Despite T7 Kuni's success, she goes in a bad direction for the legacy outside of being the most fleshed out appearance and the original Kunimitsu should be brought back without repeating her daughter's mistakes
T7 Kuni has a lot more tools to help her in both online and competitive compared to TTT2 Kuni like her new 2,2 extentions, projectile, stance lows beyond MUS 2 and BT d4 and an uf1+2 that doesn't require Yoshi for damage to name a few but is this enough to consider her a success?
T7 Kuni holds 40 more moves, better movement, a more cohesive 50/50 identity and better viability at all levels. With all of this considered and the fact that T7 is the highest selling game, high popularity would be expected for a character designed for such mass appeal in mind.
Original Kuni was consistently low tier and bare bones until TTT2 where she was only bare bones in the sense that she had to work hard to get in. Having only 2 special tag partners (wiki says Jaycee but I don't know the nature of the interaction) didn't help her popularity either. Mothermitsu has some really generic tools like sure 1, b1, df1 and df2 were great moves but their animations are a bit lackluster. Her df4 has great frames and is an excellent keep out tool however this move is shared with Yoshi, not helpful when trying to make a name for herself and come on, there's enough Yoshimitsu for 2 move sets and you're still doing this for his counterpart? Whatever her true pick rate in TTT2 was, she was judged too harshly considering her constant setbacks like her low tier placements (pre-TTT2) or overall lack of iconography. She didn't need to pass down her legacy, she deserved refinement. What pick rate even warrants replacing?
TTT2 Kuni is fast (outside of CH tools), proficient in rushdown, poking and evasion. 10 frame jab and 10 in SET, 13 frame df1 (her version is -1 on block), SET 2 you can buffer for extra 8 frames, some evasive options like in her BT and she can cancel SET. But her most iconic aspect is her combo game. So much versatility and expression. Style, but also substance. Even with 40 less moves TTT2 Kuni still had more interesting and cooler combos imo. She also shined as a tag partner which isn't a fair comparison I know but they could've incorporated her SET cancels better in combos. A highlight for me would be her 1 dash 1 (I prefer f+1 instead of 1) which sounds simple on paper but requires precise spacing. Good for wall carry, can do it after floor break and it's optimal for df1,3. I saw a video doing 3 of them after CH ff3+4,2,4 but lost it.
But wait a minute, why does this weapon wielding character have so few weapon moves after losing some from T2/TTT1 already? An implementation of unique iconography and more difficulty would help take Kunimitsu's already epic combo game to the next level. Nina's a well designed character (outside of broken balance issues like her interactions with Lars) and has an excellent combo game on top of that. She also has something difficult, iconic and unique to her: iWR+1 butterfly loop. Her cancels were also cool. She does this without a weapon and yet neither Kunimitsu uses their weapon in an interesting way like that. Not just tech but I've always felt both the mother and the daughter lacked iconic moves like Yoshi has. T7 is more of a failure for this because she had more moves and love.
As fleshed out as T7 Kuni is, her combos are somehow less interesting to me. Sure she's flashy but she's also mundane in other areas too like SET 4 and BT 1,3 SET also imagine having better movement but still requiring less spacing precision in combos overall. Not all dashes are the same in combos, if you disagree... go boot up TTT2 and do Michelle's ff3 d1+2 combo.
Now I'm going to do a quick review of her stances, starting with...
Musashi TTT2: FF3 T7: UF3+4
TTT2 Kuni's version has more damage at the expense of being slower which is a fair trade but why does an already evasive stance need a teleport on MUS 2? It's just a hard read move lol
Dust Ton/Doton Tag Only: D1+2
Dust Ton/Doton is my favorite Kuni stance, it started out as just an evasive read move. Severely underrated, I wish it was applicable to combos beyond a niche tag filler and a wall ender but I wouldn't want it to be too broken. I understand why they didn't give it to T7 Kuni. Doton would've been too much evasion for T7 Kuni on top of everything else. It doesn't have overlap with AOP (same input lmao) btw, there's room for both and AOP is Xiaoyu's main stance like Kuni's SET but with way more expression and transitions plus Kuni can't hold any of her stances and Xiaoyu has more ways to go in and out of AOP.
Katon T7 Only: 1+2
Replacement Kuni's replacement stance Katon compliments her 50/50 focus very well with a lot more options, but pivots to evasion as well making it very valuable overall. It fits her new direction but it's what I was worried would happen to doton, they gave it way too much. I mentioned AOP earlier because Doton's like a hybrid of AOP and Taki's Possession stance, perhaps out of fear of seeming too similar to Xiaoyu they shifted to Katon but ironically this makes T7 Kuni fail their goal of creating a unique ninja because it leans closer to possession. T7 Kuni is also a bit more string based than TTT2 and Taki is a string based character.
Urakarin (BT): B3+4
BT in TTT2 was fine, I wouldn't mind additions if they were actually cool or interesting like 3, d+4 or 3+4 but Kunimitsu II offers nothing of the sort... why should this unnecessary replacement character should return over Kunimitsu I again or even exist in any mainline roster?
Setsunagake F+3
Finally we move on to their main stance Setsunagake, pretty much the same issue with BT but less interesting for both outside of combo usage. F+4 is a pretty decent move and a common opener to SET stance. Chakra drop is awesome btw, go flat damage.Putting Kuni's SET cancels on the move list officially just to not incorporate them into her combos like OG Kunimitsu had in her tag combos and adding frost slide, her most useful low to do after a SET cancel imo (though db3 is faster but shared animation with Yoshi) is just beyond lame. We get it, you want to improve the mixup game. I'm not a fan of this stance, we already have characters like Lars and Shaheen doing something similar in T8 so does Kuni really need this as a main stance? To what end? I thought the goal was to create a UNIQUE ninja, as least doton is a creative spin on AOP.
The most egregious non-stance change T7 did for Kuni was Growling Jewel (f3+4). With OG Kuni it was such a good move. It was a high homing, a CH launcher, a wall break and most importantly a combo filler. T7 ruined that last part and made the animation look weird as a bonus. It was such a stylish combo move and it required good spacing and/or timing. It's without a doubt her most iconic non-stance, non-weapon and non-fire move and T7 butchered it with an easier CH combo route as well... why?
Making a masked character hand down their legacy just to have that character's mask be optional is just rubbing salt on the wound. It was bad enough they exposed part of OG Kuni's face on DEFAULT oufits imagine if they did this with other masked characters. Double standards much? That is another reason I can't accept this replacement, you broke allure of using a masked character and for what? A new audience? Then why not just make a new character that doesn't try to destroy and overwrite an existing character's legacy?
T7 Kuni feels like an overreaction to TTT2 Kuni's weaknesses the way aspects of her identity get overloaded like how T7 Zafina was an overreaction to T6/TTT2 Zafina leading to a weaker identity. Oh she's a rushdown character? Let's give her good approach tools. Oh she's a poking character? Let's give her hard to deal with strings. Original Kunimitsu had such bad lows so they made her daughter more of a mixup character, however what they failed to consider was that OG Kuni had an evasive playstyle so they should've toned that down in exchange beyond removing doton to not overshadow the original any further. Now she's a rushdown, poking and mixup character with evasion, better movement, a good projectile and viability at all levels of play... no wonder she's more popular than TTT2 Kuni.
If you prefer Kuni 2 that's one thing but consider Kuni 1's setbacks before judging her too harshly about how underdeveloped and unpopular she is, I just can't look past those 2 aspects yet I see it get ignored or boasted about like it's a completely fair comparison to make. TTT2 Kunimitsu was punished too severely, forget about T7 Kunimitsu and go back to the drafting stage, suggesting to replace a character that has been so wronged is so messed up. She was failed and has repeatedly been failed throughout the entire series and you just give up on her like that? I'm hoping this ends up as a Law situation, Kunimitsu created her own archetype and deserves to be the one to see it through.
I'd like to see T8 OG Kuni lean away from a 50/50 playstyle, having bad lows is fine just improve from TTT2 at least. Give her evasive moves that require mastery and hard reads to pull off effectively but more practical than ub3. The more unique iconography the better. I want T8 Kuni to have the coolest combo game in Tekken 8 with style, substance, high execution requirements, precise spacing, tricky inputs (beyond qcf and ewgf), blue sparks, cancels and more creative uses of stances. Bring back her fire stuff and remove T7's "Katon" which steals the name of OG Kuni's DB1+2 by the way. Refine her hitboxes and i12 2 punish. Give her a unique identity not just in the game but across most/all fighting game ninjas. Putting a 3D ninja like Taki alongside her would help to keep as a reminder of what's been done before so OG Kunimitsu can stand out as much as possible. Don't be afraid of how weak she was in TTT2 to the point where you have to overcompensate. I don't like T7's direction, keep the mistakes of the daughter Kunimitsu with her in T7 and bring back the mother Kunimitsu. She deserves to keep her own legacy and a fair chance for once.
Decided to give my take on how I would balance Kunimitsu I in Tekken Tag Tournament 2 if there was another patch. This will include tweaks to damage, tweaks to frame data, new moves, fixes for unintended behaviors, input changes and better tag synergy. For new moves I should clarify that I'm going to go off the basis of reusing preexisting moves in different scenarios with maybe one or two weird cases in this aspect.
I'll try to sort them into different groups depending on the type of change but I'll also be grouping all the changes pertaining to a certain move as we go through the move list. Buckle up, it's going to be a very long list of changes and I'll be doing my best to explain them.
My overall goals with these changes:
- Adding more combo diversity
- Streamlining her tools so that she's encouraged to use more of her moves in a match
- Changing inputs to reduce the monotony of her optimal routes
- Giving Kunimitsu more tag and throw options that she was deprived of
1,2,4
Frame advantage changed from +8,+5,KND to +8,+6,KND on counter hit
When delaying the third hit, damage will increase by 1
I'm not sure how well known it is but 1,2 and 1,2,4 can be used in a combo to help get a push to the wall, I thought I'd help give it a damage boost to make it more relevant and the delay part is just a cool way of rewarding your mastery. Can you believe she doesn't have any damage boosts after a delay? The three hits don't connect fully but if you land the second hit on counter hit then you get a confirm, my change just makes it easier and with the input delay it will definitely help. But don't worry, I plan to make her more difficult in other ways later on.
4,4,4
Damage increased from 20,20,21 to 20,21,22
Yet another frivolous change I know but I couldn't help myself, do you know how incredibly risky it is to do the entire string in a real match? The least they could do is make it more rewarding. I definitely don't want to give her a magic 4, it should be weak but I hope they come up with something more interesting if she ever comes back.
F4
Damage decreased from 13 to 12
This might seem insignificant but it actually drastically alters her combo routes seeing as how common this move is but it doesn't have to be. There will be more changes that I have to do purely because of this damage shift but honestly? It's worth it, so long F4, F4, F4F on characters smaller than Lili. Another good thing about this change is that it lowers the damage of her CH F4 SET 2 confirm. I wasn't sure about changing the damage of SET 2 since it might impact her combos and it's already outclassed enough.
F4/F4F
Frame advantage changed from +13 to +14 on counter hit
I plan on slowing down SET 2 as a nerf and this change will ensure that it connects smoothly.
F4F
SET distance traveled decreased by half on hit
I think this will impact her spacing during combos, forcing you to be more creative with your movement.
[F4]FB/SET B
[F4]FB/SET B - Frame advantage changed from -14 to -9, cannot cancel twice in one tag filler and continue
To increase her viability as a character I thought she could use this and it would make her cancels more relevant without putting her in too much danger for it. The tag filler boundary is a precaution so it doesn't get out of hand like some other characters.
[F4]FDB/SET DB
[F4]FDB/SET DB - Frame advantage changed from -19 to -14
Making this option safer in neutral but giving it the old disadvantage as it's still an option into a FC mix up.
SET 1,2,4
Frame advantage changed from -6,-6,-6~-3 to -5,0,-3~0 on block
Frame advantage changed from +5,+7,KND to +5,+9,KND on counter hit
For how telegraphed the second and third hits are, I think they should be more generous but I'm not that attached to the changes on block. This might increase its relevance outside of combos.
New: SET 1,2,HCBUB,U1+2
Kunimitsu spins into her U1+2 unblockable on the third hit one frame faster
Yes I'm adding fancy inputs, deal with it. They had their chance to give her some like Yoshimitsu yet they removed her one neutral input and didn't give her any others in return. This could be another conditioning tool to help with relevance but did you also know that her U1+2 unblockable is also a floor break? Very difficult to set up of course but a floor break nonetheless.
New: SET 1,2,FB4
Kunimitsu will end the string turned around in URK stance, this move will end the tag filler
URK, you ask? Well I figured since Xiaoyu has a fancy acronym, RDS, I thought I could come up with a 3 letter shorthand for Kunimitsu I's BT stance based off her B3+4 Urakarin. Another opportunity if you have the courage to complete the string outside of a combo, but allowing a combo extension afterwards would be far too much so the filler ends.
New: SET [1,]2
Crumple stun changed to KND on counter hit similar to Michelle Chang's CH [FF1,]4
This is why I buffed the frame advantage on the second hit, hopefully opening up another route for her combos. Of course I have no way of testing this on her, it doesn't with Michelle either but at least it is an incredible display of skill if you land it in a real match especially on a character shorter than Lili (I think Lili is the cutoff point but I'm not sure).
SET 2
Speed changed from 12(20~) to 12(21~)
Frame advantage changed from -7 to -12 on block at extended range
Crumple stun changed: opponent will now stumble backwards slowly to the floor, hold their gut then fall forward at max range of SET 2
I'm not good with notation on ranges but if Kunimitsu uses SET 2 as a gap closer then it becomes -12 on block. I couldn't find any names for specific crumple stuns except nosebleed stuns (Kunimitsu's WS+2 is an example of this), but I think this makes more sense than that cringe she does and it gives you different rewards depending on the range you hit. I think it correlates in a way that's rewards your decision making more.
SET 4
Damage increased from 13 to 14
You know, as often as this shows up as a combo ender, I still think it deserves to be somewhat relevant and this way it can be. For the record this is about the damage of the attack itself not the 100% scaling throw.
D1
Damage increased from 20 to 21
Yeah uh... I'm not entirely confident as to why I did this... I guess I just wanted it to be more relevant? But I left out a damage buff for DF+1+2... well maybe I could give an extra one to that bound on the second hit I'm not sure. Give me a break, I've done a lot of changes and gone through so much to get to this point.
D2,1,2,1+2
Frame advantage changed from -11,-12,-13,-14 to -11,-12,-12,-11 on block
Frame advantage changed from 0,-1,0,-14 to 0,-1,0,-10 on hit
Frame advantage changed from 0,-1,0,-14 to 0,+1,0,+5 on counter hit
Damaged changed from 11,7,7,20 to 11,7,7,18
Damaged changed to 11,5,4,9 if inputs are not precise and not timed correctly with each hit after D2
What a move, but I think it's right to get rid of it being unsafe as a wall ender. Not just because I don't want to get toe kicked at the end of it but because if you whiff the punish then I get a free B4,3 into another wall combo so... choose wisely. Was originally going to be more advantageous on hit but I didn't want to go too far, enjoy the other frame advantage buffs. I took 2 damage off the end as compensation and to make other options more relevant that I'll get into later. Thought I'd add a cheeky just frame to make things interesting, it sucks that other characters get so many cool inputs yet the weirdest one she has are grabs. You'll notice I said timed and not during, I wanted it to have a short frame input leniency but due to the tag system it's hard to make it during so just pretend it's adaptive, I can't be bothered sorry.
New: D2,1,FFN3
Kunimitsu can transition from D2,1 to MUS
Notice the +1 on counter hit? Well this will help with the new string route and will give more relevance overall to D2,1 outside of combos. By the way, D2,1,2 is similar to 1,2,4 with what I mentioned earlier about connecting wall hits which is why it was imperative to have the damage reduction be on the last hit of the full string. You should rewarded for recognizing your distance from the wall and performing the correct combo adjustment with different damage. But back to this move, I also feel that her MUS stance could use more love and hey look, a neutral input is back.
D3
Frame advantage changed from -2 to 0 on counter hit
If I'm going to have a -18 slide that's -2 on hit then I could at least get a better reward for landing it as a counter hit, although I'd be fine with -1 even.
New: D3, D1+2,U
Kunimitsu can transition from D3 to DUST 4 one frame after completing D3
Just a little something to liven the party hehe, but don't worry it's not yet another stance transition, just the animation of her DUST 4 which does no damage and is an evasive tool. Bonus input change that I think matches the teleport.
DUST 3
Damage increased from 30 to 32
DUST is the notation for her Dust Ton or Doton move by the way which is a stance in TTT2 now. This is quite a niche combo move so I think it deserves the relevance and I don't really see the harm in buffing it especially since the alternative damaging move is a launcher.
DUST 4
Speed changed from 23(38~) frames to 23(37~) frames
It was set at the exact same speed as her DUST 3 for some reason, how many Kunimitsu players do you see opting for this online? I could've buffed it more but I just want to make a point of separating them.
DF+1,3
Frame advantage changed from -1,-10 to -3,-9 on block
Damage changed from 12,20 to 14,17
Having a -1 on block DF+1 is enough to get a side eye but seeing as I want to improve her route with DF+1 then it definitely has to go and so does the -10 on block for the extension that doesn't even connect on counter hit... not that I want it to or anything. I still don't want it going too far though so I'll nerf the second hit. More on that later.
DF+2
Speed changed from 16 frames to 17 frames
Frame advantage changed from -7 to -14 on block
Damage decreased from 17 to 16
I guess they gave her this move to be relevant but meh, I'm not that attached. I'm making a change later to her B1 so I just want to preemptively nerf that combo route too in case it goes too far. Also it's usually the easier route so I'm fine with making it less relevant overall. There will be a new similar move coming up later though.
DF+3[,2]
Hit stun increased by 1 frame on counter hit
The first hit by the way, this is for better consistency because...
New: DF+3,2,HCF,2
Kunimitsu can now delay the second hit to make it unblockable (2-5F) (only unblockable when at full charge) (Damage after delay - 21)
I'm adding a delay with extra damage! That's right, we're taking a page out of Sophitia's book for the queen of unblockables in Tekken... well she was the queen until Jaycee showed up but Kunimitsu I has more overall. Yes Kunimitsu has bad lows but I don't think just making them safer is the right approach to garner more relevance, this will at least allow her to be more of a threat while taking a risk.
New: DF+3,2,HCFD
Kunimitsu will begin to perform the visual for the delayed second hit but cancel it and end up in FC state, starts attack only when [HCF]2 is pressed
Just to be clear, you cannot cancel like this if you decided to do DF+3,2,HCF,2 as I think that would be going too far for now. I know it's not much but this move is basically a counter hit confirm launcher, her fastest one without a wall hit afterwards so I don't want to go too far with it.
DF+3+4
Frame advantage changed from 5~6 to 6~7 on hit and counter hit
Another unpopular move, so yes I am going to make it more relevant but I don't think this is too extreme. Not like I'm making it a launcher or anything.
New: DF+3+4,DF
Kunimitsu will end the attack in FC state
There you go, to seal the deal for increasing its relevance.
DF+4
Frame advantage changed from +3 to +4 on hit
Frame advantage changed from -8~-7 to -10~-9 on block
First change is for better consistency as a combo filler, second is because similar to her DF+1 I want to reduce its relevance but it's still definitely a good poke tool in this state.
DB+3,3,3,3,3
Damage changed from 10,7,7,5,5 to 10,7,7,6,6 when input is timed with hit
Yeah that's right, I'm going this far with the difficulty. If Yoshimitsu gets to have this fun in Soul Calibur then I think Kunimitsu deserves a turn and I didn't even give her the recovery Yoshimitsu has if she times it perfectly. This is something I want to be in contention with her D2 string as a wall filler, it makes sense for an optimal right? Seeing as she falls after landing every hit. The DF+1 damage buff also neatly makes up for the [D2,1,2,]1+2 nerf.
DB+4
Damage increased from 13 to 17
I know this looks extreme but do you know how minus this is? It's -14 on block. Now I could buff her frame advantage on block but you know what? I don't mind it, Kunimitsu's all about having bad lows right? Then I welcome it, it's pretty quick anyway. The damage buffs help match it and who knows, maybe it will gain more relevance as a combo filler this way.
DB+1+2
Speed changed from 66~67 frames to 55~56 frames, taken from the end of the animation
Flame damage per tick increased by 5
I've got to tell you, nothing feels more satisfying than evading a move with the head turn and then coming back to blast them in the face with fire. I really hope these speed changes don't ruin that buildup but it's just so easy to dodge otherwise. The damage buff is a must though, you can use it on a balcony break or as a move for a wall combo. I wonder if there's an optimal route with this move as it is currently in the game without a wall.
B1[,1,1,1,1]
Speed changed from 17 frames to 16 frames
I feel very uneasy about this change, my main motive was that seeing as her DF+3 is also an i17 counter hit recognition move then I thought this would gain it more relevance as an i16 wall combo starter. Hopefully the DF+1 buff is enough to keep this in line but of the moves I've tested with DF+2 as the i16 replacement I think it will be fine especially since it's a high.
B1,1,1,1,1
Speed changed from 17 frames each to 16,17,17,16,16 when input is timed as a just frame
Damaged changed from 8,8,8,5,5 to 8,8,9,6,6 when input is timed as a just frame
Similar to the DB+3 string changes except more rewarding because each hit is a high. Keeping the 17 frames on the second and third hit as I don't want it to go too far as a tag filler.
B1,1,DB+3,3,3
Damaged changed from 8,8,7,5,5 to 8,8,7,6,6 when input is timed as a just frame
Of course another buff if you go do this route and you'll notice it does less damage because this is the option for when you've done more hits in a combo.
B2
Speed changed from 18 frames to 19 frames
Frame advantage changed from -10 to -14 on block
Frame advantaged increased by 1 on hit and counter hit (W! 97 - W! 98)
Don't know why this was -10 in the first place but whatever, this is how it should be on block. I slowed it down since it's the same startup as her F3+4 and I wanted some variance. The frame advantage is to make up for the startup delay but honestly I could take it or leave it at this point, my main gripe is the frame advantage on block.
B3[,4]
Frame advantage changed from +1 OC to +2 OC on counter hit
Since both hits connect on hit, at least give a better reward for a counter hit recognition, hard to really get an advantage at +1 in matches.
B3,4
Damage changed from 10,20 to 10,21
Kunimitsu will activate a blue spark on the second hit when timed correctly as a just frame, gaining 1 extra damage
This move is pretty troll in neutral and especially as a combo move however I just couldn't resist another skill check opportunity.
B4,3
Damage changed from 12,23 to 13,17
Kunimitsu will activate a blue spark on the second hit when timed correctly as a just frame, gaining 1 extra damage
Damn this move is so prevalent. It's a launcher at the wall and a really common tag filler. Like incredibly common both as an optimal attack for a longer combo, you can do it after an early bound and your partner let's say Yoshimitsu can do a jump kick followup. I'm so sick of this move, so I'm bringing it down a notch. You will have an opportunity to make it higher but it might not be on par with the DF+1,3 damage changes now if you land the second hit after a scaling change so it's something to consider. Okay I can't be too mad at this move because it at least takes skill to space correctly sometimes.
New: B4,F,UB+3
Kunimitsu will perform UB+3 after the first attack, ending in RC and URK stance
Yet another party bonus, good if you are about to be caught in a whiff punish but not a free punish return. I don't want it to end your tag filler either by the way so maybe it could do something cool there.
B1+2
Crumple stun changed: opponent will now fall to the side (previous CH [SET 1,]2) at double the distance if only hit by the second hit, reversed if hit by both
I am just... so sick of that damn crumple stun. Why did they reuse it three times on three different moves? It only really makes sense on U1+2 so I figured I'd spare that one plus it's the most difficult option. That really hurt her combo potential, at least this way you get the old CH [SET 1,]2 stun somewhere.
B1+3/B2+4
B1+3/B2+4 - Speed increased after fall by 2 frames (r40 - r38)
As it stands in game, it's good for an i16 frame punish but I don't think she needs that. There's a unique gap of her not having an i14 punish, her 4 is i14 but not good for punishing, so this might help with that. Although maybe I should've increased it by 3 for better consistency, but that might make it too strong.
UB,B3
Speed changed from 68 frames to 66 frames, taken from the end of the animation
Thought it could use more relevance.
UB/U/UF+4
Speed increased by 2 frames
Perhaps her most irrelevant damaging move in the entire game, so I am absolutely buffing it.
U1+2
Damage increased from 21 to 23
Initially had this at 22 but I thought, since it's much slower than U3+4 maybe it should give more of a reward. I don't think their approach is that wrong for how they treated this and U3+4 since it still has a place as an evasive tool with a different timing and with the same route does more damage on counter hit since it's a single hit.
U3+4
Damage changed from 10,12 to 11,12
Can't let U3+4 fall behind and like I said U1+2 is a floor break.
UF+1+2/SET 1+2
Frame advantage after throw increased from +1 to +6
This damn throw... just why Bamco? You could've given Kunimitsu a damaging 1+2 break throw in this game on her own without Yoshimitsu, you could've given her a better frame advantage as punishment for not breaking the throw but you chose... neither. This is absolutely ridiculous, some characters have launching 1+2 break throws, not that I'd ever want that for Kunimitsu but I'll definitely settle for this frame advantage.
UF/SET 1+2, QCF, DB
Kunimitsu will change her position from URK to FC (+6)
That's right, I'm not stopping there. She absolutely deserves it after all they've put her through.
UF/SET 1+2, FBB 2+3+4
Kunimitsu will add damage to the throw (37), same okizeme property as her UF/SET 1+2+5 with Yoshimitsu
That's right, I want compensation for the absolute ridiculous state you left her in with this grab.
UF+2
Damage increased from 18 to 19
Counter hit aerial launch changed, opponent will now spin similar to Bryan Fury's DF+3
Thought about buffing its frame advantage but seeing as it has a cancel option I think it's doing fine, damage is weak for how unsafe it is though. This is also a launcher that has a repeated optimal route but I can only change so much realistically, keep that in mind.
UF+3,4
Frame advantage changed from -13,-16 to -17,-16 on block
Damage changed from 15,15 to 15,12
Kunimitsu will activate a blue spark on the second hit when timed correctly as a just frame, gaining 2 extra damage or 5 if used as a launcher
I mean... I guess they wanted to punish you more for over committing but I'd rather punish you more for even doing a hopknee and of course punish you slightly less for committing. I've thought about the damage and I really don't want this move to be buffed there, it would take over far too much. It needs to be taken down a peg in order to make her optimal routes flourish without that launcher in it.
UF+3+4,3+4
Damage changed from 20,8,12 to 21,9,12
Just keeping it in line with the U3+4 change since it's the same move, also buffing the first part because it's a floor break and also rare in matches.
New: UF+3+4 during landing QCF
Kunimitsu can transition from UF+3+4 to SET, 2 frame leniency on QCF input
Is 2 frame too few? It's definitely going on the B1/DB+3 timings. Yeah this is another route for relevance but don't even bother expecting to connect anything after SET if you use it as a tag filler.
FF2 during hit U
Flame damage per tick increased by 5
It's such a cool move and what niche application it has deserves to be optimal, this damage buff is enough to do that neatly beyond it just being used as a wall launcher.
FF1+2
Damage scaling fixed to 100% after first hit in a combo or balcony break
The reason I said after first hit in a combo is because you can combo off of it if you get the right interrupt, saw it in a combo video actually and that's how I discovered the beauty of F4 SET cancel into FF1+2 after a floor break into a wall. This way if you ever get the rare opportunity of landing this in a combo then this scaling buff will definitely help. For this one I didn't want to increase the raw damage because a fast unblockable isn't something that should be made to be more relevant, you just have to be a risk taker. It applies after a balcony break too because I didn't want her other options to be outclassed.
MUS 4
Damage increased from 40 to 45
I know this looks too far but you know what's really going too far? King's UF+4 also being evasive, faster, doing 50 damage and it's easier to hit. I think it's only fair Kunimitsu gets this for such a slow and rare move plus it's still not that relevant in her combos. If the overall damage in this game gets down toned then fine but as it is, she deserves this in my opinion.
[FF3+4,]2,[4]/DUST 2[,4]
Speed increased overall by 1 frame
This is technically a consistency fix, but I think this change will make it more consistent as a tag filler. It's already challenging enough trying to get the right spacing for it, it doesn't need the extra drop chance.
FF3+4,2,4/DUST 2,4
Frame advantage changed from -14,-20,-13 to -10,-19,-13
To go with the speed change also -20 for not following after the sword slash? A bit too much.
[FF3+4,]3/URK 3
Damage increased from 20 to 21
This move used to be so good in TTT1, was very satisfying to land as well but in this game? It's so heavily outclassed and for what reason? A little love for this niche floor break.
URK 3
Attack throw dealing extra damage (5) only on aerial hit, ending in URK stance with 2+4 okizeme and with a fixed 100% combo scaling
It doesn't have to be a new animation it can just apply the damage, right? A little something to make it feel like its old self without making it too strong as an evasive/mixup option, I guess technically it's an animation change on the opponent's part.
URK 1,2
Kunimitsu will activate a blue spark on the second hit when timed correctly as the first hit lands, gaining 4 extra damage
Landing that counter hit on the second hit in a real match is so satisfying, shame it's so easy to drop your combos but I'm not sure if it counts as an inconsistency. I can at least make it more rewarding.
URK D+4
Frame advantage changed from -10~-9 to -14~-13 on block
Second hit now confirmed on hit (+6), low crumple stun on counter hit (+20)
As it stands, her URK is not much of a threat compared to someone like Xiaoyu and I thought this could make Kunimitsu's URK more rewarding without giving her a lot of options. Of course I have to make it unsafe now, see it's not all rainbows and sunshine here?
FFF3/UB,B,3
Damage increased from 30 to 34
Could definitely use a relevance boost, to warrant an iWR without giving her a billion plus frames.
WS+1[,1]
Push away on aerial hit decreased, now in line with DF+1
WS+1,1
Damage increased from 12,13 to 15,13
Honestly I'm still not sure about the balance distribution, initially I had the damage on the other hit after a delay like 1,2,4 but I didn't want it to be outclassed by DF+1 in combos but then again it might not be so bad.
New: WS+1,FFN3
Kunimitsu can transition from WS+1 to MUS
I initially made this when I had the 3 damage on the other side to make it more imposing ugh I hate this but usually when someone is sidestepping they tend to get caught by the first hit so this is another option for you and maybe it could be useful in a combo.
WS+2
Frame advantaged decreased from -13 to -16 on block
Frame advantage increased from -1 SH to +18 SH on counter hit
Since I'm buffing its counter hit properties I thought I'd make it worse on block to compensate. It will be hard to get anything from it unless they're at the wall and you definitely should lose your turn after this.
WS+3
Damage increased from 13 to 15
Frame advantage decreased from -13 to -15 on block
I don't care if you can step it both directions, I hate i15 hop kicks that are -13 as well, enjoy the damage at least since I didn't want it to fall behind.
WS+1+2
Damage increased from 12 to 15
Is it against the rules to buff a generic tool like this? I thought about buffing her generic URK F+4 mid kick. This is to bring more viability to the hard to land but incredibly cool WS+1+2 into D3 into a wall hit after a floor break.
New Moves
This section is for the new moves, not pertaining to tag changes
Unblockable Stab
Kunimitsu now performs Unblockable Stab like how Yoshimitsu does and she did before
Why did they take this from her? Well she is a weapon character so I think her weapon usage should be more relevant to her kit, not too far but I'll take this especially if Yoshimitsu gets to keep his. They can even share yet another animation.
F4
Kunimitsu will turn around after performing a roundhouse kick (21 damage), Kunimitsu will not be able to continue from URK during a tag filler
I'll change the input for the previous F4 later but yeah this is good if you land MUS 2 near a wall, it will give you more damage than a regular 4 but you have to assess whether you'll need to do one or more. No Jaycee-like wall combos here I'm afraid, just the URK opportunity is enough and I want her to be more of a set up character anyway.
F1+4/SET 1+4
F1+4/SET 1+4 - Throw now has an active hitbox when opponent is airbone, dealing 0 damage similar Wang Jinrei's DF+1+4
Once you know how to break this throw, it becomes the easiest throw to break and especially with its obvious animation so it might as well be put to use elsewhere.
CD 1,2,HCBUB,U1+2
Kunimitsu can perform her SET 1,2,HCBUB,U1+2 string without going into SET, granting 1 extra damage and 1 frame slower on CD 1[,2,HCBUB,U1+2]
Version of the new string option earlier without having to go into stance.
CD 1,2,UD4
Kunimitsu can perform her SET 1,2,4 string without going into SET, granting 1 extra damage and 11 frame start on CD 1[,2,UD4]
The idea is to get her to cancel her SET after F4 in a combo to do this, further supporting the -9 change but if it doesn't work then just give the extra 1 damage to the first hit in SET 1,2,4 then.
CD 2
Kunimitsu will perform a stronger version of her DF+2 which is -13 on block and gives 17 damage only with just frame input (16F)
There see? She gets an i16 launcher still, though I'm not entirely set on it being -13 it could be -14 instead. Since people are rightly turning on safe DF+2 attacks then I thought this could be a good compromise and reward. By the way when I talk about crouch dash I don't mean a QCF input, this would be like an electric but for damage focus.
MUS BF,2
Kunimitsu can now delay the attack for an extra 10 frames after landing to make it unblockable and deal an extra 2 damage on hit
Yup that's right another fancy input, in your face Devil Jin and Bryan and others. Leaving this at -18 is reasonable but at least this will increase her mindgames, why should Yoshimitsu have all the fun? Plus it's much slower than his unblockable low launcher and she definitely needs it more than he does.
FF3+4,D,DB,D3
Kunimitsu will perform a reverse UB+3 after the first attack, jumping to her right side
Adding a little more slipperiness to such a committal counter hit confirm, will be hard to get the best out of.
URK 1+2,1+2
The second hit will change from a mid to a high when input is timed with hit
For her route after B4 I thought it could use a little bit more love, if I just changed the second hit to a high without this new move then it would be nerfed in neutral.
URK DD+1+2
Kunimitsu will only activate her evasion from D1+2 without the ability to continue from the stance similar to her TTT1 Dust Ton
Her URK stance could use some safety and I thought this would increase the mind game and showcase her evasiveness without making it too strong.
FC DF+2
Kunimitsu will spin forward and perform a slashing low, reverse [DF3,]2 with the aerial launch of FC DF+3 (21F) (-28)
To give more relevance to the fact that she's a weapon wielder and technically a buff to her low game since now the option to low parry is gone.
FC DF+2, HCF
Kunimitsu will spin forward and cancel her attack while remaining in FC
In line with her DF+3, 2 cancel and to better flesh out her FC game without making it too strong.
FC DF+2, HCF2
Kunimitsu will spin forward once more to make it unblockable with a damage increase of 2, reverse [DF3,2,]HCF2 (21F, 23F)
Keep in mind that this is still slower than Yoshimitsu's unblockable low launcher. Telegraphed? Sure. Out of place? I don't think so, her FC game lacks range and this way shecan be a threat or keep up with the ca
SS 3+4,QCB
Kunimitsu will cancel the attack and be left in RC and URK stance (30F(~33))
Why should Xiaoyu have all the fun? This move is very unsafe on block and I think her SS game deserves more depth.
SS 3+4 during hit QCF 2
Kunimitsu will perform DUST 2 with an aerial launch similar to Alisa Bosconovitch's [F3+4,]4
I almost didn't put this in the changes because I thought it might be too strong but I just wanted to change the aerial combo because it comes up even more than the U1+2 crumple stun. No you cannot tag out of it by the way.
FFF2 (during counter hit) D,FB 2
Kunimitsu will stay close to the opponent while both are turned around, similar to UF/SET 1+2 (+7) and activating a blue spark
To further warrant her iWR inputs and a good counter hit recognition bonus. Basically imagine this: after she passes through the opponent keeps spinning and she does her ki charge animation to return closer back to them. Should she actually get the ki charge bonus? I'll let you decide.
1,B2,1,4,4,4,1,2,3,D3
Kunimitsu will end her combo with frost slide, passing through the opponent and dealing 23 damage on the last hit
The audacity of giving Yoshimitsu multiple 10 hit combos in every Tekken game (and he is in every Tekken game), while Kunimitsu started out with a 7 hit and then stayed with just a single 10 hit combo. The 3 before her end is the same animation as her regular 3 but she doesn't get a mixup, she gives you the idea of a mixup well enough is enough. She's actually getting the low option at the end, it does less damage than the slow unblockable ender she already has.
Kunimitsu left side throw
Now ends with a floor break at the end of the animation
Avalanche, seeing as she doesn't have a floor break throw in her throw game I think it makes the most sense for this one. Her throw game is so... whatever I'm here to fix that.
UF/SET 1+2, QCF, DB
Kunimitsu will change her position from URK to FC (+6)
Thought I'd give her another combo opportunity, it's an extremely rare position to find yourself in but hey, they didn't want to give it damage so I'll have to find another way to make it relevant.
UF/SET 1+2, FBB 2+3+4
Kunimitsu will add damage to the throw (37), same okizeme property as her UF/SET 1+2+5 with Yoshimitsu
Oh except to make up for her constant mistreatment she gets to have her cake and eat it, still no launching throw though so I'm not bothered about this being too strong because it definitely isn't even all together. Not that set on the okizeme property but hey it's something.
Removed
Moves I'll be removing, not that many here mostly just to tidy up her kit.
Ultimate Punch
With the old stab back, she will not be needing this option.
FC DF+3
She doesn't need this anymore with the low tools I gave her and it's pretty good for an i18 FC move that hits grounded. I know I want to reuse the unblockable stab for her but here she doesn't really have a good reason for sharing this with Yoshimitsu. Don't get me wrong she still stands out but she could definitely use more of her own moves especially. if we're expanding her move list.
Tag
Changes pertaining to the tag system, she only has 3 tag throw interactions between 2 others.
UB+3
Character lead no longer stays with Kunimitsu when used during a tag filler unless UB is held
You know if Yoshimitsu gets that flea stance chain then I think she deserves a little bit of tag filler creativity too don't you think?
FF3+4,U
Character lead no longer stays with Kunimitsu when used during a tag filler unless U is held
I've actually seen U3 used in combos so maybe something can be done here too.
U3U
Character lead no longer stays with Kunimitsu when used during a tag filler unless U is held
This move would be one of the few that's completely useless in a combo situation so have at it.
U3+5
Kunimitsu will summon her tag partner to run in from the side she initiated at the peak of her U3
A little extra misdirection, this isn't the only move like that in the game by the way and it would be an incredible risk.
DUST 4
Kunimitsu can now switch position with her tag partner by pressing 5 at the right time after the input
Another tag out move, just having fun with it plus it's another way to have this move show up more.
Raven HCB,F+1+2
Now wall/balcony breaks when performed close enough to a wall/balcony
There, now she has an opportunity for a wall/balcony break after a throw in her kit. I don't want to hear anything about this being too strong or hurting her identity or whatever, Kazuya can do this off of a GREAT combo.
Kunimitsu right side throw
Kunimitsu is now able to tag out during this throw like before
Tornado, this move is still so cool but I miss being able to do this.
Kunimitsu 2+4+5
Deals damage to Yoshimitsu, the opponent and Kunimitsu 45/40/37 respectively, damage to others cancelled if opponent loses all health
My idea of a little nerf with all of these buffs, it makes sense given what he does. For those unfamiliar with this interaction, as Kunimitsu does Mizore Yoshimitsu comes in and stabs himself, the opponent and Kunimitsu before she can throw them on the ground.
Kunimitsu UF/SET 1+2+5
Kunimitsu can now perform a tag interaction with Raven similar to Yoshimitsu
Why did they make it only an option with Yoshimitsu? Well she has good synergy with both of them so this will help.
Kunimitsu can now initiate a tag interaction with the following characters:
Michelle Chang, Nina Williams, Anna Williams, Angel, Zafina, Wang Jinrei, Ling Xiaoyu, Miharu Hirano
Michelle should have 100% gotten an interaction with her but as usual they're both treated unfairly. Nina, Anna and Angel because of the intro like Raven. She's never canonically met Raven by the way yet still has an interaction with him. I thought it would be nice to bring Wang and Xiaoyu in with her since they share a column on the roster, then Miharu so she doesn't feel too left out. Zafina acted similarly to Kunimitsu in her ending and honestly Zafina could use all the interactions she can get with how weird and low tier she is. I'll let you use your imagination here but no launching throws okay?
Netsu
As a DLC character, Kunimitsu was exempt from the netsu system so you had better believe I'm going to make up for it.
Kunimitsu's Netsu Rating:
Like: Angel, Baek, Asuka Kazama, Hwoarang, Jun Kazama, Ling Xiaoyu, Michelle Chang, Raven, Wang Jinrei, Unknown, Zafina
Angel saved her in the intro so I thought why not. Baek and Hwoarang because... I don't know, she has red hair? Asuka likes a good bargain? Kunimitsu likes (or I guess liked now) a five finger discount so she probably appreciates her eye for a good offer. Unknown because... well they were both saved by Angel right? I assume she'd be chill with Jun too. Maybe Kunimitsu appreciates Zafina's skills. Raven is an automatic one and their win poses don't look unfriendly at all. If Michelle tried to forgive Heihachi then I'm sure she and Kunimitsu have buried the hatchet.
Dislike: Kazuya Mishima, Yoshimitsu
I think there might still be some animosity between them, seeing Kazuya as a competitor and Yoshimitsu as an annoyance.
Hate: Anna Williams, Bryan Fury, Ganryu, Heihachi Mishima, Lei Wulong, Nina Williams, Ogre
Again based on the intro for Anna, Nina and Ogre. Even if Kunimitsu is a traitor to the Manji clan I don't think she'd be a fan of what Bryan did. Ganryu because he's a creep and I'd rather she work with Michelle than him. Heihachi down in hate because he kidnapped Michelle. Lei Wulong because he's a cop so naturally they'd be at odds.
I like to think Jun sees a fellow animal lover and a troubled soul down on her luck even if she doesn't agree with her past.
Dislike: Anna Williams, Asuka Kazama, Bryan Fury, Heihachi Mishima, Kazuya Mishima, Nina Williams
I don't think they'd care that much but still wouldn't like her.
Hate: Lei Wulong, Mokujin, Ogre, Yoshimitsu
Yoshimitsu probably still holds a grudge, the Mokujin one is just a little funny addition because she's not only a weapon wielder but she breathes fire.
Fixes
Some issues I've found with her specifically. I should also note that her old FC DF+3 was finnicky so I'd want to fix that issue with the new FC low but obviously not buffing its routes anything further than that just consistency where it's meant to go. In certain scenarios she can extend it though.
Fixed an issue with 2,2 not tracking properly
I don't want the range to be too good, having a bad i12 punish is part of her identity I believe but this is for the cases where it will just clip through.
Fixed an issue with F4 being inconsistent regardless of timing
This is about the current F4 knee attack by the way, sometimes in practice mode I'll literally do it after a launcher with the exact same timing and it will just randomly decide whether it wants to work or not.
Fixed an issue with DB+1+2 not registering extra damage on counter hit
Is this a glitch or how it's meant to be? Either way is it really so wrong to give it the extra damage on counter hit even for the first flame tick? This move is so hard to land in a real match.
Fixed an issue with FF2 during hit U combo stutter
Bad enough it's a niche combo filler, it's also a glitched niche combo filler. Extremely rare circumstance to get with a floor break but that's no excuse to leave it the way it is. I think there's a video showcasing it but I can't find it basically it cancels the attack and leaves her in a weird state after the floor break.
Fixed an issue with FF3+4,2,4 not connecting after FF3+4 on counter hit
This is... SO aggravating it's happened to multiple times where I'll get the counter hit confirm even with the VFX confirmation and the opponent will just block my followup.
Fixed an issue with MUS 2 not tracking properly
I don't want to go too far because I'd rather the player sacrifice damage in their combo route for okizeme that powerful but even then it's still inconsistent.
Fixed an issue with F3+4 followups not connecting randomly when used as a combo filler off axis. I don't really care for other off axis issues since that's kind of a novelty of this game and it opens up new routes.
I love doing this move in a combo so I don't want any issues even when it comes to the axis.
Grabbing someone from behind with F/SET 1+4 will now perform a different animation with the same damage, okizeme property of her 2+4
Okay this isn't really a glitch or anything but it really bothered me that she would just do Yamikazen even though it doesn't flow with the grab animation. What happened to her raised right leg? They should come up with something else, this is all I've got for it now.
Inputting UB1+2 while facing away will now turn Kunimitsu around instead of having her grab in front of her without turning
Yeah... I'll be honest when I wrote this I didn't test it on anyone else then I found out Xiaoyu does this as well. But then again Kunimitsu doesn't currently have a damaging 1+2 throw break without Yoshimitsu, over 20 moves in her move list for when she's turned away and doesn't have much range outside of maybe 3 or 4 moves so enjoy the throw mixup... or maybe she doesn't need this and I just want you guys to suffer.
Input Changes
Just adding a bit of flair, memorability and diversity to an OG's move list, usually it tends to be reserved for men with some exceptions. It will also help get rid of the easy to play accusations which is not true at all. Just for fun really.
F2,3 - FF+2,3
A great way to increase her skill but also, it mirror's Michelle's party crasher. Try using Michelle's FF+1 as a punish if you think this motion input would be easy to land.
F3 - QCF3
A simple F input? Really? Although it does make practicing iWR easier in a training session... it could go either way for me.
SET 1,2,4 - SET 1,2,UD4
This absolutely has to get more intricate for how much it shows up in optimals and I tried matching the new input to the animation.
Previous F4 - QCF4
I'm fine with either version but if this proves impossible after a quick dash then just have the roundhouse kick into URK take the QCF input.
F4F - QCF4QCF
I don't see any problem with putting a QCF on the end.
D1+2 - D1+2,U
To go with the flow of the teleport, every other option raises you upward.
B3,4 - B3,U4
Not to be confused with the circle kick that's very useful, this it the low profile one. Like with the D1+2,U change Kunimitsu rises up with it. B3,UB4 also works.
URK 1,2 - URK 1,B,DF+2
Just a little something extra for such a satisfying and rare counter hit launcher to land.
URK 2,3 - URK 2,F3
I thought about making it FF+3 instead but that might have been going too far, well it's better than being the exact same input like in the current version.
FF3 - FFN3
I'm fine with keeping it as is on the raw MUS input but at least it makes up for the removed FFN2 from before.
MUS 2 - MUS N2
To make the build up more hype, not that needed especially with the unblockable variant I gave.
FF3+4,2,4 - FF3+4,QCF2,CD4
To make this even more satisfying to land on the counter hit confirm, QCF input to match the slash.
FF3+4,3 - FF3+4,FB3
To get a better feel of her turning around to do perform Tobitengu.
UB+3 - B,UB,U3
A weird input to match the weirdness of this move.
U1+2 - HCB,UB,U1+2
Hey if you're going to put a mental stack to land this move on someone else then how about taking an input barrier yourself?
U3+4 - HCF,UF,U3+4
Couldn't leave this out if I was changing the previous teleport launcher.
FF+2 - F,N,2
Leaving FFN2 alone since this move is way different from what that input was, an homage to it if you will.
FF+2 during hit U - F,N,2 during hit DU
As she builds up her flame attack, her head goes down then up so the input change is appropriate.
Honorable Mentions
These are the changes that almost made the cut, but I still want to hover around to see what people think. To start I'll be going over the different WS+1,1 damage buff distributions.
WS+1,1
Damage increased from 12,13 to 14,14
It matches, has a slight reward on the hit confirm and is now in contention with DF+1 as a filler option so not really any reason to use WS+1 as a filler if the opponent is big enough for DF+1 to work which is a shame because WS+1 is harder to input.
Damage increased from 12,13 to 13,15
Now DF+1 is higher damage but WS+1 is still higher than QCF4 i.e. the current F4 but the second hit reward is much higher.
Damage increased from 12,13 to 12,16 when the second hit is delayed
Since the first half is unchanged and in contention with QCF4 i.e the current F4 I might as well attach it to a delay.
WS+4
Speed changed from 10 frames to 9 frames
I thought this might be too controversial but I wanted to convert her quickness to her FC game since I was slowing down her FC low.
DF+1,3
Frame advantage changed from -1,-10 to -4,-9 on block
Whether you like it or not, she's a specialist character so it makes sense to incentivize her to get more creative but I thought this might have hit her poking play style a bit too hard.
DF+1+2
Damage increased from 8,20 to 8,21
I honestly don't know if I should include this or not, but at least this is how I would distribute the damage.
Removed: UF+3, UF+3,4
Cannot stand these moves, you can add it if you think I went too far in the buffs department but I thought initially it was going too far. Not only is this a ripoff of Yoshimitsu's hop knee but it just waters down her uniqueness to give her an i15 launcher. It's kind of hard to land properly due to its weak range anyway so why have it take up her power budget? I'd be fine without it.
Overview
When I was making the changes themselves I was so confident after tweaking them for so long, it was only when I was writing the descriptions up that I started to have the doubts you may have noticed. Still I think there are some pretty good ideas in here.
What motivated me to make this tier list was how frequently F4, F4, F4 SET 1,2,4 F4 SET 4 was used as an optimal, there is a different route but it doesn't work on everyone. Its timing is kind of difficult but not enough to justify it being so common, by comparison the DF+1 into 1/F+1 route requires you to space your dashes effectively and I noticed that if you removed just 1 damage from F4 it would make the double F4 the weaker route. Then it sort of spiraled from there and here we are.
Most of the damage changes are because I want to open up more routes for her but really when it comes to damage numbers I don't think I went that far plus I nerfed F4 and her D2,1,2,1+2 ender which still hold some value even with these changes.
I see Kunimitsu as a difficult specialist with a focus on rushdown, poking, evasion and setups that takes effort to win with and I wanted these qualities to shine through my changes.