Tekken 7: KUNIMITSU Beginner Guide Tutorial Breakdown | What You Need To Know! (Season 4) @ForceofNature99
Tekken 7: KUNIMITSU Beginner Guide Tutorial Breakdown | What You Need To Know! (Season 4)  @ForceofNature99
Uploaded November 2020 | Updated September 2026, 2 weeks ago
This is a small guide to help people out if they're interested in Kunimitsu and would like an idea on how to approach learning her. This guide is mainly for letting you get your "feet wet" with the character. Feel free to message me if you have any questions pertaining to anything. Cheers!

If you're having a little difficulty with the FGC notation terminology, check out here: youtube.com/watch?v=TlCcAiNLzps&t=110s

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*Note that the video will output in 4K60fps when fully processed. I don't produce videos in 360p any more haha

0:00 Introduction
1:20 Kunimitsu's General Gameplay
5:55 Some BnB's
7:15 Close Range Focus
8:33 A Look at Kunimitsu's Stances
19:21 A Look at Kunimitsu's Neutral Game
23:19 Throw Game
25:19 Rage Skills
26:13 Outroduction

*Additional Notes
- The Manji Low Kicks, (db)+33333, are pretty negative on block (and on hit too...), luckily it can be "ended" with a safe "4" ender similar to ws+4
- If an opponent whiffs something at range, feel free to whiff punish them with qcf+1, the kunai throw
- b+11111 (Slap U Silly) is advantage on block on any hit (well unless you faint...)
- Katon (KAT)~1 is your "quick-ish" poke from Katon stance
- b+4,3 is still good for whacking people at the wall
- SET~1,2,3 is not as good as its equivalent bound string in TTT2 (use SET~1,2,1 instead)
- uf+2 is a nice cheeky jumping low
- f1+2 is a strong, high-impact i14 strike
- 3,4 is a decent homing high kick, with the follow-up being a natural counter-hit combo (NCC)
- Kunimitsu's lows outside of stance could be better
- Kunimitsu's "hopkick", uf+3,4 has decent range now
- Did I mention that SET~2 is good...?
- Be careful to mind your range when poking
*Note that I wrote "uf+3,4" as "uf3+4". Apologies. uf3+4 leaps into Musasabi stance. Tekken's notation can rattle the brain a bit. f4+f is also f+4,f

*Kunimitsu's Primary Stances
- Setsunagake = f+3
- Katon = 1+2
- Urakarin = b3+4

*Punishers
- i9! = ff+4,2
- i10 = 1,2,2 / 1,1
- i11 = ws+4
- i13 = f+2,3 / ws+1,1
- i14 = f1+2 / ws+2,4
- i15 = df+2 / uf+3,4 / ws+3

For Directional Notation

7. u/b 8. u 9. u/f

4. b 5. * 6. f

1. d/b 2. d 3. d/f

7. up/back 8. up 9. up/forward

4. back 5. neutral 6. forward

1. down/back 2. down 3. down/forward

For Input commands:

1 = Left Punch (LP)
2 = Right Punch (RP)
3 = Left Kick (LK)
4 = Right Kick (RK)
1 + 2 = Left Punch + Right Punch (LP + RP)
3 + 4 = Left Kick + Right Kick (LK + RK)
1+3 = Left Throw
2+4 = Right Throw

Legend
WR = While Running
WS = While Standing
S! = Tailspin/Screw
W! = Wall Splat
: = Just Frame Input

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Tekken 7: KUNIMITSU Beginner Guide Tutorial Breakdown | What You Need To Know! (Season 4)

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