Poking*Kuni doesn't have that great of a poking game. In a match, I usually find myself doing a simple d+1 or 1. Sometimes I might throw in a d/f+1. d/f+2 comes off of 1 pretty fast, but Kuni's d/f+2 really weak alone. So if you ever want to abuse d/f+2, buffer a tag into it. It launches them when they are ducked, and for some reason it has more range (at least that's how it feels).The key to actually making her poking game work is to side step and dash a lot. She is pretty quick with those simple movements, and throwing in her backflip to turtle away is a good idea too.Here are some key moves with explanations on how to set them up or just get comfortable with - d+3+4 - IMO Kuni's best move. It is very high priority, it can't be parried or countered, and you can juggle with it. It is also just as much a defensive move as it is an offensive move. What I usually do is poke for a while and let the opponent turtle a bit, then let off and wait for them to make their move. If they start doing custom strings or some low hitting moves, throw in a d+3+4. Follow that up with d/b+3,3,(3),3,f+4.ss+3+4 - If this gets blocked, you're somewhat screwed. I still like it though, because in a deep sidestep it makes you shift your axis even more. If it connects you can also do the same juggle above (d/b+3,3,(3),3,f+4). Use this move sparingly; it's really only good if the opponent is doing a string of some sort. Look for the openings.f+3+4 - Range, tracking, and damage. Use this whenever the opponent is about a character and a half away. You'll be surprised how much it hits. Use it on someone who is tech rolling or rolling away also. Use it after 1, use it after a d+1, hell just use it all the time!u/f+4 - Pretty much the same as f+3+4. Difference is it's a bit slower to recover.1+2 - This goes under a lot of shit, but has a dissadvantage if it is sidestepped. It's a good offensive move though.f,f+2 - An average juggle starter. Just hope that your opponent either blocks it or gets hit by it, otherwise you're wide open for a retaliation.f,f+3+4,3 - Try and get this on opponent while their back is turned. I think it MIGHT (a very big MIGHT) be guaranteed after f+2, but if it is then i'm sure you have to be exact to the frame (which is why it isn't worth the try against someone who knows d+1 out of BK position). If the 3 lands while their back is turned, the camera angle will change and they will slide behind you sort of like a throw. Follow that up with whatever will do damage.FC,d/f+3 - Mix this up with her poking game and ss+3+4, f,f+2, d/f+2~5, and f+3+4.After a landed FC,d/f+3 and ss+3+4 - There are a few things you can do.1) Do the spinning kicks juggle mentioned above.2) Do (another) FC,d/f+3 in case they get up and you trip them again3) Do f,f+3+4,3 as they're getting up. This usually works if they retaliate or just stand straight up since their back is turned to you. It does a great deal of damage, and is a good set up for other okizeme.
1,2,1-good stopping power against pokes, use a lot against Mishimas, except Jin, use only the first two hits (unless you really like to buffer chickens)d+1+2-looks pretty useless...but I have avoided wgfs with this move...if you are quick and know what the opponent is going to do, use it then throw.u+1+2-believe it or not, this is a good surprise in the okizeme game for Kuni. Most people will try to get up and kick you, but by then you are stabbing them. A good follow up to this would be u/f+3+4, or the spinning kicks.1+2-use this move to hit an opponent who has missed an attack, or if you know it hits faster than an opponents move, feel free to use it. Also a good enough poke.f,f+2- good juggle starter, just has to be timed. Hits ducking opponents, and hits when the opponent does a small backdash, leads into her biggest combo i can think of, 68% damaged/f+2-a good juggle starter, can lead into a 57% damage combo guranteed. Kinda slow, so dont pull this move out constantly, Kuni is about surprise.b+2-good against turtling opponents, and only turtling opponentsd/b+2-hits big chars. on the ground, thats its only good use.b+1+2-her most usless move...i cant think of anything to say about this..f,f,n~2-a great move! use this one when you start to dash in against someone and then stab them! Okizeme starter, and a good onef+2-slow, but when it hits it gives you a guaranteed f+3+4, or d/f+2,b+1,1,f+3f,f+1+2-its okay I guess, I never really use this move though...good against rolling opponents, thats the only thing i can think of.f,f+3+4 variations3-good move, but doesnt hit nearly that often, maybe good after a f+23+4-puts some space between you and your opponent and also sets up a good distance for the f,f,n+21+2-pretty useless.....major lag timef,f+3,4-I usually dont use this move much, except to fake out by doing the flip only, the actual move is too slow and if blocked, the recovery time is horrible.FC,d/f+3-good okezime starter and keeps the opponent from running away when performed multiple times during okezime.f+3+4-great move, tracks opponents, stops rushes, completes combos, hits opponent out of roll, a damn good move!f,f+4-stops pokes from opponents, great against Mishimasu/f+3+4-good follow up to most anything that puts the opponent on the ground, guranteed after u+1+2 or d+3+4(while the opponent is standing)d+3+4-arguably Kunis best move. Use this in okizeme (big especially) Use at the start of a round, against tag ins, when you tag in, do this move!!!!!! Its a shield from everything! Also a great move to use against overly offensive opponents, wait for the attack and then kick em in the head!Ss+1+2-good ss move against constant sidestepping opponents, not overly great, but it works.Ss+3+4-an okay move, dont abuse it though, or you will pay with a nice fat chunk of life. Sets up a nice okezime game.f+2+3(1+4)Im tired, its one of these-the actual throw is nice, but i focus mostly on when the opponent avoids the throw. I usually use a back turned 3 for this, or d+4 is good to go into a ws+4 or FC,d/f+3 game.left side throw(spinny throw)-tag in your partner during this for some extra damage.right side throw(twirly throw)-d+3+4, what more can i say?back throw-the most generic throw i have ever seen, I hate it, but it sets up good okezimeWell thats about it, if anyone would post here and tell me some strats myself, that would be great too.
REMEMBER d/f+2..BE VERY CAREFULL (more or less).HERE WHY, If you get this move blocked you think to yourself..."Damn I should of done d/f+2~5 to get that Gaurd Stun". So think of d/f+2~5 as a poke that your expecting to get blocked instead of a juggle starter (unless you want to tag juggle which is always nice for red bar drainage ).In cases where you would use d/f+2 (which does seem to have less range than d/f+2~5 for some reason) use a f+2. E.g. Lets say you perform a d+3+4 and then back dash. Your opponent dashes forward and whiffs. You can perform a d/f+2 or a f+2. With a d/f+2 you can do a juggle (which is nice and all) but you can (1) do a more damaging juggle starting with f+2 then d/f+2, d/f+2, b+1,(1),1,(1),1, u/f+4_3 or (2) Set up some advanced level "make your opponent mad" setups...f+2 and then d/f+2, b+1,(1),1,(1),1 then intentionally miss a D+1 and then perform a WS+4 to get your opponent to stand up in the BK position...hehehe.Since the aforementioned juggle was started on the opponents back, they land in a position that forces em to get up in a BK position if hit while getting up .NEVER let your f+2 get blocked. You can eat a Shining Fists after guaranteed.I also gotta mention there are a number of good uses for b+1+2. You just have to figure em out...hehehe. Seriously though try a b+1+2 when some starts a f,f+4 with Eddy. b+1+2 stops all rush strings. There are certain situations where it's wiser to use a juggle starter but in the other cases b+1+2 is nice because it puts your opponent on the ground. I will post back for other uses.Also jus wanted to point out. |