The Kuma Thread

This really isn’t a big deal. It’s only interruptable between the 1st and 2nd hits, and even then only beat out by moves with invincibility on the first few frames (i.e. ex moves mostly). f+lp by itself is +3, so it’s more than safe to throw out by itself to bait reversals. If they do anything other than a hit invincible move or block (including jump and backdash), they get hit. IMO it’s riskier for the opponent to try anything. Just as long as you respect when they have meter for EX moves and don’t always rinse full G-clef it’s not much of an issue.

Same with punishing with RnR. If your opponent keeps jumping out of it, stop doing it.

I’m kinda scared of future patches, Capcom did some weird stuff in SF4 balance changes…

Well, I’ll have to test it out and see but honestly, mashing a reversal would be against most skilled players style. I guess if Kuma became more prominent and they had the info in their heads yeah, it’d be an issue. But the fact it exists is a little annoying.

But still, as Brahma points out, you can fish with the f.lp and if it lands go into the full G-Clef Cannon for damage. That’s what I’ve been doing for the most part, online anyway. I’ve stopped doing the G-Clef itself on block as the HP is punishable by a few characters (again online though) unless I do a lp megaton anyway so.

That’s the Left Right combo, correct? Yeah, I can see that. It isn’t as smooth as it should be IMO, not sure why and honestly, it doesn’t seem to provide a big improvement over just hitting lp and mp, aside from damage as I recall.

Actually, the left right combination is much better than boost combo from lp to mp.

left right combo is 0 on block, and the mp is cancellable.

Boost lp to mp is only cancellable with super/ex move, and on block is -100000.

Is that so? I need me some frame data. TO THE BEAR CAVE, ROBIN!

At any rate, I do think Kuma could use buffs here and there but it’s a bit too early to call for them. Tightening up would be nice though. At this point though, I’m enjoying the combos and the damage off of him. In fact, thanks to that damage so being easy to do on hit, I’ve spent time learning the quirks of the normals and match-ups faster which has helped me quite a bit.

Here we go:

just had a brief look

the google doc has far lk startup of 4 frames, but the brady guide says 7. If it is 4, then hell yea, but unfortunately, i dont think it is. Far lk is awesome though, i never use it cuz it feels slower than 4 frames.

Just tested that standing lk, on hit its supposed to be +6, but linking 2 standing lk is impossible, meaning the startup of the lk is the brady guys stats, which is 7 frames. sad face :frowning:

My $0.02 - He’s solidly designed. You can be very creative with his gameplay, he has good bait tricks and his wall pressure can be nasty. Problems arise against people with health leads who turtle and know limits of his range… and people who don’t “take the bait.” Tier-wise, I’d put him in bottom middle tier… and he may slip to bottom tier as people get used to his trickiness.

J. Back HK is great for keep away. J. Neutral HP can be combo’d into his G-Clef Cannon BnB. I can’t understand why people think he is bad. He is most certainly NOT bad, just very different.

What in god’s name do you do against Rolento? Can’t help but feel the match is broken - please share tips if you know otherwise.

My strategy for rolento: randomly jump, hope they dont anti air, do it twice into combo, rolento dies. :smiley:

I do what Josh P does but also block his jabbing and and randomly throw f.lps out on the ground. Most won’t do Rolento’s BnB combo the entire time so getting pushed back and tossing out that claw on occasion gets you your BnB when thy don’t expect it!

If you connect J.Neutral HP do HP+MegatonHP+etc… for big damage, Allways if you connect a jump don´t do the G-clef, do just the HP…

Hey guys, I wanna get a clear view on how Kuma works (so that I can understand how to fight him :p)

  • what are the things I should look out for?
  • what are his strengths?
  • weaknesses?
  • how is his anti air?
  • what to do against that roll?

And any tips would be welcome!

Everyone needs to incorporate this into their game. I tested it out in tournament level play now and once an opponent knows what EX FB can do, they will not get near you if you are charging it. They are stupid to jump, even neutral jump, if you’re charging. That’s when you dash in for the grab (only if in HBS) OR roll away and do it again and just build meter from it.

I think an underappreciated attack with kuma is jump lp. I really want to see the hitbox animation of this move. Ive seen it beat out a bunch of normal ground anti airs, such as chun li’s df lk, and other solid anti airs, that i want to know where the hit and hurtbox are.

I think if the jump lp is done early, it can beat a lot of anti air situations in which kuma would normally lose. if it hits, there is enough frames to land into g-clef for good damage.

jump mk is more of a forward attack, whereas fp is more down. The lp is that down~forward angle that seems like it has potential. Not playing too much these days, but if anyone wants to extensively see its usefulness, you might be surprised. In my minimal playtime I’ve found it to be more useful than i thought it would be.

I don’t know any data on it but I can definitely confirm it’s usefulness. A lot of players were throwing their Rufus at me this past weekend and jump back lp saved the day plenty of times.

Walk them to the corner, and take the trades on the way its in your favor.

Not to mention its best to have a balanced team.

Haha, messing about with the new colours lastnight, Winnie the Pooh Kuma bear is too good.

Also “oh god my eyes” purple sparkle gummi bear Kuma