Ironfist Insights
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Kunimitsu — character information

Every Kunimitsu move in Tekken 8: 61 rows, 6 lows, 4 throws, 7 plus on block. Frame data from wavu.wiki, which publishes it under CC0. Game version 3.01.01.

How they play

On the numbers, Kunimitsu is a floor-breaker (15 strikes break the floor) and hard to corner (7 moves switch sides on hit), with 4 further axes also in the roster's top fifth. Everything else about them sits inside the roster's normal range.

  • Neutral throws417th of 41

    Throws they can start from neutral, excluding the side and back throws every character shares. More throws means your standing break is more of a guess.

    Kunimitsu: 4 throws from neutral — 17th of 41. The roster median is 4.

  • Plus on block11.8%15th of 41

    How much of the movelist is genuinely their turn after you block it. Guardable moves and spacing-dependent ranges are excluded, because neither is free pressure.

    Kunimitsu: 11.8% of the movelist is plus on block — 15th of 41. The roster median is 11%.

  • Lows14.9%15th of 41

    How much of the movelist is low-family — low-parryable and low-crushable. Includes special lows, which you CAN block standing, so a big number is not by itself a reason to crouch.

    Kunimitsu: 14.9% of the movelist is lows — 15th of 41. The roster median is 13.8%.

  • CH launchers1415th of 41

    Moves that launch on counter hit. Against a high number, pressing your turn back is how you lose the round rather than how you win it.

    Kunimitsu: 14 moves launch on counter hit — 15th of 41. The roster median is 12.

  • Stances36th of 41

    Stances that real moves come out of, excluding the positions inside a chain throw. Each one is a separate movelist you have to know.

    Kunimitsu: 3 stances: KAT, MUS, SET — 6th of 41. The roster median is 2.

  • Homing137th of 41

    Homing STRIKES — moves that realign and catch a sidestep. Homing throws are counted separately, because they say something different.

    Kunimitsu: 1 homing strike — 37th of 41. The roster median is 3.

  • Wall / balcony18%39th of 41

    How much of the movelist breaks a balcony or crushes a wall. This is what being cornered actually costs against them.

    Kunimitsu: 18% of the movelist carries a balcony break or wall crush — 39th of 41. The roster median is 24.8%.

  • Floor breakers152nd of 41

    Strikes that break a breakable floor. On stages that have one, these are what they are looking for. Floor-breaking THROWS are counted separately — 61 of the roster’s 273 are throws, and a grab that drops you through the floor is a different thing to watch for than a button that does.

    Kunimitsu: 15 strikes break the floor — 2nd of 41. The roster median is 2.

  • Side switches73rd of 41

    Moves that swap positions on hit. This is how a cornered opponent gets out, so a high number means the corner you won is temporary.

    Kunimitsu: 7 moves switch sides on hit — 3rd of 41. The roster median is 2.

  • Chip damage11.2%35th of 41

    How much of the movelist damages you through a block. Blocking is still right, but a long blocked string is not free.

    Kunimitsu: 11.2% do chip damage on block — 35th of 41. The roster median is 14.5%.

  • Power crushes313th of 41

    Moves that absorb a high or mid and keep coming. Trading loses; lows, throws and not pressing all beat them.

    Kunimitsu: 3 power crushes — 13th of 41. The roster median is 3.

  • Fast mids43rd of 41

    Mids that come out in 13 frames or fewer — what answers your jab and what starts their turn from nothing.

    Kunimitsu: 4 mids at i13 or faster — 3rd of 41. The roster median is 2.

  • Parries / sabaki215th of 41

    Parries, sabaki and reversals: moves that take the turn back on a read. Counted from the parry window on the move where wavu publishes one, and from its description where it does not.

    Kunimitsu: 2 parries or sabaki — 15th of 41. The roster median is 2.

  • Launchable lows54.2%7th of 41

    How many of their lows hand you a launch when blocked. High means you can stand and take the low; low means blocking it correctly buys you almost nothing.

    Kunimitsu: 54.2% of their lows are -15 or worse — 7th of 41. The roster median is 37.5%.

  • Launchable mids/highs9.3%28th of 41

    How many of their mids and highs hand you a launch when blocked. Not only mids: 28% of this population is highs, which you can duck instead — so a high number here is not by itself a reason to stand and block. High means blocking and waiting is a plan; low means you have to make the turn yourself.

    Kunimitsu: 9.3% of their highs and mids are -15 or worse — 28th of 41. The roster median is 10.9%.

  • Turn-keeping pokes41.7%7th of 41

    How many of their pokes are +5 or better on hit and safe on block. +5 rather than merely plus, because that is the margin that beats a 10-frame jab — at plain +1 the figure is roughly half again as large and means much less. High means that after eating one poke you are still on defence and pressing back is a gamble.

    Kunimitsu: 41.7% of their pokes stay plus on hit and safe on block — 7th of 41. The roster median is 35.5%.

  • Duckable highs20.5%25th of 41

    How much of the movelist ducking answers outright. High means ducking on a read deletes a lot and buys a whiff punish.

    Kunimitsu: 20.5% of the movelist is highs — 25th of 41. The roster median is 21.3%.

  • Low crushes24.2%6th of 41

    How much of the movelist jumps over lows. Your own low pokes are a losing button against a high number.

    Kunimitsu: 24.2% of the movelist jumps over lows — 6th of 41. The roster median is 12.8%.

  • High crushes12.4%10th of 41

    How much of the movelist ducks under highs. Your jab strings and standing kicks are a liability against a high number.

    Kunimitsu: 12.4% of the movelist ducks under highs — 10th of 41. The roster median is 9.7%.

  • Safe evasions31.5%38th of 41

    How many of their evasive moves are still safe once you read and block them. High means reading their evasion wins you position but no damage.

    Kunimitsu: 31.5% of their evasive moves are still safe when blocked — 38th of 41. The roster median is 45.5%.

  • Fast plus on block1.9%22nd of 41

    Moves that are plus on block AND come out in 15 frames or fewer — plus frames fast enough to use as pressure rather than as a reset. Worth knowing that roster-wide most fast plus moves are highs, so ducking is often the answer.

    Kunimitsu: 1.9% of the movelist is plus on block at i15 or faster — 22nd of 41. The roster median is 2%.

  • Safe poke damage11.239th of 41

    What a single free poke costs, averaged over the ones you cannot punish. High means a passive round is a lost round.

    Kunimitsu: their average safe poke does 11.2 damage — 39th of 41. The roster median is 13.2.

  • Follow-ups per move0.5824th of 41

    Follow-ups per standalone move. High means most of what you block is mid-string, so your defence is delay-and-interrupt rather than punish windows.

    Kunimitsu: 0.58 follow-ups per standalone move — 24th of 41. The roster median is 0.61.

Shading shows where Kunimitsu sits in the roster on that category, darkest for first. It is a position, not a verdict: first of 41 in launchable lows is a weakness. Open any box for what the category means. Bold marks the roster’s top fifth — Kunimitsu reaches it on 6 of 23.

Your back to the wall

Less dangerous than most corners. 18% of the movelist carries wall or balcony properties against a roster median of 24.8%, so being cornered costs you position more than it costs you health.

Their back to the wall

Expect a side switch. 7 of their moves swap positions on hit, in the top fifth of the roster — cornering Kunimitsu is a temporary state, and the move that undoes it is often the one they were saving.

Centre stage

1 homing strike, among the lowest on the roster — but every one of them is a high. Kunimitsu is not hard to step so much as hard to duck: crouching beats most of what punishes a sidestep.

On a breakable floor

A stage that rewards them. 15 strikes break the floor, among the highest on the roster — on these stages the floor is a resource Kunimitsu is holding and you are not.

Key Kunimitsu moves

Plus on block

  • f,f,F+3Kugai23, mid, +7 on block at best
  • f,f,F+2Sword Smashi15, high, +6 on block
  • BT.4Graceful Tail Whipsituationali16, high, +6 on block
  • H.u+1+2Flame Dance: Izayoi Moonsituationali16, mid, +5 on block, needs Heat

Plus you cannot ignore

  • d+1Sakumaishii19, mid, +3 on block

Fastest mids

  • f,F+4i9, mid, -15 on block at best
  • df+4i12, mid, -9 on block
  • df+1i13, mid, -2 on block
  • qcf+2Oboro Engetsui13, mid, -12 on block

Lows, safest first

  • KAT.4stancei22~28, low, -10 on block at best
  • SET.3Frost Slidestancei18~23, low, -11 on block at best
  • db+4Yamashiro Kuzushii17, low, -12 on block, too fast to see coming
  • hFC.1+2Yakougasituationali18, low, -12 on block, too fast to see coming

Special lows

  • hFC.2situationali11, special low, -4 on block, too fast to see coming
  • hFC.1Crouch Jabsituationali10, special low, -5 on block, too fast to see coming

Panic buttons

  • d+3+4Blazing Fire Liliesi20, absorbs a hit, -13 on block
  • b+1+3Secret Floweri19, parries, block frames unpublished
  • f,F+4i9, jumps lows, -15 on block at best
  • uf+3Double Rising Kneei15, jumps lows, -12 on block at best

Launches on counter-hit

  • KAT.2Veil of Nightstancei23, counter-hit +80a (+60)
  • SET.2Kasumi Slashstancei12, counter-hit +55a (+48)
  • CH.SET.2Souenzansituationali12, counter-hit +55a (+48), counter-hit only
  • 3,4Getsurin Renkyakufrom 3 (i16), counter-hit +46a

Homing

  • BT.4Graceful Tail Whipsituationali16, homing, +6 on block
  • 3Crescent Kicki16, homing, -7 on block

Parries and sabaki

  • b+1+3Secret Floweri19, Parry mid and high punches and kicks
  • BT.3+4Secret Flower Urasituationali19, Parry mid and high punches and kicks

Free launches for you

  • f,F+4i9, -15 on block at best
  • hFC.4situationali12, -15 on block
  • db+3i18, -15 on block
  • df+3,2Ice Cleaverfrom df+3 (i17), -15 on block
What Kunimitsu punishes you with
Kunimitsu’s hardest-hitting punish at each speed
You areStanding punishDamageFrom crouchDamage
−10 or worsef,F+4,234—
−12 or worsef,F+4,234ws1,126
−13 or worsef+2,332 launchesws2,134 launches
−15 or worseuf+333 launchesws2,134 launches
What you get to do about Kunimitsu’s strings

Fuzzy guard candidates

  • 1,2,2high, 3f before 1,2,4

Scoped to an opponent pressing the string on immediate timing. No source publishes how large this gap has to be, so none of these are filtered out for being tight. Two thirds of high extensions have no delay recorded either way, so a row with no delay warning usually means nobody has checked.

Documented gaps you can hit

  • 1,1,1interrupt with i10
  • SET.1,2,1interrupt with i10
  • SET.1,2,3interrupt with i12
  • 1,b+2,1,4,4,4interrupt with i13
  • db+3,3,3interrupt with i13
  • …and 3 more

Do not try to duck these

  • 1,2jails — you stay in blockstun
  • 2,2jails — you stay in blockstun
  • 2,2,2,2jails — you stay in blockstun
  • 4,2jails — you stay in blockstun
  • db+3,3jails — you stay in blockstun
  • …and 6 more

Jailing is unrecorded on 81% of Kunimitsu’s string continuations, so a string missing from the last list was probably never checked.

Getting into Kunimitsu’s stances

The movelist below has every stance move on it and nothing saying how to reach one. These are the moves that get Kunimitsu there. A transition is not always free — wavu writes the condition in prose, and it can be on hit only, on block only, automatic, or need a follow-up input, so check the move’s own row before you count on it.

SET — 15 moves out of it

  • 1+2Katonblock frames unpublished
  • BT.1,3Aratama Kicksituationalfrom BT.1 (i11), -5 on block
  • BT.4Graceful Tail Whipsituationali16, +6 on block

KAT — 9 moves out of it

  • 2,2Lotus Bladefrom 2 (i12), -6 on block
  • BT.1,2Aratama Slashsituationalfrom BT.1 (i11), -8 on block

MUS — 3 moves out of it

No move in the movelist names MUS as somewhere it goes. wavu records where a move can be used and never where it cannot, so the way in probably just has not been written down.

2 of 3 stances in Kunimitsu’s movelist have a documented way in. The rest are shown with nothing under them on purpose: wavu never records where a move cannot be used, so silence there means undocumented, not unreachable.

Throws and breaks

Kunimitsu has 4 throws that can start from neutral.

Default break: 1. It covers 3 of 4 breakable throws (75%).

What 1 does not cover, most damaging first:

  • uf+1+2 Manji Cartwheel — breaks with 1+2, 40 damage

From a stance:

  • BT — 1+3, 2+4. Every throw documented from here breaks with 1 or 2.
  • SET — f+1+4, uf+1+2. No single input breaks all of them.
Kunimitsu neutral throws with break inputs
ThrowNameBreakDamageLeaves youLikely used
1+3from BTTamaki1 or 235FUFL off-axisAgainst sidestepping
2+4from BTMizore1 or 235FDFAOn a breakable floorAgainst sidesteppingTo escape a corner
f+1+4from SETManji Rana138FUFATo escape a corner
uf+1+2from SETManji Cartwheel1+240FDFTTo escape a corner

Five questions from the vetted quiz corpus, scoped to this character.

Frame data

What each column means is in reading the frame data pages. The words in these rows are in the Tekken 8 glossary.

Filters · 169 moves
Level
Properties

169 moves

Search any column from its heading.

Kunimitsu frame data — 169 moves
DetailsProperties
(Airborne).ub+3+4Hiryu Falling SakuraMid ⋯19-17-5d—15,15
(Back to wall).b,b,UBWall Jump AttackMid37~38-3+15a—21
1JabHigh10+1+8—5—
1,1Memai TsukiMidi21 rel-5+6—,12—
1,1,1Memai Tsuki > Ryu EnkoMidi21~22 rel-11+15a (-2)—,18
1,1,2Memai Tsuki > Dark ClutchMidi19~20 rel-9+14a (+5)+46a (-1),24
1,1,4Memai Tsuki > Pouncing StrikeMidi26~27 rel+3+5a—,23
1,2Multi-palm StrikeHighi12 rel-3+7—,8—
1,2,2Spinning SlashHighi20~21 rel-12+5—,10
1,2,4Flash Kick CombinationMidi23~24 rel-14+12d—,20
1,b+2,1,4,4,4—Lowi33~34 rel-16-5—5
1+2Katon———————
1+2+3+4Ki Charge———————
1+3TamakiThrow12~14+0+0d—35
1+3+4Taunt 1———————
2—High12-5+1—12
2,2Lotus BladeMidi12~13 rel-6+5—,14
2,2,2Shrouded Lotus BladeHighi18~19 rel-9+2—,16
2,2,2,2—Highi15~16 rel-6+3—,16
2,2,2,2,2Shadow Lotus BladeMidi19~20 rel-12+19a (+2)+33a (+23),18
2+3Heat BurstMid16+1+2c—[12;12]
2+3+4Taunt 2———————
2+4MizoreThrow12~14+0-3d—35
3Crescent KickHigh16~17-7+7—17
3,4Getsurin RenkyakuHighi25~27 rel-5+20a+46a,21—
3+4Growling JewelHigh21~22-1+21a (+12)—18
4—High12~13-9-3—15—
4,2Kagenade SlashHighi19~20 rel-3+6—,13
b+1—High17+1+7+128—
b+1,1—Highi12 rel+5+6+11,9—
b+1,1,1—Highi12 rel+5+6+11,10—
b+1,1,1,1—Highi12 rel+5+6+11,12—
b+1,1,1,1,1—Highi12 rel+5+6+11,14—
b+1,1,1,1,1,1Slap U SillyHighi12 rel-72-71-66,16—
b+1+2Burning PetalsMid ⋯15~16-7-3a—13,25—
b+1+3Secret FlowerMid19~20—+3a—25
b+2HakkouenMid17~18-9+5+5717
b+3—Mid21~24-10~-7+1c~+4c—10
b+3,4Kodama FlipMidi17~18 rel-20+9a (+2)—,23
b+3+4Disengage———————
b+4TenrouMid18~19-8+6—15
b+4,3UratenrouMidi17~18 rel-16+25a (+10)+34a (+24),20
Back ThrowYamikazanThrow——+0d—50—
BT.1—High11-8+8—10
BT.1,2Aratama SlashMidi21~22 rel-8+3—,14
BT.1,2,1Aratama Slash > Ryu EnkoMidi21~22 rel-11+15a (-2)—,18
BT.1,2,2Aratama Slash > Dark ClutchMidi19~20 rel-9+14a (+5)+46a (-1),24
BT.1,2,4Aratama Slash > Pouncing StrikeMidi26~27 rel+3+5d—,23
BT.1,3Aratama KickMidi22~23 rel-5+2+11,12
BT.1,4Aratama CrusherHighi21 rel+3+15c—,20
BT.1+2Lycoris RadiataMid ⋯14-2+7—10,15
BT.1+4Skybound Falling SakuraThrow12~14+0-5d—45—
BT.2Cross StrikeHigh ⋯19~20-7-4d—10,20
BT.3TobitenguMid24~26-3+11d—20
BT.3+4Secret Flower UraMid19~20—+3a—25
BT.4Graceful Tail WhipHigh16~17+6+35d—20
BT.d+2Sinking ThrustLow17~18-13+4+8d20
BT.d+4AraremakiLow ⋯20~21-14+5c—10,18
BT.f+1+2Shadow StrikeMid16~17-13+54a—21
CH.SET.2SouenzanMid ⋯12——+55a (+48)20,10
d+1SakumaishiMid19+3+6+13c23
d+1+2SeneizanLow20-14+0+15g17
d+2—Mid16-9+2c—11
d+2,1—Midi16~17 rel-12-1—,7—
d+2,1,2—Midi11~12 rel-12+4—,7
d+2,1,2,1+2AmamikanameishiMidi23~24 rel-13+7a—,20—
d+3—Low16~17-14-3—11—
d+3,4—Highi21~22 rel-9+0—,12—
d+3,4,1Rinbu Kick > Savage Kunai ThrowMid sm ⋯i26~37 rel-13-4d—,10,28
d+3,4,1,FRinbu Kick > Piercing Kunai ThrowMid sm ⋯i26~37 rel-13-4d—,10,28
d+3+4Blazing Fire LiliesMid20~23-13+12a (-5)—22
db+2—Mid16~17-6+7—10
db+2,4—Midi24~25 rel-9+2—,15—
db+2,4,2Kousa RenbuMidi35 rel-8+15a—,23
db+3—Low18-15-14—8
db+3,3—Lowi15~17 rel-19-7—,7
db+3,3,3—Lowi15~17 rel-19-7—,7
db+3,3,3,3—Lowi15~17 rel-19-7—,5
db+3,3,3,3,3—Lowi15~17 rel-19-7—,5
db+3,3,3,3,3,3Manji Spin Low KicksLowi15~17 rel-47-35—,5
db+3,3,3,3,3,4Manji Spin Low Kicks Front KickMidi12~13 rel-8+23a (+13)—,15
db+4Yamashiro KuzushiLow17-12+0+813—
df+1—Mid13~14-2+5—10—
df+1,2—Midi18~19 rel-10+1—,12
df+1,2,2Unmuzan > Oboro EngetsuMidi22~23 rel-14+8a—,20
df+1,3Muten CannonHighi21 rel-9+5+44a (+34),20
df+2Rising Moon SlashMid15~16-14+30a (+20)—13
df+3—Mid17~18-6+2+414—
df+3,2Ice CleaverLowi28~29 rel-15+1c—,20
df+3+4Falling HailMid ⋯17~18-2+5—8,12
df+4—Mid12-9+2—13—
f,d,df+2Tensho KaisenMid ⋯14~15-17~-16+73a (+57)—15,21
f,f,F+2Sword SmashHigh ⋯15~17+6+0d—20,20
f,f,F+3KugaMid23~273~+7+18c—30
f,F+2Climbing ShadowMid19~20-12+19a (+2)+33a (+22)18
f,F+4—Mid9~11-17~-15-1~+1—11
f,F+4,2Raging BlizzardHighi13~14 rel-17~-16+10c—,23
f+1+2GozuryuMid17~18-6 HD+9a (+0)—23
f+1+4Manji RanaThrow11-3+0d—38—
f+2—High13-9+2—12—
f+2,3Phoenix TailHighi16~18 rel-6+20a (+11)—,20—
f+3Setsunagake———————
f+3+4Whirling SnapdragonMid ⋯15-5+23a (+6)—10,13
f+4KusabiyukiMid15-5-1+712
H.2+3Flame Riot: Lunar MirrorMid14~15+3-5d—50
H.db+1+2Flame Dance: Waxing MoonMid ⋯18~19-9+59a (+43)—10,15
H.KAT.d+1+2Flame Dance: Waning MoonLow ⋯20~21-14+23a (+5)—8,8,14
H.u+1+2Flame Dance: Izayoi MoonMid ⋯16+5+25a (+1)—8,10,20
hFC.1Crouch JabLow sl10-5+6—5
hFC.1+2YakougaLow ⋯18-12+5 BT—8,15
hFC.2—Low sl11-4+7—8
hFC.3—Low16-17-6—10
hFC.4—Low12-15-4—6
KAT.1—High11-7+4—12—
KAT.1,2Severing SnowMidi21 rel-9 HD+9g—,20
KAT.1+2Fire Blossom BreathHigh24~36—+0d~+12d—20—
KAT.2Veil of NightMid23~24+5+20d+80a (+60)21
KAT.3—Mid18~25-12~-5+2c~+9c—8
KAT.3,2Leaping Moon BladeMidi20~22 rel-16+34a (+24)—,8
KAT.4—Low22~28-16~-10-2~+4—16
KAT.4,2Moonlight AssassinHighi23~24 rel-9+15a (+6)—,23
KAT.UCumulonimbi——————
Left ThrowAvalancheThrow—-3-2d—40—
MUS.2Sasabi BaraiLow25-18+21d+39a25
MUS.3+4Sasabi Tobikage——————
MUS.4Sasabi KujikiMid13~15-14-8a—30
qcf+1Savage Kunai ThrowMid sm ⋯15~26-13-4d—10,28
qcf+1,FPiercing Kunai ThrowMid sm ⋯15~26-13-4d—10,28
qcf+1+2Ensa SogetsuMid20~21-9+6a—25
qcf+2Oboro EngetsuMid13~14-12+8a—24
R.df+1+2Nine-Tailed Razing LilyMid20-18+0d—55+
Right ThrowTornadoThrow—-3+0d—40—
SET.1—High10~11-1+8—8
SET.1,2Gekka RenzanHighi17~18 rel-6+8—,13
SET.1,2,1Gekka Renzan > Ryu EnkoMidi21~22 rel-11+15a (-2)—,18
SET.1,2,2Gekka Renzan > Dark ClutchMidi19~20 rel-9+14a (+5)+46a (-1),24
SET.1,2,3Gekka Renzan > Moon Light DanceMidi33~34 rel-4+25d—,23
SET.1,2,4Gekka Renzan > Pouncing StrikeMidi26~27 rel+3+5a—,23
SET.1+2Twin Crescent SlashMid ⋯15-5 HD+22a (+12)—8,18
SET.1+4——15—————
SET.2Kasumi SlashMid12-9+8+55a (+48)17
SET.3Frost SlideLow18~23-16~-11+0c~+5c+25a17
SET.4—Mid18~19-8+6—13—
SET.4,3Into the DarkMidi22 rel-13+5a—,21
SET.BSliding Sweep———————
SET.uf+1+2——16—————
SET.uf+4Chakra DropMid ⋯13~14-14+0d—8,16
SS.2—Mid17~18-5+6+1113
SS.2,1+2Spiral SunderMid ⋯i22~23i9~10 rel-12+5c—,10,20
SS.4Will-O-the-WispLow20~22-37+4c—16
u+2Kurama IttoLow35~36-16+6+25a25
u+3+4Guillotine Crow KickMid ⋯39~42+1+24a—10,12
ub+2TentonMid51—+10a—21
ub+3Nigemizu——————
ub+3+4Hiryu Scorching BlossomsMid ⋯19-17+31a (+26)—15,7,13
uf,n,3—Mid31-29+2a (-8)—25
uf,n,4—Mid24-14+17a (+7)—15
uf+1Cloud Scorching BlossomsHigh ⋯16~27—+31a (+26)—22,20
uf+1+2Manji CartwheelThrow12+0+0d—40—
uf+2Ashura BladeMid ⋯17~18-14~-12+11a—9,20
uf+3Double Rising KneeMid ⋯15~16-13~-12+25a (+18)—13,20
uf+3+4Musasabi (MUS)——————
uf+4Crescent Moon KickMid24~25-8+20a—22
ws1—Mid12-7+4—11—
ws1,1ShigureMidi15 rel-12+8c+13d,15
ws2—Mid13~14-9+1—14
ws2,1Kaisen RyujinMidi20 rel-13 HD+18a (+9)—,20
ws3KaedeMid15~16-13+32a (+22)—16
ws4Fox Toe SmashMid11~12-6+5—15—