Tekken Tag Tournament: Kunimitsu FAQ version 1.0 11/12/99 by: Pete Hahn "HAN" PHahn123@aol.com Disclaimer: This document may be reproduced electronically, as long as it remains unaltered in any way. Please give proper credit where it is due. This document Copyright 1999 Pete Hahn. Best viewed in edit.com...line up the dots with the numbers to make sure your spacing is right. 1234567890 .......... Table Of Contents: 1) Introduction 2) Kunimitsu: the Character 3) Conventions 4) The Moves 5) Moves Analysis 6) Custom Strings/Strategy 7) Combos 8) Revision History/What I want to add next revision 9) Thanks/Credits { 1 } I n t r o d u c t i o n This is my first FAQ writing attempt in a very long while, so please bear with the lack of updates, misspelling/grammar errors and such. To give any readers that don't know me personally a somewhat of a background for myself: I play Tekken Tag Tournament regularly in several places in the Chicagoland area against some of the better (maybe best?!?) competition that Chicago has to offer...the group I play with are advanced/expert level players. I believe I have a firm grasp on what expert level play looks like -- I was one of two people (SauerKraut being the other) that ran the Chicago nationals for TK3 last year. I've seen Zack J., Tragic and other top players in action, and I've played some of these top players as well. This FAQ is designed to share some of my Kunimitsu technique to better your Kunimistu play and also make you better at TTT overall. Hopefully everyone will will pick something up from my efforts. To get the most from this FAQ, you should at least be at an intermediate level of play; this FAQ assumes that you know the basic TTT system. There are plenty of guides on GameFaqs (www.gamefaqs.com) that can help you with system questions that you may have. In any case, enough with the intro, lets get started! { 2 } K u n i m i t s u : T h e C h a r a c t e r Story taken from Namco's official Tekken Tag tournament Web site (www.tekkentagtournament.com): {Not available as of 11-12-99} Somewhat of an underdog is what many people consider Kunimitsu in the past Tekken games. (To dispel that myth, check out Slikatel's Mitsu tribute for Tekken 2!). In TTT, it seems that people shy away from trying her because of her past. Lets take a quick look at Kuni's strengths and weaknesses: Strengths: 1) Great poker/custom strings 2) Decent side-step ability 3) GREAT unblockable techniques 4) Easy to set up juggles 5) Taki-wannabe super-sexy purple outfit! :) Weaknesses: 1) Much more practice is needed to obtain advanced technique (i.e. she's not gonna be as easy as Paul or Law to learn and abuse, er...use.) 2) Lack of single high-powered moves. Kuni maxes out at around 30 points, where as our friend Paul can do 49 points on a clean hit deathfist (i.e. no counter needed!) Her basic playing style depends on her being mostly on the offensive; her jabs, basic uppercut, side kick, and unblockable arsenal allow her to do this. Much more on all of these later... { 3 } C o n v e n t i o n s Note: You'll find my conventions very close to those of Tekken.Net...I'm already used to them, and they are pretty much accepted to be a standard in the Tekken community. Moves Conventions - - - 1 = left Punch | 1 | 2 | 5 | 2 = right Punch - - - button layout 3 = left Kick | 3 | 4 | 4 = right Kick - - 5 = tag u = tap u (d=down, b=back, f=forward, ect...) U = hold up (D=hold down, B=hold back, F=hold forward, ect..) d/f = tap down and forward diagonal D/F = hold the down and forward diagonal qcf = quarter circle forward (qcb=quarter circle back, ect...) hcf = half circle forward (hcb=half circle back, ect..) n = nuetral (no joystick input) ~ = immediately follwed by... , = followed by... (i.e. "3,4" = left kick followed by right kick _ = or (i.e. "3_4" = left kick or right kick ss = side step + = and (i.e. "3+4" = left kick and right kick simultaneously) ws = while standing from crouch bk = move leaves back turned towards opponent bt = back turned towards opponent jg = juggle starter fc = from crouch (i.e. character in full crouch animation) rc = move recovers in a crouching position ch = counter hit ob = opponent shows back when hit with a move with this property gb = opponent's guard is slighty broken, giving you the advantage Hit Levels l = hits low (must block low) L = hits low and grounded opponents sm = special mid, can be blocked high or low SM = special mid, hits grounded oppponents m = hits mid, must block standing up M = hits mid and grounded opponents h = hits high (can be crouched under) H = his high and grouded opponents ! = unblockable attack !l = low unblockable !L = low unblockable that hits grounded opponents !m = mid unblockable (cannot be crouched under) !M = mid unblockable that hits grounded opponents !h = high unblockable (can be crouched under) !H = high unblockable that hits grounded oppponents { 4 } M o v e L i s t Note: Official move names taken from Namco's official website: www.tekkentagtournament.com...namea for unlisted (unconventional) moves I made up! Throws: Command Orientation Name Damage Escape __________________________________________________________________ 1+3 front Jumping Body Slam 30 1 2+4 front Sickle Bash 30 2 2+5 front Tag Throw n/a 2 1+3_2+4 right side Tornado (*) 40 2 1+3_2+4 left side Avalanche 40 1 1+3_2+4 back Back Drop 50 none d/b+1+3 front Judo Throw 35 1+2 f+1+4 front Manji Rana 35 d/f (*) = Kunimitsu can tag out right after throw is excecuted, allowing her partner to do a follow-up (follow-ups will be discussed later...) Arts: Command Name Hit Level Damage Properties _________________________________________________________________ 1_f+1 basic jab h 10 d+1_D+1 crouching jab sm 10 d/f+4 side kick m 15 1,2 jab, uppercut h,m 10,8 1,2,1 jab, double uppercuts h,m,m 10,8,6 2,3 jab, roundhouse h,h 12,21 2,d+3 jab, sweep h,l 12,8 b+1,1,1,1,1 stone fists h,h,h,h,h 10 (each) #1 f+2 backhand h 10 ob f,f+2,(5) rising kazura m 24 jg d/f+2,(5) step in upper m 13 jg 1+2 supreme thrust m 22 f,f+1+2 solar kick - reverse m 22 bk ss+1+2 windtry wind h 21 u/f,n+3 hopping kick m 32 u/f,d+3 hopping sweep L 25 u/f,n+4 jumping spinkick m 32 u/f,d+4 jumping superspinkick m 25 3,4 zig zag h,m 30,30 bt+3 jewel m 22 bk,jg fc,d/f+3 raining banish L 12 rc,jg 4,4,4 triple kick combo h,h,h 20,20,21 ob,#2 f,f+4 fubuki m 10 D/B+3,3,3,3,3 crouching spin kicks L,l,l,l,l 12,7,7,5,5 rc,#1 f+4 tree fall kick m 12 #3 u/f+4 avoiding the puddle m 25 f+3+4 growling jewel m 30 gb f,f+3+4 solar kick m 30 f,f+3+4,1+2 shark attack m,h 30,30 f,f+3+4.3 ninja jewel m,m 30,30 bk f,f+3+4,3+4 ninja flying shadow m,n/a 30,n/a #4 u/f+3+4 poison wind M 21 fc+3+4_d+3+4 fairy wax M,M 5,23 ss+3+4 will-o-the-wisp L 15 rc d+1+2 earth divide n/a n/a #5 f,f+3 inverted stalker n/a n/a #6 f,f+3,4 thrust stalker m 30 u,u/b evasion backflip n/a n/a 1+2+3+4 kiai tame powerup n/a n/a #7 d/f universal low parry n/a n/a #8 Unblockable Arts: Command Name Hit Level Damage Properties _________________________________________________________________ d/b+2 deadly slice !m 15 b+2 deadly stab !m 22 f,f,n+2 advancing deadly stab !m 25 u+1+2 heaven divide !m 25 b+1+2 cycle of rebirth h,!h 8,11 Ten String: 1,2,1,4,4,4,1,2,3,2 Hit levels: h,m,m,h,h,L,m,h,m,!m Property Notes: #1: After last spin, Kunimitsu will become dizzy and fall #2: opponent shows side if final hit is blocked #3: must be executed during crouching spin kicks (before last spin) #4: Kuni ends up behind the opponent #5: special motion; evades all attacks momentarily #6: special motion; Kuni jumps at opponent, lands and quickly recovers if 4 was not pressed to execute thrust stalker #7: 1st hit after power up is given a counterhit bonus for damage. However, Kuni cannot block while powered up. If any moves are blocked when Kuni is powered up, she will inflict slight guard damage to the opponent. #8: with a tap of the d/f diagonal right before a low strike comes in contact with Kuni, she will parry it and have a slight advantage { 5 } M o v e A n a l y s i s The information that this section provides is useful...I will first give the move command, the name of the move, hit level, damage and a ranking in stars (out of 5) on the first line. The text following that will detail the moves best uses, set-ups, follow-ups, and any other tidbits that I thought might be useful regarding this move. * = pretty useless move, really should not be used that much if at all ** = below average move, has specialized uses *** = average move, has multiple uses **** = above average move, will use often in multiple situations ***** = a near perfect move in terms of set-ups, follow-ups, speed, recovery; use this move often Throws: ------- command name damage escape rank ________________________________________________________________ 1+3 Jumping Body Slam 30 1 ** ---------------------------------------------------------------- standard throw...I normally don't use this on unless my opponent is escaping my sickle bash and I need to change up, since this throw basically doesn't leave you with any follow-ups or ground games to enjoy. 2+4 Sickle Bash 30 2 *** ---------------------------------------------------------------- standard throw...people, use this! Easy to execute, allows some fun follow-ups: If the opponent stays on the ground, fc,d/f+3 or ss+3+4 will hit...if they stay down slightly longer, back up and do an u/f+3+4 poison wind. Another nice follow up is Kuni's d+3+4; the first hit will hits them if they don't move, but if they flinch, the other hit will tag them as well. If you take a step back and execute the d+3+4, only the second hit will connect, for some pretty sweet damage. You can also try for an u/f,d+3. Just don't get too predictable with it's use or you'll never get it to land. Best to try this throw after a basic jab counterhits. See "okizeme" under Custom Strings/Strategy for another sweet trap thanks to tragic's tk3 Yoshi. 2+5 Tag Throw damage varies 2 *** ---------------------------------------------------------------- The actual throw and damage vary with your partner...however, this move really shines when you are teamed up with Mokujin/Tetsujin, as the throw will easily reveal Moku's identity to you (and unfortunately, the opponent). Obviously, use this move when you need to tag and inflict some damage at the same time. 1+3_2+4 Tornado (right side) 40 2 **** ---------------------------------------------------------------- Ahh...a nice little side throw we have here. It allows for some follow-ups afterwards, but it seems that the initial damage is decreased when you tag. The throws only real downfall is that it is easy to escape, so try to catch your opponent off gaurd by not always throwing when you sidestep one of his moves. Here are some follow-ups, by character. Please tell me if you have verified that someone escaped one of these follow-ups so it can be removed. By the same token (heh, a little arcade pun for you), please inform me of any more follow-ups that you have that aren't on this list. Baek: d/b+4 or f,f+4 or d/b+3+4 Michelle: u/f+3+4 Armor King: ground throw or d/f+3+4 or d+3+4 or d/b+4 or u,n+1+4 Gun Jack: b,d/b,d,d/f+1 or u/f+3+4 or d/f+2+3 or F+3+4 Anna: f,f+4 or d+3+4 Bryan: d/f+3 Heihachi: 4~3 or f,n,d,d/f+4 or f,n,d,D/F+3 Ganryu: u/f+3+4,2 or d/f+2+3 Julia: u/f+3+4 or b+3 Jun: 3+4 or b+1 or fc,d/f+2 Ling: f,f+3+4 or d+1+2,4~3 or f,f+3 Yoshi: d/b+1 or u/f+3+4,b+1,u/f+3+4 or u/f,d+3 or 1+2, f,f Nina: f,f+4 or d+3+4 Law: d/b+2,4 (the d/b+2 doesn't hit) Hwoarang: d/b+4 or (3+4),4,3 or d/b+3+4 Eddy: d/b+3 or f,f+3+4 or ss+4 Paul: d+2 or D,d/f+2,2 (first 2 misses) King: ground throw or f,f+2+3 or f+1+4 Lei: u/f+2 or d/b+4 Jin: 4~3 or f,n,d,d/f+4 or b+4 or u/f+2+4 Kazuya: 4~3 or f,n,d,d/f+4 Bruce: d/f+3 Kuma: u/f+3+4 or 1+2 or f,f+2 Jack-2: b,d/b,d,d/f+1 or u/f+3+4 or f,f+3 Lee: fc,d,d/f,d,d/f+3 or fc,d/f+4 or d/b+3 Wang: d/f+1+2 or u/f+3+4 or ss+4 P-Jack: b,d/b,d,d/f+1 or u/f+3+4 or d/f+1+2 or F+3+4 Devil: 4~3 or 3+4 True Ogre: f,f+1+2 or 4~3 or ss+4 or d+3+4 Ogre: f,f+1+2 or ss+4 Roger/Alex: ss+4 or d/f+3+4 or d+3+4 or d/b+3 or u/f+3+4 1+3_2+4 Avalanche (left side) 40 1 *** ---------------------------------------------------------------- A standard side throw that doesn't offer nearly as much in the ways of follow-ups as the above move, but you can still try to hit the opponent as he's rising with the fc,d/f+3 or ss+3+4 1+3_2+4 Back Drop (back) 50 none *** ---------------------------------------------------------------- Standard back throw that gets the job done, being unescapable. Go for an u/f+3+4 poison wind if the opponent stays on the ground in fear of your wake-up games. d/b+1+3 Judo Throw 35 1+2 **** ---------------------------------------------------------------- A very useful throw...this frontal throw requires a dual button escape, making it more difficult to break. Also, it leaves the opponent near you (in a bad position) so get the wake-up games going after this throw. If the opponent doesn't move right away, the second (and more powerful) hit of d+3+4 will connect with no need to step back...this throw sets you up perfectly. Another thing to try if they stay down is Kuni's u/f,d+3. Also, this throw should be used after a blocked, slow-recovering move, (because of the more difficult escape) on better opponents rather than the 2+4 sickle bash. In Austin Powers fashion, you MUST yell "JUDO THROW" everytime you land this move. f+1+4 Manji Rana 35 d/f *** ---------------------------------------------------------------- A somewhat useful throw. This will seem unescapable to mashers and scrubs and anyone else that doesn't know that you can't escape it pressing 1 or 2 or 1+2...simply hold d/f as the throw starts, and Kuni will go flying over their head. Sometimes the damage is worth the risk on better players, but stick with the Judo Throw for retaliation purposes. Arts: ----- Command Name Hit Level Damage Rank _________________________________________________________________ 1_f+1 basic jab h 10 ***** ---------------------------------------------------------------- You might be thinking "5 stars for a basic move?" Folks, let me tell you, this move rocks. Here's why: Easy to execute, extrememly quick in execution AND recovery. After a counterhit, you opponent has no choice but to block another jab, since it executes before they can even duck, it seems. It sets up a 2+4 throw or JUDO THROW nicely after a counterhit, and chains into a sidekick, uppercut or another basic jab so fluidly that you'll want to be using this move a LOT. Don't be afraid to throw 2 or 3 jabs out in a row, you'll most likely be safe from most forms or retaliation and push your opponent back at the same time. After pushing them back to the right distance, Kuni's unblockable arsenal is much more effective. d+1_D+1 crouching jab sm 10 **** ---------------------------------------------------------------- A great move...usually I use this to interrupt faster attacks, then go for a throw. Also, this move plays a central part in Kuni's custom strings, setting up her ws+4 or fc,d/f+3, and other moves. You'll be using this move a lot if you want your Kuni to win. d/f+4 side kick m 15 **** ---------------------------------------------------------------- A very quick kick that recovers almost as fast as it executes. This move should be used fairly often in you custom strings to keep pressure on your opponent without you moving towards them. Also useful as a quick counter to moves that recover near you, but go for the d/f+2 with you are within reach to set up more damage with a juggle. 1,2 jab, uppercut h,m 10,8 *** ---------------------------------------------------------------- A somewhat useful string, basically used to slightly push opponents away. Recovers with decent speed as well. 1,2,1 jab,double uppercuts h,m,m 10,8,6 *** ---------------------------------------------------------------- Same as above, although I find this slightly more useful. People seem to think that they can just rush in after this move, so I halt them with a side kick or uppercut. Just make sure that you don't hit your side kick too soon after the last 1, or you'll go on to Kuni's 4th hit in her ten string, which any average player will know to crouch under and counter. 2,3 jab, roundhouse h,h 12,21 ** ---------------------------------------------------------------- A below average string that I (rarely) use in juggles, since there are much more damaging options. 2,d+3 jab, sweep h,l 12,8 *** ---------------------------------------------------------------- Slightly better than the above move, because this sets up a guessing game from here...is Kuni going to stay in the crouch and low kick or fc,d/f+3, or will she ws+4? Basically an easy start into Kuni's custom strings. b+1,1,1,1,1 stone fists h,h,h,h,h 10 (each) *** ---------------------------------------------------------------- Never more than 1 or 2 of these outside a juggle. They are too easy to crouch under. I will normally use 1 to move myself closer to an opponent when I'm 2-3 steps away, then either go for a buffered JUDO THROW (especially if the b+1 counterhit) or d/f+2 if they are foolish enough to crouch in the face of Kuni. This move is used in many of Kuni's juggles as middle hits to keep an opponent in the air. f+2 backhand h 10 *** ---------------------------------------------------------------- I have mixed thoughts on this move. The obvious strengths are that it turns the opponent around so that you get a free hit or combo to his back, but it's downfalls are also pretty significant; the move hits high, which means any decent opponent will duck under it if it is anticipated, and it executes relatively slowly as well. That means you should be buffering a chicken with this move against reversal characters (see Custom Strings/Strategy Section on how to buffer a chicken). Obviously it us best used after slow recovering moves are whiffed by the opponent. My usual follow up to a successful back hand is either f,f+3+4,3 to poison wind flip stomp or d/f+2 step in upper, b+1, 1, 3 for some cheap back jugglin' action. f,f+2,(5) rising kazura m 24 *** ---------------------------------------------------------------- Think Heihachi's f,f+2. Pretty similar...her most damaging juggle starter, slow to start up, and slightly longer recovery than her other juggle starters. Good to throw out every now and then, just be sure to nail a chicken for me, as people like to try to reverse this move. Can also be tagged, leading to some cool tag juggles. d/f+2,(5) step in upper m 13 **** ---------------------------------------------------------------- A must learn...this move has always been a core part of any good Yoshi/Kuni game. Use this move when an opponent leaves themselves open after a slow recovering move to set up a juggle. You can also often trick your opponent into walking into this move in your custom strings. Her primary juggle starter. Can also be tagged. 1+2 supreme thrust m 22 **** ---------------------------------------------------------------- For those of you that have played Soul Calibur, think Mitsurugi's b+B move; slight evasion (less so than Mitsu's) and then a quick, ranged poke that quickly follows. You can evade a throw and attack at the same time using this move. Also can be used to end some of Kuni's more stylin' juggles. This move flows smoothly after a series of jabs, or after a blocked d+3+4, or after a blocked side kick. On a counter, be prepared to run after your opponent; this move send them flying, similar to a counterhit deathfist. f,f+1+2 solar kick - reverse m 22 *** ---------------------------------------------------------------- Actually a much better move than people give it credit for. Can but used to (carefully) start some custom strings by following it with a d+1,d+4, u/f+4, or just a bt+3. A mean trick is to follow a f+2 backhand with the f,f+1+2; now, you have just hit the opponent in the back with 22 points of damage, and they are still stuck with their back turned. Most decent competitors will crouch in fear of being hit with a f,f+3+4,1+2 shark attack after being hit with a f+2 backhand, so capitalize on this fear and hit them again after they sit there in a crouch waiting for a shark attack to go sailing over thier head! ss+1+2 windtry wind h 21 ** ---------------------------------------------------------------- Not that great a move in my opinion. If it hid mid, it would at least create some sort of a guessing game with her ss+3+4. I normally won't use this move much at all, unless it's just for a change of pace after sidestepping an opponents move. P.S. did Namco spell that move name wrong??? u/f,n+3 hopping kick m 32 ** ---------------------------------------------------------------- A weird move tht isn't on the official movelist, but I use it, none the less. Really, it's main use is to switch up from the u/f,d+3. Other than that, I haven't found much use for it. u/f,d+3 hopping sweep L 25 *** ---------------------------------------------------------------- I had thoughts about giving this move a 4 star rating. This move can make staying on the ground after being floored a bad idea for an opponent. It's damage makes Kuni's wake-up games that much more effective. Try it after a 2+4 sickle bash throw, or JUDO THROW. u/f,n+4 jumping spinkick m 32 ** ---------------------------------------------------------------- Not too useful on its own, since Kuni spins there in the air after kicking. It can be useful as a mix-up from the u/f+,d+3 hopping sweep move. u/f,d+4 jumping superspinkick m 25 ** ---------------------------------------------------------------- Kuni gets spin happy after kicking and does an even fast series of spins after kicking. Because the move looks like the u/f,d+3 hopping sweep, use this as a mix-up if the opponent got up and you were about to attempt the u/f,d+3 on his downed character but didn't commit to it yet. 3,4 zig zag h,m 30,30 ** ---------------------------------------------------------------- The entire move itself gets 2 stars. If you use just the 3 portion of it, you actually have a somewhat decent move. With really good timing (and knowing your opponent), go for a 3 to counterhit a slow executing move. The damage this thing deals out is great. Close to 50 points on a counterhit... that's almost as strong as a clean hit deathfist! Also, for this reason, it can be used at the end of many of Kuni's juggles. I give the 3 alone (without the 4 follow-up): *** bt+3 jewel m 22 *** ---------------------------------------------------------------- An average move that can be used to start some bt custom strings. Recovery is pretty decent as well, just don't get predictable, as an opponent can backdash and counter if they anticipate it. fc,d/f+3 raining banish L 12 **** ---------------------------------------------------------------- A staple Yoshi/Kuni move ever since the original Tekken. Use this after a d+1 in a custom string, or from it's furthest reach when you catch your opponent napping. Can be followed by small juggles or a quick u/+3+4 poison wind if you hit them close enough to you. Also very useful in wake-up games...this move will put an opponent back on the mat if you hit them with this as they attempt to roll away. Don't be afraid to use this move 4 or 5 times in a row in this manner; if the opponent can't learn how to get up, this is his lesson. Slightly slow to recover if blocked, so don't get too predictable. An alternate way to execute this move is D/F+3 (hold the d/f diagnal for a half of a second, then hit 3). 4,4,4 triple kick combo h,h,h 20,20,21 * ---------------------------------------------------------------- All 3 kicks together make up one of the most useless moves in the entire game, since they can all be ducked under and you can be punished REALLY easily. An occaisional 4 by itself is ok to throw out every now and then, but the d/f+4 sidekick is so much better, so why bother? f,f+4 fubuki m 10 *** ---------------------------------------------------------------- One of Kuni's quickest executing moves (actually, one of the fastest in the entire game!) Use this to counter an overly offensive opponent as he rushes you. Be careful not to miss, as the recovery time isn't as quick as the execution time. Also used to end juggles, because of it's speed and reach. Too weak in terms of damage to be given a 4 star rank. D/B+3,3,3,3,3 crouching spin kicks L,l,l,l,l 12,7,7,5,5 ** ---------------------------------------------------------------- An ok move in the right situations...the first hit will peg opponents on the ground. Somewhat useful in wake-up games; if they attempt to roll, the first kick will lift them higher and you can chain into 3 more kicks, followed by a tree fall kick. Also useful in some of Kuni's flashier juggles. An alternate execution for this move is fc,d/b+3,3,3,3,3. f+4 tree fall kick m 12 ** ---------------------------------------------------------------- Basically used to push an opponent away after executing some crouching spin kicks. Looks similar to a ws+4, and has many of the same properties. Used to finish crouching spin kick juggles, too. u/f+4 avoiding the puddle m 25 *** ---------------------------------------------------------------- Somewhat useful if you anticipate a low poke from the opponent, as this move can hop over it and strike at the same time. This move can be executed with either u/f+4, u+4, or u/b+4, the latter moving you away from the opponent while attacking. This techinique is also used in some of Kuni's juggles. f+3+4 growling jewel m 30 *** ---------------------------------------------------------------- Wow, a great move! This move tracks well, and causes some serious damage as well. Use it when an opponent tags out to nail the incoming character, and also use it as the opponent rises from a knockdown. If they block it, you are relatively safe, as this move causes a slight guard stun. Just be careful that Kuni is lined up with the enemy properly afterwards; since the move does track well, it could bring you to an opponents side after forcing them to block it after a knockdown...just don't start poking away until you've re-aligned Kuni with her opponent! Also, this move is used in some of Kuni's better juggles. f,f+3+4 solar kick m 30 ** ---------------------------------------------------------------- Not very useful by itself, but it does good damage, so it's worthwile to poke with one if you haven't in a while. Just be sure to follow it with one of the 2 different follow-ups listed below... f,f+3+4,1+2 shark attack m,h 30,30 *** ---------------------------------------------------------------- Good damage, but hard to land. Try turning them around with a f+2 and see what they do; if they don't crouch after the initial hit, use this move, if they do crouch after the first hit, use the ninja jewel (below). f,f+3+4,3 ninja jewel m,m 30,30 *** ---------------------------------------------------------------- Use mixup from above move. Works extremely well on many players, since they are all conditioned to avoid Yoshi's death-trap from the f+2 back hand. Follow with a u/f+3+4 poison wind if they hesitate in the slightest after being hit. f,f+3+4,3+4 ninja flying shadow m,n/a 30,n/a *** ---------------------------------------------------------------- Same beginning as the shark attack, just evades the opponent at the end, in true ninja fashion. Useful if you need to tag, since you do get some distance between you and the opponent with this move. u/f+3+4 poison wind M 21 *** ---------------------------------------------------------------- A very useful move on opponents. Since Kuni's wake-up games are so intimidating, many opponents wait on the floor and leave themselves open to this move.. Try using after: 2+4 sickle bash, JUDO THROW, ninja flying shadow, ss+3+4, fc,d/f+3, and many others. fc+3+4_d+3+4 fairy wax M,M 5,23 **** ---------------------------------------------------------------- People, if you don't use this move fairly often, you'll never realize Kuni's effectiveness. This move recovers so incredibly fast it's sickening. I use it in several different instances: After a 2+4 throw (described above), to start custom strings, and in general, annoy the opponent with the quick recovery on such a potent move (28 points of damage with such little risk is just so sweet!) Also useful in wake-up games from most knockdowns. The only slight downfall to this move is that Kuni takes a second to jump up and can be hit at that time, so don't get scrubby predictable with this move... mastery of the multiple uses and properties of this move is one of the keys to dominating with Kuni. ss+3+4 will-o-the-wisp L 15 *** ---------------------------------------------------------------- Useful, IF you keep it fresh. The recovery delay is horrible if the opponent manages to block it. Use maximum 2 or 3 times a round. Follow-up with an u/f+3+4 poison wind or fc,d/f+3. d+1+2 earth divide n/a n/a *** ---------------------------------------------------------------- I call this move "deathfist evader" because that's what I use it mainly for; evading predictable deathfists from Paul scrubs. Some- what useful if you can anticiapte an opponents high or mid move, and a great way to show you've got class (Style poonts galore for evading throws with this move, then countering). It seems that low moves can pick it out of it's recovery and execution frames, so even it you meant to evade Paul's falling leaf sweep, it still could peg you. I need to research this move more to see what moves can be fully evaded if timed properly. f,f+3 inverted stalker n/a n/a ** ---------------------------------------------------------------- Just a quick recovering jump towards the opponent. Really only useful in confusing your opponent after many d+3+4's, or using the quick recovery to land a sneak attack while your opponent waits for the thrust stalker to come out... f,f+3,4 thrust stalker m 30 ** ---------------------------------------------------------------- Like Eddy's f,f+4~4. Causes a guard stun if blocked. Not too useful; I still need to research this move more to find out some more uses besides the above move psych-out. Unblockable Arts: ----------------- Command Name Hit Level Damage Rank _________________________________________________________________ d/b+2 deadly slice !m 15 *** ---------------------------------------------------------------- One of Kuni's two most useful unblockables. Moderately quick in terms of execution, and has decent range, as well. Does not knock down, however. The damage that this does is not that great, so I usually opt for the deadly stab in most situations. This move can be used to end some juggles, though, while the deadly stab won't work. Hits big opponents on the ground (Kuma, all of the Jacks, and True Ogre). b+2 deadly stab !m 22 **** ---------------------------------------------------------------- Kuni's best unblockable technique, in my opinion. Very useful in that it cause more damage than the deadly slice, and also causes a knockdown, unlike the dealy slice. Can be followed by a quick d+4 to combo, but I would reccommend getting some wake-up games started after landing this -- this move puts them right where you want them! If they quick rise close enough after most juggles, you'll be in range to land one of these right away...just like in the above example...b+2, d+4 combo, opponent quick rises, b+2 will put them right back where they belong; on the floor! f,f,n+2 advancing deadly stab !m 25 **** ---------------------------------------------------------------- Only slightly more damaging than it's normal variation, but it has a akward motion that seems to leave you open to attack, since you have to basically dash at your opponent, then leave the stick nuetral for a split second. The 2 extra points of damage probably isn't worth it, but the double tap forward might be needed anyway to get nearer the opponent if they are farther away. u+1+2 heaven divide !m 25 ** ---------------------------------------------------------------- This move seems to be a lot better than it actually is. Don't expect to land this move my dashing right in front of their face and executing this move; they will mostl likely WALK back out of range before it hits. This move can be used to to evade some slow-executing moves that also have a long recovery, because then the opponent can't back off. As of right now, I haven't found too much use for it, but I will definitely have to reasearch it more; this move has potential. Also hits big opponents on the ground like the deadly slice. b+1+2 cycle of rebirth h,!h 8,11 ** ---------------------------------------------------------------- Not an overly useful move, but it looks cool. The first hit can be blocked standing, and the second it unblockable. The only problem is that the first portion pushes the opponent too far out of range to be hit by the unblockable portion of it! If you wan to land the second part, space yourself from your opponent using basic jabs (2 or 3)and try to miss the first hit; just be warned, the damage really isn't worth it. This move can be used in some of Kuni's juggles, though. Ten String: 1,2,1,4,4,4,1,2,3,2 Hit levels: h,m,m,h,h,L,m,h,m,!m ** Please, PLEASE do not use the entire string on any worthwhile competition. There is only 1 low hit in the entire thing, and the unblockable at the end comes out slow enough that most mashers will mash something in between. ONLY use the entire string against overly defensive scrubs. { 6 } C u s t o m S t r i n g s / S t r a t e g y Custom Strings -------------- Okay folks, this section basically tells you how I put it all together with Kuni. First, for those unfamiliar with the term "custom string": I define this as a quick series of attacks that flows from one to the next which leaves little room for the opponent to do much of anything in between. Useful in confusing and wearing down the opponent because if he attempts most anything while you are executing the string, he will be hit with some damage, especially if he tried a move; you will then get extra damage for the counterhit. Also sets up guessing games as you move from one techinique in the string to the next...the opponent will be forced to block the next attack, (unless the opponent is extremely quick to attack with an extremely fast executing move, that is) be it low, mid, or unblockable, only you know for sure! I will give examples of some strings that I use with a few variations thrown in to give you an idea of how I mix it up. But it is up to you to get creative and come up with some that you can call your own. After all, if you only use the ones that I have listed here then the opponent is eventually going to catch on and start finding ways around them (either that, or he's read this FAQ too and and is prepared for it!) If you find any that you have made that are particularly useful, feel free to send them to me (PHahn123@aol.com) so that I can add them to this section, along with your name! Custom String example # 1 ------------------------- d+1, ws+4, d/f+4, d/f+2 crouching jab, while standing right kick, side kick, step in upper notes: very quick executing string, mainly I use it to get some breathing room and set up an upppercut at the same time. Custom String example # 2 ------------------------- d+1, ws+4, D+1, d/f+3 or || -> ws+4 crouching jab, while standing right kick, crouching jab, raining banish lunging sweep notes: I use this classic to set my opponent up for the lunging sweep move by first getting him to stand up by hitting mid with a ws+4, then going for the sweep. Switch up to a second ws+4 if you have an opponent that likes to take the risk of low blocking close to Kuni. Custom String example # 3 ------------------------- b+1, d/f+2 or d/f+4 or 1 -> b+1, start string over or || -> JUDO THROW (especially if b+1 was counter hit) or || -> d+1 -> custom strings # 1 or 2 notes: I use this when I have more distance between my opponent. The b+1 accomplishes the forward movement, and sets up an uppercut, throw, or another custom string since it recovers so quickly. Custom String example # 5 ------------------------- 1, d/f+4, d/f+2 -> start string over at 1... or || -> throw (especailly if 1 counter hit) or || -> d+1 -> custom strings # 1 or 2 notes: a simple, yet effective string that plays on the quick recovery of the basic side kick. Use this often to set up juggle opportunities. Custom String example # 6 ------------------------- d+3+4 -> d+1 -> custom strings 1 or 2 or || -> 1, custom string 5 variations || or -> 1+2 notes: based on the quick recovery of the d+3+4, which many people think has a longer recovery time than it does. The 1+2 variation is effective if they try to rush in and throw after the d+3+4, as the d+3+4 recovers quickly and gives the first portion of the 1+2 a chance to evade a throw or counter attack. Custom Strings (unblockable set-ups) ------------------------------------ d+1, ws+4, d/f+4, b+2 (great after being "conditioned" from # 1) 1, 1, 1, d/b+2 (push them back out of their jab range) 1, 1, d/f+4, b+1+2 (push them back so that the 1st hit of b+1+2 misses and the second they can't block) d+3+4 (opponent rushes) u+1+2 (good if you keep it fresh, but you will be punish if the u+1+2 missed!) Again, these are only a few examples that I have chosen. Please use some that define your Kuni to be your own; it's what makes yor Kuni different from everybody elses. As the opponent rises (aka okizeme, wake-up games, ect...) ---------------------------------------------------------- There are several invaluable moves you have when you knock the opponent to the mat. These moves are, in no particualr order: u/f+3+4 fc,d/f+3 d+3+4 u/f,d+3 b+2 f,f,n+2 Moves that can be used that are not as valuable: u+1+2 D/B+3,3,3... d/b+2 There are several different options that an opponent has when knocked down that Kuni can take advantage of: 1) Stay down 2) Roll forwards or backwards 3) Get up with an attack 4) Get up with no attack 5) Roll into the foreground/background before getting up 6) Quick Recover 7) Tag How to come away with the most damage in the above situations: 1) Opponent stays down: Okay, there are several option here: A very damaging one is to hit them with an u/f,d+3 which takes 25 points away from a grounded opponent. Slightly less damaging is the poison wind (u/f+3+4) which will do 21 points, but also hops a bit before Kuni lans on the opponent. You have to make sure you use the right move in the right situation. The wildcard option here is to go for a d+3+4. If you don't space yourself properly, only the first hit will connect for 5 points of damage. However, if the second hit connects with the grounded opponent, it will do 23 points! The trick is to learn the positioning of this second hit. There are some moves that set you up perfectly for the second hit like the JUDO THROW, but others, like the 2+4 sickle bash throw, you you will need to adjust. The nice thing about this option is that if the opponent flinches during the d+3+4, both hits will connect for 28 total points of damage. Take note that large characters (all of the Jacks, Kuma/Panda, and True Ogre) can be hit with Kuni's u+1+2 and d/b+2 unblockables while on the ground. If you want to be mean, use tragic's old Yoshi get up trap from Tekken 3: sidestep to behind the opponent's head (if you're not there already), then do d+1, ws+4, d+1, ws+4...repeatedly. The ideal outcome of this scenario is that the opponent either tries to stand up or attack; either way, his back is now facing you. If the low punch hit, then follow with the ws+4, then take it from there (either a basic uppercut or knee bash) and if the ws+4 hit, go for a knee bash to the back. 2) Opponent rolls This is where the opponent really gets himself into trouble. The raining banish lunging sweep move is invaluable against rollers; It will put them right back on the ground, allowing you to continue your okizeme techniques. Some opponents refuse to get up without rolling (especially scrubs and mashers), so be ready with multiple lunging sweeps. Don't be afraid to overuse this move either...I used 4 in a row to kill a roller, and I still didn't get a chicken. You can try going for a D/B+3,3,3,3,f+4 okizeme-combo if they roll for style points, but the lunging sweep is more effective in my opinion. The d/b+2 unblockable has some range in the execution where Kuni will lunge and also hit rollers. 3) Opponent gets up with an attack Another risky proposition for the opponent, depening on Kuni's position. It is easy to dance in and out of an opponent's get-up attack range, then pop him with an upppercut. If the opponent does attack and you have poor postion, you will be forced to guess if it's going to be the d+kick lightning kick, a low kick, or mid kick. The u+1+2 unblockable can go over all of these in it's execution and hit the opponent, but if the opponent psyched you out and doesn't move, he WILL hit you with something after the unblockable whiffs. 4) Opponent gets up with no attack The safest option for most situations, and many experts get up with out attacking. This leaves the opponent and Kuni with a 50/50 chance of having the advantage, depening on the position of the opponent in relation to Kuni. If you are out of range of your side kick, you can try a b+2 unblockable as a sneak attack, but other than that, it's back to fighting. If you've scared the opponent enough to be defensive as he rises, go for a JUDO THROW and put him back on the mat. 5) Opponent rolls into the foreground/background Also a somewhat safe option for the opponent. See above. (*) 6) Opponent quick recovers Heh, heh, heh...this is what you've been waiting for. As long as you are in range, it is near impossible for an opponent to escape a f,f,n+2 or b+2 as the quick recover. Go for a d+4 or after it hits, then watch the opponent closely...do they quick recover again (fools!), or do they stay grounded leaving themselves open for 25 points of ground damage with the u/f,d+3? Either way, be prepared to make the most of this situation. 7) Opponent tags Another mistake that you can exploit, if you are ready for it. You can choose to nail the incoming character with a high-powered move (I go for 1+2 or f+3+4), or try to peg the downed character with a raining banish lunging sweep as he presses tag and runs for it. The Art of Chicken ------------------ In order to defend yourself from reversal characters, learning to chicken is a must-learn for high level players. The best way to describe the execution method is to use the opposite of the reversal motion (f+1+3 or f+2+4) when being reveresed yourself. Well, which one do you need to use? That depends on which limb was just grabbed by the opponent. f+1+3 for a left limb strike, or f+2+4 for a right limb strike. The following is a list of moves most reveresed by opponents in my experience: f,f+2 f+2 d/f+2 ws+4 1,2,1,4 (usually 4) Sometimes you can just throw a move out trying to get a chicken, if you know your opponent will try to reverse. I like using Kuni's f,f+2 after blocking Paul's deathfist...many Paul's like going for that reversal, and after I chicken them (possibly a few times), they are afraid to reverse most anything. This allows me to poke without fear of being reveresed. But then again, some people never learn, and by "buffering" a chicken, you'll be taking away 3/4 of their life bar by chickens. To "buffer" a chicken is really easy: hold down the button that you used to execute the move being reversed, then hit forward and the other button needed to chicken right after. Example: f,f+2 (hold 2), f+4 { 7 } J u g g l e C o m b o s I know that some of you flipped right to this section of the guide to see some juggles...that's cool; however, you'll need to learn how to hit an opponent with a move that sets up a juggle first. I used to think that good juggles defined an expert, now I know that this isn't true. If you can't land a juggle starter, what good is knowing a damaging/cool-looking juggle? Just remember this. Note: Any hits in parenthesis means that move doesn't hit the opponent in the juggle. Conventional Juggle Starters: d/f+2 basic step-in upper and f,f+2 rising kazura Juggle Starter: d/f+2 (Step-in Upper) follow-ups: Follow up Difficulty Style Points ------------------------------------------------------------ 3 * * 1, b+1, b+1+2 (or 3) *** *** 1, b+1, 1, b+1, f,f+4 or d/b+2 *** **** b+1,(1),1, b+1,(1),1, 1+2 **** ***** u/f,n+1, 1, 1, 3 or f,f+4 **** **** f,f+4, d+1, f,f+4 **** **** d/f+2, d/f+2, f,f+4 ** ** f+3+4, D+1, d/f+3 *** ***** U/F+4, f,f+4 *** *** D/B+3,3,3,3,3, f+4 *** **** 1, 1, 1, 1, f,f+4 **** **** and probably the most useful combo Kuni has: "The Option Combo": option: why: d/f+2, b+1, 1, b+1,1 ---> 3 easy, cheesy damage 1, f,f+4 something different 1+2 style points f+3+4 damage + style u/f+4 safer, less damage than above d/f+2~5 need to tag out but didn't realize the need to earlier; also your partner can tag in with a slide that is pretty hard to avoid as well, (f,f,n+4) if he has a slide. Juggle Starter: raining banish lunging sweep (fc,d/f+3) Follow up Difficulty Style Points ------------------------------------------------------------ ws+4, f,f+4 *** *** ws+4, d+4 * ** D/B+3,3,(3),3,3,f+4 *** **** D+4, fc,d/f+3 *** *** { 8 } R e v i s i o n H i s t o r y Version 1.0 initial release! Plans for following revisions: Many more juggle combos, especially tag combos. Vs. strategy against each character. New custom strings. Add strategy section on uses of d/f tap low parry. A "Partners that work well with Kuni and why" section. Much more...it's all in my head, I tell you! { 9 } T h a n k s / C r e d i t s The author would like to thank, in no particular order: Name: For: Enter Initials: ------------------------------------------------------------------- Udey K. Cool guy + Got me hooked on tekken! UKK Chi-Fu (Jeff) Helping me understand Gamest stuff, ??? and Chi-Yuan for all the times we played at your (sorry if I place, and for treating us (UKK and spelled it me) to great food. wrong!) SauerKraut Playing at his place, competition ??? Ed Competition, turtling like MAD! :) ELP Mike E. Playing every Friday, competition JZA Hass R. Brian and Bruce forever!!! HJR Chris M. Starting to play again C M Pete H. Being such a cool guy (that's me!) HAN Kristen E. Being such a cool fiancee ??? Paul Scrubz Being a punching bag for my Kuni SCRUB Also, I would like to thank Tragic for inspiring me to give the Mitsu clan a chance...I saw him use Yoshi at the Chicago TK3 nationals, and ever since then I have seen the light. Also, a great FAQ writing effort in his TK3 Yoshi guide helped tremendously in learning the overall Mitsu gameplan. I've used some of his ideas in this FAQ. I strongly suggest that anyone serious about Kuni in TTT give it a read. The sites that have helped me in writing this FAQ: www.gamefaqs.com for all of my FAQ needs www.tekken.net great site for many reasons, but I must admit, those combo exhibtions rock...thanks guys! www.tekkentagtournament.com nice forum set-up and some move information was taken from this site for official move names and damages. I would also like to thank all those at Namco that made the TTT tournies run so well. While the midwest regionals could have been better with more machines, I think that Namco did the best they could, given the circumstances. Namco also deserves another round of applause for creating one of the most fun, addictive, and strategy-oriented games ever made! ------- _ __ _____ __ __ _ | | | | \ | | | | | | \ | | | | | | | | | | | | | | |--| |_ / | | | /\ | | | __| |___| |_ / |__| | | | | \ |__| |/ \| |_| _ |_|