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kunimitsu Tekken 8 Season 3 Guide

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Last updated Sep 07, 2026, Game version 3.02.01

About the Author

Hi! It's Koenji, providing another guide! This time, for Kunimitsu. For those who don't know me, I've been playing Tekken competitively on and off for a decade, starting properly in Tekken 7. For this game, I primarily played Azucena for two years before briefly playing Miary at the end of Season 2.

For Season 3, Kunimitsu has been the main character that I've been piloting. She is a very strong character (don't let people say that she isn't), and she's especially good for people who are comfortable with punishment and enjoy running multiple interactions.

This guide took a while to put together, so I hope you enjoy reading it as much as I put into making it!

Introduction

Kunimitsu is the first new addition to Season 3, continuing her new era of Kunoichi, succeeding her Mother. She's a fast, poking-oriented character who can strike at any range from anywhere. She can leverage Setsunagake (SET/f+3) to rush towards her opponent to begin close-quarters offence. Against opponents that are eager to retaliate, Katon (KAT/1+2) is a mix-up-heavy stance she can use after key pokes like 1,1 or 2,2 to manoeuvre her out of the way of incoming strikes and into the air, utilising moves like Veil of Night (KAT.2) or Leaping Moon Blade (KAT.3,2) to surprise her opponents. With her trusty kunai, Kunimitsu can snipe her opponents from across the screen with her Savage Kunai Throw (qcf+1), or airborne targets with Cloud Scorching Blossoms (u+1/uf+1). Kunimitsu's mission in a fight is to always keep her opponent guessing what her next action is as she deploys her fast movement, strong mixups, and tricky 50/50's to always have the upper hand.

For beginners, Kunimitsu can be a great entry character to learn the game with, giving you a complete feel for what Tekken 8 can offer whilst having a toolkit that you can grow into appreciating. For experienced players, Kunimitsu offers a handful of opportunities for technical expression, with her ability to heavily punish the smallest mistakes her opponents make, regardless of spacing or whether or not she's standing or crouching, whilst being able to deploy polarising mix-ups and setups that can really get into your opponent's head.

She doesn't have many flaws in her kit and is generally well-rounded; However, Kunimitsu can struggle a bit due to her having to play many interactions; failure to perform her technical punishment can cost you, given the risk that is involved. But if you're diligent in your training and are interested in her take on fast-paced and trickster-esque Tekken, then Kunimitsu is the character for you.

Strengths

  • Polarising Full Crouch and Backturn Mix: Kunimitsu's core game plan is to mix up the opponent. Using tools like d+1 and hFC.1+2 puts Kunimitsu in situations where she forces the opponent to play her game.
  • Strong Movement: Equipped with a strong backdash and tools like SET to quickly cover distance towards her opponent, Kunimitsu can effortlessly move around the stage, creating a lot of opportunities for herself in a match.
  • Gifted Punishment: Kunimitsu is able to heavily punish mistakes regardless of whether she's standing or crouching with hard-to-perform 10F punisher f,f+4,2 that wall-splats opponents, to f,d,df+2 which can be buffered to launch moves at 14F's.

Weaknesses

  • Struggles to prevent movement: Kunimitsu has limited options to deal with opponents who are actively moving against her due to her close-range options tracking to the right and her long-range options tracking to the left. The actions that she uses to stop this from happening are either weak (df+4), carry risk to them (3,4), or are slow (qcf+1+2).
  • Compulsive Gambler: Kunimitsu has to consistently win multiple interactions in neutral, which can provide opportunities for the opponent to counter-hit her or apply their own aggression.

Heat System

  • Kunimitsu's heat improves her ability to force backturn mix-ups with H.u+1+2. Kunimitsu also gains an extremely evasive low from KAT stance with H.KAT.d+1+2. She also gains access to a new safe launcher with H.db+1+2.
  • Kunimitsu can also perform her Heat Smash Flame Riot: Lunar Mirror, which is a very powerful 14F heat smash that will splat and instantly break through destructible walls.

Top 10 Moves

Kunimitsu's jab is very strong with its myriad of extensions and can be used as a starting point for a plan. If your goal is to mix up or pressure your opponent, 1,1 will allow just that: a safe high mid string that's plus on hit, can be mixed into her Katon stance, and allows her to poke in neutral. Any retaliation attempts by your opponent can be silenced with 1,1,2, a safe follow-up that gives a small combo on counter hit. If you want to frame trap or disrespect your opponent, 1,2,4 is a G-clef style string that is guaranteed on counter hit, knocking your opponent away from you or wallsplatting if close to a wall. As an initial plan, especially for beginners, mixing up these goals can help establish your say in the match. When you master Kunimitsu's jab, you can effectively control the pace of the match whilst dismantling your opponent's attempts at offence.
hi10+1 oB+8 oH

df+1

Kunimitsu's infamous mid check has a string extension with df+1,2,2. This move has multiple applications. It can be used as a general poke, a tool to fish for counter hits, or to frame-trap an eager opponent who bites into its delayable string offence. On a successful counter hit, df+1,2, you can perform df+1,2,2 in full, which can wallsplat. If the move doesn't wallsplat and the opponent is close to a wall, qcf+2 is guaranteed after the third hit. In Tekken 7, the df+1 string was extremely delayable, which provided it's notorerity. For Tekken 8, the delayable properties for the second hit have been removed, but it's still possible to confirm the df+1 extension from the first initial hit with enough practice.
mi13~14-2 oB+5 oH

hFC.1+2

Kunimitsu's key low that satisfies her core game plan and is arguably one of the best lows in the game. On hit, Kunimitsu enters BT at +5, forcing the opponent into a position where they have to guess. BT.1+2 is a great initial option to use after scoring a hFC+1+2, with BT.d+2 being useful to chip at the opponent's health if they become complacent. Power Crushes and Rage Arts may be effective against BT.1+2, but Kunimitsu has BT.1,4, which can be used in this situation to beat these key options. On block, hFC.1+2 only leaves Kunimitsu at -12, which can make the move extra stressful for your opponent to deal with if they do not have a strong i10 or i11 punish or a dedicated i12 punish.
l,smi18 i15-12 oB+5 BT oH

d+1+2

A spinning low attack that slips underneath high attacks and satisfies her poking goals. Because she slices the opponent's foot with her knife, this powerful poke cannot be low-parried. On hit, it keeps Kunimitsu crouched at 0F of advantage, an awkward situation where your opponent has movement options against some of your faster follow-up tools like ws4 or ws1. On a counter hit, Kunimitsu is granted a chunky 15 frames of advantage, allowing her to mix up her opponent with options like hFC.1+2 to further push her offence, or check with mids like ws2 or ws3 depending on your judgement. This low is core to Kunimitsu's game plan; just be cautious using this against characters that have i14 launchers from crouch.
Li20-14 oB+0 oH+15g oCH

SET.1+2

A two-spin combo of cuts that is a heat engager and is extremely difficult to step in neutral. SET.1+2 is also a heat dash launcher if connected with heat. On block, SET.1+2 is not only safe but also provides decent pushback, allowing you to create space against some options with a single backdash.
m,mi15 i18-5 oB+22a (+12) oH

SET.2

A fast, safe slicing cut to the chest that launches on a counter hit. This move is best paired with f+4 or BT.4 as a go-to frame trap against opponents who like to check SET with a jab. On normal hit, SET.2 provides Kunimitsu with 8F's of advantage, making options like df+1 or d+1 very strong frame trap options. The range of SET.2 can be extended by the amount of time spent in SET.
mi12-9 oB+8 oH+55a (+48) oCH

d+1

Another key Kunimitsu move. Kunimitsu chops at the opponent, putting herself and the opponent into a crouching state regardless of whether the move is blocked or not. On hit, the opponent is forced to interact with options like hFC.1+2 and ws2,1 due to the advantage being high (+6). On block, Kunimitsu still has the advantage (+3), making it a key move to force an aggressive game plan. Additionally, ws+2,1 is a guaranteed follow-up on a counter-hit. Some additional advanced tips: if d+1 is performed immediately when Kunimitsu has 8F's of advantage in a given scenario, d+1 becomes unsteppable. Additionally, if d+1 manages to trade with moves that put Kunimitsu in minimal recovery, Kunimitsu can use df+2 to launch the opponent.
mi19+3 oB+6 oH+13c oCH

BT.1+2

A spinning knife cut from backturn that's safe on block. If your game plan revolves around safety, this move should be your first-layer option. On block, Kunimitsu recovers at a slight disadvantage (-2), but with a sizeable chunk of distance from the opponent, letting you backdash and whiff-punish; on hit SET.1+2 is +7 you can make a habit of using df+1 after as it will trap your opponent's retaliation attempts, beating Rage Arts and Power Crushes.
m,mi14 i10~11-2 oB+7 oH

f+4

A solid, safe knee attack that can transition into SET by holding forward. f+4 is a key option to use if you're aiming to utilise a more aggressive game plan that revolves around SET, as you have options like f+4 into SET.2 that will counter jab attempts, or SET.1+2 that will prevent movement attempts. Additionally, SET.1+2 is guaranteed after f+4 on a counter hit.
mi15-5 oB-1 oH+7 oCH

ws2

A move where Kunimitsu cuts horizontally. By itself, ws+2 is a strong poke that is safe and difficult to step. The magic behind the move comes with its follow-up, ws+2,1, a delayable, heat-engager follow-up that can be situationally confirmed on a counter hit with enough practice. ws+2 works particularly well after d+1 if your opponent likes to retaliate with an 11F move like a ws4 or slower. When it comes to confirming counter-hit situations with ws+2,1, d+1 into ws+2 is the most important situation you'd want to learn how to counter-hit confirm, as you'll get a lot of mileage. With heat enabled, ws+2,1 can be used extremely aggressively, turning its negative attributes on block into a situation to push more pressure after a heat dash, heavily skewing its risk-reward. If heat has already been activated or spent, ws+2,1 will knock opponents to your left, allowing you to wall splat at an angle.
mi13~14-9 oB+1 oH

Punishers

Standing
i10f 1,2,2 (Can hold back to transition into backturn.)
i10f f,f+4,2 (Execution gated punish. Wall splats. Hard to buffer.)
i12f 4,2 (Into backturn.)
i13f f+2,3 (Wall splats and knocks down the player at an angle.)
i13f qcf+2 (Execution gated punish, long-range punish for moves like Bear ff+2)
i14f f,d,df+2 (Execution gated launcher. Can be buffered.)
i15f uf+3
i15f qcf+1 (For Paul's deathfist (qcf+2).)
Crouching
i10f f,f+4,2 (Execution gated punish. Wall splats.)
i11f ws4
i12f ws1,1
i13f ws2,1 (Heat engager. Wall splats. Knocks at an angle when heat is spent.)
i14f f,d,df+2 (Execution gated launcher. Can be buffered.)
i15f ws3
Whiff punishers
qcf+2 (Fast mid whiff punish option.)
uf+3 (Fastest mid launcher. A solid option for punishing moves with longer whiff recovery.)
f,f+4,2 (Reaches far and is very fast, but it carries a lot of risk if done incorrectly.)

Combos

df+2 | KAT.3,2 | ws3 | CH f,f+2 | CH df+(1),3 | CH KAT.2
uf+3 → f+3+4 → BT.4f → SET.1,2,1 → 3+4 → qcf+1
uf+3
df+4 → f+3+4 → BT.4f → SET.1,2,1 → 3+4 → qcf+1
db+2,4,2 | CH u+2 | CH SET.3
ws4 → f+3+4 → BT.4f → SET.1,2,1 → 3+4 → qcf+1
BT.1+2 | CH MUS.2 | CH (3),4
KAT.4,2 → f+3+4 → BT.4f → SET.1,2,1 → 3+4 → qcf+1
CH b+2
ws2,1 → f+3+4 → BT.4f → SET.1,2,1 → 3+4 → qcf+1
CH SET.2 | H.db+1+2
KAT.4,2 → f+3+4 → BT.4f → SET.1 → qcf+1
SET.1+2 (Into HD) | f+1+2 (Into HD)
3+4 → df+4 → f+3+4 → BT.4f → SET.1,2,1 → 3+4 → qcf+1

Beginner Combos

df+2 | uf+3 | KAT.3,2 | ws3 | CH f,f+2 | CH df+(1),3 | CH KAT.2 | CH b+2 | BT.1+2 | SET.1+2 (Into HD) | f+1+2 (Into HD)
f+3+4 → BT.4f → SET.1,2,1 → 3+4 → qcf+1
CH SET.2 | H.db+1+2
f+3+4 → BT.4 → f+4 → SET.1,2,1

Combo Enders

Carry
Floor break
Wall break

Wall Combos

Normal
1 → df+1 → d+2,1,2,1+2
b+1,1 → df+1,2,2
With tornado
df+1,3 → 1 → d+2,1,2,1+2
b+4,3 → 1 → d+2,1,2,1+2

Small Combos

uf+2 | MUS.2 | BT.4 | 3,4 | (1,1),4 | KAT.2 | SET.4,3 | SET.1,2,4 | ub+2 (At wall)
qcf+2
uf+4 | SET.1,2,3
f,f+2
CH d+1
ws2,1
CH f+4
SET.1+2
CH SS.2
BT.1,4
CH b+(4),3 | (1,1),2 | SET.(1,2),2
qcf+1
ws2,1 (Into HD) | BT.1,4 (Into HD) | KAT.1,2 (Into HD)
qcf+1+2

Notable Moves

f,f+4,2

Kunimitsu's specialist i10 punish option, not for the faint-hearted! On block, whether you're standing or crouching, f,f+4,2 can be used to punish small mistakes. To perfectly punish at i10, you need to properly buffer your f,f before pressing 4. It needs to be perfect; otherwise, you may be a frame too slow. Practice makes perfect!
m, hi9~11-17~-16 oB+10c oH
Kunimitsu's fastest option out of SET. SET.1,2 can be hit confirmed if SET.1 connects into a +8 situation. If the second hit of SET.1,2 hits, SET.1,2,2 is guaranteed. On block, SET.1 is only -1, giving you opportunities to move or jab into your opponent if they opt to use a slower move.
hi10~11-1 oB+8 oH

H.u+1+2

Kunimitsu's best heat move to pressure with. A barrage of knife swings that wall-splats on hit and forces a backturn mix-up on block, giving Kunimitsu the advantage. It's worth knowing that even though the block situation is the same number of frames as 1,1,2,b on hit or hFC.1+2 at +5, your opponent is further away on block, which can potentially give them more defensive options.
m,m,mi16 i9 i20+5 oB+25a (+1) oH

b+1+2

A safe, relatively fast, explosive mid that does a chunk of damage. This move is super useful to use after landing a heat engager; a properly buffered b+1+2 from a heat engager will prevent your opponent from stepping, using Rage Arts or a Power Crush.
m,ti15~16-7 oB-3a oH

b+1

Just like Yoshimitsu's Stone Fists, Kunimitsu is able to spin a total of five times before getting dizzy. Performing b+1,1 or more spins leaves Kunimitsu in a situation where she's +5 on block. The recovery from spins is almost immediate, which is extremely effective against opponents who like to use high Power Crushes, for example.
hi17+1 oB+7 oH+12 oCH

db+4

Kunimitsu's lowest-risk low poke. It can be reliably used to chip away at your opponent or used at the end of rounds. It's only -12, making it great poke to use against characters like Kazuya without worrying about getting launched. On hit, it's neutral, giving you a perfect opportunity to step, backdash, or act.
Li17-12 oB+0 oH+8 oCH

WR.2

Kunimitsu's go-to option to aggressively push plus frames on her opponent. If your game plan revolves around aggression, this is your go-to move, especially when used in tandem with df+1 to frame-trap your opponent or df+4 to shut down movement attempts.
h,ti15~17+6 oB+0d oH

KAT.2

A teleporting overhead knife cut that's plus on block. On a counter hit, the move will flip the opponent into the air for a massive amount of damage; checking this move is difficult after transitioning into KAT from 1,1 or 2,2, with the move reliably avoiding jabs and some mid checks.
mi23~24+5 oB+20d oH+80a (+60) oCH

KAT.3

A teleporting dive kick that has an extension into a launcher, similar to KAT.2; you can use it after 1,1 or 2,2 to avoid jabs and some mids. KAT.3,2 should ideally be used when you visually confirm the opponent's whiffed option. KAT.3 can also be used as an optimal mid-screen combo ender. Getting the correct distance can be tricky, but if you manage to space KAT.3 so it connects with an airborne opponent with +2 frames of advantage or higher, you can perform qcf+2 for additional damage. Here's a video example of how you should space the spike.
Mi18~25-12~-5 oB+2c~+9c oH

qcf+1+2

One of Kunimitsu's key homing options to stop players from stepping against her. Safe on block and also useful in specific routes where she wouldn't be able to reach normally. If your opponent likes to aimlessly walk after poking situations, you can use qcf+1+2 to dissuade them from walking. If the attack doesn't wallsplat you can follow up with qcf+2.
mi20~21-9 oB+6a oH

uf+3

A long-reaching hopkick where Kunimitsu leaps into the air. Although it's easier for your opponent to block punish in comparison to df+2, it's generally better to use uf+3 in comparison as uf+3 is able to jump over lows. This is extremely powerful as a long-range whiff punisher, so learn how to use it!
m,mi15~16 i13~14-13~-12 oB+25a (+18) oH

b+2

A repurposed power crush from Tekken 7 that's now a safe counter-hit launcher that has good tracking against opponents walking left. With b+2 being a slower option in Kunimitsu's kit, it's very good against opponents who like to delay their options.
mi17~18-9 oB+5 oH+57 oCH

3

A relatively fast homing high that has a follow-up of 3,4. This move is particularly good for opponents who are trying to walk left against Kunimitsu. It's also possible to confirm the follow-up against walking opponents with practice. 3, can be used in a similar manner to qcf+1+2 given that the goal is to stop your opponent from stepping, but you should use 3 if you want a faster option within a given scenario and you're confident in your ability to hit-confirm the follow-up. As an advanced technique: If Kunimitsu has a wall to the left of her and is parallel to it, 3,4 can be used as a launcher, as it allows for a pickup with f,d,df+2. Here's a video example of the pickup.
hi16~17-7 oB+7 oH

KAT.1,2

A safe, fast, delayable, hit-confirmable string that has a heat engager. KAT.1,2 is a great option to consider after 2,2 or 1,1, especially if your opponent likes to press after getting hit. Your opponent can avoid the first hit if they step to their right; performing the second hit immediately will also whiff, but if you delay your second hit slightly, it will realign and hit your opponent. The second hit can also be cancelled by holding down.
h, mi11-9 oB+9g oH

H.KAT.d+1+2

A super evasive heat move that can wall-splat at specific distances. This move is extremely difficult to check with a jab or a mid.
L,m,mi20~21 i19~20 i7~8-14 oB+23a (+5) oH

f+1+2

A single-hit, knife-cross heat engager that's safe on block. This will completely track opponents who are trying to step to the right. For heat dash combos, this should be your go-to button as it's the only option that will slide the character on an airborne hit.
mi17~18-6 oB+9a (+0) oH

db+2,4

A safe poke string that starts with a knife cut. This move is a good mid-check sequence to use at the end of the round. db+2 by itself works, putting Kuni in a crouch position that allows her to mix up with tools like ws2 or hFC.1+2.
M, mi16~17-9 oB+2 oH

SS.2

A knife mid-check from a side-step that puts her into backturn. Unlike other Kunimitsu transitions into her backturn mix, Kunimitsu is actually at a disadvantage. For players who are piloting Kunimitsu with a bit more caution, your goal is to get the counter hit of SS.2, which guarantees BT.1,4.
mi17~18-5 oB+6 oH+11 oCH

f,d,df+2

Kunimitsu's second specialist punishment, this time for moves that are -14 on block. Similar to qcf+2 and f,f+4, f,d,df+2 can be buffered to more easily punish your opponent's moves.
M,hi14~15 i25~26-17~-16 oB+73a (+57) oH

2,2

A double knife swipe that cannot be parried by the majority of the cast. 2,2 can transition into Katon with 2,2,1+2 on hit or block. On hit, it's good to use options like KAT.1,2 to continue your pressure; on block, however, it's better to use options like KAT.2 or KAT.3 if the opponent attempts to retaliate. If your opponent likes to take back their frames after blocking 2,2, 2,2,2,2 can be used to prevent them from doing so. Use this extension sparingly and only to condition your opponent, as the 3rd and 4th hits of the extension are high. If you're able to punish someone in the back, you'll be able to perform 2,2,2,2,2 in full.
h, mi12-6 oB+5 oH

SS.4

A snake edge style move done out of a sidestep. This move is very risky to do, as it is heavily punishable if blocked. Additionally, this move has a clean-hit property; you need to strive to hit this clean hit at all times to get the maximum benefits from using this move. Due to the move requiring you to be so close, it's best to use this move when the enemy has their back against the wall. If a clean hit occurs, the opponent will be knocked down, and qcf+2 is guaranteed.
li20~22-37 oB+4c oH

3+4

A single-hit jumping move that has Strong Aerial Tailspin properties (SAT). This move shouldn't be used in neutral, as there are better tools in Kunimitsu's kit; however, this move does get a special mention for its ability to mix up the opponent on wakeup. If Kunimitsu does 3+4 on an airborne, dashes in, and then performs f+3 against an opponent tech-rolling. Kunimitsu can slip past the opponent with the camera remaining in place, instantly performing BT.f+1+2; here can score a launcher against unsuspecting opponents.
hi21~22-1 oB+21a (+12) oH

f+2,3

An underrated string outside of its usage as a 13f punish. f+2 by itself is a long-reaching poke that can be used as an alternative option to df+1 or df+4 to put the brakes on an advancing opponent. f+2,3 can also be used as a counter-hit confirm tool in situations where you're near the wall and are fishing for a wall splat. Additionally, if you knock your opponent down and they decide to roll to their right, dashing in and performing f+3 can create a similar mix-up situation to what you'd get after 3+4, although it's harder to input.
h, hi13-6 oB+20a (+11) oH

ub+3

The escape artist move that launches Kunimitsu to the left. This move is very useful in specific matchups, especially against stance options that your opponent may use on immediate timing. Don't be too predictable with your escape attempts, as you can get launched.

Stances

f+3 / Setsunagake (SET)

A stance that rushes Kunimitsu forward, allowing her to quickly cover the distance between her and her opponent. Paired with f+4, BT.4, SET.2 can be used as a frame trap against opponents attempting to retaliate with a jab. From SET, you have access to Kunimitsu's uf+1+2 and f+1+4 command grabs.

1+2 / Katon (KAT)

A stance focused on evasion, with options like KAT.2 and KAT.3 that allow Kunimitsu to teleport out of the way of most retaliation attempts. This stance will be primarily accessed with either 1,1 or 2,2.

b+3+4 / Disengage (BT)

An action that puts Kunimitsu into her backturn stance. Backturn can also be entered from 4,2, 1,2,2 into back, SET.1,2 into back or df+3+4. During backturn, she has relatively strong options like BT.1+2, which can be used as a safe mid-check in most situations or BT.d+2, which, after establishing BT.1+2, can be used as another tool to chip away at your opponent's health bar. Additionally, from backturn, Kunimitsu has access to a 2 way throw mix-up with either BT.1+4 or BT.1+3 or BT.2+4.

Panic Moves

KAT.2 | KAT.3,2 | h.KAT.d+1+2

A collection of evasive moves from Katon stance that allows Kunimitsu to evade jabs and even some mid checks.
mi23~24+5 oB+20d oH+80a (+60) oCH

d+3+4

Kunimitsu's power crush pushes the opponent back far if absorbed and blocked.
Mi20~23-13 oB+12a (-5) oH

1,2,4

A string that is confirmable on counter hit. Good as a fast get-off-me tool.
h, h, mi10-14 oB+12d oH

hFC.1 (db+1)

Your down jab that positions you directly into your full crouch mix.
sli10-5 oB+6 oH

ub+3

A move that makes Kunimitsu jump out of the way to safety.

Frame Traps

1 → 1,2,4
f,f,F+2 → df+1
f+4 → SET.2

Knowledge Checks

1

Kunimitsu has access to 1,1,2 and 1,1,4, strings that are designed to beat retaliation attempts. The last hit of both strings can be stepped to the right. Kunimitsu can use 1,1,1 to beat this counterplay; stepping right and immediately blocking will allow you to step the previously mentioned follow-ups and block 1,1,1. It's also worth being aware of 1 into 1,2,4, which is a common frame trap that can be counter-hit confirmed. Jab into either uf+1+2 or f+1+4 is a solid strategy as a new player.
hi10+1 oB+8 oH

u+2

A very slow, jumping low attack that takes about half a second to come out. Kunimitsu can cancel this move by holding down before you reach the ground. Kunimitsu can mix into ws+2 or hFC.1+2. As the defender, you can hopkick to beat out the low and the cancel option.
Li35~36-16 oB+6 oH+25a oCH

d+1+2

d1+2 is perfectly neutral on hit whilst leaving Kunimitsu in a crouched position. As the defender, sidestepping to your left will allow you to avoid ws+1 and ws+4. Depending on the character, you may even be able to manoeuvre around hFC.1+2 and ws2.
Li20-14 oB+0 oH+15g oCH

d+1

This move is a very powerful tool for Kunimitsu to force you to interact with. As the defender, using ws4 here is risky, as Kunimitsu's ws+2,1 will frame-trap you. Instead, as the defender, you will have to perform some sort of guess here, but if you do want to retaliate with an action, performing a crouching jab here, or any other moves that you may have that can come out in 10 frames, is beneficial here, as it will trade with ws+2. If Kunimitsu chooses a move slower than i13, like hFC.1+2, which is very common in this situation, you'll gain back your turn.
mi19+3 oB+6 oH+13c oCH

df+1,2

The second hit of this string can be heavily delayed to throw off your opponent. As the defender, if your opponent likes to delay the second hit, you can punish it with an i10, but beware of df+1,2,2, which will punish you. If your character has a 14F launcher, it's better to wait for the 3rd hit to happen so you can launch it.
m, mi13~14-10 oB+1 oH

Defensive tips

Sidestep left in neutral

Handles her key pokes as well in neutral if you do step left, smaller pokes like df+4 do little damage and provide minimal frame advantage.

Sidestep right against "SET" and "KAT"

Stepping after 2,2 and 1,1 avoids all KAT options. The only option tracking is KAT.1,2 if they delay the second hit. Stepping after f+4 into block will protect you against most of SET's key options, and against options like SET.2 will provide you with opportunities to launch your opponent. So at a distance against Kunimitsu, you should be aiming to step and walk to your right. And up close, you want to move to your left.

Challenge "SET"

Although it may seem very scary to challenge, you can really dissuade Kunimitsu from relying on SET if you challenge it. Putting out a df+2 against her approach goes a long way, and especially attempt to do so if you have a safe df+2.

Defensive Move Handling

3,4

The first and the second hits of this move are duckable. Alternatively, if you're playing Yoshimitsu, you can flash the second hit. Regardless, you should opt to duck after blocking the first hit, especially if a Kunimitsu player struggles to confirm the second hit.
h, hi16~17-5 oB+20a oH+46a oCH

db+2,4,2

The 3rd hit of this string is safe but can be interrupted with an i17 move after blocking the second hit.
M, m, Mi16~17-8c oB+15a oH

1,2,2

If used as a punish incorrectly, the last hit can be ducked. Be careful, as the Kunimitsu player can also use 1,2,4 which will hit duck attempts.
h, h, hi10-12 oB+5 oH

SET.1,2,2

The second hit of this string is duckable, and the third hit can be stepped to the right. If you choose to duck, Kunimitsu can heavily delay the timing of the second hit to throw off your duck timing; opt to hold duck or to quickly tap it based on what you feel is best against your opponent.
h, h, mi10~11-9 oB+14a (+5) oH+46a (-1) oCH

BT.1,4

Kunimitsu players may opt to use this move to perform a heat dash. The first and second hits are high and duckable.
h, hi11+3 oB+15c oH

Matchups

Good matchups

KumaPanda

Kuma and Panda have very weak lateral movement. Kunimitsu can use this to her advantage to abuse her mixups against them. f+4 into SET.2, for example, cannot be stepped by either bear, whereas everyone else can. Additionally, Kunimitsu can score extra damage after performing df+1,2,2 with a slightly delayed qcf+2 due to their larger body.

Azucena

Kunimitsu can launch Azucena's db+4, which is a key poke she has that crushes highs. She can also launch punish 1,2 on failed punishes. Furthermore, Kunimitsu can option-select all of Azucena's f+4 extensions with uf+3 due to how her hopkick avoids the high of Azucena's f+4,4.

Victor

Victor has several key moves that are -14 on block, such as uf+1,1 and f,f,f+1+2. Additionally, we can use ub+3 to escape some IAI stances that other characters are unable to use normal movement options against.

Bad matchups

Alisa

Usually, the frame advantage you have when you enter backturn doesn't matter in most matchups; against Alisa, however, these numbers are extremely important. At +5 (1,1,2, hFC.1+2 on hit or h.u+1+2 on block), Alisa can walk almost all of Kunimitsu's backturn options. At +6 (4,2 on hit), BT.1,4 becomes unsteppable again, and at +8 (SET.1,2 into backturn), BT.1+2 can now be used again as a mid check. If you fail to check Alisa properly, she can walk all the way to Kunimitsu's back for a backturn punish. We should avoid this situation entirely by properly contesting her movement with BT.4.

LiliZafina

Similar to the Alisa matchup, both Lili and Zafina can step Kunimitsu's backturn options; however, unlike Alisa, both Lili and Zafina are able to step BT.1,4 even at +6.

Kazuya

Although not the worst matchup, Kazuya's EWGF is very good at keeping Kunimitsu out; a well-timed EWGF can stop all SET options except for SET.3. For this matchup, you have to be very conscious of how you're utilising SET. Poke primarily with hFC.1+2 and db+4, and be careful poking with options like d+1+2 or BT.d2.

External Resources