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Tekken 7 Kunimitsu Guide Featuring Fergus

Tekken 7 Kunimitsu Guide Featuring Fergus

8 min
Guide by Fergus

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Unleash ninjutsu on your opponents

Tekken 7 is the latest game in the globally popular Tekken series. Its titles have been around for almost thirty years, and for the majority of its lifespan, it was an example of what 3D fightings should be. Nowadays, it’s one of the most regarded titles worldwide and is respected by the fans of even the most traditional 2D games.

One of the reasons for such success is the gameplay of Tekken and how many different styles it’s able to incorporate. The characters have become iconic at this point, and every new addition tries to push the envelope even further.

Kunimitsu was introduced all the way back in the original Tekken and for the most part, was a clone of Yoshimitsu with a few minor differences. It wasn't until Tekken Tag Tournament 2 that Kunimitsu received a wholly unique movelist that underlines her role as a ninja.

Tekken 7 marks her first appearance in the mainline series after Tekken 2, however, there is a twist. The character we see in T7 is actually Kunimitsu II, the daughter of the original ninja. She also comes with some new visual effects that see her teleport around and new strings that make use of Kunimitsu's classic kunai.

Fergus's Kunimitsu Guide

KUNIMITSU guide by [ Fergus2k8 ] | Tekken 7 | DashFight

Tap Notation

Hold Notation

Tekken Move










Down & Forward










Down & Back










Up & Back










Up & Forward





No directional inputs





Side Step (Left/Right)





Quarter-circle forward





Quarter-circle back





Half-circle forward





Half-circle back





Counter Hit





While Standing





While Running





Left Punch





Right Punch





Left Kick





Right Kick




Kunimitsu's Best Moves:

The Best Buttons are simple inputs that, in many ways, form the identity of the character. They’re likely to be your best tools for grasping any particular fighter.

  • 1 - The standard jab. Kunimitsu's 1 jab by itself has a decent range and a low hitbox which makes evading it more challenging. However, the follow-ups are the real highlight of this move.
    • 1,1 - High-mid string that's only -5.
    • 1,1,4 - A little bit gimmicky, but if opponents respect you, it's safe to use and leaves you +3 on block.
    • 1,1,2 - Safe on block string that is a natural combo if the second hit is a CH. Thus, it can catch people who try to interrupt after the 1 jab. Watch out for way opponents as they might try to step this string.
    • 1,1,1+2 - Somewhat risky transition into Katon stance. Out of this stance, she has a strong low in KTN 4 and a mid with KTN 3, which can be confirmed into a full combo.
  • df1 - Like her jab, it is a solid move with a good hitbox and great extensions. Once opponents respect the mental frame advantage of the follow-ups, you can use it to expand your pressure and bully them. 
    • df1,3 - If df1 is a CH, it becomes a natural combo, but if 3 is a CH, it becomes a full launch.
    • df1,2,2 - If the opponents try to duck or attack after df1, use this string. The last two hits are a natural combo on hit, and the whole string can be counter-hit confirmed from the df1.
  • df4 - Your standard quick mid poke. Like the jabs, it's good for checking your opponents and poking away at them.
  • 2,2 - One of Kunimitsu's defining moves. It's a high-mid natural combo, super fast at i12, and has decent tracking. Even if you try to take your turn after the 2,2, Kunimitsu can continue into the 2,2,2,2, a natural combo on CH. 2,2 also serves as a transition into Katon, allowing for the same mind games as the 1,1 transition. Meanwhile, 2,2,2 will enable you to go into Setsunagake or SET stance, which is less useful.
  • df3+4 - Chunky move that deals 30 damage and allows her to transition into the backturn stance. Combined with high crush and being only -2 on block, it's a powerful move.
  • db4 - Fairly standard low at i17 and 0 on hit. On CH gives you a solid +8.
  • db3,3 - Another relatively poor low with bad frames and minor damage, but together with db4, it's your main standing lows. If the opponent tries to take their turn after db3,3, you also have a chance to interrupt them with WS4.
  • qcf1+2 - Plus on block mid with great range, tracking, and good damage. It can net you an ever greater reward through wall splats.

SET stance:

  • SET 2 - Mid attack that becomes a full launcher on CH. Combined with the SET dash, it has excellent range and will make opponents scared of pressing buttons. Once that happens, you can dash in with SET and crouch to get access to your FC mixups.
  • SET 3 - Situational sliding low. Knocks down on CH but launch punishable on block and merely 0 on hit. You're better off using it sparingly.

Crouch moves:

  • FC df3 - A low sweep that comes out at i18. Can combo into ff2 after a knockdown for good damage and at the wall guarantees a b3,4 follow-up.
  • WS1,1 - A safe on block string that must be sabaki'd or parried if opponents want to retaliate.
  • WS3 - Unsafe mid launcher, but if you know that they will duck to block the throw, you can punish them with this move.

Backturn moves and transitions:

  • 4,2 - Kunimitsu's i12 block punisher. Safe on block jailing string with solid tracking. The string transitions into backturn automatically, and if you want to block, hold back.
  • df3+4 - Strong move that we mentioned previously. Hold back to transition into backturn.
  • BT1+4 - 1+2 throw break that deals 45 damage. You can mix this up by doing generic throws. Due to backturn animations, it becomes impossible to read the throw animation, requiring a hard guess from the opponent.
  • BTd2 - Unparryable low attack that's only -13 on block.
  • BT1+2 - Solid mid-mid string that becomes a powerful frame trap if you transition into BT from 4,2.
  • BTf1+2 - Much riskier mid option for when you want a high reward off of your reads as it will launch the opponent on hit.
  • BTd3 - While not a BT move, you can go into generic d3 from the BT stance, leaving you with a +3 advantage with full crouch, allowing for further mixups.

Kunimitsu's Basic Combos:

  • df2 > uf3,4 > f4 > SET 1,2,1 s! > dash > f4 > SET 4,3
  • uf3,4 > b4 > BT1,3 > f4~f > SET 1,2,1 s! > SET 4,3
  • BTf1+2 > SET 4 > BT1,3~f > SET 1,2,1 s! > f4~f > SET 4,3
  • SET 2 CH > SET 4 > BT1,3 > f4~f > SET 1,2,1
  • BTd2 CH > db2 > WS2,4 s! > 2,2,2~f> SET 1 > qcf1
  • b2 w! > 1 > df1 > d2,1,2,1+2

Kunimitsu's Strengths:

  1. Combo damage and wall carry - Kunimitsu has highly flexible combos that deal high damage and get opponents from one wall to another on nearly every stage.
  2. Poking and tracking - With 2,2, df1, and her 1 jab, Kunimitsu is very good at playing "small Tekken". SET stance also provides her with a lot of extra mobility, making it easier to get in on opponents.
  3. FC and BT mixups - Thanks to deadly lows with good tracking, Kunimitsu's mixups tend to lock people up and force them to block
  4. Great backdash - With one of the best backdashes in the game, Kunimitsu can avoid many situations that other characters have to take on the chin.

Kunimitsu's Weaknesses:

  1. Bad lows - Outside of stances Kunimitsu has fairly underwhelming lows that don't present much of a threat.
  2. Risky - Due to relying on her stances and FC to mixup opponents, Kunimitsu has to take some risks to get her offense going.


Even though she's unique and has some weird things to get used to, Kunimitsu is a very easy and strong character overall. If you're interested in playing her - go for it!


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