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    Birch's TTT Kunimitsu Strategy guide

    "THE NINJA REVOLUTION Y2K STYLE"

    10/01/00 Version:1.6Millenniumitsu version

    *************************************************************************Created using WordPad.. view in Wordpad.I think it still looks rather ugly if printed...******************************CONTENTS***********************************

    ADDED TO 1.6 Some changes in the Tagging section. Frame rate section added. Comments on the tag nature of the df+2. changes in the b+1+2.ADDED TO 1.5: Various structure changes. Changes to some of the move analysis comments. added the fc,df+3 move analysis in. Some additional juggles thanks to Robb. General Gameplay Section added.

    ADDED TO 1.4: Throw Section Added. Small changes in the backturned department (Kuni has a BK uf+4). Small changes in the unblockable section.ADDED TO 1.3: Various grammar changes. Okizeme section started. Changed comments on some moves (b+2, f,f+3+4,3+4).

    -------------------------------------------------------------------------

    Legal "Enter The Tekken" Range Why play Kunimitsu?

    "Do ya feel lucky, punk?" Movelist- Courtesy of Catlord Move Analysis -Frame Rate's -Throws -The Basics -Past the Basics -Unblockables

    -TenstringGeneral Gameplay Section

    -Now that I know the moves, how do I put themtogether?

    -Custom String Ideas -Sidesteping/Movement

    -Backturned fighting -Offence vs Defence -Tagging -Okizeme Juggles Credits Comments-------------------------------------------------------------------------

    still to come:- more juggles- move review updates

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    - vs character section? - changes for PS-2?

    ******************************LEGAL**************************************

    Disclaimer: This document is Copyright (c) Birch 1999, 2000, all rightsreserved. This document may not be altered in any way, and may only beredistributed in its original electronic form. This document is not to be used for promotional and/or profitablepurposes. Any information used from this document must be given properacknowledgement.

    All aspects of Tekken 3 and Tekken Tag Tournament used in this documentare Copyright (c) 1999 Namco Limited. All rights reserved.

    blah blah... blah

    **************************"ENTER THE TEKKEN"*****************************-------------------------------------------------------------------------

    This is my first attempt to write a Tekken faq.. so please be nice. Tekken Tag Tournament (TTT) has been out for awhile now and its broughtTekken skills up another notch from Tekken 3. TTT has added manyinteresting quirks to what was already one of the most solid fighting

    game series created. This faq is written for medium to high level play;I haven't had the benefit of good tournament play yet. This means thatyou should know how to chicken, side-step, juggle, break out of throwsand have a good understanding of poking tactics (poking is veryimportant for Kunimitsu), it also helps to know what all the funkynumbers mean. My knowledge comes from playing fighting games and theTekken series for a little too long. This guide will be updatedregularly and will probably be given a large face lift to cope with thePlaystation-2 version of Tekken Tag Tournament.If you feel you're not up to medium level play then check out somesystem guides; Ben Curetons Tekken 3 Manual is worth the time, thoughyou'll probably take a while to grasp all the complex data contained inhis work. Also check or a web site or two; Tekken Zaibatsu,

    Inside Tekken and the Official Namco site are all beneficial. Then trylearning a character thoroughly, infact learn two; it is Tekken Tagafter all.TTT is a moderately balanced game; enough so that any character *can*

    beat another. So there's no harm in giving Kunimitsu a try. If thecompetition is a problem, just give her a strong tag partner.This faq aims to deal with a specific character guide for the Ninja

    with the Dagger, the Fox or Kunimitsu. It will attempt to cover a widerange of Tekken ideas and tricks but the guide will mainly focus on acouple of important things such as juggles, custom chains and the allimportant move descriptions. Kunimitsu was Yoshimitsu's sub boss in Tekken1&2 and they still share

    quite a few moves in TTT. This guide will therefore discuss some ideasthat are relevant to both characters.If you think this guide will tell you how beat most other players then

    I suggest you stop now and pick a stronger character...Hopefully it will give you some more ideas to ponder.

    What a long and windy intro... yawn.

    STANDARD 1-left punchNUMBER 2-right punch

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    FORMAT 3-left kick 4-right kick 5-tag button

    ******************************RANGE**************************************

    RANGES:( concept from the "Tekken 3, Ultimate Guide" )

    RANGE 0 = nose to nose, throw range for all charactersRANGE 1 = begins at the end of range 0 and ends at the edge of your left jabRANGE 2 = starts from the edge of your jab to the edge of your power strikesRANGE 3 = anything beyond range 2

    ************************WHY PLAY KUNIMITSU*******************************-------------------------------------------------------------------------

    The Fox. A Ninja with speed and flair. Trained by the Ancient ManjiClan in Ninjitsu. Proficient with the Kunai blade and hand to hand arts.For some reason she was banished from the Manji clan (trying to stealher sensei's sword?) and now seeks to face their leader Yoshimitsu.Could this be because of the 'Soul' of the sword he holds?

    Strengths---------+Manji Ninja Style points+Good Juggling capabilities+Quite a few unblockables+Evasive techniques+Simplicity+A very uncommon choice; be interesting!

    Problem Issues---------------No amazingly effective single moves e.g. Jin: b+4

    -No super launcher for the juggle heads :P-No special tag throws, especially with Yoshi (Come On Namco!!!)-No team intro, endings or win animation (to my knowledge)-Simplicity-Basic while (ws) standing game

    *****************************MOVE LIST***********************************

    This is Catlords movelist... its pretty and easy to read. The CAPITALSare used for new Tekken Tag Tournament moves. THANX CATLORD!

    -------------------------------------------------------------------------GRAPPLING TECHNIQUES DAMAGE

    (Front) 1+3 Flying Press {1} 30 2+4 Jawcrusher {2} 30 2+5 generic tag throw {2} varies d/b+1+3 Hip Lock {1+2} 35 f+1+4 MANJI RANA{d/f} 35(Left) (1+3)_(2+4)_(2+5) AVALANCHE {1} 40(Right) (1+3)_(2+4)_(2+5) [~5] DIZZY CYCLONE [Tag] {2} 40(Back) (1+3)_(2+4)_(2+5) Reverse Neck Toss 50-------------------------------------------------------------------------SPECIAL TECHNIQUES DAMAGE

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    (f+2)_(BK 2) Backfist *Turns Opponent Around* ?2,(3_d+3) Punch, (Highkick_Lowkick) 12,21_81+2 RUSHING ELBOW 22d+1+2 CROUCH DODGE NASS+1+2 WINTER WIND 21B#+1,1,1,1,1,1 Spinning Hilt Strikes 10,10,10,10,10,10B+1,[1],[1], Spinning Hilt Strike[s] 10,10,10 D/B+3,[3],[3] Spinning Low Sweeps 12,7,7? 3_(f+4) Spinning Low Sweep_Falling Tree Kick 5_12D#,D/B+3,[3],[3],[3] Spinning Leg Sweeps[s] 12,7,7,5 3_(f+4) Spinning Leg Sweep_Falling Tree Kick 5_12D#,d/f+3 Spinning Trip Sweep 12f,f+2 [~5] DASHING UPPERCUT [Tag] *Juggles* 24d/f+2 [~5] Uppercut [Tag] *Juggles* 13f,f+4 Jumping Knee 10u/f+3+4 Poison Wind Flipstomp 21FC_d+3+4 FAIRY WAX 5,23f+3+4 GROWLING JEWEL 30SS+3+4 KUNAI DRAGONTAIL 15BK 3 REVERSE FLIPKICK 22

    f,f+1+2 Reverse Solar kick, (BK) 22f,f+3+4 Solar kick 30

    1+2 Shark Dive 30,40 ~3 REVERSE FLIPKICK 30,25 3+4 FLYING SHADOW 30,NAf,f+3, NA 4 MIDAIR FLIP, HEADKICK 303,4 Zig-Zag 30,304,4,4 3 Highkicks 20,20,21u~u/b BACKFLIP NA-------------------------------------------------------------------------UNBLOCKABLES DAMAGEd/b+2 Kunai Stab *Unblockable* 15u+1+2 KUNAI SKYFALL *Unblockable* 25b+2 Kunai Murder *Unblockable* 22

    f,f,N+2 Kunai Advance *Unblockable* 25b+1+2 KUNAI SPIN *Second Hit Unblockable* 8,*11

    121:4::4:4::1::2:3:2 Tenstring

    -------------------------------------------------------------------------CONFUSING CHICKENS:

    1+2: Rushing Elbow is a right side chicken (f+2+4)f+3+4: Growling Jewel is a right side chicken (f+2+4)

    *****************"DO YA, FEEL LUCKY PUNK?... DO YA?"*********************

    The very basic.If your challenging, watch your opponent play a couple of rounds andwatch his or her juggles, their throw choices (1, 2, 1+2 escapes?) andtheir overall style of play before you put your coins in. If he's ascrub give him a lesson... if he's seems to be an expert then get somepractice.

    *****************************FRAME RATE'S********************************

    Brought to you by the helpful Web Crew at Tekken Zaibatsu (and some

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    fabled japanese text) and the letter y. This section is mainly for the extreme Tekken nut; but once a moderatelevel of Tekken understanding is gathered even a average player shouldfind something useful here. Tekken is a fast paced violent game thatonce taken to it's most base level unfortunately results in mathematics,you knew school would teach you something didn't you?Tekken movement can be described in terms of frames of animation.These run at at a silky smooth (baby's butt kinda thing) 60 frames persecond, faster than your normal tv or even a speeding Alley McBeal.Therefore most of the numerical data in this will be in terms of numbersof frames. I think a little of this information should be taken with a grain ofsalt as when dealing with 60ths/sec; accuracy, joystick motion and buttoninputs all take time themselves. A one frame advantage may be enough tostick out a jab faster than your opponent but it would be as easy to missthe opportunity.This section will breakdown the frame rate for Kunimitsu's basic moves;

    her other frame rate info will be in the move analsys section. It islisted with 4 specific numbers which relate too (using Zaibatsunotation):-

    -> Frames to hit, ie how many frames before the move hits (F Hit)

    -> Frame advantage/disavantage, listed as +/- after the move has been

    -Blocked (B Adv) -Hit (H Adv) -Counter Hit (C Adv)-->KD means that the move has knocked your opponent away in some manor.

    On with the numbers!

    Command- F Hit B Adv H Adv C Adv[] Command F Hit B Adv H Adv C Adv-----------------------------------[]----------------------------------- 1 8 +2 +7 +7 [] 2 10 0 +6 +6 3 16 -8 KD KD [] 4 14 -14 -3 -3f+1 10 +3 +7 +7 [] f+2 17 -13 +17 +17f+3 16 -10 KD KD [] f+4 14 -14 -5 KD

    d+1 8 -2 +9 +9 [] d+2 10 -2 +9 +9d+3 16 -17 -3 -3 [] d+4 12 -8 +3 +3FC+1 8 -2 +9 +9 [] FC+2 10 -2 +9 +9FC+3 16 -17 -3 -3 [] FC+4 12 -8 +3 +3WS+1 12 -2 +9 +9 [] WS+2 14 -7 +24 +24WS+3 16 -16 KD KD [] WS+4 11 -6 +5 +5df+1 13 +1 +7 +7 [] df+2 16 -1 KD KDdf+3 16 -9 +2 +2 [] df+4 12 -4 +7 +7***************************MOVE ANALYSIS*********************************-------------------------------------------------------------------------

    This section aims to deal with each of Kunimitsu's moves on a case by

    case basis. I'll give my opinion and the opinion's of anyone else I'vemanaged to pester. A simple rating in +'s out of 5 will also be given.These aren't points set in stone, you may have found a use for a movethat I haven't. If so, send me an email at [email protected] and I willhappily credit you.

    ******************************THROWS*************************************-------------------------------------------------------------------------The detailed throw list.. you asked for it, you got it. After so much feedback (did I mention I got an email :)I decided that

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    the public wouldn't be happy without this lovely presented throwingquide. Kunimitsu has a simple collection of throws that are easilyperformed but do little in terms of damage. Most people I play againsthate being thrown though (especially side/back thrown) so these are greatto put defensive players in more of an agressive frame of mind.Kunimitsu ain't King so this will be short and 99% fat free.

    INPUT: NAME THROW ESCAPE-------------------------------------------------------------------------1+3: Spinning Slam ++ (1)Frames to hit: 12

    Kunimitsu grabs her opponent spins then... and slams them. I could make reference to the Manji events that led to this move... but I

    won't, its an old joke. Simple escape for this throw (1) but apossible mix up if your opponent is looking for 2(2+4,2+5) or 1+2escapes.

    This throw doesn't set up oki-zeme tactics very well.-------------------------------------------------------------------------2+4: Jawcrusher ++ (2)Frames to hit: 12

    Kunimitsu grabs the opponent and then pushes them off balance with a

    leg and right arm to the chest. She then follows this up witha strike hilt to the... jaw. This throw is escaped with (2). Since it shares the same escape

    as the generic tag throw it is probably a wiser choice to go for the later. A safe tag and the chance to heal is always a good option... unless of course your partner has been badly injured. This throw is one of her better set ups for oki-zeme. If your

    enemy is complacent you could get away with a poison wind or a fairy wax. On opponents who rush to get off the ground try things like the FC,db+3 or d+3.-------------------------------------------------------------------------2+5: Generic Tag Throw (2)

    Frames to hit: 12?

    Effects dependant on your tag patner. This is one of the safestways to tag, along with Tag juggling. I personally don't aim forthe generic tag throws much, the specific ones look cool; I usethose but I prefer to tag juggle or use normal tagging. Still aexcellent way to tag between characters.Kunimitsu when jumping in does a poison wind.

    -------------------------------------------------------------------------d/b+1+3: Hip Lock (1+2)Frames to hit: 12

    Kunimitsu performs a judo style hip toss sending her opponent to the floor. A great two button escape throw because of the easy as button input. Really her best throw and one that you should be using the most. That said, if you do it all day your opponent should work out how to escape it, therefore mix it. As with most of Kunimistu's throws

    this is a little weak in terms of damage. As with the 2+4 this move does set up well for okizeme tactics.

    -------------------------------------------------------------------------

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    f+1+4: Maji Rana dfFrames to hit: 12

    Kunimitsu flips up off her opponents knees, She lands her legsaround their neck and then sends them head first to the ground.

    A cool throw that has an interesting direction (not button) escape. Use lots when your opponent doesn't know how to escape. Unless

    they are Tekken nuts (it does seem that there are quite a lot of us)or another Kunimitsu player they most likely wouldn't know. Ihaven't seen it escaped around here but I am pretty much the only

    Kunimitsu player.This throw places the opponent a little far away to start strong

    oki-zeme mix ups. When this throw is actually escaped (the opponent ducks the

    flip) Kunimitsu ends her jump behind the opponent in. Back to Backthey faced each other... Kunimitsu is left with all her reasonableback turned options

    -------------------------------------------------------------------------Left (1+3)_(2+4)_(2+5) AVALANCHE (1)Frames to hit: 12?

    Seen it a couple of times... but can't remember what actually happens. Side throws are always cool when you get the chance, so do

    try it out.

    -------------------------------------------------------------------------Right (1+3)_(2+4)_(2+5)[~5] DIZZY CYCLONE [Tag] (2)Frames to hit: 12?

    Kunimitsu grabs her opponent and then runs around them at break neck speed, ratling their brain and dizzying them. Another weird Manji side throw, quite funky. Also taggable which can be quite useful, Peter Hahn's Kunimitsu faq (at gamefaqs) lists some of the Tag into options.

    -------------------------------------------------------------------------

    Back (1+3)_(2+4)_(2+5) Reverse Neck Toss NAFrames to hit: 12?

    Kunimitsu grabs the opponent around the neck and throws them over.A back throw standard from Tekken 2, pretty boring actually. Notmuch in the damage stakes either I'd much rather have Yoshimitsu's

    Tornado Drop.-------------------------------------------------------------------------*************************************************************************

    THE BASICS

    -------------------------------------------------------------------------MOVE NAME RATING NOTES-------------------------------------------------------------------------df+2: basic uppercut. +++++ ~5 To Tag

    Kunimitsu steps foward and uppercuts. A important basic move in any TTT characters game; a vital move forKunimitsu. This little puppy is an uppercut that comes out quick,juggles on hit (CH for crouching people) and is one of Kunimitsu's bestmoves in range 0-1. Hit with this and smile as your opponent floats

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    into the air waiting to except any extra damage you can tack on. Thismove is what Kunimitsu bases most of her inclose strategy around. Alarge portion of the damage you do, should be acumilated with this move(and the subsequent juggle) in my opinion.It fits well into most custom chains (as will be discussed later) and

    is quick enough to counter many a powerstrike. An important thing to remember when using this move is it is not quiteas good as Yoshi's df+2 (the best basic uppercut in all of Tekken); thismove unfortunately doesn't have quite the same forward movement thatmakes the ninja man's move so strong. It is none the less one of thebest basic uppercuts in the game. This move is also tagable and is a tag 2 class launcher. The juggleoptions are limited by your tag partner. When this move is interuptedbut you still connect and buffer a tag this move lifts to the same levelas the f,f+2 and Kunimitsu stays on screen, making some of Kunimitsu'slarger juggles possible. Also when tagging this but having it blocked itcauses the opponent to have a differing block animation, I'll do someresearch into what this actually means. An exceptionally strong move.

    -------------------------------------------------------------------------d+1: The low jab. ++++ into full crouched

    Another essential move for a healthy Tekken game. This move is one of

    the fastest in the game. It is always handy in close to override yourenemies attacks and can be a beneficial after most moves that leave youin close with little lags. This move is also a great link to moves suchas the D,df+3 and the FC+3+4. Her other while standing moves such at the 1, 2, and 4 can also beperformed by letting the stick go neutral (n) and inputting theappropriate command. Her ws+1 and 4 are great pressure and spacingtactics, while the ws+2 short ranged upper. These ideas will bediscussed further in the custom chain section. The ws+4 covers the most range and therefore can often be the mostbeneficial ws tactic. If your foe is just going to sit there though,sweep em and juggle. Don't be afraid to mix up your high, mids and lows.

    -------------------------------------------------------------------------1: The left jab. +++++

    Another quick fast move. So many uses for this move; when your in yourenemies face stick a couple of these suckers out to push them back. Theleft jab can be a simple set up for moves like the df+2 and the 1+2.The left jab also cuts through throw attempts and can interrupt youropponents pressure tactics. A jab is also a good set-up for a throw ofyour own. Do remember that this move hits very high and therefore if youfeel your opponent might duck, maybe go for the 1,2, or the 1,2,1 whichhits high,mid,(mid).

    -------------------------------------------------------------------------

    df+4: Mid Right Kick +++

    Kunimitsu has a standard Tekken 2 mid kick. It's not as useful asYoshi's (used too be?) in terms of reach. This move is a good push outmove when your just out of jab range. Quite safe, quite handy.

    -------------------------------------------------------------------------BK+uf+4: backturned jump kick ++ only in BK

    Found out just recently that Kunimitsu does infact have a standard(?)

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    backturned jump kick. This is another handy mid move in backturnedposition... it also juggles, how wonderful.

    ***************************PAST THE BASICS*******************************-------------------------------------------------------------------------1,2: Left jab to upper. +FRAMES--> F Hit B Adv H Adv C Adv

    8,x, +2,-13 +7,-2 +7,-2This move is a simple jab to (non-lifting) uppercut. An alright pokingtactic, very useful because of the speed and hit levels. It can be a goodchoice for continuing pressure as there is forward momentum involved.It isn't given a high plus rating as the pay offs in damage are low.This move actually recovers very poorly, worse than the 1,2,1 andtherefore it is not always wise to attempt to stick out a moveafterwards. With that said it does keep you in your opponents face.

    -------------------------------------------------------------------------1,2,1, left jab to double upper. ++FRAMES--> F Hit B Adv H Adv C Adv 8,x,x +2,-13,-12 +7,-2,-1 +7,-2,-1

    The move above with an extra uppercut thrown in. This move is aexcellent poking tactic that recovers better than the 1,2. This factmakes it more suited for continuing poking tactics.

    -------------------------------------------------------------------------f+2/BK 2 Backfist Turns Opponent AroundFRAMES--> F Hit B Adv H Adv C Adv 17 -13 +17 +17

    The Backfist, a move with some great properties (it turns your opponentaround to backturned), it's just a little on the slow side with somenasty lag time. The backfist is a good option when your opponent is opento counter and you know this will hit. Otherwise its best place is inconfusion games from backturned. After hitting with this your opponentspins and offers you a free look at his/her back. From here I usually

    follow up with the simple juggle of df+2, b+1, 1, 3. Other biggerjuggles are possible (check out Hayashida1/2 at Zaibatsu for somemad Yoshimitsu and Kunimitsu skills) I'm just not that great at linkinglarge amounts of backslaps together.

    -------------------------------------------------------------------------2,3/d+3: right to high/low kick ++FRAMES--> F Hit B Adv H Adv C Adv 10,x 0,-12/-15 +6,KD/-1 +6,KD/-1

    Haven't used this much. The low peck version of this can be useful forsome low hitting pecking damage.In Tekken 3 Yoshimitsu's 2,3 wasguaranteed on counter hit. . We'll have to see if this true for

    Kunimitsu....-------------------------------------------------------------------------1+2: rushing hilt strike. ++++FRAMES--> F Hit B Adv H Adv C Adv 25 -16 KD KD

    Kunimitsu quickly ducks and then strikes with a forward hilt strike thathas brilliant range for a non f,f power move. This move is a great general powerstrike, though at 22 damage its a

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    quite soft on the damage side of things. It can be used in a similarfashion to Yoshimitsu's bad breath (b+1+2, any) as the quick crouch atthe start is very effective for getting under some high poking tactics.Something to throw in to your own poking mix. At first I thought that this move recovered moderately well; 16 framesto recover though is moderately slow. It may be enough time to lead toshining fists or it may push the opponent out of range of jabs, I'll haveto check, it is also probably enough time for Heihachi or Devil to get afree twin pistons. This info has meant a reduction in+'s for this move.I still think it is something you should use lots when in range,especially against pitbull style opponents.

    -------------------------------------------------------------------------(wc)/d+3+4: The Fairy Wax. ++++ Hits on the groundFRAMES--> F Hit B Adv H Adv C Adv 39 +14 KD KD

    The Fairy Wax, strange move, what can I say. Kuni jumps high into theair above her foe, does a front flip and comes down with her feet. This move is great if you know your opponent is coming in with a movethat you can jump over. That knowledge of course is not very easy tocome by, so use it now and again when you opponent is moving forward orif your opponent is being predictable. I also add this move into my custom chains because it can be done from

    full crouch and because of the heavily evasive start, followed by twosharp kicks. The frame rate information breaths new light into the benefits of thismove on block. 14 frames of advantage means that you could pull out adf+2 and the opponent would only have 2 frames in which to react (leavingtheir only option to block or get hit). It may also lead to a free 4,f+4, or a f,F+4. This I will have to check.This move is also very handy for oki-zeme as the second hit in the movehits on the ground and her initial jump can avoid both low and mid get-upkicks. As this move has little foward movement so it when you arestanding close to your prone opponent just at the range when they wouldbe thinking about doing a rising low/mid kicks. She jumps up quickenough to avoid these kicks and if your opponent just lies there she

    still hits them, splendid. This placement situation is common from someof these moves (db+1+3, 2+4, b+2, f,f,N+2) but it is wise to keep this asa option in your general oki-zeme tactics.

    -------------------------------------------------------------------------f,f+2:The Dashing Uppercut. ++++ ~5 To TagFRAMES--> F Hit B Adv H Adv C Adv 25 -18 KD KD

    Kunimitsu rushes forward with a lunging uppercut, it ducks midway throughthe move (such as a crouch dash) deep enough to avoid most high attacks. An addition to Kunimitsu for TTT, the f,f+2 is one of her bestlaunchers. This move is great for pressuring your opponent from mid

    range and is easy to chicken. Since TTT is a two team game it can bewise to tag off this move (as long as your partner is in moderate health)too keep your characters switching without being open to the run inretaliation. This launcher would be described as a class 2 tag (using the Zaibatsunotation),this means you can follow with a jab height juggle. Use thismove to apply pressure from afar and set up a platform for her usefulunblockable game.Once again with knowledge of frame disadvantage on block it may lead

    to free damage on you from moves like the twin pistons. Be careful using

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    this on people who base their game on countering.

    -------------------------------------------------------------------------f,f+4: Fubuki ++++FRAMES--> F Hit B Adv H Adv C Adv 7 -17 KD KD

    A jumping knee of exceptional speed and priority, if you've playedYoshimitsu then you'll probably know what I'm talking about. This moveis great as a quick in close counter, in that it can't be reversed andthat it knocks down you opponent on clean hit.As the frame rate info shows the speed of this move is unbelievable,

    maybe the fastest move in the game, it does though require a f,f inputwhich in itself would take quite a few frames. The knee does have somequite bad lags at the end so be sure to properly connect with it. Another thing of interest is its damage listing on TTT.com. They listit as doing 10 damage, which is half the damage of Yoshimitsu's in T3.This would make it a little less useful. One of the reasons that I havereduced its rating.

    -------------------------------------------------------------------------f,f+3+4: The Solar Flip ++FRAMES--> F Hit B Adv H Adv C Adv 22 -20 -9 -9

    The starter for the shark attack combo. Same as Yoshi's, not much to besaid here. This move should be used only to continue into one of the 3links. This move was non-reversable in Tekken 3 for Yoshimitsu. I assume itis the same way for Kunimitsu in TTT.-------------------------------------------------------------------------LINK ~3: The Reverse Flipkick +++ BK if blockedFRAMES--> F Hit B Adv H Adv C Adv x 0 KD KD

    The reverse flipkick (BK+3) mentioned below , use in the same manner.This move flows well in this link.

    -------------------------------------------------------------------------LINK ,3+4: The Flying Shadow +++Kunimitsu does a large flip after the first shark attack flip. This movedoes no damage but places Kunimitsu facing the back of her opponent.If this move was a stand alone then I could see more valid uses for it.Even so this can be an really great move to do followed by such as theu+1+2, d+1+2, df+2 or 1+2 (maybe the f,f+2 if your enemy is slow). Backturned position usually only gives the opponent the option for low orhigh moves (Ling, Lei, King/A-king(?), Hwoarang and Kunimitsu being someof the major exceptions) meaning that ducking and then countering canalso be a useful option. This move also adds to the general confusion game you should be

    playing with the ninja.-------------------------------------------------------------------------LINK ,1+2 The Shark Dive ++FRAMES--> F Hit B Adv H Adv C Adv x -27 KD KD

    The second move in Yoshi's shark attack, this is a high priority divethat you should use when you think your opponent is going try toretaliate... They will eat this move for some big damage. Hits high butthat should be alright when well mixed with the 3.

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    -------------------------------------------------------------------------f,f,3,4: Mid Air Flip->Head Kick +++FRAMES--> F Hit B Adv H Adv C Adv 32 -13 KD KD

    Kunimitsu flips (f,f+3) and then (if you add the 4) goes for a doublefoot kick to the opponents head, rib cage area. This move is verysimilar to Eddy Gordo's f,f+4,(3_4). Kuni's is better in than it hitsmid. This move can be a good move to throw out in medium range and is easyto chicken. After this move is blocked or hits Kunimitsu does a backflipplacing her in safe distance. This can be useful for getting out ofrange 1-2. Once blocked this move guard staggers,which can help in applying furtherf,f tactics (2, 3+4 links, n+2, etc.). I use it on occasion but often find that her other f,f+(2, 4, N,+2, 3+4links) moves give more useful results. It also does not have as muchrange as the f,f+2, f+3+4 or f,f+3+4. That said it can also beeffective having a big kick to place down a punch reversal happycharacters (Ganryu, Bryan, Baek and Laws) face. This doesn't leave her in ws as I had thought earlier.

    -------------------------------------------------------------------------

    BK+3: Reverse Flipkick. ++ BackturnedFRAMES--> F Hit B Adv H Adv C Adv 23 -2 KD KD

    Kunimitsu executes a reverse flipkick. This move is either executed fromback turned or in the link mentioned above. Since Kunimitsu has only oneway to purposefully get to backturned (f,f+1+2, which doesn't link to the3 that well) it is not often you will use this move as a stand alone. Castel lists this as a juggling move and heh, I believe him. Moreresearch is therefore needed. This is what I think I've worked out sofar.I'm pretty sure that on hit this move leaves Kunimitsu backturned nextto an opponent on the ground. Not many options to continue the attack

    with. On counter this move places Kuni facing towards her opponent Iassume a poison wind is guaranteed a fairy wax may hit. This move leaves you in back turned when blocked, check the backturnedfighting section for some ideas.

    -------------------------------------------------------------------------f,f+1+2: The Reverse Solar Kick +++ BackturnedFRAMES--> F Hit B Adv H Adv C Adv 22 -8 +3 +3

    Kunimitsu does a variation of the f,f+3+4 cart wheel leaving her in backturned position. I have tried to link the backturned 3 from here butfind it a little slow. This move can confuse your opponent when well

    mixed in with the other shark attack methods. After the move iscompleted try using some of the backturned options listed in thebackturned section .This (for Yoshimitsu) was also non-reversable in Tekken3.

    -------------------------------------------------------------------------f+3+4: Growling Jewel. ++++FRAMES--> F Hit B Adv H Adv C Adv 22 -1 KD KD

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    A styling forward jump kick, comes out a similar speed to Lee Chaolan'sjump kick (uf+3) but hits mid to make it a better move. This kick should be used quite often at medium range as a get intactic, as it recovers well enough to continue pressure with moves suchas the 1, f+1 or d+1. One should note that this move on block alsoplaces Kunimitsu slightly to the side of her opponent. It is also good a powerstrike (to slow to counter with),or even as ajuggle ender. This kick unfortunately only does 30 damage (actually nottoo bad in terms of damage for Kunimitsu) so as said earlier if yourhaving problems ending juggles with this switch to the 3 kick(30 damage also). Looking at the frame rate info this move recovers very well on block.1 frame not meaning too much either way. It also comes out ratherquickly. It may be free after a ws+2 on hit, another thing to check. A powerful advancing move.

    -------------------------------------------------------------------------d+1+2: Crouch Dodge. ++

    Kunimitsu drops to the ground causing that lovely Tekken dust to fly.This move avoids all attacks, lows included. With that said it is alittle slow at the start up and can't really be used on reaction to avoidblows. Its most obvious use is as a fake for the u+1+2 unblockable, andto exude ninja style.

    Kunimitsu can be quite a strong defensive player when using moves likethis and others such as the the u+1+2, u~ub, d+3+4, b+1+2, 1+2.Agression imho is still a better choice in style for picking up regulardamage. WcMaxi told me he uses it to set up throws... which also seems quitevalid.

    -------------------------------------------------------------------------b+1,1,1,1,1,1: The Backhand Slaps +++ dizzy after 6FRAMES--> F Hit B Adv H Adv C Adv 17,x,x +1,+6,+6 +12,+7,+7 +12,+7,+7 x,x,x +6,+6,+6 +7,+7,x +7,+7,x

    Kunimitsu spins around, her left hand outstrectched moving at a rateof knots aiming to hit the opponent somewhere in the head.The Backhand Slaps; a manji classic. These handy Manji ninja tools fillvarious gaps in Kunimitsu's arsenal. I think there main use is as jugglefiller. They can also be used as fast get in tactics to begin a customchain because they move so rapidly. Do remember that they do hit veryhigh so make sure the first one is going to connect or or you might be hitby jabs or uppercuts. Once applied in close they can be easily linked into the low sweepsfor some always handy pecking damage. Once doing the low sweeps, makesure to finish with the falling tree kick (chicken it, if necessary). On block these suckers give a better advantage than Kunimitsu'sstanding jabs (after 2); highlighting their use in custom strings.

    more commentselphfves ([email protected])

    Also likes to use a blocked b+1 as a throw tick. I hadn't commented onthis specifically but it is always important to mix throws into yourcustom strings. Placing them after fast moves such as the b+1, 1, d+1 isalways useful.

    -------------------------------------------------------------------------

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    D#,D/B+3,[3],[3],[3],[3] Spinning Leg Sweeps[s] ++ Dizzy on 6th -->(f+4) Falling Tree Kick +++FRAMES--> F Hit B Adv H Adv C Adv 24,x,x -24,-23,-23 -13,-11,-11 -13,-11,-11 x,x -23,-23 -11,-11 -11,-11 (f+4)-->x -4 KD KD

    The full crouched spinning sweeps. you can do more of them from fullcrouched. I personally prefer to link these from the backhand slaps.The first kick in this series can be used as quite an effective oki-zememove for some extra damage. I added the extra star for the tree kickbecause it can push you clear of trouble, also can knock your opponentdown and the recovery is improved.-------------------------------------------------------------------------3,4: The Zig-Zag: ++FRAMES--> F Hit B Adv H Adv C Adv 16,x -8,-14 KD,KD KD,KD

    A quick spinning high kick followed by a sharp mid kick. This move isnot something you should be using everyday. The 3 kick has it's uses asa juggling tool and a fast high priority move. The 3,4 is a link thatthat average player will watch and a better player will interupt, alearning player will sometimes be hit by it. Kunimitsu has many better

    options.

    -------------------------------------------------------------------------4,4,4: Three High Kicks +FRAMES--> F Hit B Adv H Adv C Adv 14,x,x -14,-5,-8 -3,-3,-4 -3,-3,-4

    Three high kicks to head, slow and easily ducked. If you can get all three of these kicks off and get the side turnedbenefit, then congratulations you've just learned that your opponent isan idiot. These moves have no place even in medium level competition.

    -------------------------------------------------------------------------

    u/f+4: Avoiding the Puddle +++FRAMES--> F Hit B Adv H Adv C Adv ? ? ? ?

    Not the best u/f+4 in terms of priority. This manji jump kick is not tobe used to interupt moves like Lei's, The Kings, Ogre and Lee's can.This move can be used to counter with at mid-range and is good forpunishing characters who are predictable with sweeps.

    -------------------------------------------------------------------------SS+3+4: Kunai Dragon Tail. +++FRAMES--> F Hit B Adv H Adv C Adv 16 -37 KD KD

    Kuni plants her hands and spins low with both feet. This move is astrong side-step attack and Kunimitsu's most damaging low attack. Notthat great at only 15 damage but it does knock the opponent down. Thismove is also a valuable oki-zeme tactic as it hits on the ground. Withthe changes in the Tekken Tag Tournament system this move makesKunimitsu stagger when blocked, she also will have large lags before shecan even block. Don't become predictable with this move.

    -------------------------------------------------------------------------

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    SS+1+2: Wintery Wind. ++FRAMES--> F Hit B Adv H Adv C Adv 16 -8 KD KD

    Shouryuuken... Kunimitsu attempts to imitate Ryu/Ken and does a leapingfast, high priority uppercut. Hits high but comes out nice and quick.

    -------------------------------------------------------------------------u/f+3+4: The Poison Wind ++ hits on the groundFRAMES--> F Hit B Adv H Adv C Adv 22 -20 -9 -9

    Kunimitsu frontflips into a double footed stomp. An oki-zeme tool that you can use after juggles, the 1+3, d/b+1+3throws and her f,f,N+2, b+2 unblockables. Don't let your opponent tech-roll this move as you'll be left with lags in a bad position. If youropponent is tech-rolling a lot as get up, use throws and unblockables.

    -------------------------------------------------------------------------wc,df+3: Spinning Trip Sweep +++ jugglesFRAMES--> F Hit B Adv H Adv C Adv 18 -16 KD KD

    Kunimitsu sweeps her foot from crouched position, juggling the opponent

    on connect.This is such a good move when well mixed into her custom chains. Don'tbe afraid to pull this one out on an opponent who is just watching yourcustom chains progress. With this threat to their shins exposed they aremore likely to walk into df+2s or ws+2s. The lags on this move are rather unkind so make sure it is mixed well.I juggle with the simple ws+4, f,f+4, but will work on more juggles withps-2 TTT.****************************UNBLOCKABLES*********************************-------------------------------------------------------------------------

    With a properly set up aggressive platform Kunimitsu's unblockables can

    begin to shine. Though the damage of Kunimitsu's unblockables arerelatively small in term of these moves, a couple in a round can trulyhelp to turn the tide of the fight your way. I have checked out wether Kunimitsu's unblockables are reversable andsadly they are, I know that Nina can reverse the b+2, f,f,N+2, she canalso probably reverse the d/b+2 and it is quite likely that Jun, Jin canalso; Anna and Wang are maybe's. Nina's animation has her grabingKunimitsu's hand and therefore it may be possible to chicken... anotherthing to research. One extra thing to note about the unblockables is that they can beeasily side-stepped.

    *************************************************************************

    u+1+2: Kunai Skyfall. +++FRAMES--> F Hit B Adv H Adv C Adv 50 x KD KD

    Kunai disappears into the floor and then reappears from the top of thescreen, coming down with the dagger first. Think of Hanzo or Galfordfrom Samurai Showdown but without the sliced log. A good unblockable that can be used to kill turtling foes and scrubs.It takes a little time for a good player to learn how to interrupt this

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    move, unless they have a strong jump/flip kick that they aren't afraidto use. Don't give them this chance, pop it out at strange times and mixit up well with the d+1+2. Remember to make sure you are in range to do this move as it has is astraight vertical drop. This move can also be backdashed. Wiffing isone of the seven great sins of Tekken.

    -------------------------------------------------------------------------b+2: Kunai Murder. ++FRAMES--> F Hit B Adv H Adv C Adv 34 x KD KD

    Kunimitsu takes a step forward then drives her dagger into her foes gut.Would actually be quite painful and can be followed up with Oki-zeme ofyour choosing. This is a unblockable that you should use in close afterpacifying your enemy with uppercuts and jabs. This is probably a littletougher to set up than the Kunai advance because of the typically franticnature of range 0 warfare. Remember that even though this move has aback stick press it can be used after a f,f dash (f,f,B+2).This unblockable sets up for oki-zeme; a Poison wind may in fact beguaranteed (Ogre is guaranteed a f,f+1+2 after his).On large characters you can juggle off the hit. I've got simple stuff

    like d+1, ws+4 off but it is quite likely that a fubuki may be addedafter this. Also a d+1 to crouch cancel juggle may be an option. I'll

    keep working on it.

    I got some feedback (wow, somebody actually read this!) from Renick([email protected]) on this move, Check out his Ogre faq. Hethinks this move is useful after sidesteping power moves such as Kuma'sF+1~1,1 or Jun's b+3,2 (Julia and Michelle's 2+3,1 is also very easy toside step before the 1). I personally usually go for sidethrows when ona side position (they look cool) but this fast unblockable would also bea good choice (d/f+2 is also a great option). Do remember that thisunblockable is reversable by some characters, Kunimitsu's blade isn't asstrong as Ogre's green hands.

    -------------------------------------------------------------------------

    f,f,N+2: Kunai Advance. +++FRAMES--> F Hit B Adv H Adv C Adv 25 x KD KDKunimitsu moves forward and then strikes with her knife into themidsection. This is probably her most useful unblockable because of thef,f, nature, it is also a little faster than the b+2 (25 frames to 34) tocome out. It mixs in very well with her other f,f moves such as thef,f+4, 2 and 3+4(links).This move also sets up for oki-zeme tactics... once again a Poison wind

    may be guaranteed.

    -------------------------------------------------------------------------

    d/b+2: Kunai Stab. ++FRAMES--> F Hit B Adv H Adv C Adv 26 x -8 -8

    Kunimitsu quickly slashes the dagger from above her head to the ground.A strong Oke-zeme tactic because it hits on the ground(? big characteronly?), great for getting people trying to tag out on the deck. Thismove (unlike the Advance and Murder) leaves the opponent standing on hitmaking it a little more risky. Still great for building up the damage.

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    -------------------------------------------------------------------------b+1+2: Kunai Spin. ++ (maybe more +s to come)FRAMES--> F Hit B Adv H Adv C Adv 19 -41 KD KD

    Kunimitsu does a little figure eight with her dagger. This move hasneeded a healthy review after I found out that the second hit isunblockable. This move attempts to be Yoshimitsu's b,b+1~1 and fails.It's unblockable only on the second swish and its slowish to come out;it also has some pretty terrible lag time.Castel has this in his Kuni intro movie in a juggle. Apart from showingoff I wouldn't use this one much if at all. This move is still under review.

    Move Review by: [email protected]

    "I actually found a few uses for this. First off it comes out prettyquick which is good. I use it in anticipation of rushing moves or in apoking string usuall after ws+2 or b+1, people literally walk into it.Especially Lei who has to take that little half step for his rushes.Also after the 2+4 throw im pretty sure it snuffs out ankle kicks andsweeps".

    I tried some of these aplications recently and would agree that it could

    be useful against Lei's rushing in. It still doesn't protect as much asYoshimitsu's spinning blade does and I still has reservations about thismove. I would also recommend having a look at Peter Hahn's Faq as hehas worked out some custom tactics on making sure only the unblockablestuff hits.

    *****************************TENSTRING***********************************

    121:4::4:4::1::2:3:2

    Ten strings should only be used very infrequently in high level play.Kunimitsu has only one ten string which is a variation of Yoshimitsu's ofcourse. This one is pretty bad because of the predictable right kicks at

    the 4th,5th and 6th position. Good players will reverse or duck andcounter these kicks. There is only one unblockable in this tenstring(the 2 at the last hit) meaning that even if you manage to continue thechain past the right kicks there is only a small reward against playerswho stand and watch.

    *************************************************************************************************GENERAL GAMEPLAY SECTION*************************-------------------------------------------------------------------------

    **********NOW THAT I KNOW THE MOVES, HOW DO I PUT THEM TOGETHER?*********

    This Section will deal with specific tactics on playing the Fox.

    Kunimitsu plays a similar game to her Manji counterpart as I havementioned earlier. Kunimitsu plays a strong inclose game similar toYoshimitsu (hers is a little weaker) but also plays a great distance game(range 2-3) where Yoshimitsu isn't as strong. Kunimitsu is also acharacter that needs to build up her damage consistantly, she won't killan opponent as quickly as Julia, Jin or Kazuya . Play an offensive gamebut remain patient and watchful. Kunimitsu in my opinion plays best when played agressively inclose(range 0-1) and a hunt and peck style in range 2-3. This is beneficialas inclose her custom chains are strong and can often lead to df+2

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    juggle. Kunimitsu also has many distance moves that leave her in arange to start a poking game (the f+3+4, f,f+1+2, 1+2). These moves allseem to have resonable lags (I'll be able to comment on these more whenPS-2 TTT gets here) with options to start poking chains afterwards.Some of my favorite poking chains will be discussed in the next section,along with ideas to start on your own variations. At range 2-3 you should be looking out for ways to advance on youropponent. Kunimitsu's ideal opponent would be coming foward in theseranges giving you options to tag them with moves such as (f,f+2,f+3+4,f,f+3,4, 1+2,or f,f+3+4,links). If they are patient or passive Kunimitsucan advance with the f+3+4, f,f,N+2, f,f+1+2, f,f+3+4 links. These areall relitively safe tactics to use to place yourself closer to youropponent and to start Kunimitsu's strong custom game or wakeup.If your opponent is playing heavily defensive then it is wise to make

    them come foward by using unblockable and throw pressure. Also mix inthe lows to make sure your picking up some damage. Or give them thefeeling of pressure by using the f,f+3,4 a bit. Always play the game that suits you best. These were just some of myideas on fighting with Kunimitsu.***************************CUSTOM STRING IDEAS***************************

    Custom strings in Tekken refer to the stringing together of usually basicmoves in a hopefully seemless manor. This is done to apply pressure and

    hopefully gives your opponent little room to break out of them. Sincethe moves involved in custom strings are usually fast, low damage movesa lot of these custom chains place "enders" in the strings to attempt fora larger (damage) pay-off. Just to make it a little more confusingsome "enders" have such good recovery (df+2, 1+2) that custom chains canbe continued after using these moves.Custom strings are mainly applied at range 0-1 where these basic moveswill hit and string without wiffing. This section will look at themoves that are suitable in creating custom strings and will discusssome that I use.

    Moves Suitable In Custom Strings

    Along the way Enders1 df+2df+1 1+2d+1 throwsb+1 D,df+32,d+3 d(fc)+3+4ws+4 u+1+2ws+2 db+2ws+1 b+2df+2 f,f,N+2df+4

    Some Custom Strings.

    -------------------------------------------------------------------------d+1,ws+4:A solid very short string that is difficult to interrupt and pushes youropponent out of range 0 (where this string should be intiated). Thisstring consists of a low jab (one of the fastest moves in the game)followed by a while standing right kick. You can also more basic movesto this little ditty. I usually continue this string with moves such asthe df+2, df+4, 1+2, u+1+2 or even the f+2 if your feeling rathershameless.

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    d+1,ws+4 df+2:The same string just adding the df+2 for juggling potential.

    1, d+1, ws+4A jab to the basic string.

    b+1, d+1, ws+4, df+2More additions to the basic d+1, ws+4. This string is great to use inrange 2 as the b+1 brings you quickly into your opponents face. The nextpart overides, then pushes out,then... yada, yada...

    b+1, 1, df+2:This string consist of a b+1 which should move your into your opponentsface. A jab to make them know that your there (and to over-ride moststanding moves). It is then followed up with a df+2 in an attempt tojuggle them.

    b+1, d+1, wc, df+3Another variation on the b+1, d+1, this time following up with a lowsweep instead of the rising right kick. Juggle if it conects. Alwaysrememeber variation in terms of mid,lows and highs, this move helps totrain your opponent into walking into more df+2s.

    MORE CUSTOM STRING IDEAS

    1, df+4, df+2b+1, 1, d+1, ws+4, df+2, 1, d+1...b+1, d+1, ws+2b+1, d+1, ws+1, 1, b+2b+1, 1+21, df+1, df+2d+1,ws+1, df+21, d+1, ws+1, b+1, 1, db+1+21, d+1, ws+1, b+1, 1, f+1+41, d+1, ws+4, 1, b+1, d+1,fc+3+41, d+1, ws+4, df+4, u+1+21, d+1, db+3,3,3,f+4

    f,f+1+2,d+1,ws+4,df+2f,f+1+2,d+1,fc,df+3

    These are only a small bunch of the possibilities available when it comesto custom strings. Many of these strings can be continued or started indifferent manners, the options are huge if you take the time to explorethem. One of the main ideas is to make sure that most of your attacksare connecting (guard or hit). Unless yor trying to set something up bywhiffing, thats a whole different kettle of fish.

    ***************************SIDESTEPING/MOVEMENT**************************

    Sidesteping and general movement are very important in Tekken. The

    minute that your opponent can always predict where you are, is the minutethey stop whiffing and that leaves you with less opportunities to counterwhich is bad. Therefore it is imperitive to always be in motion,Kunimitsu doesn't have an amazing steps like Bob (such as Seok DongMin's "crazy legs")or crouch dash waving techniques. Kunimitsu does havesome interesting movement techniques such as the f,f+3, d+1+2 or u~ub.Back dashing and foward dashing are also effective ways to cover areaquickly. Sidestepping was introduced in Tekken3 and though not as complex as the8 way run techniques in Soulcaliber it still allows for evasive movement.

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    Kunimitsu's sidestep techniques (1+2,3+4) have little range (and shouldonly pulled out in range 0-2) but this does not mean that you shouldstick to sidesteping only at close range. When I play I try to alwaysbe in motion, this forces my opponent to think carefully before choosinghis attacking option.

    **************************BACKTURNED FIGHTING****************************

    Backturned position is the most dangerous (and a potentially positive)situation in Tekken. Kunimitsu fights quite well from backturned. Sheis not as strong as Lei or Ling but still has quite a few options in thisposition.You have a lots of options in this situation as I see it. It is bestto always think about how much practice your opponent has had in thissituation. Some of my opponents look to throw, or jab to set up forpowerstrikes. Both these options can be ducked, then simply counteredor backturned thrown. Just remember that your backturned optionswill be limited only by your opponents choices and your willingness toexperiment.

    BK: D+1,ws+4---->options to continue poking. The ws+4 can beinterchanged with any ws(2,1)options or any fullcrouched techniques such as the fairy wax (FC/d+3+4),or the sweep (listed next).

    BK: D+1,D,df+3-->another option after the d+1.BK: 1----------->option to continue poking.BK: 3----------->would probably avoid an opponents low attacks. Can be

    a little slow if your opponent is very aggresive.Keeps you in backturned on block.

    BK: 2----------->on connect follow with a df+2 juggle.BK: uf+4-------->juggle.BK: throw------->They seem to come out a little faster from backturned don't know why that is.BK: 4----------->high priority turning kick.

    ****************************OFFENCE VS DEFENCE***************************

    Offence vs Defence is a constant complex question in Tekken. Most of thetime I am caught by moves is when coming foward (or not reacting to alow) yet if you fail to move foward you are usually not attacking youropponent, which is not really what you want. Kunimitsu plays best imho when playing agressive Tekken. Though shedoes have defensive options(u~ub or d+1+2) and some offensive defensivemoves(b+1+2, d+3+4, u+1+2 come to mind); I personally think it is veryunlikely that you could spend a whole game on defense mixing up these andwin. There are some points though when it is wise to counter a player.Many Mishama players (devil is one of the clan) around here willsidestep exclusively in an attempt to use moves like the tooth fairy anddevil twister. This is when it is probably best to wait for these

    moves and counter with a df+2. It is quite easy to set this situation upby playing a heavy sidestepping game in range 2-3, waiting for youropponent to pull out these moves. Aggressive play is where Kunimitsu shines. She has some great range2-3 advancing moves: f+3+4 good damage, and continued poking possible : f,f+2 juggling potential : f,f+3,4 damage, safe exit to range 3 and guard

    breaking on block : f,f+4 Priority : f,f+3+4 good links, solid damage potential

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    : f,f,n+2 unblockableKunimitsu also has an admirable inclose game, using the poking tacticsmentioned above, lots of df+2s and the great counter poking 1+2.Once your opponent has been shell shocked from all the abuse pick up thedamage with some of Kunimitsu's fast and wonderfull unblockables.

    ********************************TAGGING**********************************

    The Tag system is obviously the largest change from this Tekken to theprevious. Getting to hang of it is *so* important and a goodknowledge of the system will help to reduce the risk of being damagedduring, before and after tags. The Tag throwing and juggling imho are the safest ways to tag. TagThrowing usually does little damage (and Kunimitsu hasn't got any coollooking specific ones) but your opponent is left with no chance toretaliate. Make sure that you have mixed in other throws so that youropponent does not try to use the 2 escape.Kunimitsu can tag juggle from the df+2 and her f,f+2. The f,f+2 andher df+2 are class 2 tags and can set you up for juggles such as:f,f+2~5/ df+2~5Yoshimitsu b+1,1, b+1,1 f,f+3,1Heihachi df+1, f,N d,DF+4,4,N+1Ling df+1, 2, 2,1 f,f+1+2,1+2

    Kunimitsu's other option to tag is with the tag button. This is usuallyusually safe in range 2-3. as long as you know your options properly.Eg (all of these options character dependent) 5~f,f,N+1+2 usually a head dive 5~ub,b stop run (blocking possible)

    5~f,f,N+4 sliding kick

    Kunimitsu when tagged in has options to do these moves 5~f,f,N+1+2 head dive 5~f,f,N+3 standing left kick 5~u,ub backflip

    5~f,f,N+4 fubuki 5~ub,b stop run/ block

    I have been informed by superior Tekken minds that Kunimitsu does have astop run, You can ignore my comments about the dangers of tagging in intothe 'heat of it'.

    *******************************OKI-ZEME**********************************

    Ground tactics have always been important to Tekken. Once you manage toplace your opponent on the ground it is always useful to attempt to gainan extra advantage in terms of damage. Kunimitsu has a resonable groundgame, nothing flash in comparison to Nina, Ogre or Ling. This sectionwill first deal with the moves that are important in oki-zeme strategy.Do remember that some of these tactics are dependent on your enemy. If

    they like to stay on the ground for awhile use the poison wind, fairy waxor the kunai stab. If they rise with get-up kicks either backdash out ofrange and counter, or use the fairy wax. If they often tech-role andstand then throw them. Other opponents like to roll, either knock themback down with a fubuki or try and get in a small (d+3 or d,db+3).Always apply your oki-zeme how your opponent allows you to apply it.

    MOVES SUITABLE FOR OKI-ZEME

    d+3

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    d+3+4u+1+2d/b+2u/f+3+4f,f+4 (suitable on opponents rolling backward or forward)D,df+3D,db+3throws (on tech rolling ->standing opponents)

    *******************************JUGGLES***********************************

    More juggles to come when PS2 TTT arrives.NOTE: Some of these may be tech rolled... will confirm in PS2 TTT.

    Launchers:f,f+2 -1, b+1,1, f+3+4 -1, b+1,1, 3 -1, b+1,1, 1+2 -b+1,1, b+1,1,1,1, 3 -b+1,1, b+1,1,1,1, 1+2 -b+1,1, b+1,1,1,1, f+3+4 -b+1,1, b+1,1, f+3+4 (my favourite) -b+1,1, b+1,1, 1+2

    -b+1,1, b+1,1, b+1, 3

    -b+1,1, b+1, f,f+4

    df+2 -1, b+1,1, 3 -1, b+1,1, f+3+4

    -b+1, 1, b+1,1, f+3+4 or 1+2 (elphfves) -b+1, 1, b+1,1, b+1 f,f+4 (elphfves) -b+1,1, 1+2 -b+1,1, b+1,1 3 -b+1,1, b+1,1,1,1, 3 -b+1,1, b+1,1,1,1, 1+2 -df+2, b+1,1,1, 3 -b+1, 1, b+1+2 (Castel) -b+1, 1,b+1, 1, db+2 (Castel)

    BK+3ch?-uf+3+4?BK+uf+4-b+1,1, b+1,1, f+3+4 -b+1,1, b+1,1, 3 -b+1,1, b+1,1, 1+2

    D,df+3 -ws4, f,F+4

    ****************************STRATEGY INFLUENCE***************************

    I have been highly influenced by:-------------------------------------------------------------------------

    The Wellington Crowd:-Cypress, Callum, Alex, Derrick, Sports Pimp, Craig, Jack, Bean Pole boyand the rest.You always benefit from your opposition.-------------------------------------------------------------------------Tekken3: Ultimate Guide- Jason Arney, Jason Cole, Gerald Guess, Graham

    Wolfe. We used to call this the bible in our flat. One of the most

    handy learning instruments that I have read, re-read and read again just for the hell of it. Solid Juggle and Strategy

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    guide.... just a little thin on Hwoarang :P-------------------------------------------------------------------------The FAQ writers:You've written on Tekken3 or Tag? I'm sure I've got it somewhere onthe pc and have read it atleast once (yes I need help), keep up the goodwork. Hopefully someone will write a TTT faq that rivals Ben Cureton's(tragic) Yoshimitsu Manual (an inspiration in my Yoshi play and definitlya factor in me picking up Kunimitsu).-------------------------------------------------------------------------Irc #tekken and #soulcalibur..oopsSome interesting people... some interesting conversations. Wink, wink,say no more. Sorry for interupting #soulcalibur with my Tekkenconversations.-------------------------------------------------------------------------Internet:- www.tekken.net TEKKEN ZAIBATSU The best internet resource on TTT so far. Recently overhauled to look even more spiffy. Move guides, system info, faqs, mpegs. The list goes on. Special thanks to Castel

    for allowing me to include Kunimitsu's frame rate info.Castel is one crazy ewgf-ing dude.

    - www.Tekkentagtournament.com Very handy for damage listings. I'm sure things will improve when the system guides arrives. Check out the Official

    Tekken Tag Tournament USA national/world results. Wouldn't

    bother with trying to follow the forum though. - www.gamefaqs.com Want faqs? they got em all... - www.fighters.net They do a great job of keeping us fighting game freaks

    informed of all the haps. - www.geocities.com/TimesSquare/Bridge/2700/ Inside Tekken. A blessing to see a site based in my home

    country New Zealand (Aotearoa). I mainly use this sitebecause of the forum, which I find to be helpful andhumourous.

    -------------------------------------------------------------------------Feedback- Renick ([email protected])

    comments on the b+2 unblockable and my small throwing section. - elphfves ([email protected]) comments on the b+1+2 (maybe its not that crap?), some juggle variations, b+1 'tick' into throws, also mentions the use of a

    blocked f,f+3,4.- Romel De Guzmanthought I should give a few more stars to the Fairy Wax,

    he was quite right. Also thought I had gave to many stars to the fubuki. - Mark Montelban general move ideas.

    ******************************COMMENTS***********************************

    If you've got to this point then thanks for spending the time.I'd love some more juggles and any other ideas you may have.

    comments to [email protected]