Nooo, he has to be R.Mika to fully scar someone’s eyes.
I am finally ready to embark with my Nina/Kuma online. Only thing I have going for me now is straight damage: since I deal 950+ on the back and forth launch combos alone. Absolutely no idea how to really play with Kuma though, but I think the only way to learn is just to play online and take my licks. Farewell my 300BP ; ;
Is it just me, or does Kuma’s launch often set players up a little weird? Could be the new controller, but I’m having much more problems comboing off of Kuma’s launcher than I did with others.
All launchers are not the same. Some launch people up higher than others…I’m pretty sure vega might have the highest launcher in the game. Julia has one of the lowest.
also, keep in mind your position on the screen when doing a launcher. If your far from your side, its harder to combo after a launcher than if you are really close to your side. I.E. If the end of the stage is close to the backside of your characters, its easier to combo, whereas if the end of the stage is far from your characters, then its much harder. Factor ring position in with the different launcher heights, and u will realize some post launcher combos will work in some situations where other combos will not.
Also, I never use boost combo into launcher with kuma, I always do hcf fp~fp combos into fp~frolicking bear and tag after that. I find that kuma’s boost series is pretty ass. first, the launcher often misses, second, its not really possible to hit confirm before going into boost combo (the chain series), so if u fuk up u must spend meter to cancel into an ex move, or just take the mad damage.
Now, if you are just punishing the opponent with wild swing (hp~mp) the launcher after that isnt too bad, but the startup on wildswing is pretty ass, so its usually only for punishes of slowly recovering moves, like a blocked guile flash kick.
You can do a manual launcher from g-clef string and the elbow string (mp mp hp) and I think you can just link a raw launcher off of a hp/ex megaton 2nd hit…although you can’t combo afterwards it still lets you get out for no meter (the timing is tricky).
Speaking of raw launchers I started using them a little more and it’s really helping my game out a lot especially with Kuma since I have a hard time dealing with pressure. If you get a good read, launchers can be really useful. I know at least in the sim matchup you can just raw launcher and crush a lot of sims far limbs from fullscreen. Again it’s not really kuma related per se but I’m finding it a lot more useful now that I don’t have as many all encompassing defensive options compared to the other chars I play.
Wow, i didnt know u could cancel g-clef into launcher…ill check that out later
Same. That blew my mind, I would have never tried it.
It works.
Now I can do a launcher or a big combo depending on Kuma´s health .
G-clef all day long
Next Vegas tourney is this coming Saturday. If I win it again I expect bear-shaped cookies from all of you.
Or something beary creative.
But honestly I’m kind of worried, since this one is 2v2. My current partner doesn’t quite understand my style yet, and he’s not that great himself. BUT I SHALL TRY.
At the very least I’ll score more viability points for Kuma. Everyone in Vegas already thinks he’s up there in the tiers.
(But then they use him and realize he’s pretty ass).
KUMA POWERRR.
Good luck¡ …Dance,bear,DANCE¡¡¡¡¡
Nothing gets a Ryu to come to your side of the screen quite as well as full screen feral crouch spam. Hump the floor alll day.
It’s been about a week since I last checked in, but nothing new really I’m still going strong with gief/kuma and having a blast personally.
I’ve been taking advantage of Kuma’s sweep and cr.mp to close distance, both canceled into lp megaton. I’m still really struggling against strong rush down though, I just can’t AA consistently enough or get people off of me either. My HBS stance game has definitely improved, especially once I learned you could cancel into it from b.hp (really amazing). I’m just struggling with how much to use ex reversals. I win a lot of matches by blowing through something with ex megaton/frolick and doing a ton of damage, but I also lose a lot because I’m relying on that too much I think.
Once you master anti-airing with normal FB, you’ll be able to save up meter for when you need it most instead of using it as a panic button. Just keep at it, you’ll get the hang of it eventually.
I sorta slid Kuma out for Marduk to try, and I feel like Kuma just has a whole lot more options. Guess I have to decide utility vs. ease of use.
What is the difference in the versions, should you only use hk or is lk/mk better against deeper jump ins? I rarely beat anything clean it always trades against most good jump attacks like Jin’s j.rh.
I’m aware.
I only use HK. They all have the same startup and properties, so why not go for the most damage haha. And you need to anti air earlier if it is trading. If it’s trading, it’s still in your favor and the momentum is set to neutral again.
I didn’t really test until tonight I was just using HK version, but after a few matches tonight I felt the LK version definitely beat some stuff I swear hk version lost to before. Couple if times I beat some air tatsus, hugo deep/crossup splashes that hk frolick usually tended to get stuffed by. I know they all have the same properties, but the fact HK moves you so far forward compared to LK it might make a difference?
I don’t really have any problems AA’ing normal jumpins, but a lot of deep ambiguous crossup types of jump in and stuff like air tatsu I have almost no luck with hk frolick. Do you consitently beat these type of jump attacks with it? I hope you know what I mean. Also just in general how do you deal with air tatsu (kens) specifically?
Right now I’m just experimenting with whatever, I wish I had a way to upload some replays but I don’t
So far, when I play against Ken, if he’s not in my face I’m always in bear stance controlling space and charge cancelling fb to gain meter looking for a way in. If he tatsus at me I feral crouch, and then EX fb really deep, and it usually works for me. But no, not much beats tatsu from the ground, from what the Ken players have told me it usually only gets beaten air to air.
Hey guys, just posting a followup. Got second place, I didn’t represent the bear well enough. I am very disappointed in my Kuma play vs. Hugo.
Gonna have to fix that and bring you guys some results!
For those who have the guide… Could you tell me the propierties of close lk? (startup,+ on block, + on hit,etc…)
THANKS
I don’t think there is ever a good situation to use close lk.