The Kuma Thread

My man E since capcom officially announced Elena. How is she turing out. Good bad, oj

All I am going to say is Im a full time elena player in sf3 of 10+ years and if you love elena you should be very excited, this game works for her, whereas in my humble opinion the 3s sytstem didnt at all.

Thank You SIR!!!

:wow:

Really quickly, thoughts on Lars and Lei please no need for big details. :shy:

I figured this would be the case. Does he at least have an EX move with armor? Hopefully something is discovered or maybe they’ll buff him in future patches…

I just started playing but his HCB+KK seems pretty good for this (back charge thing). I’m pretty sure it has armor. If you see them coming in with something, or want to go for a totally random one when they wake up, it wall bounces and allows a full combo if they aren’t in the corner. If they are in the corner you can go HCF+PPxxL for the combo.

I was playing Kuma yesterday and his HCB+K didn’t seem very consistent. EX version is pretty solid though and like you said causes wall bounce for big damage. But yeah Kuma has way too many problems right now…

Replace the crouch short with crouch fierce, works the same, bunch more damage. I think it’s 425 instead of 395.

Jump [anything], land, f+ jab, strong, fierce xx HCF+fierce, fierce, crouch fierce xx HCF+ fierce, fierce.

Yeah this

Yeah this is probably one of this best meterless combos. What I really like about it is the fact that it is extremely easy to hit confirm the combo, and bail out by doing something such as f.lp, mp xx HCF + lp which is safe on block.

What intrigues me about this character is rolling command grab (360 + punch far away + fp). It only grabs standing opponents, but it seems to be really good to use on wake-up (when timed properly) to a) take advantage of the fact that everyone has standing frames (I think…), and b) don’t do anything after the roll and look to punish the jumpback/reversal.

OK Kuma is my main and favorite character in this game so far. I must admit while i only had day one matches with kuma, I think the game over all basic system allows Kuma to cope with his short commings. He has obviuse flaws that require commitment of players to deal with and yet easily exploit. But his Pro’s are worth mentioning.

I personally think he’s only going to attract poke/ punisher/ turtle type players because these style compliment his tools. I’m not sure how well develop these tactic are considering many character basic formula tries to counter these. (Tekken/rush characters)

I found it does better damage if you just do jump.fierce, fierce xx HCF+fierce,fierce, crouch fierce xx HCF+fierce, fierce . that does about 30 damage more and its pretty easy.
Also jump.fierce, fierce xx HCF+fierce,fierce, crouchfierce, HCB+kk into super does 638 damage. 3 bars but pretty awesome damage!

I definitely want to at least try out Kuma. He seems fun enough. Only time will tell how the character will evolve in the game scene.

Just picked up the game. Can someone explain why when I try to do
"Jump [anything], land, f+ jab, strong, fierce xx HCF+fierce, fierce, crouch fierce xx HCF+ fierce, fierce"
the bolded part, I keep getting launcher? I turned on training mode inputs and it clearly shows me doing half circle forward H. Does launch override the special command? If so, how do I avoid it? Cancel slower? Cancel faster?

^are you sure you are doing the chain while holding forward, because if you just do lp,mp,hp it will go to launcher.

Wait what? Why would I hold forward? It only says f+jab.

http://www.stumbleupon.com/su/2ayVBT/cfile10.uf.tistory.com/media/1163A83E4EA13F5623A787/
If there was a bandanna around this little guy’s neck, I’d lose it on levels that are off the chart. Expect me to be chillin’ around here once I get the game. Too obsessed with bears to NOT play this big adorable guy!

Random note, Hunting stance, b+HP has armor on it. Armor activates very quickly. This may have been known before.

its invincible for a time I believe. The range is just really bad.

I just got ahold of the game today, and I found out something similar to this first combo in training mode. I used a simple standing heavy punch instead of the target combo, and I found I was doing more than 1/3 hp with otherwise the same combo. It may reduce less, is my guess. Also, an alteration to that if you have the meter, is jumping fierce, standing fierce, hcf fierce, fierce follow up, crouching light kick linked to crouching middle kick, EX Frolicking Bear to wall bounce, standing medium punch, SUPER FART ATTACK! The wall bounce won’t connect to standing medium punch when you have them in the corner, so for corner combos the meterless is far better, though I found I could confirm after the ground bounce with yet another standing fierce for much more damage than the crouching short.

I love Kuma’s combos. His damage is damn good, but I’ve found few good ways to approach with him, that lead into this combo reliably, aside from just whiff punishing with his standing fierce. His jumping fierce has comparatively a pretty good hitbox, but in general Kuma seems to suck in the air.

Okay so from hunting stance
f+hp seems safe
b+hp super unsafe on block but it can be weird to punish also hella autoguard maybe more than 1 hit, it seemed like i blocked two moves with it.
f+mp super unsafe but good anti-air
b+mp super unsafe (ughhh invincible at least to fireballs)

mp,mp,hp (unsafe)
mp,mp,lk(safe/tick grab)
f+lp,mp,hp (interruptable on block from the lp to mp)
b+hp,hp,hp (overhead, unsafe no mater when you stop it, gotta tag cancel or use it from perfect spacing even then unsafe)

frolicking bear (unsafe ex is invincible like a dp)
qcf+lp (anything stronger or with follow ups is unsafe)

360+p (far from opponent) - the roll moves you forward if you hit punch again kuma will attempt a headbutt

ex grabs add damage, but no range, grab startup seems the same as well as the distance they grab from, i could be wrong here.

Kuma is def fun, but also really hard to play.