Kunimitsu

Tekken Tag Tournament 2

Kunimitsu

89 moves · frame data from wavu.wiki

Also in Tekken, Tekken 2, Tekken Tag Tournament, Tekken 7, Tekken 8

Throws 9

  • Tamaki

    Front 35 break 1
    or
    start
    i12~14
    block
    +0
    hit
    +0d

    Throw break 1

  • Mizore

    Front 35 break 2
    or
    start
    i12~14
    block
    -9
    hit
    +0d

    Throw break 2 • Side switch • Opponent recovers FDFA • Special throw animation if paired with Yoshimitsu(press 5 after the input), recovers FDFT, opponent recovers FUFA

  • Avalanche

    Left 40 break 1
    or
    start
    i12~14
    block
    -3
    hit
    +0d

    Throw break 1 • Can side switch • Opponent recovers FUFA

  • Tornado

    Right 40 break 2
    or
    start
    i12~14
    block
    -3
    hit
    +10d

    Throw break 2 • Side switch • Opponent recovers FDFT

  • Yamikazan

    Back 50
    or
    start
    i12~14
    hit
    +0d

    Unbreakable • Can side switch • Opponent recovers FDFT

  • Manji Rana

    Front 40 break d or d/b or d/f
    orduringSetsunagake,
    start
    i11
    block
    +0
    hit
    +0d

    Tag Buffer • Can only be broken with d • On break: • -side switch • -recovers BT • -opponent recovers BT • Side switch • Opponent recovers FUFA

  • Manji Cartwheel

    Front 0 break 1+2
    orduringSetsunagake,
    start
    i12
    block
    +0
    hit
    +1

    Throw break 1+2 • Side switch • Opponent recovers BT • Special throw animation if paired with Yoshimitsu(press 5 after the input), 35 damage

  • Chakra Drop

    Front 23
    DuringSetsunagake,opponentintheair,
  • Secret Flower

    Parry 42
    Synchrowiththeopponent'sattack, or

Attacks 79

  • Memai Tsuki

    HM 25
    start
    i17
    block
    -5
    hit
    +2

    Combo from 1st hit with 4f delay • Input can be delayed 4f • Move cannot be delayed

  • Flash Kick Combination

    HHM 52
    start
    i23~24
    block
    -13
    hit
    +13a (+4)

    Balcony Break • Combo from 2nd CH with 2f delay • Move can be delayed 10f

  • Lotus Blade

    HM 31
    start
    i12~13
    block
    -9
    hit
    +2

    Spike • Weapon • Combo from 1st hit with 5f delay • Input can be delayed 5f • Move cannot be delayed

  • Oni Kick Combo

    HL 53
    start
    i25~28
    block
    -20
    hit
    +21a

    Does not stagger on block

  • Zig Zag

    HM 68
    start
    i11
    block
    -14
    hit
    +8a (-1)
    ch
    +40a (-7)

    Balcony Break • 2nd hit delayed 33f

  • Triple Roundhouse Combo

    HHH 82
    start
    i33~34
    block
    -8
    hit
    +17a (+7)

    Balcony Break

  • Supreme Thrust

    M 29
    start
    i25~26
    block
    -16
    hit
    +10a (+1)
    ch
    +42a (-5)

    Balcony Break • Backswing blow • Identical to Yoshimitsu's b+1+2

  • Ki Charge

  • Phoenix Tail

    HH 43
    start
    i16~18
    block
    -10
    hit
    +16a (+7)

    Balcony Break • Combo from 1st hit with 8f delay • Input can be delayed 8f • Move can be delayed 5f

  • Setsunagake

  • Moon Light Dance

    HHM 38
    DuringSetsunagake,
  • Kasumi Slash

    M 17
    DuringSetsunagake,
  • Musasabi

    DuringSetsunagake,
  • Tsumujikaze

    M 13
    DuringSetsunagake,
  • Kusabiyuki

    M 18
    start
    i15
    block
    -8
    hit
    +3

    Knee

  • Kusabiyuki to Setsunagake

    M 18
    block
    +2
    hit
    +13g
    ch
    +13

    Transition to SET

  • Kanameishi

    M 32
    start
    i14
    block
    -9
    hit
    +0a (+0)

    Balcony Break • -5a (-14) on BT hit • Recovers 6f slower on hit

  • Growling Jewel

    H 27
    start
    i18~19
    block
    -1
    hit
    +25a (+16)
    ch
    +60a (+41)

    Homing • Balcony Break

  • Muten Cannon

    MH 43
    start
    i21
    block
    -10
    hit
    +43a (+33)

    Tag Buffer • Input can be delayed 11f • Move can be delayed 10f

  • Ice Cleaver

    ML 39
    start
    i29~30
    block
    -18
    hit
    +23a

    Spike • Weapon • Cancel to FC -11 -22 r25 with d on frame 16

  • Asura Blade

    MM 39
    start
    i18~19,i38
    block
    -10
    hit
    +17a

    Bound • Weapon

  • Falling Hail

    MM 26
    start
    i17~18,i25~27
    block
    -4~-2
    hit
    +5~+7

    Spike • Combo from 1st hit

  • Sakumaishi

    M 27
    start
    i19
    block
    -7
    hit
    +6c

    Bound

  • Amamikanameishi

    MMMM 69
    start
    i23~24
    block
    -14
    hit
    +0a (+0)

    Balcony Break • Combo from 3rd CH • Recovers 15f slower on hit

  • Frost Slide

    L 16
    start
    i20~22
    block
    -18~-16
    hit
    -2c~+0c
  • Doton

  • Sajin Kaisen

    MM 33
    DuringDoton,
  • Icicle Drop

    M 30
    DuringDoton,
  • Cumulonimbi

    DuringDoton,
  • Manji Spin Low Kicks

    LLLLL 49
    start
    i15~17
    block
    -47a
    hit
    -35a

    Combo from 5th CH

  • Manji Spin Low Kicks Front Kick

    M 15
    DuringManjiSpinLowKicks,
  • Yamashiro Kuzushi

    L 14
    start
    i17
    block
    -14
    hit
    -3
  • Katon

    ! 25
    start
    i64~
    hit
    -?a

    Balcony Break • Fire attack, cannot be reversed

  • Slap U Silly

    HHHHH 50
    start
    i11~12
    block
    -72a
    hit
    -73a
    ch
    -66a

    Combo from 4th hit • Combo from 3rd CH

  • Hakkouen

    M 27
    start
    i18~19
    block
    -10
    hit
    +21a (+12)

    Homing • Balcony Break • Weapon

  • Kodama Flip

    MM 40
    start
    i17~18
    block
    -19
    hit
    +12a (+5)

    Combo from 1st hit with 1f delay • Input can be delayed 1f • Move cannot be delayed • Huge pushback on block, difficult to punish • Does not wall-splat on hit

  • Tenrou

    M 16
    start
    i18~19
    block
    -10
    hit
    +1
  • Uratenrou

    MM 48
    start
    i17~18
    block
    -19
    hit
    +23a (+8)

    Balcony Break • Combo from 1st hit with 8f delay • Input can be delayed 8f • Move cannot be delayed • Huge pushback on block, difficult to punish

  • Cycle of Rebirth

    HM 40
    start
    i20~21,i33~34
    block
    -12
    hit
    +23a

    Weapon • Huge pushback on block, difficult to punish

  • Urakarin

  • Aratama Slash

    HM 34
    Backtoopponent,
  • Phoenix Tail

    HH 32
    Backtoopponent,
  • Tobitengu

    M 20
    Backtotheopponent,
  • Lycoris radiata

    MM 20
    Backtoopponent,
  • Kitsunegokoro

    Backtoopponent,
  • Araremaki

    LL 25
    Backtoopponent,
  • Nigemizu

  • Hiryu

    M 31
    start
    i19~20
    block
    -22
    hit
    +29a (+19)

    Tag Buffer

  • Tobikage

  • Tobikage Ura

  • Tenton

    ! 28
    start
    i51~52
    hit
    +21a

    Spike • Weapon • Can evade some mids and highs on frame 27~

  • Guillotine Crow Kick

    MM 29
    start
    i39~42,i3~6
    block
    +4c~+7c
    hit
    +27a

    Spike • Kunimitsu is invisible on frames 15~29, but can still be hit • Can evade some mids and highs

  • Kurama Itto

    L 25
    start
    i35~36
    block
    -18
    hit
    +4
    ch
    +23a

    Weapon • Cancel to r49 FC with D on frame 27

  • Rising Knee

    M 20
    start
    i15

    Knee

  • Double Rising Knee

    MH 40
    start
    i14
    block
    -16
    hit
    -2

    Knee • Jail from 1st attack • +27a (+20) as combo from 1st hit • Causes Nosebleed stun

  • Manji Urachidori

    H 28
    start
    i20~22
    block
    -6
    hit
    +20a (+10)

    Balcony Break

  • Poison Wind

    M 27
    start
    i31~35
    block
    -16
    hit
    -15a

    Spike • On hit, transitions to r60 backward jump automatically • Landing on opponent's head, transitions to -32a (-42) r60 hop automatically, hitting Kunimitsu during this animation forces her into BT • Can evade some mids and highs

  • Poison Wind Eclipse Kick

    MMM 56
    start
    i44~47,i3~6
    block
    +4~+7c
    hit
    +27a

    Spike • Combo from 1st hit • Can evade some mids and highs

  • Rising Kazura

    M 29
    start
    i21~22(21~)
    block
    -20
    hit
    +31a (+21)

    Tag Buffer

  • Rising Kazura to Katon

    M! 37
    duringtheattack,
  • Musasabi

  • Sasabibarai

    L 20
    DuringMusasabi,
  • Sasabikujiki

    H 40
    DuringMusasabi,
  • Fubuki

    M 20
    start
    i8~12(9~)
    block
    -17~-13
    hit
    +15a (+5)

    Balcony Break • Knee • No knockdown if the move connects on frames 11~12, hit advantage becomes -3~-2

  • Deadly Smash

    ! 27
    start
    i30(31~)
    hit
    +6a

    Weapon • Does not wall-splat

  • Ninpo Shinkiro

    M 22
    start
    i22~28(23~)
    block
    -15~-9
    hit
    +1
  • Ninpo Shinkiro Ura

    M 22
    block
    -14~-8
    hit
    +2~+8
  • Ninpo Shinkiro to Sajinkaisen

    MMM 67
    start
    i21~23
    block
    -13
    hit
    +26a

    Bound • Combo from 2nd hit with 1f delay • Combo from 1st CH • Input can be delayed 1f • Move cannot be delayed

  • Ninpo Shinkiro to Tobitengu

    MM 49
    start
    i29~31
    block
    -4
    hit
    +10a

    Spike • Input can be delayed 7f • Move cannot be delayed

  • Ninpo Shinkiro to Tobikage

    M 22
    block
    -64
    hit
    -48

    Evasive jump • Can side switch • Landing animation can evade some mids • Recovers in BT when done from afar • Covers a lot of distance, can be difficult to punish

  • Sakekuga

    M 30
  • Sword Smash

    M 47
    start
    i12~13(15~)
    block
    -16
    hit
    +0d

    Balcony Break (airborne) • Weapon • Transitions to attack throw on front standing hit • Side switch on hit • r70 BT on hit • +10a (+1) on side/BT hit

  • Kuga

    M 40
    start
    i23~28(26~)
    block
    -4~+1
    hit
    +18a (+8)

    Balcony Break

  • Shigure

    MM 25
    WS
  • Kogetsu

    M 21
    WS
  • Kaede

    M 13
    WS
  • Spinning Sweep

    L 13
    FC
  • Wintry Wind

    M 21
    SS
  • Will-O-the-Wisp

    L 21
    SS

10 hit combo 1

  • HMHHHLMHM! 102

Kunimitsu's Tekken Tag Tournament 2 movelist from the Tekken Wiki, frame data from wavu.wiki.