
Bryan: d/f+3
Heihachi: 4~3 or f,n,d,d/f+4 or f,n,d,D/F+3
Ganryu: u/f+3+4,2 or d/f+2+3
Julia: u/f+3+4 or b+3
Jun: 3+4 or b+1 or fc,d/f+2
Ling: f,f+3+4 or d+1+2,4~3 or f,f+3
Yoshi: d/b+1 or u/f+3+4,b+1,u/f+3+4 or u/f,d+3 or 1+2, f,f
Nina: f,f+4 or d+3+4
Law: d/b+2,4 (the d/b+2 doesn't hit)
Hwoarang: d/b+4 or (3+4),4,3 or d/b+3+4
Eddy: d/b+3 or f,f+3+4 or ss+4
Paul: d+2 or D,d/f+2,2 (first 2 misses)
King: ground throw or f,f+2+3 or f+1+4
Lei: u/f+2 or d/b+4
Jin: 4~3 or f,n,d,d/f+4 or b+4 or u/f+2+4
Kazuya: 4~3 or f,n,d,d/f+4
Bruce: d/f+3
Kuma: u/f+3+4 or 1+2 or f,f+2
Jack-2: b,d/b,d,d/f+1 or u/f+3+4 or f,f+3
Lee: fc,d,d/f,d,d/f+3 or fc,d/f+4 or d/b+3
Wang: d/f+1+2 or u/f+3+4 or ss+4
P-Jack: b,d/b,d,d/f+1 or u/f+3+4 or d/f+1+2 or F+3+4
Devil: 4~3 or 3+4
True Ogre: f,f+1+2 or 4~3 or ss+4 or d+3+4
Ogre: f,f+1+2 or ss+4
Roger/Alex: ss+4 or d/f+3+4 or d+3+4 or d/b+3 or u/f+3+4
1+3_2+4 Avalanche (left side) 40 1 ***
----------------------------------------------------------------
A standard side throw that doesn't offer nearly as much in the
ways of follow-ups as the above move, but you can still try to
hit the opponent as he's rising with the fc,d/f+3 or ss+3+4
1+3_2+4 Back Drop (back) 50 none ***
----------------------------------------------------------------
Standard back throw that gets the job done, being unescapable.
Go for an u/f+3+4 poison wind if the opponent stays on the ground
in fear of your wake-up games.
d/b+1+3 Judo Throw 35 1+2 ****
----------------------------------------------------------------
A very useful throw...this frontal throw requires a dual button
escape, making it more difficult to break. Also, it leaves the
opponent near you (in a bad position) so get the wake-up games
going after this throw. If the opponent doesn't move right away,
the second (and more powerful) hit of d+3+4 will connect with no
need to step back...this throw sets you up perfectly. Another
thing to try if they stay down is Kuni's u/f,d+3. Also,
this throw should be used after a blocked, slow-recovering move,
(because of the more difficult escape) on better opponents rather
than the 2+4 sickle bash. In Austin Powers fashion, you MUST yell
"JUDO THROW" everytime you land this move.
f+1+4 Manji Rana 35 d/f ***
----------------------------------------------------------------
A somewhat useful throw. This will seem unescapable to mashers
and scrubs and anyone else that doesn't know that you can't escape
it pressing 1 or 2 or 1+2...simply hold d/f as the throw starts,
and Kuni will go flying over their head. Sometimes the damage is
worth the risk on better players, but stick with the Judo Throw
for retaliation purposes.
Arts:
-----
Command Name Hit Level Damage Rank
_________________________________________________________________
1_f+1 basic jab h 10 *****
----------------------------------------------------------------
You might be thinking "5 stars for a basic move?" Folks, let
me tell you, this move rocks. Here's why: Easy to execute,
extrememly quick in execution AND recovery. After a counterhit,
you opponent has no choice but to block another jab, since it
executes before they can even duck, it seems. It sets up a 2+4
throw or JUDO THROW nicely after a counterhit, and chains into a
sidekick, uppercut or another basic jab so fluidly that you'll
want to be using this move a LOT. Don't be afraid to throw 2 or
3 jabs out in a row, you'll most likely be safe from most forms
or retaliation and push your opponent back at the same time.
After pushing them back to the right distance, Kuni's
unblockable arsenal is much more effective.
d+1_D+1 crouching jab sm 10 ****
----------------------------------------------------------------
A great move...usually I use this to interrupt faster attacks,
then go for a throw. Also, this move plays a central part in
Kuni's custom strings, setting up her ws+4 or fc,d/f+3, and
other moves. You'll be using this move a lot if you want your
Kuni to win.
d/f+4 side kick m 15 ****
----------------------------------------------------------------
A very quick kick that recovers almost as fast as it executes.
This move should be used fairly often in you custom strings to
keep pressure on your opponent without you moving towards them.
Also useful as a quick counter to moves that recover near you,
but go for the d/f+2 with you are within reach to set up more
damage with a juggle.
1,2 jab, uppercut h,m 10,8 ***
----------------------------------------------------------------
A somewhat useful string, basically used to slightly push
opponents away. Recovers with decent speed as well.
1,2,1 jab,double uppercuts h,m,m 10,8,6 ***
----------------------------------------------------------------
Same as above, although I find this slightly more useful. People
seem to think that they can just rush in after this move, so I
halt them with a side kick or uppercut. Just make sure that you
don't hit your side kick too soon after the last 1, or you'll go
on to Kuni's 4th hit in her ten string, which any average player
will know to crouch under and counter.
2,3 jab, roundhouse h,h 12,21 **
----------------------------------------------------------------
A below average string that I (rarely) use in juggles, since
there are much more damaging options.
2,d+3 jab, sweep h,l 12,8 ***
----------------------------------------------------------------
Slightly better than the above move, because this sets up a
guessing game from here...is Kuni going to stay in the crouch
and low kick or fc,d/f+3, or will she ws+4? Basically an
easy start into Kuni's custom strings.
b+1,1,1,1,1 stone fists h,h,h,h,h 10 (each) ***
----------------------------------------------------------------
Never more than 1 or 2 of these outside a juggle. They are too
easy to crouch under. I will normally use 1 to move myself
closer to an opponent when I'm 2-3 steps away, then either go
for a buffered JUDO THROW (especially if the b+1 counterhit) or
d/f+2 if they are foolish enough to crouch in the face of Kuni.
This move is used in many of Kuni's juggles as middle hits to
keep an opponent in the air.
f+2 backhand h 10 ***
----------------------------------------------------------------
I have mixed thoughts on this move. The obvious strengths are
that it turns the opponent around so that you get a free hit or
combo to his back, but it's downfalls are also pretty significant;
the move hits high, which means any decent opponent will duck under
it if it is anticipated, and it executes relatively slowly as well.
That means you should be buffering a chicken with this move
against reversal characters (see Custom Strings/Strategy Section
on how to buffer a chicken). Obviously it us best used after slow
recovering moves are whiffed by the opponent. My usual follow up
to a successful back hand is either f,f+3+4,3 to poison wind flip
stomp or d/f+2 step in upper, b+1, 1, 3 for some cheap back jugglin'
action.
f,f+2,(5) rising kazura m 24 ***
----------------------------------------------------------------
Think Heihachi's f,f+2. Pretty similar...her most damaging
juggle starter, slow to start up, and slightly longer recovery
than her other juggle starters. Good to throw out every now and
then, just be sure to nail a chicken for me, as people like to
try to reverse this move. Can also be tagged, leading to some
cool tag juggles.
d/f+2,(5) step in upper m 13 ****
----------------------------------------------------------------
A must learn...this move has always been a core part of any
good Yoshi/Kuni game. Use this move when an opponent leaves
themselves open after a slow recovering move to set up a juggle.
You can also often trick your opponent into walking into this
move in your custom strings. Her primary juggle starter.
Can also be tagged.
1+2 supreme thrust m 22 ****
----------------------------------------------------------------
For those of you that have played Soul Calibur, think Mitsurugi's
b+B move; slight evasion (less so than Mitsu's) and then a quick,
ranged poke that quickly follows. You can evade a throw and attack
at the same time using this move. Also can be used to end some
of Kuni's more stylin' juggles. This move flows smoothly after
a series of jabs, or after a blocked d+3+4, or after a blocked
side kick. On a counter, be prepared to run after your opponent;
this move send them flying, similar to a counterhit deathfist.
f,f+1+2 solar kick - reverse m 22 ***
----------------------------------------------------------------
Actually a much better move than people give it credit for. Can
but used to (carefully) start some custom strings by following
it with a d+1,d+4, u/f+4, or just a bt+3. A mean trick is
to follow a f+2 backhand with the f,f+1+2; now, you have just hit
the opponent in the back with 22 points of damage, and they are
still stuck with their back turned. Most decent competitors will
crouch in fear of being hit with a f,f+3+4,1+2 shark attack after
being hit with a f+2 backhand, so capitalize on this fear and
hit them again after they sit there in a crouch waiting for a
shark attack to go sailing over thier head!
ss+1+2 windtry wind h 21 **
----------------------------------------------------------------
Not that great a move in my opinion. If it hid mid, it would
at least create some sort of a guessing game with her ss+3+4.
I normally won't use this move much at all, unless it's just
for a change of pace after sidestepping an opponents move.
P.S. did Namco spell that move name wrong???
u/f,n+3 hopping kick m 32 **
----------------------------------------------------------------
A weird move tht isn't on the official movelist, but I use it,
none the less. Really, it's main use is to switch up from the
u/f,d+3. Other than that, I haven't found much use for it.
u/f,d+3 hopping sweep L 25 ***
----------------------------------------------------------------
I had thoughts about giving this move a 4 star rating. This
move can make staying on the ground after being floored a
bad idea for an opponent. It's damage makes Kuni's wake-up
games that much more effective. Try it after a 2+4 sickle
bash throw, or JUDO THROW.
u/f,n+4 jumping spinkick m 32 **
----------------------------------------------------------------
Not too useful on its own, since Kuni spins there in the air
after kicking. It can be useful as a mix-up from the u/f+,d+3
hopping sweep move.
u/f,d+4 jumping superspinkick m 25 **
----------------------------------------------------------------
Kuni gets spin happy after kicking and does an even fast series
of spins after kicking. Because the move looks like the u/f,d+3
hopping sweep, use this as a mix-up if the opponent got up and
you were about to attempt the u/f,d+3 on his downed character
but didn't commit to it yet.
3,4 zig zag h,m 30,30 **
----------------------------------------------------------------
The entire move itself gets 2 stars. If you use just the 3
portion of it, you actually have a somewhat decent move.
With really good timing (and knowing your opponent), go for a
3 to counterhit a slow executing move. The damage this thing
deals out is great. Close to 50 points on a counterhit...
that's almost as strong as a clean hit deathfist! Also, for
this reason, it can be used at the end of many of Kuni's juggles.
I give the 3 alone (without the 4 follow-up): ***
bt+3 jewel m 22 ***
----------------------------------------------------------------
An average move that can be used to start some bt custom strings.
Recovery is pretty decent as well, just don't get predictable,
as an opponent can backdash and counter if they anticipate it.
fc,d/f+3 raining banish L 12 ****
----------------------------------------------------------------
A staple Yoshi/Kuni move ever since the original Tekken. Use
this after a d+1 in a custom string, or from it's furthest
reach when you catch your opponent napping. Can be followed
by small juggles or a quick u/+3+4 poison wind if you hit them
close enough to you. Also very useful in wake-up games...this
move will put an opponent back on the mat if you hit them with
this as they attempt to roll away. Don't be afraid to use this
move 4 or 5 times in a row in this manner; if the opponent can't
learn how to get up, this is his lesson. Slightly slow to
recover if blocked, so don't get too predictable. An alternate
way to execute this move is D/F+3 (hold the d/f diagnal for a
half of a second, then hit 3).
4,4,4 triple kick combo h,h,h 20,20,21 *
----------------------------------------------------------------
All 3 kicks together make up one of the most useless moves in
the entire game, since they can all be ducked under and you can
be punished REALLY easily. An occaisional 4 by itself is ok
to throw out every now and then, but the d/f+4 sidekick is so
much better, so why bother?
f,f+4 fubuki m 10 ***
----------------------------------------------------------------
One of Kuni's quickest executing moves (actually, one of the
fastest in the entire game!) Use this to counter an overly
offensive opponent as he rushes you. Be careful not to miss,
as the recovery time isn't as quick as the execution time.
Also used to end juggles, because of it's speed and reach.
Too weak in terms of damage to be given a 4 star rank.
D/B+3,3,3,3,3 crouching spin kicks L,l,l,l,l 12,7,7,5,5 **
----------------------------------------------------------------
An ok move in the right situations...the first hit will peg
opponents on the ground. Somewhat useful in wake-up games; if
they attempt to roll, the first kick will lift them higher and
you can chain into 3 more kicks, followed by a tree fall kick.
Also useful in some of Kuni's flashier juggles. An alternate
execution for this move is fc,d/b+3,3,3,3,3.
f+4 tree fall kick m 12 **
----------------------------------------------------------------
Basically used to push an opponent away after executing some
crouching spin kicks. Looks similar to a ws+4, and has many
of the same properties. Used to finish crouching spin kick
juggles, too.
u/f+4 avoiding the puddle m 25 ***
----------------------------------------------------------------
Somewhat useful if you anticipate a low poke from the opponent,
as this move can hop over it and strike at the same time. This
move can be executed with either u/f+4, u+4, or u/b+4, the latter
moving you away from the opponent while attacking. This techinique
is also used in some of Kuni's juggles.
f+3+4 growling jewel m 30 ***
----------------------------------------------------------------
Wow, a great move! This move tracks well, and causes some
serious damage as well. Use it when an opponent tags out to nail
the incoming character, and also use it as the opponent rises from
a knockdown. If they block it, you are relatively safe, as this
move causes a slight guard stun. Just be careful that Kuni is
lined up with the enemy properly afterwards; since the move does
track well, it could bring you to an opponents side after forcing
them to block it after a knockdown...just don't start poking away
until you've re-aligned Kuni with her opponent! Also, this move is
used in some of Kuni's better juggles.
f,f+3+4 solar kick m 30 **
----------------------------------------------------------------
Not very useful by itself, but it does good damage, so it's
worthwile to poke with one if you haven't in a while. Just be
sure to follow it with one of the 2 different follow-ups
listed below...
f,f+3+4,1+2 shark attack m,h 30,30 ***
----------------------------------------------------------------
Good damage, but hard to land. Try turning them around with
a f+2 and see what they do; if they don't crouch after the
initial hit, use this move, if they do crouch after the first hit,
use the ninja jewel (below).
f,f+3+4,3 ninja jewel m,m 30,30 ***
----------------------------------------------------------------
Use mixup from above move. Works extremely well on many players,
since they are all conditioned to avoid Yoshi's death-trap from
the f+2 back hand. Follow with a u/f+3+4 poison wind if they
hesitate in the slightest after being hit.
f,f+3+4,3+4 ninja flying shadow m,n/a 30,n/a ***
----------------------------------------------------------------
Same beginning as the shark attack, just evades the opponent at
the end, in true ninja fashion. Useful if you need to tag, since
you do get some distance between you and the opponent with this
move.
u/f+3+4 poison wind M 21 ***
----------------------------------------------------------------
A very useful move on opponents. Since Kuni's wake-up games are
so intimidating, many opponents wait on the floor and leave
themselves open to this move.. Try using after: 2+4 sickle bash,
JUDO THROW, ninja flying shadow, ss+3+4, fc,d/f+3, and many others.
fc+3+4_d+3+4 fairy wax M,M 5,23 ****
----------------------------------------------------------------
People, if you don't use this move fairly often, you'll never
realize Kuni's effectiveness. This move recovers so incredibly
fast it's sickening. I use it in several different instances:
After a 2+4 throw (described above), to start custom strings,
and in general, annoy the opponent with the quick recovery
on such a potent move (28 points of damage with such little
risk is just so sweet!) Also useful in wake-up games from most
knockdowns. The only slight downfall to this move is that Kuni
takes a second to jump up and can be hit at that time, so don't
get scrubby predictable with this move... mastery of the multiple
uses and properties of this move is one of the keys to dominating
with Kuni.
ss+3+4 will-o-the-wisp L 15 ***
----------------------------------------------------------------
Useful, IF you keep it fresh. The recovery delay is horrible
if the opponent manages to block it. Use maximum 2 or 3 times a
round. Follow-up with an u/f+3+4 poison wind or fc,d/f+3.
d+1+2 earth divide n/a n/a ***
----------------------------------------------------------------
I call this move "deathfist evader" because that's what I use it
mainly for; evading predictable deathfists from Paul scrubs. Some-
what useful if you can anticiapte an opponents high or mid move,
and a great way to show you've got class (Style poonts galore for
evading throws with this move, then countering). It seems that low
moves can pick it out of it's recovery and execution frames, so
even it you meant to evade Paul's falling leaf sweep, it still
could peg you. I need to research this move more to see what moves
can be fully evaded if timed properly.
f,f+3 inverted stalker n/a n/a **
----------------------------------------------------------------
Just a quick recovering jump towards the opponent. Really only
useful in confusing your opponent after many d+3+4's, or using
the quick recovery to land a sneak attack while your opponent
waits for the thrust stalker to come out...
f,f+3,4 thrust stalker m 30 **
----------------------------------------------------------------
Like Eddy's f,f+4~4. Causes a guard stun if blocked. Not too
useful; I still need to research this move more to find out
some more uses besides the above move psych-out.
Unblockable Arts:
-----------------
Command Name Hit Level Damage Rank
_________________________________________________________________
d/b+2 deadly slice !m 15 ***
----------------------------------------------------------------
One of Kuni's two most useful unblockables. Moderately quick in
terms of execution, and has decent range, as well. Does not
knock down, however. The damage that this does is not that
great, so I usually opt for the deadly stab in most situations.
This move can be used to end some juggles, though, while the
deadly stab won't work. Hits big opponents on the ground (Kuma,
all of the Jacks, and True Ogre).
b+2 deadly stab !m 22 ****
----------------------------------------------------------------
Kuni's best unblockable technique, in my opinion. Very useful
in that it cause more damage than the deadly slice, and also
causes a knockdown, unlike the dealy slice. Can be followed
by a quick d+4 to combo, but I would reccommend getting some
wake-up games started after landing this -- this move puts
them right where you want them! If they quick rise close enough
after most juggles, you'll be in range to land one of these
right away...just like in the above example...b+2, d+4 combo,
opponent quick rises, b+2 will put them right back where they
belong; on the floor!
f,f,n+2 advancing deadly stab !m 25 ****
----------------------------------------------------------------
Only slightly more damaging than it's normal variation, but
it has a akward motion that seems to leave you open to
attack, since you have to basically dash at your opponent, then
leave the stick nuetral for a split second. The 2 extra points of
damage probably isn't worth it, but the double tap forward might
be needed anyway to get nearer the opponent if they are farther
away.
u+1+2 heaven divide !m 25 **
----------------------------------------------------------------
This move seems to be a lot better than it actually is. Don't
expect to land this move my dashing right in front of their
face and executing this move; they will mostl likely WALK back out
of range before it hits. This move can be used to to evade some
slow-executing moves that also have a long recovery, because then
the opponent can't back off. As of right now, I haven't found
too much use for it, but I will definitely have to reasearch it
more; this move has potential. Also hits big opponents on the
ground like the deadly slice.
b+1+2 cycle of rebirth h,!h 8,11 **
----------------------------------------------------------------
Not an overly useful move, but it looks cool. The first hit
can be blocked standing, and the second it unblockable. The
only problem is that the first portion pushes the opponent too
far out of range to be hit by the unblockable portion of it!
If you wan to land the second part, space yourself from your
opponent using basic jabs (2 or 3)and try to miss the first hit;
just be warned, the damage really isn't worth it. This move can
be used in some of Kuni's juggles, though.
Ten String:
1,2,1,4,4,4,1,2,3,2 Hit levels: h,m,m,h,h,L,m,h,m,!m **
Please, PLEASE do not use the entire string on any worthwhile
competition. There is only 1 low hit in the entire thing, and
the unblockable at the end comes out slow enough that most
mashers will mash something in between. ONLY use the entire
string against overly defensive scrubs.
{ 6 } C u s t o m S t r i n g s / S t r a t e g y
Custom Strings
--------------
Okay folks, this section basically tells you how I put it all
together with Kuni.
First, for those unfamiliar with the term "custom string": I
define this as a quick series of attacks that flows from one
to the next which leaves little room for the opponent to do much
of anything in between. Useful in confusing and wearing down the
opponent because if he attempts most anything while you are executing
the string, he will be hit with some damage, especially if he tried a
move; you will then get extra damage for the counterhit. Also sets
up guessing games as you move from one techinique in the string to the
next...the opponent will be forced to block the next attack,
(unless the opponent is extremely quick to attack with an extremely
fast executing move, that is) be it low, mid, or unblockable, only
you know for sure!
I will give examples of some strings that I use with a few variations
thrown in to give you an idea of how I mix it up. But it is up to
you to get creative and come up with some that you can call your
own. After all, if you only use the ones that I have listed here
then the opponent is eventually going to catch on and start finding
ways around them (either that, or he's read this FAQ too and and
is prepared for it!) If you find any that you have made that are
particularly useful, feel free to send them to me (
[email protected])
so that I can add them to this section, along with your name!
Custom String example # 1
-------------------------
d+1, ws+4, d/f+4, d/f+2
crouching jab, while standing right kick, side kick, step in upper
notes: very quick executing string, mainly I use it to get some
breathing room and set up an upppercut at the same time.
Custom String example # 2
-------------------------
d+1, ws+4, D+1, d/f+3
or
||
-> ws+4
crouching jab, while standing right kick, crouching jab, raining
banish lunging sweep
notes: I use this classic to set my opponent up for the lunging
sweep move by first getting him to stand up by hitting mid with a
ws+4, then going for the sweep. Switch up to a second ws+4 if you
have an opponent that likes to take the risk of low blocking close
to Kuni.
Custom String example # 3
-------------------------
b+1, d/f+2 or d/f+4 or 1 -> b+1, start string over
or
||
-> JUDO THROW (especially if b+1 was counter hit)
or
||
-> d+1 -> custom strings # 1 or 2
notes: I use this when I have more distance between my opponent.
The b+1 accomplishes the forward movement, and sets up an uppercut,
throw, or another custom string since it recovers so quickly.
Custom String example # 5
-------------------------
1, d/f+4, d/f+2 -> start string over at 1...
or
||
-> throw (especailly if 1 counter hit)
or
||
-> d+1 -> custom strings # 1 or 2
notes: a simple, yet effective string that plays on the quick
recovery of the basic side kick. Use this often to set up juggle
opportunities.
Custom String example # 6
-------------------------
d+3+4
-> d+1 -> custom strings 1 or 2
or
||
-> 1, custom string 5 variations
||
or
-> 1+2
notes: based on the quick recovery of the d+3+4, which many people
think has a longer recovery time than it does. The 1+2 variation
is effective if they try to rush in and throw after the d+3+4, as
the d+3+4 recovers quickly and gives the first portion of the 1+2
a chance to evade a throw or counter attack.
Custom Strings (unblockable set-ups)
------------------------------------
d+1, ws+4, d/f+4, b+2 (great after being "conditioned" from # 1)
1, 1, 1, d/b+2 (push them back out of their jab range)
1, 1, d/f+4, b+1+2 (push them back so that the 1st hit of b+1+2
misses and the second they can't block)
d+3+4 (opponent rushes) u+1+2 (good if you keep it fresh, but
you will be punish if the u+1+2
missed!)
Again, these are only a few examples that I have chosen. Please
use some that define your Kuni to be your own; it's what makes
yor Kuni different from everybody elses.
As the opponent rises (aka okizeme, wake-up games, ect...)
----------------------------------------------------------
There are several invaluable moves you have when you knock the
opponent to the mat. These moves are, in no particualr order:
u/f+3+4
fc,d/f+3
d+3+4
u/f,d+3
b+2
f,f,n+2
Moves that can be used that are not as valuable:
u+1+2
D/B+3,3,3...
d/b+2
There are several different options that an opponent has when
knocked down that Kuni can take advantage of:
1) Stay down
2) Roll forwards or backwards
3) Get up with an attack
4) Get up with no attack
5) Roll into the foreground/background before getting up
6) Quick Recover
7) Tag
How to come away with the most damage in the above situations:
1) Opponent stays down:
Okay, there are several option here: A very damaging one is
to hit them with an u/f,d+3 which takes 25 points away from a
grounded opponent. Slightly less damaging is the poison wind
(u/f+3+4) which will do 21 points, but also hops a bit before Kuni
lans on the opponent. You have to make sure you use the right move
in the right situation. The wildcard option here is to go for
a d+3+4. If you don't space yourself properly, only the first hit
will connect for 5 points of damage. However, if the second hit
connects with the grounded opponent, it will do 23 points! The
trick is to learn the positioning of this second hit. There are
some moves that set you up perfectly for the second hit like the
JUDO THROW, but others, like the 2+4 sickle bash throw, you
you will need to adjust. The nice thing about this option is that
if the opponent flinches during the d+3+4, both hits will connect
for 28 total points of damage. Take note that large characters
(all of the Jacks, Kuma/Panda, and True Ogre) can be hit with
Kuni's u+1+2 and d/b+2 unblockables while on the ground. If you
want to be mean, use tragic's old Yoshi get up trap from Tekken 3:
sidestep to behind the opponent's head (if you're not there
already), then do d+1, ws+4, d+1, ws+4...repeatedly. The ideal
outcome of this scenario is that the opponent either tries to stand
up or attack; either way, his back is now facing you. If the low
punch hit, then follow with the ws+4, then take it from there
(either a basic uppercut or knee bash) and if the ws+4 hit,
go for a knee bash to the back.
2) Opponent rolls
This is where the opponent really gets himself into trouble.
The raining banish lunging sweep move is invaluable against
rollers; It will put them right back on the ground, allowing
you to continue your okizeme techniques. Some opponents refuse
to get up without rolling (especially scrubs and mashers), so
be ready with multiple lunging sweeps. Don't be afraid to overuse
this move either...I used 4 in a row to kill a roller, and I
still didn't get a chicken. You can try going for a
D/B+3,3,3,3,f+4 okizeme-combo if they roll for style points,
but the lunging sweep is more effective in my opinion. The
d/b+2 unblockable has some range in the execution where Kuni
will lunge and also hit rollers.
3) Opponent gets up with an attack
Another risky proposition for the opponent, depening on Kuni's
position. It is easy to dance in and out of an opponent's
get-up attack range, then pop him with an upppercut. If the
opponent does attack and you have poor postion, you will be forced
to guess if it's going to be the d+kick lightning kick, a low
kick, or mid kick. The u+1+2 unblockable can go over all of
these in it's execution and hit the opponent, but if the
opponent psyched you out and doesn't move, he WILL hit you
with something after the unblockable whiffs.
4) Opponent gets up with no attack
The safest option for most situations, and many experts get up
with out attacking. This leaves the opponent and Kuni with
a 50/50 chance of having the advantage, depening on the position
of the opponent in relation to Kuni. If you are out of range of
your side kick, you can try a b+2 unblockable as a sneak attack,
but other than that, it's back to fighting. If you've scared
the opponent enough to be defensive as he rises, go for a JUDO
THROW and put him back on the mat.
5) Opponent rolls into the foreground/background
Also a somewhat safe option for the opponent. See above.
(*) 6) Opponent quick recovers
Heh, heh, heh...this is what you've been waiting for. As long
as you are in range, it is near impossible for an opponent
to escape a f,f,n+2 or b+2 as the quick recover. Go for a d+4
or after it hits, then watch the opponent closely...do they quick
recover again (fools!), or do they stay grounded leaving themselves
open for 25 points of ground damage with the u/f,d+3? Either
way, be prepared to make the most of this situation.
7) Opponent tags
Another mistake that you can exploit, if you are ready for it.
You can choose to nail the incoming character with a high-powered
move (I go for 1+2 or f+3+4), or try to peg the downed character
with a raining banish lunging sweep as he presses tag and runs
for it.
The Art of Chicken
------------------
In order to defend yourself from reversal characters, learning
to chicken is a must-learn for high level players. The best way
to describe the execution method is to use the opposite of the
reversal motion (f+1+3 or f+2+4) when being reveresed yourself.
Well, which one do you need to use? That depends on which limb
was just grabbed by the opponent. f+1+3 for a left limb strike,
or f+2+4 for a right limb strike. The following is a list of moves
most reveresed by opponents in my experience:
f,f+2
f+2
d/f+2
ws+4
1,2,1,4 (usually 4)
Sometimes you can just throw a move out trying to get a chicken,
if you know your opponent will try to reverse. I like using
Kuni's f,f+2 after blocking Paul's deathfist...many Paul's like
going for that reversal, and after I chicken them (possibly a few
times), they are afraid to reverse most anything. This allows me
to poke without fear of being reveresed. But then again, some
people never learn, and by "buffering" a chicken, you'll be taking
away 3/4 of their life bar by chickens. To "buffer" a chicken is
really easy: hold down the button that you used to execute the
move being reversed, then hit forward and the other button needed
to chicken right after. Example: f,f+2 (hold 2), f+4
{ 7 } J u g g l e C o m b o s
I know that some of you flipped right to this section of the guide
to see some juggles...that's cool; however, you'll need to learn
how to hit an opponent with a move that sets up a juggle first. I
used to think that good juggles defined an expert, now I know that
this isn't true. If you can't land a juggle starter, what good is
knowing a damaging/cool-looking juggle? Just remember this.
Note: Any hits in parenthesis means that move doesn't hit the opponent
in the juggle.
Conventional Juggle Starters:
d/f+2 basic step-in upper and f,f+2 rising kazura
Juggle Starter: d/f+2 (Step-in Upper) follow-ups:
Follow up Difficulty Style Points
------------------------------------------------------------
3 * *
1, b+1, b+1+2 (or 3) *** ***
1, b+1, 1, b+1, f,f+4 or d/b+2 *** ****
b+1,(1),1, b+1,(1),1, 1+2 **** *****
u/f,n+1, 1, 1, 3 or f,f+4 **** ****
f,f+4, d+1, f,f+4 **** ****
d/f+2, d/f+2, f,f+4 ** **
f+3+4, D+1, d/f+3 *** *****
U/F+4, f,f+4 *** ***
D/B+3,3,3,3,3, f+4 *** ****
1, 1, 1, 1, f,f+4 **** ****
and probably the most useful combo Kuni has:
"The Option Combo":
option: why:
d/f+2, b+1, 1, b+1,1 --->
3 easy, cheesy damage
1, f,f+4 something different
1+2 style points
f+3+4 damage + style
u/f+4 safer, less damage than
above
d/f+2~5 need to tag out but didn't
realize the need to earlier;
also your partner can tag
in with a slide that is
pretty hard to avoid as
well, (f,f,n+4) if he has
a slide.
Juggle Starter: raining banish lunging sweep (fc,d/f+3)
Follow up Difficulty Style Points
------------------------------------------------------------
ws+4, f,f+4 *** ***
ws+4, d+4 * **
D/B+3,3,(3),3,3,f+4 *** ****
D+4, fc,d/f+3 *** ***
{ 8 } R e v i s i o n H i s t o r y
Version 1.0 initial release!
Plans for following revisions:
Many more juggle combos, especially tag combos.
Vs. strategy against each character.
New custom strings.
Add strategy section on uses of d/f tap low parry.
A "Partners that work well with Kuni and why" section.
Much more...it's all in my head, I tell you!
{ 9 } T h a n k s / C r e d i t s
The author would like to thank, in no particular order:
Name: For: Enter Initials:
-------------------------------------------------------------------
Udey K. Cool guy + Got me hooked on tekken! UKK
Chi-Fu (Jeff) Helping me understand Gamest stuff, ???
and Chi-Yuan for all the times we played at your
(sorry if I place, and for treating us (UKK and
spelled it me) to great food.
wrong!)
SauerKraut Playing at his place, competition ???
Ed Competition, turtling like MAD! :) ELP
Mike E. Playing every Friday, competition JZA
Hass R. Brian and Bruce forever!!! HJR
Chris M. Starting to play again C M
Pete H. Being such a cool guy (that's me!) HAN
Kristen E. Being such a cool fiancee ???
Paul Scrubz Being a punching bag for my Kuni SCRUB
Also, I would like to thank Tragic for inspiring me to give the
Mitsu clan a chance...I saw him use Yoshi at the Chicago TK3
nationals, and ever since then I have seen the light. Also, a great
FAQ writing effort in his TK3 Yoshi guide helped tremendously in
learning the overall Mitsu gameplan. I've used some of his ideas
in this FAQ. I strongly suggest that anyone serious about Kuni
in TTT give it a read.
The sites that have helped me in writing this FAQ:
www.gamefaqs.com for all of my FAQ needs
www.tekken.net great site for many reasons, but I must admit,
those combo exhibtions rock...thanks guys!
www.tekkentagtournament.com nice forum set-up and some move
information was taken from this
site for official move names and
damages.
I would also like to thank all those at Namco that made the TTT
tournies run so well. While the midwest regionals could have been
better with more machines, I think that Namco did the best they
could, given the circumstances. Namco also deserves another round
of applause for creating one of the most fun, addictive, and
strategy-oriented games ever made!
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