Next Up Kuma
OVERVIEW
Heihachi’s pet makes his way into the 2D fighting plane with his tricks and goofiness kept in tact. Kuma is somewhat of an ‘oddball’ character in SF X Tekken: one part heavy hitting brawler, one part grappler one part trickster.
Unfortunately for Kuma he has a bunch of weaknesses starting with the fact that he is a bear. Kuma is one of the biggest characters in the game next to Hugo hence his big hitbox really does screw him over especially in Juggle situations. On top of this he walks painfully slow making it hard for him to get in and score some damage. Which isn’t helped by the fact that he lacks a cross-up move also.
APPROACH TACTICS
ROLLING BEAR
Kuma’s Rolling Bear is a good way for Kuma to get in due to the amount of invincibility this move packs. It can get through your fireballs and it can avoid physical attacks whilst the move is out.
It doesn’t avoid throws though such as your regular throw as well as your Demon.
HUNTING STANCE
Kuma’s hunting stance can be difficult to fight against for those who have never seen it or faced it before. The stance has many follow-ups out of it and Kuma’s ground speed is increased heavily whilst he is in this stance.
NORMALS TO LOOK OUT FOR
st.HP
This is Kuma’s longest range normal on the ground.
If he hits you with the very tip of this normal, he can’t launch you afterwards as his launcher doesn’t pack a lot of range.
On whiff it isn’t the greatest. You can whiff punish it with your Far Standing HK into a Cross Rush but be careful. The second hit may whiff due to Kuma’s odd hitbox.
You could also cr.HK sweep him too for a knockdown.
cr.MP
Kuma’s cr.MP has some good range for what it is as it moves him forwards along the ground
It is also a good anti-air for your shallow jump-ins should the Kuma Player spaces it right.
Like his st.HP you’ll want to learn the range on this move so that you can whiff punish it in footsies.
cr.HK
Kuma’s cr.HK is a little deceptive in the range department.
If he spaces this move properly so that he hits it at the tip, you can only Reversal Demon Punish him on block.
It is a little slow compared to other sweeps in the game so if you can predict it. Jump over it can score a free jump in combo.
UNIQUE ATTACKS / TEKKEN STRINGS
LEFT RIGHT BEAR CLAW (LP > Back + MP)
The Bear Version of the typical Tekken Left Right Combo
This string from Kuma is a two hit safe string that he can use whilst pressuring you.
Both hits on block are safe to your stuff including your Reversal Demon.
This move does suffer one small problem and it is that Kuma leaves a big frame gap for you to stick a DP in between the string.
DOUBLE WILD SLAP (HP > MP)
Kuma throws both of his arms at you for a 2 hit swipe attack.
Despite what the string looks like, you can block both hits of this string both standing and crouching.
On block you can punish both hits with a cr.HK sweep or a Far Standing HP into a Cross Rush
JAB ELBOW SMASH (MP > MP > HP)
A 3 hit punch string from Kuma
All hits of this string can be blocked either standing or crouching.
The 1st hit on block is Kuma’s st.MP. You can only Reversal Demon Punish this move on block
The 2nd hit on block can be punished with your DP if it is performed deep. If it is peformed shallow, you can only Reversal Demon it.
The 3rd hit on block can be punished with your cr.HK sweep or a Far Standing HP into a Cross Rush.
JAB ELBOW STOMP (MP > MP > LK)
A 2 hit punch string that ends in a low kick.
This string is similar to his Jab Elbow Smash String (MP > MP > HP) only the ender is a low kick instead.
Despite looking like a low kick, you can block the last hit on this string standing
Treat the 1st and 2nd hits on block like how you would punish the first two hits of his Jab Elbow Smash String (MP > MP > HP)
The 3rd hit on block is a slightly safer than the ender of his Jab Elbow Smash String (MP > MP > HP) as you can only Reversal Demon the last hit of it on block.
TRIPLE HAMMER (Back + HP > HP > HP)
Kuma takes both of his arms and slams them about like hammers 3 times.
All hits of this string hit as Overhead attacks so block them standing if you don’t want to get hurt.
You can only Reversal Demon the 1st hit on block
The 2nd hit can be punished with a st.HP into a Solo Combo or a Cross Rush on block.
The 3rd hit can be punished with your Far Standing HK on block. You’ll have to walk a little bit forward to get the cr.MP link to connect afterwards in the solo combo.
There also is the option to just stop the Far Standing HK and just go into a Cross Rush on block.
G-CLEF CANNON (Forward + LP > MP > HP)
A one handed 3 hit string from Kuma
All hits on this string can be blocked either standing or crouching
The 1st hit on block is safe to your DP and your Reversal Demon
The 2nd hit on block can be punished with your cr.MP into a Solo Combo or a Far Standing HP into a Cross Rush. You could also cr.HK sweep him as well
The 3rd hit on block is the most unsafe, you can punish it with a Far Standing HK into a Cross Rush or a Solo Combo. You’ll have to move a little bit forwards to get the other normals to link after the Far Standing HK.
BEAR SMASH (Forward + HP)
A long reaching 2 hit claw attack
You can block this move either standing or crouching.
This move is a safe move against you. It is safe to your Reversal Demon
It is a little slow for a move so you can interrupt it with your Far Standing HK or any of your other normals that have some good reach to them if you can see this move coming.
Kuma players may also want to use this to tag out when their life is low. If so get him to whiff the move so that you can whiff punish him as you can’t punish his partner on entry if you block the move even with a Reversal Demon.
You can also DP the move on reaction allowing your partner to come in a get an extended juggle
STANCE CHANGE (All Kicks) (A.K.A ‘Hunting Stance’)
Kuma goes on all fours because why not? He’s a bear
It’s pretty much a known fact that Bears can operate better on all fours than on two legs and it is the same story here.
It is important to note that whilst in this stance Kuma CANNOT block.
Although he can dash, jump out of it and perform his Frolicking Bear (QCB + Any Kick) whilst in this stance.
During this stance, Kuma walks a little faster than usual.
His dash speed also increases a lot on top of this. It only takes 2 good forward dashes for him to be in your face whilst he is in this stance.
During this stance, Kuma can perform some unique moves exclusive to him whilst he is in the stance.
All of his normals change whilst he is in this stance as well.
These normals can all be blocked either standing or crouching.
> BIG TREE (Forward + MP During Hunting Stance)
Kuma peforms a very sharp quick attack.
You can block this attack either standing or crouching
This move comes out pretty fast and has some decent reach. It can be used to throw you off whilst Kuma is in Hunting Stance.
This move also works as an anti-air should you try to jump in on Kuma whilst he is in this stance. The anti-air is weak to up close jump ins and cross-ups though.
On block you can punish this move with a Far Standing HK if it is done deep or you can cr.HK sweep him if he does the move shallow.
There also is the option to Reversal Demon him should you have the meter for it.
> GRIZZLY FLING (Forward + HP During Hunting Stance)
Kuma lifts both of his arms up launching you into the air.
This move hits as a low attack.
Apart from that this move is safe to your normals but unsafe to your Reversal Demon on block.
> BREAK’N (Back + HP During Hunting Stance)
Kuma breakdances on the floor sliding towards you.
This move has two main uses:
[LIST]
[]To act as a very risky fireball punisher
[]As an anti-air
[/LIST]
The two uses mentioned above are good options for Kuma against you this move packs one hit of armor.
He can also change his distances whilst this move is out. Although he can’t move backwards as much as he can move forwards.
As a fireball punisher it is very risky as mentioned before. As long as he doesn’t catch you whilst you are doing a LP Shakunetsu or something like that, you will be able to block in time before he gets to you provided your spacing is on point throughout the match.
On block this move is horrid. You can pretty much punish with whatever you please on block.
It is advised that you try to avoid jumping at Kuma whilst he is in this stance in order to avoid getting knocked back all the way to the other side of the screen.
You can approach him with some EX Air Fireballs. Make sure that you do them low to the ground so that Kuma can’t just Break’n under your fireballs (no pun intended)
> HUNTING SPEAR (Back + MP During Hunting Stance)
Kuma does a tackle from his stance causing a wall bounce on hit.
This move can be used as an anti-fireball tool against you.
From about mid-screen, this move can go through your fireballs and hit you. Whereas at full-screen the move will whiff allowing you to punish him with a Far Standing HK into a Cross Rush.
> FERAL CROUCH (Down + Any Two Punches)
Kuma lays down on the floor.
This move can be used to go under your fireballs should you get a bit too fireball happy against Kuma.
For anyone who has played Hakan from SF4, think of this move as his ‘Guard Position’ move only it lasts longer.
Unlike Yoshi, Kuma can actually dash or jump out of this move should you try jump in his face.
He can’t punish you should you whiff your jump in as his own regular attacks from this stance are too slow to punish you.
This move puts Kuma very low to the ground, but during this state he is weak to both lows and throws.
Your Regular Dive Kick (Down + MK) can hit him out of this state as well. From this move you can option select into a sweep or a Far Standing HK should he try to forward or back dash from this move.
SPECIALS
ROCK 'N ROLL CIRCUS (HCB > Forward + Any Punch)
Kuma grabs his opponent and then spins them around like a ball before throwing them away to the other side.
This move is a command throw from Kuma.
It doesn’t pack a lot of range though for command grab, he has to be pretty close for the grab to connect. About your cr.MP range and this is concerning the LP Version which has the greatest range.
The EX Version has as much range as the LP Version and does some more damage.
This grab has one problem it is that it throws you all the way to the other side of the screen. Almost full-screen meaning Kuma will have to work his way in again.
MEGATON CLAW (HCF + Any Punch)
Kuma moves his paw forwards for a strike.
This move is a starter for some of Kuma’s heavy hitting moves. Depending on what Version he does, the safety of the move changes.
You will be able to tell which version is which by the way in which Kuma recovers, he recovers for longer for the heavier versions.
The LP Version is safe to your normals, DP but not to your Reversal Demon
The MP Version DP Punishable (use the LP Version for the most damage)
The HP Version is also DP Punishable (use the MP Version for the most damage)
The EX Version is Reversal Demon Punishable on block. The EX Version also has some invincibility on start-up. It can beat your HP and MP DPs out clean to so just block the move and then block the follow-ups afterwards should he try any.
From this move Kuma has the following follow-ups.
MEGATON CLAW > GRIZZLY CLAWS (HCF + Any Punch > LP)
Kuma pushes his other paw in front for a knockdown
This follow-up is Kuma’s safe follow-up. It is safe for those who don’t have DPs or 3 frame jabs.
Akuma has both a 3 frame jab and a DP so you can punish this follow-up on block with a DP or a st./cr.LP into a Cross Rush.
This move doesn’t have an EX Version to it.
MEGATON CLAW > GRIZZLY CLAW SMASH (HCF + Any Punch > MP or HP)
Kuma slams his paw over your head.
This follow-up hits as an overhead attack.
Something to note about this move is that this follow-up will not Combo with Kuma’s LP and MP Megaton Claws (HCF + Any Punch) . This will only combo with either the Heavy or EX Versions.
Meaning if Kuma tries to hit you with this move and he screws up then he will most likely be using the HP Version.
This move is NOT a true block-string with his Megaton Claw (HCF + Any Punch) , you can DP in between all versions of this move including EX. Don’t rely on it though as Kuma can just stop the move and then be safe to your DP depending on what version he uses.
This little mix-up is all shut down however when you get 2 bars stocked for a Reversal Demon. As you will be able to Demon all of the hits of this special move on block.
On block you can punish the overhead with a st.HP into a Solo Combo or a Cross Rush on block.
HEADBUTT (360 Motion + Any Punch Whilst Close)
Kuma grabs his opponents’ head and then slams his massive head into theirs.
This move is a command grab that will only grab you if you are standing similar to King’s Giant Swing.
Kuma can perform this grab whilst he is around your cr.MK range. Any further out and he will do his Rolling Bear instead.
It has some decent range just that as mentioned before it will only grab you if you are standing. Hence crouching under this move is a good way to avoid it so that you can punish him during his recovery with a Cross Rush or a Solo Combo of your choice.
The EX Version just does some more damage expect Kuma to use this to kill you or inflict some heavy damage on you whilst the clock is near zero.
ROLLING BEAR (360 Motion + Any Punch Whilst Far Away)
Kuma rolls along the ground
Kuma’s Rolling Bear is a good way for him to get past your fireballs. He can roll full-screen and get in your face. Hence you will want to bait this move out so that you can punish Kuma during his recovery from the roll.
Whilst Kuma is rolling he is invincible to your physical attacks but not to your throws such as your Demon and your regular throws.
The EX Version allows Akuma to be invincible to your physical attacks during his recovery, you can still regular throw him out of the move.
ROLLING BEAR HEADBUTT (360 Motion + Any Punch Whilst Far Away > Any Punch)
Kuma rolls along the ground and then the moment he recovers, he does his Headbutt throw.
This is basically two specials in one only Kuma is allowed to do his Headbutt throw whilst up close.
There is a gap between him recovering and him doing the throw. Which is your time to punish him with a st.HP into a Solo Combo or a Cross Rush.
The EX Version is the same as the EX Rolling Bear, you can only throw him out of the move.
FROLICKING BEAR (HCB + Any Kick)
Kuma jumps upwards hitting you.
This can be best described as Kuma’s own ‘DP’ type move against you.
It is a good anti-air mid-screen but if you can cross him up then the anti-air will miss you.
On block this move is like a blocked DP. Punish it with a st.HP or a Far Standing HK into a Solo Combo or a Cross Rush.
Kuma may want to bring in his partner off of a blocked version of this move.
You can DP both him and his partner on incoming from this move this works for the LK and MK Versions.
The HK and EX Versions can only be punished via a Reversal Demon or an Alpha Counter.
Kuma can also do some dash cancels with this move as it is also his charge move. These are unsafe on block to your DP or st.HP if he dashes forwards.
FATAL WIND (HCB + All Kicks)
Kuma’s super is a short ranged attack that has some invincibility on start-up like pretty much most Super Arts in the game.
Its main use is in combos to kill you due its short range.
If he does this randomly in your face, you can EX DP him or Misogi him out of the move as well as Teleport to safety.
Also if he does this up close. Do NOT try to jump it as you’ll still get hit by it.
ALL IN ALL
Keep your distance as Kuma struggles to close the distance at longer ranges and try to punish his attempts to get in on you.
Try to bait out his attempts to get in by mixing up your fireballs and try to put some pressure on him in order to bait out his EX Frolicking Bear so that you can punish him during his recovery.
Kuma does not have a cross-up move meaning his only other ways to open you up are his two overheads: Triple Hammer (Back + HP > HP > HP) and his Megaton Claw > Grizzly Claw Smash Follow-up (HCF + Any Punch > MP or HP) and also jumping.
Anti-air his jumps as much as you can and try to space yourself properly so that you can punish his approaches. Poor spacing and bad anti-airing can spell doom for you very quickly as Kuma hits really hard.
This along with punishing his strings correctly and other moves on block can make the match-up easier for you.
On top of this, try to severely damage Kuma’s partner as most Kuma Players will be relying on their partners to get them in. If you can severely damage Kuma’s partner and you can zone him out properly, you can severely limit Kuma’s usefulness in the fight.