----------------------------- - The Jade Fox Kunimitsu - ----------------------------- Created by White Hair email -- mai_s@hotmail.com version 1.0 created on Tuesday, May 20, 2001 ----------- - Index - ----------- - Legal Mumble Jumble - About Me - About this FAQ(Structure) - Why Kuni? - Strength - Weakness - Complete Movelist Analysis - Throw - Moves - Unblockable - Ten Strings - Basic & Hardcore(no jokes) Strategy - Followups, Custom & Juggle - Followups - Custom Combo - Juggle - Partners - Against other fighters - Fin.... ------------------------- - Legal Mumble Jumble - ------------------------- Writing a FAQ is very hard and I do appreciate that no tekken nuts like you try to earn money off of my hard work. This means if you try to sell this FAQ to anyone and that I finds out(and do believe me.... I will) I will have no choice but to take 200% from what you earn to my own bank acount. Furthermore, don't just throw this FAQ into your webpage without a permission. If I didn't agree... than ASK me and I probably will agree with in twenty-four hour period. But... ASK me first! AND DON'T JUST SKIP THIS PART OF THE FAQ LIKE I ALWAYS DO, READ EVERYTHING! lol j/k -------------- - About Me - -------------- I have some "good" experience with tekken and is honestly by god a tekken nut. I played tekken I through tag and virtual fighter before that. If you find this FAQ a little hard to read like the spelling and grammer.... well I'm sorry, just try to live with it as I humor you with foriegn jokes that you can't understand for the next hour or so. My grammer and spelling is good but they are horrible on the internet so don't bother to tell me to correct it. Furthermore, yes I really do have white hair -_-; ... use to... and now I only have a long black hair left.. sigh... Oh yeah, just want to mention this to some people who know me. I use to live in Austin and played a lot of Tekken 3 at the arcade in North Cross Mall... If you remember me, I was the tall chinese dude ^_^; I was third place in one of Austin's Tekken 3 tournment. I had a master who I think is the manager of a domino pizza shop who I believe wrote a tekken 3 FAQ about king. If you are ready the master, look how your grasshopper has grown?! .... And do contact me! btw I moved to lubbock and is still here.... -------------------- - About this FAQ - -------------------- Let's get a few things right here... This is not a FAQ for newbie button smasher who thinks that if they can make Eddy or Howarang move, they can master tekken -_-. This FAQ needs a little bit of advance knowledge and will help you to gain ten folds of power as I share my wisdom to you(call me master from now on if you are reading this FAQ). Now my little grasshopper, I will not enclude a standard move list in this FAQ because there are just too many of them and basicly you can find them everywhere. Furthermore, this FAQ is create only for ARCADE not for Playstation 2. Also, is not made so that you can have a basic idea of how to beat the computer. This FAQ is in depth which will teach you how to kick someone's arse while laughing in their face.... not to mention earning some extra money for your local arcade! YES SUPPORT YOUR LOCAL ARCADE! --------------- - Why Kuni? -- --------------- Okay grasshopper, here is the big question.... Why do I want to use Kunimitsu? Why shouldn't I use someone powerful like dumb nut Lei or gay ass Paul? Why should I use someone like Kunimitsu? Will there is a lot of reason why you should choose her.... let us first look at her strength and weakness. ------------------------------------------- Strength ----------- 1) Super Manji Teenage Mutan... Ninja Power! 2) Its a she(don't mock me) 3) Cutest Outfits 4) Wonderful Juggler 5) Blocking means nothing to her 6) Simple, every move has a use 7) Very agile and fast! 8) Great throw! 9) Out standing poker! 10) The so called "Death Combo" that I will share.... 11) Not many people use her! Hurrai! Be special and wow the crowd! ------------------------------------------- Weakness ----------- 1) -_- ugly start button outfit (look like a cheap whore) 2) Not partner beginning graphic or end graphic... sigh... As you can see... there are more strength than weaknessess. One of her best feature is her unblockable which most people don't consider. The reason why they are important is that they acts as power moves that take people down when they hit... unlike most unblockable that Yoshimistu has. Furthermore, she is great poker and her speed is as fast as Ling Xiaoyu... seriously! Beside, if you saw crouching tigger, hidden dragon..... you will notice a witch called the "Jade Fox" which is pretty much Kunimitsu!!!!! (and yes.. I am aware that she is japanese -_-) ------------------------------ - Complete Movelist Analysis - ------------------------------ In this section, I will tell you the amount each move take and how to excute them. Furthermore, I will tell you how to use them and when to use them. Also, I will judge each move's usage by star which one star(*) is the lowest and five star(*****) is the highest. The legends that I use in this FAQ is pretty much universal Tekken FAQ legends which every tekken FAQ reader should know by now. ------------------------------------------- Throw ------------ Flying Press (1+3) usage(***) escape(1) damage(30) This is your basic throw where Kunimitsu pickup your enemy and slam them to the group 69 style! please, no jokes... seriously!I have seen other say that they perfer the other basic throw over this one because of follow up capabilities... and I just like to say how wrong they are. First of all, both throw give the other player about the same time to get up and this one do have a follow up to it that no one uses. Try using f,f+3+4 after this throw... which shouldn't wait and should be done every time you execute this throw. If the other player roll back... it will hit them... if they side roll please use 3+4 follow up so Kuni can fly across giving her room to either run in for slide or do some cloth up hits if the other player rolls back after side roll. Either way, you gain and keep control of the board! -------------------------------------------------------------- Jawcrusher (2+4) usage(***) escape(2) damage(30) This is your second basic throw and it is somewhat useful. There is many followup possible after this throw. However I wouldn't suggest the poison wind(u/f+3+4) because sometime it will miss(like when the other player get up really quick) and leave you helpless. Try some of the other follow up like fairy wax(d+3+4) or Spinning Trip Sweep(FC,d/f+3). But my favorite is still the Spinning Leg Sweep(FC,D/B+3...) which is guarantee juggle if they try to move. -------------------------------------------------------------- Psuedo Throw (d/b+1+3) usage(***) escape(1+2) damage(35) In another FAQ, this throw is called the "Judo Throw" lol which I like the name. However, I didn't want to steal the name so I shall call it Psuedo Throw!!! Hey, it rhymes! Any who this is a great throw which gives you a lot of followups. However the time to do those follow up is still a little too slow which really is kindda of a down side.... -------------------------------------------------------------- Your head, the floor, oh no! throw (f+1+4) usage(*****) escape(d/f) damage(35) Fancy name, no kidding! What kunimitsu does is jump on your opponent's head and slam them to the ground! The reason I gave the throw a five star is that it is a wonderful throw, duh! First of all, the animation for executing this throw is a little different which can knock off some people. Furthermore, the escape is very strange and since the throw is really quick, I'm sure not even the BEST tekken player can escape from it everytime. If it is escaped, Kuni will land behind your opponent, back facing back. The strange part of this is that your opponent will have a little lag time from crouching down foward which give you just a few frame advantages! What I suggest is a u/f+4 which is a standard back jump kick which also juggle, yummie! So if the throw connects... than what should I do? Will grasshopper, what you should do is f,f+3+4 just like the flying press which you should have read earlier above. -------------------------------------------------------------- Side Arm Bar Throw (side 1+3) usage(**) escape(1) damage(40) A side throw.. pretty nifty which leaves a few follow ups. I actually never excute a side throw with the 1+3 or 2+4 because I have the option of f+1+4 which somehow I think the opponent can't escape out of it... but I could be wrong? -------------------------------------------------------------- Swirllie Throw (side 1+3) usage(***) escape(2) damage(40) What this does is Kuni grab your opponent's arm and spends in crazy speed until they are all dizzy. Weird throw which you can tag out which I wouldn't suggest unless you are low on heath because your partner sometimes come in too far and followups are hard to connect. What I do suggest is a run in slide which 90% will hit your opponent. -------------------------------------------------------------- Neck Flip (back 1+3) usage(**) escape(n/a) damage(50) Nothing special... standard Tekken back throw.. however lands your opponent head afront of you for some great followups! ------------------------------------------- Moves ------------ Punch & Low Puch (1 & d+1) usage(*****) damage(8?) Very fast poker! Especially the d+1 which is great setup for some custom combo. This is also pretty common in juggle too. -------------------------------------------------------------- Backfist (f+2 or BK 2) usage(*****) damage(12?) Who ever said this move sucks should just go to hell! Personally, I love this backfist! First of all, sure it is a little slow to execute but when ever a opponent whiffs... use this! Using it after a whiffs should be what come on to your head first! Also, you can use this when a partner just come in which will definely turn them around. These is however has a little recovery lag after this but it is just too small that won't get you into "too" much trouble. So why is it such a good move? The reason it is is because of the wonderful damaging followups. Most good player would go for the shark dive (f,f+3+4 than 1+2) which I would recommand too. It does killer damage and is almost guaranteed after the opponents turn their back. But if your opponent knows how to get out by crouching... here is what you do... (get ready, this is my death combo!) Try the Reverse Solar Kick (f,f+1+2) and the backward jump juggle kick (u/f+4) afterward... this two move both does insane damage and it juggles for some more damage which is more than the shark dive do. Furthermore, don't worry about the opponent crouching after the reverse solar kick.. the juggle back jump hits mid! lol :p -------------------------------------------------------------- Jab, Kick_Low Kick (2,3_d+3) usage(**) damage(12, 21_8) I use the 2,d+3 for poking sometimes and the other one for juggleing to replace the single zigzag kick(3) because it cause 1 more damage lol But other than that? I really can't think of much of a use for this. -------------------------------------------------------------- Fist Stab (1+2) usage(****) damage(22) How useful is this? Very! Kuni leans back dodging high and some mid move while come back to stab your opponent. This is her power punch and it has wonder range. Furthermore, it is very fast and should be used often to keep someone off of you. But what is really amazing is killing poker freaks as they try to poke you with 1 or 2 and you can just dodge it with this move and counter them back. One of my favorite against Ling Xiaoyu as she try to poke me with BK 2 all the time. -------------------------------------------------------------- Windtry Wind (SS+1+2) usage(****) damage(21) This move hits high which is kindda sad... however it is a great side step move. This is pretty safe after your opponent blocks it. However, if it hits, I would suggest you continue this move even if your opponent is on the ground. Why? Will, grasshopper, if the other player rolls foward or backward... it will hit them again. If they try to get up and kick you, they will miss! That's right! They will miss you completely! Either with your back to theirs or their side to your face... so what do we do after that? Heheheheh.... need I say more? THROW!!! Oh yeah, and don't worry about side roll because this move tracks pretty will that the opponent won't get anywhere. -------------------------------------------------------------- Smoke Dodge (d+1+2) usage(***) damage(None) What every ninja should know how to do... smoke, than the disappearing trick! This move goes under high and mid moves and sometimes low moves.. if the timing is right... I like to do this move when I see some one is charging toward me from far far away which their... slide... shoulder... kick... or anything else would just miss. Also, this move gives you some great style points and can follow up with a throw like (f+1+4) -------------------------------------------------------------- Spinning Fist (B+1,1,1,1,1,1) usage(***) damage(10,10,10,10,10,10) Use mostly in juggle... however, you can try it while not juggling to get close to the opponent. I use this so I can get close to buffer in a throw which is pretty useful. -------------------------------------------------------------- Quick Leg (D/B+3,3,3,3_f+4) usage(***) damage(12,7,7,5_12) This move is executed before the fourth spinning fist whic Kuni will quickly change into spinning low sweeps. Pretty useful, especially when trying to confuse your opponents. -------------------------------------------------------------- Spinning Leg (FC,D/B+3,3,3,3,3) usage(****) damage(12,7,7,5,5) What a neat low move. If all the sweep hit, you can get 36 damage off of your opponent's life bar! Don't try to use this from far away because your opponent will either block or make you use some power move. If you use in close range, the start isn't too slow and it will definitly get you a few damage... oh yeah, I think if you counter, it turns the opponent to the side. -------------------------------------------------------------- Back Jump Kick (BK u/f+4) usage(****) damage(20?) This isn't really a special move, but I just want to include it because it is so useful. It does pretty good damage for Kuni and it juggles the opponent! I love doing this with Reverse Solar Kick(f,f+1+2) for some big damage. -------------------------------------------------------------- Trip Sweep (FC,df+3) usage(****) damage(12) A decent low knock down move which should be used often. Many followups are possible but I wouldn't suggest the poison wind (u/f+3+4) because if your opponent get up really fast or does a really fast getup kick, you will miss them which will leave you in a backturn position ready to get some real "ouch". I do suggest a (ws+4) combo which is much safer. For more info, look in the follow up or combo section. -------------------------------------------------------------- Dashing Uppercut (f,f+2) usage(****) damage(24) This move does very good damage for Kuni and it juggle your opponent very high. The best part is that it ducks high and some mid moves *cough*deathfist*cough* and it recovers pretty well which some people have disagreed with me. I always point out that if your opponent blocks this move, it seems that they are being pushed back a little which gives you enough room to recover. Nevertheless, very good juggler starter which should be used often. -------------------------------------------------------------- Rush in Uppercut (d/f+2) usage(****) damage(13) What can I say? This is Kuni's basic uppercut move. One hit from this and your opponent is sky bond(other than fat characters like the Jacks). This is also a good poker that you and end after a few spinning backfist (B+1,1,1...) which usually will trick your opponent into a crouch. See the Juggle section for more information about followups. -------------------------------------------------------------- Manji Knee (f,f+4) usage(***) damage(10) Kuni jumps really fast and bash her opponent with a knee. However, I wouldn't suggest this knee in a juggle because it does so little damage to your foe, there are just better options. What this should be used for is to interupt moves since it comes out so fast and pretty much stops anything that comes towards it. -------------------------------------------------------------- Stepping Stone Kick (u+4_u/b+4_u/f+4) usage(****) damage(25?) Alright, why so many stars for this move? Others have said that this move isn't worth it but I totally disagree. And as a pupil of mine, you should always listen to your master! Okay, here is the usefulness of this little move. One thing it is a "knock down" move which will guarantee knock your opponent down when its hit. Second, it hits special mid which basicly means that it will hit crouching freaks. Third, it has a good recovery time which leaves you in a safe position for some poking. Fourth, it is very fast to execute and can interupt many incoming moves. The most important of this move is to interupt incoming moves because it will basicly stop EVERYTHING. I especially suggest when you see someone do unblockable moves and you don't have the time to get near them to stop them. This is where the (u/b+4) come a long. I have stopped so many unblockables with this moves such as Ganyu's Sumo Charge(b+1+2), Paul's Super Death Fist(b+1+2), Law's Dragon Fist(d/b+1+2), and Lei's Super Flip Kick (Hawk b+4) just to name a few. So when ever you see someone about to come charging towards you like after they blocked all your custom combo or pokes; use this move! It is pretty much a guarantee counter damage for them. I have read another Kuni FAQ by Han and thought his Judo Throw thingie is pretty funny. At first I'm pretty shy and didn't yell out JUDO THROW! every time I use it. But now it is a bad habit of mine and I use it to trick people. Sometimes in a important or tough match... I would yell out JUDE THROW! to trick my opponent to crouch... and BOOM! I hit them with this move instead lol hmmm... The fox... tricking your opponent is the key! Even if it means that you have to take action yourself. -------------------------------------------------------------- Poison Wind (u/f+3+4) usage(*****) damage(21) You don't know how useful this move is. This is not a stand a long move and to be just used openly. However, this is move of a connector move and should be used often. It is very hard to explain it here, please go to the followups section to understand more. This is very important! Be sure you read the followup section. -------------------------------------------------------------- Fairy Wax (FC_d+3+4) usage(****) damage(5,23) This is another power move for Kunimistu and should be used often as a poker since it has incredible recovery time. There is many followups after this little move and I would suggest a poison wind since it is 100% guaranteed and gives you around 49 damage like a Death Fist. WOW! However, I have notice many people said to use this when your opponent is down on the ground. I personally wouldn't suggest this because it is not guaranteed and it gives you around 40% of hitting that opponent with both kicks. Don't forget to read the followup section to get more indepth with this move. -------------------------------------------------------------- Spin-of-m'jeg (u,d+3) usage(***) damage(25) Kunimitsu jumps into the air and comes down only tricking her opponent with a low hit. I use this move to trick people and hitting them on the ground sometimes. It is pretty useful and I find that not many people can block it. -------------------------------------------------------------- Growling Jewel (f+3+4) usage(****) damage(30) Another Kuni's power move. This move is both good when block and hit. (I'll try to explain this later in the followup section) If this move connects, it waste 30 damage off of your opponent's life bar. However, if it is blocked, your opponent will expereince a block stun. However, do remember that when blocked Kuni is a little side stepped which any poking will miss. Go to the followups section to get some more info on this move. -------------------------------------------------------------- Body Sweep (SS+3+4) usage(*****) damage(15) The best low move Kuni has! Its fast and it knock your opponent down with no tech roll. Though Kuni do stagger if this move is blocked. But I wouldn't worry too much since that stagger dodges all high and most mid moves. Go to the followups section to get some more info on this move. -------------------------------------------------------------- Fox Kick (U/F,3_N+3_N,3) usage(***) damage(depends) So this isn't really a move but I wanted to include this. Sure you might argue that all character has this move. However, no many people can see its usefulness and never bother to use it. This move can hit really high or mid or low. On a high hit.... I don't see much use in this, though I only linked it in a juggle just a few times. On a low hit.... A differen't mix up which does some amount of damage without knock down. I use this to mix up with the mid hit kick. On mid hit.... Okay, this is where this move shines! If it counter or clean hit(maybe both), it actually stun the enemy enough for a big juggle! or a unblockable.. or a growling jewel! Neat, huh? -------------------------------------------------------------- Reverse Flipkick (BK 3) usage(***) damage(22) Nothing too special since it is pretty rare for you to be facing behind your opponent. Most useful thing about this move is for poking since when blocked your opponent staggers. Try a d+1 after this move. If this move is hit a regular 4 is 100% guaranteed which is about a Death Fist damage. -------------------------------------------------------------- Reverse Solar Kick (f,f+1+2) usage(***) damage(22) Also another poking move with great executing and finish time. I mix up with a d+1 to poke or a u/f+4 for some juggle. -------------------------------------------------------------- Solar Kick (f,f+3+4) usage(***) damage(30) - Shark Dive (1+2) usage(**) damage(40) - Reverse Flip Kick (3) usage(***) damage(25) - Manji Leap (3+4) usage(***) damage(n/a) The first move is a regular solar kick that leaves Kuni in the back position. It does 30 damage and I use this so that when it counters it the shark dive should be guaranteed. After the solar kick, you get three option. The shark dive is hard to land off. However, if it ever do lands off... it cause MAJOR DAMAGE! especially if your opponent's in a back turn position.. *cough*LEILING*cough* Furthermore, if this move is blocked, it is pretty safe too since it will avoid all high and some mid move. It will also avoid your opponent's d+1 poke! Oh yeah, this move leaves you in crouch for some custom mix up! Just like the above Reverse Flip Kick that does a little more damage. However, what's sad is that it dosn't hit people when they are crouching.... Well, at least it dosn't in the arcade version. Manji Leap! Kuni jumps up over her opponent confusing them and making them nervous. I use to tag out because it confuse your opponent a bit and they would do any sudden reaction. -------------------------------------------------------------- Flip Kick (f,f+3, 4) usage(**) damage(30) This is most for style points. Other than that... I see no points in using this move. Won't it be great if this move can be don't in a juggle? WHY NOT NAMCO! DAMMIT! However, I did like to name out that the first flip kick a lone can confuse your character into a throw. -------------------------------------------------------------- Zig-Zag (3,4) usage(**) damage(30,30) A classic move, the first kick is great and it is one of Kuni's power move. After the first, everyone knows that a second mid kick follows. This is where a trick comes out.... If your opponent stays back and blocks.. try a b+2 after this move for an unblockable. But if they come after you... just do the last kick with a chicken of course. -------------------------------------------------------------- Tri-Kick (4,4,4) usage(**) damage(20,20,21) Try not to do all try kicks unless you know you have a scrub or dumb nut playing you. However, you can try using the first kick just for poking. It comes out fast and has good range. Also, I some time do two kick and an unblockable to confuse my opponent. ------------------------------------- Unblockable ------------ This is where Kuni is all about. THE UNBLOCKABLES! You must use her unblockable more than five times a round or you are not a Kuni player! Grrrr... just imagine... what would all those Ogre player be if there isn't Kuni's unblockable to support them with. -------------------------------------------------------------- Kunai Stab (d/b+2) usage(**) damage(15) WHY NAMCO?! WHY WON'T THIS MOVE HIT GROUND OPPONENT? I mean if you look at it... it looks like it really hits them. DAMMIT! However, it is pretty fast and used for poking and knock off some last damages. -------------------------------------------------------------- Kunai Dive (u+1+2) usage(****) damage(25) Very fast unblockable with only the range problem. However, I always catch my opponent with this move because its very hard to avoid. Look in the followups section for more information about this move. -------------------------------------------------------------- Kunai Murder (b+2) usage(***) damage(22) Not as good as her Kunai Advance but it is still a good unblockable. You should use this in close range and a d+3 is 100% guaranteed. -------------------------------------------------------------- Kunai Advance (f,f,N+2) usage(*****) damage(25) Best unblockable she has! The foward movement just make your opponent block and this move comes extremely fast. Also, a d+3 is 100% guaranteed. Use this a lot and don't ever forget about his move. I will try to do more research on combo off this move. -------------------------------------------------------------- Kunai Recovery (b+1+2) usage(****) damage(8,11) Kuni swing her blade twice afront of her in a really cool motion. The first hit is blockable and the second is unblockable. Sad thing is that the second hit never connects if the first is blocked. This move, however, is for incoming opponent who like to rush things. They will walk right into this. Also, I believe a poison wind is 100% guaranteed after this move.. but I'm not sure.. more research must be done on this move. -------------------------------------- Ten String ------------ Kuni Ten (121:4::4:4::1::2:3:2) usage(**_*****) damage(not sure yet) I gave this ten string two different scores. The first score is for the entire string which I wouldn't suggest you using it to the end. However, you could use all nine of the move and end it with a Kunai Recovery (b+1+2) to fool your opponent. Just be sure to get ready to chicken a few of the moves in between. The second score is for the first three hit. They are so USEFUL! Seriously, they are super fast and can almost interupt anything. Furthermore, seems to me that if the first hit connect, the last two is 100% guaranteed no matter what! Extra damage, how sweet is that? My little grasshopper, use this move often for poking and just annoy you opponent with it. Don't worry about recovery because it is so fast that is sexy. ------------------------------- - Basic & Hardcore Strategy - ------------------------------- Many people are confused with the idea that Kuni is basicly Yoshimitsu's double. This is wrong! Kuni should never be played like Yoshimitsu. Her style is way more different and shouldn't be some other character's shadow. First of all, Kuni has many unblockable... they are there for something.. so USE IT! At least five time per round. So what you are being called cheap, at least you won and murdered your opponent, that's all that's matters here. Second of all, unlike Yoshimitsu, Kuni consist of many knock down move that can't be tech rolled out off(This includes her unblockables). This means that every move has a followup! You must remember these 100% guarantee followups and use them everytime when the first hit connects. I will explain about follow up in the combo section below. Next, Don't ever try to turtle with Kuni, she isn't made for turtling. When playing Kunimitsu, you should know that there is no blocking for your opponent(with all her unblockables) and you should charge with full force. Try mixing all her move a little and do custom string and poking while try to add as much unblockable in it as possible. I did always suggest to mix in some of her solar kick chain. They are wonderful damage tool and the poke pretty well two to keep you on the safe side. But when ever you get a chance.... JUGGLE! One of Kuni's Juggle alone can take half of your opponent's life away. This will definitly make them change team mate.. and... do it again! I will show you some of her deadly juggle in the section below. ------------------------------- - Followups, Custom & Juggle - ------------------------------- The following section is the followups... You need to imagine them not as juggle but as "one" entire move. They should be chained together by the reaction the first move cause(either hit or blocked). Try to remember all of them as they are all 100% guarateed... oh yeah, I took the libraty of naming all of them so is easier for you to remember them(also fun for me ^_^). I will try to find more of these types of moves but for now.. here they are.. REMEMBER: A SINGLE MOVE! --------------------------------------- Followups ------------ Manji Leaf-Falling Combo (SS+3+4,u/f+3+4) connect(first move must hit) damage(36) This should be treated just like Paul's falling leaf combo. And basicly, is the samething. Kuni just spins on the ground and stomp on her opponent. The last move is 100% guaranteed and there is no lag in the animation so that it looks very smooth. You shouldn't even hesitate after the SS+3+4 and should go for the poison wind automaticly. -------------------------------------------------------------- Fox Pounce (FC_d+3+4,u/f+3+4) connect(first move must hit) damage(49) Aaahh.. The fox pounce. Wonderful move that cause the same damage as a Death Fist... Almost as strong like a counter Death Fist if it was also countered. Personally, I use this move often because it cause so much damage and not many of my opponent realizes it. Furthermore, like above, the animation runs very smoothly that it look like a single move. Earns lots lots of style points! -------------------------------------------------------------- Kunai Trap (f+3+4,3,Throw) connect(first move must block) damage(30_35) At first when I played Kuni, I find that the move f+3+4 wasn't all that useful. The reason is that you can't really juggle with it in the arcade version. However, I notice that the computer rarly block this move for some strange reason. Finally, I finally saw the wonderful block stagger with this move and started to try different things. I have concluded if you end a zig-zag(3), only the first kick, you will get another block stagger that is long enough for a guarantee throw. However, you must be very fast to execute the 3 so that your opponent won't duck. This will finally end up where your opponent would stagger to the right side first and to the left... or vice versa. Either way, if your opponent block or not... he or she will get some damage shoot off of their life bar. -------------------------------------------------------------- Wood Splitter (u+3+4,u/f+3+4) connect(first move must hit) damage(46) This move is like the Fox Pounce with a few damage differences and that is unblockable. Don't even bother with a juggle after this move and go for the poison wind. It shouldn't be a reation but a habit. Good style points! -------------------------------------------------------------- Tricky Fox (BK 3,4) connect(first move must hit) damage(42-48) Kuni would flip backward and the last 4 kick is 100% guaranteed. This move shouldn't be treated as a juggle but as a full move. Try to do the last 4 very quick or it won't connect. -------------------------------------------------------------- Double Pison (ws+2,f,f+2) connect(first move must hit and stuns) damage(32+) The first move will stun your opponent which they would walk backward. This is your chance to do a guarateed f,f+2. However, you have to do this move really quick or it won't connect. After it you can finish it with some of your most damaging juggle. -------------------------------------------------------------- Fox Thrust (U/F,N+4,f+3+4) connect(first move must hit and stuns) damage(50+) Alright, you might think that this move is hard to pull off of but it is actually not. The first part U/F,N+4 is very easy to counter off which your opponent would sit there stunned. Than finish it off with a Growling Jewel for a Death Fist damage. ----------------------------------------- Custom ------------ Custom combo is very important in Kuni's way of fighting. Try to come up with your very own original custom combo so that your opponent(who might read this FAQ) can't guess what your doing. Furthermore, try to put more unblockable in your combos because most people can't catch it. Here is an example: b+1 => d+1 => rise b+2 backfist => low punch => kunai murder This one almost always catch your opponent of guard as usually they are waiting for a ws game but get a unblockable instead. Furthermore, I did suggest you always... ALWAYS grrr add the backfist into your custom string. Some people might argue with me that it is wrong to do so. However, the backfist is a very fast move... if it hit.. GREAT if it dosn't, it will make your opponent very nervous and they don't know what you will do next. Here are two more example: b+1,1,1,1,1 => d/f+2 backfists => uppercut b+1 => d+1 => ws+4 => b+1,1,1,1,1 => d/f+2 backfist => low punch => rising kick => backfists => uppercut This is for opponent who ducks down when you do the backfist. End it with an uppercut for some easy juggle. With the frame data you should be alright. Don't worry about their ws game because most of the time your opponent would be too nervous because there don't seem to be any gap. b+1 => 1 => b+1 => d+1 => rise b+1,1 => Throw backfist => punch => backfist => low punch => backfists => throw It is always important to add in your throw in a custom combo. Your opponent will never guess it and it will earn you some style point. Here is a easier cheesy one: b+1,1,1,1,1 => Throw backfists => Throw This always works because you can mix up with your uppercut to confust your opponent. EXCAPE IS FUTILE! Here is another few custom combo that started by a different method. f,f+3+4,3 => d+1 => rise b+2 Solar Kick, Reverse Kick => low punch => kunai murder The Solar Kick strings are very good custom string starter. This goes for both the Reverse Kick and the Solar Dive(1+2) which leaves you in a good position for a d+1 poke. b+1 => d+1 => ws+4 => f,f+1+2 => Throw backfist => low punch => rising kick => reverse solar kick => throw This is a combo where you chain a Solar Kick in the middle of combo with a throw when your opponent is waiting for a block. b+1,1 => 2,d+3 => FC,d/f+3 backfists => punch, low sweep => Trip Sweep This custom combo hits low twice which is always a plus. Furthermore, most people would expect a Trip Sweep after a d+1..... not what I have listed above. ----------------------------------------- Juggles ------------ Alright, I will only list a few things in this section since you can almost get juggle info everywhere on the net. What I'm going to list is a few that you should use most and the most damaging ones. -------------------------------------------------------------- f,f+2 startup b+1,1 => b+1,1,(1),(1),1 => 3 Two backfists => Five Backfists => Zig-Zag damage(70+) This is Kuni's most damaging juggle which takes off like around half of your opponent's health. REMEMBER THIS JUGGLE! Furthermore, this juggle can also start with d/f+2. Just remember that you need to nuetral for a second than start it so that your opponent can drop down a little for it to connect correctly. -------------------------------------------------------------- d/f+2 startup f+3+4 => 1 => 3 Growling Jewel => Punch => Zig-Zag damage(70) Another very damaging juggle, however, it is very hard to connect the other kicks. Much practice is need for this juggle to work, but if you master it... no one can stop you from a fast victory. -------------------------------------------------------------- FC,d/f+3 startup ws+4 => d+4_d+3 rising kick => low kick damage(34+) This is a small juggle however it does almost the same damage as the D/B+3,3,3,3,3,3 and is much easier to execute. It is very sad that Kuni can't do any damaging juggle after this move.... sigh.... WHY NAMCO? -------------- - Partners - -------------- Is time to pick your team mate! Who should you get, you ask? Will I'll tell you my little grasshopper. Kuni can almost go with anyone, but I do have a few favorites to point out. The sad part is that she don't have any start or end special graphic with anyone. :_: -------------------------------------------------------------- Innocent Assasin Team Kunimitsu / Ling Xiaoyu Rate(*****) The two fastest player in the entire game. Why not? Xiaoyu is a extremely strong character. She is very hard to grasp at first(I'm going to write another FAQ about her later) but when you master her, like me, no one can stop you! Mwahahaha! I like to use Xiaoyu as my launcher. My strategy is evade everything that the other player is throwing at me. Afterward, when I get behind them, I would knock them in the air so that Kuni can come in and finish off with one of her super juggler. Now I'm guessing you are asking why don't I just use Xiaoyu to finish off with her juggles? Will here is why... I am more of a person who think about "guarantees". I have compared with Xiaoyu and Kunimitsu's juggles and concluded that Kuni's strong ones are much easier and safer to land off than Xiaoyu's. Furthermore, you will get a lot of style points as you do this. Also, the more you switch with your partner, the more the chances you will win. At least you can do it while your opponent is in the air.... or do you raither switching your partner and let your opponent hit you with a counter death fist? -------------------------------------------------------------- Assasin Bitch Team Kunimitsu / Anna Rate(****) Anna basicly has everything. Power move, reverse, throw reverse, combo, juggle, and ground moves, you name it she has it. Furthermore, her rushing combo is amazing as that no one will guess what your last move could be(hard to explain but I will... someday). Anytime if I see a stupid King scrub, I would use Anna as I enjoy to see their face when they try to multi-throw me. hehehehe -------------------------------------------------------------- Cold Heart Team Kunimitsu / Bryan Rate(****) Bryan is a character that can do big damage in a short periods of time. I enjoy his juggle very much because most of them are 60+ damages. Furthermore, he is the ultimate poker and not one seem to stop all his high low pokes. -------------------------------------------------------------- Manji Team Kunimitsu / Yoshimitsu Rate(***) Isn't this obvious? This is what I considered the fun team. I always like to use this team if I'm feeling good and want to humiliate my opponent to death. One of my favorites is try to win the first round and finish the last round with a suicide. This is very hard to do as most people won't catch your suicidal attempt everytime. Yes! I have don't this on EVERYONE! Even the real real real good players... Darkmanx and Mr. Horrible just to name a few. Mwwahahahahaha!!!... lol j/k sorry guys... didn't want to make you look bad j/k ---------------------------- - Against other fighters - ---------------------------- Vs Jin Rate(Hard) A good Jin player is pretty hard to beat because Jin dosn't really lack anything. However, that dosn't mean that he is unstopable. You need to watch out for his damn god fists and tooth fair. One whiff from your side... you can eat it and prepare your funeral. Thanks god that Kunimitsu is a fairly small character and that some stronger juggle won't matter on her. Also, you need to watch out from his b+4. This move will stun you if its countered and could also lead into some horrible juggles. I would suggest you do poke at first to see if this person is a Jin master first. If he is, try to juice up all the unblockable as you can with some followups. Don't forget about the SS+3+4 followups(Manji Falling-Leaf Combo) which always comes handy with anyone. Also, if Jin whiffs, don't even hesitate to juggle him or turn him around for some big damage. Oh, one last thing, remember to switch often if there is a chance because the more you switch to regain health... the better chance you will win. -------------------------------------------------------------- Vs Lei Rate(Hard) Lei is also a pretty hard character to deal with. Mainly, watchout for his punch rush(f,N+1,2,1,2) which can lead to a guess low or high kick. Furthermore, us planty of b+1+2 unblockable to stop him from advancing. When ever Lei gets on the ground in close range, do a poison wind! This especially effective on some of his move that leaves him on the ground. For example, Lei's ground rolling kick (4~4, 3,4). If you leave Lei on the ground, you might have to end up guessing what he will pull out against you. Oh yeah, grasshopper, don't ever forget to d+1 when ever Lei changes his stance and in close range. This way, he won't get any chance of tricking you with one or more of his stances. -------------------------------------------------------------- Vs Paul Rate(Hard) There are basicly three main things that you need to look for in a Paul player. Number one, the Death fist which can kill you in second. Number two, his shredder which leave you in the hair for more damage. Finally, the falling leaf combo which leaves you guess and on the ground for more bashing. I suggest you attack Paul with full force without too much poking envolved. Use minimum custom combo because one counter from a death fist can mean a lot of damage. You can use d+1+2 to avoid most of his move and juggle him when ever you gets a chance. Also, don't forget to use your turn around fist when he whiffs for some major damage. --------- - Fin - --------- This is just my first version of the FAQ and I will update and polish more as times go on. There could be few... MANY grammer and spelling mistake that I would love to hear about when you email me and complain. ----------------------------- Next Version Update ------------ - More Versus Character Section - More Followups Moves - Something else better...? - A naked picture of chinese house wife!!!! ---------------------------------- Special Thanks ------------ Darkmanx You are not the best player in Lubbock! j/k Your pretty good and a great competetor. Love playing with you at Caboose and Tilt Mr. Horrible Thanks for droping by at Lubbock so I would know there are more Ling player in the outside world. Oh btw.... MY LING IS BETTER!!! GRRRR! Saemar Great player! Now your using Ling too... NO!!! Use somebody else, dammit! j/k Master Don't know your name master... but if your reading this FAQ, look what your litte grasshopper has turned out?! Btw, you are the domino guy with the domino hat who play at Tilt in Austin with me. You almost taught me everything at the beginning. ------------------------------------- Other Stuff ------------ This FAG is Created by White Hair and White Hair only! my email -- mai_s@hotmail.com version 1.0 created on Tuesday, May 20, 2001 I think I will let tekken zaibatsu be the only one to post this FAQ first... if you want to post this FAQ on your site. Be sure to get my premission which I will give within 24 hour.