The Kuma Thread

Ok Im liking Kuma, for the little I’ve played so far.

Kuma/Sagat is my main team right now, a lot of fun

so far i’ve been using this one alot; :f::lp::mp::hp:(the g-cleft combo) into :hp:Megaton Claw (.:hp: overhead followup), :hk: into EX frolicking bear, :hk: into fatal wind. You gotta time the hard kick according to the wall bounce.

that shit does like 75% of their health bar, and its awesome to look at.

LOL ME too, they really seem to compliment each other. I must admit i don’t do that combo too often because kuma realy need meter to change momentum. Kuma lack true reversal with out ex and alpha counter.

I only use it when I’m low on health and/or I want to finish them off, outside of that I do a regular frolicking bear instead of EX.

After the first bounce from Metagon Claw follow up. I like to use :d::hk: into Frolicking Bear :hk: which whiff but switch sides. I prefer to do this when I have them corner. The advantage kuma being corner while opponents is knockdown allow for some set up potential.

do you know any good ways to use that wall bounce move? I can never get it to land.

in all honesty besides punishing projectile, I don’t know know any other way to hit people with it. I have used it on occasion to go under an a air born opponents that jumps forward, while recovery is still slow the range he travel is second longest to :hp: rock and roll(which rock and roll is disable if oppoent reach within kuma standing :hp: range). By the time the opponent reach the ground, he’ll be out of majority of people range. (Though some super or command may reach)

it goes through projectiles? wow thats gonna be useful, I thought only the spin move went through projectiles.

the spinning move is an amour move. Kuma will absorb at least one attack during it. He’ll have yellow life which he can regain if tag out.

What’s Kuma stamina?
I plan to pick up the guide but there sold out where I’m at.
Thanks in advance

His up close game is a little tough, especially because his circus command throw is not as good as the other grapplers (6 frame start up on kuma’s). His fastest normals come out at 5-6 frames (s.lk, s.lp, f.lp). However, there are some interesting properties outlined in the guide which can help with his up close pokes. His s.lp (not forward lp) actually has a very small hitbox on it so that as long as it is active it will beat out most other people’s normals. His s.mk, while a slow start-up, actually moves his own hitbox back a ways, so again another good poke to use. Finally, his f.lp is +3 on block and starts-up in 6 frames, so it is a “fast” poke that on hit leads into his 400-damage combo, and on block allows for counter-hit set-ups and tickthrows/command grabs!

Havn’t looked much into blockstrings yet besides f.lp --> mp --> fp --> HCF lp, which is -2 on block. Will explore more later.

Kuma stamina is also 1100…above average

Why do I even bother posting stuff if no one is going to read it…

anyone else think kuma victory dance is the ultimate troll?

For cross-ups, I’ve only tested these on Kazuya, but it appears as if j.:lk: and j.:mk: will cross-up at specific spaces. However, that being said, it is SUPER ambiguous. I can upload videos if y’all would like, but that may have to wait until tomorrow because I’m currently studying for my last mid-term.

Also, this is kinda hilarious, but he can instant-over head several people with j.:lk: and j.:mk: although you’d have to force them into fuzzy guard, but you’re left at a decent frame disadvantage. You can tag Kuma and other tall characters with rising j.:hk: as well. XD

Kuma’s had that dance for a while, I three it was a three-button command back in Tekken 3, but it has never before looked so much like a troll until now. I always stuck to characters like Nina until this game, but Kuma just looked like so much fun, and those combos are devastating. I’m secretly hoping he becomes a very solid troll character as we learn more about the game.

Also, thanks a bunch, Airborne and Zangief2000, for the info on the j.:lk: and j.:mk:. I need a good jump-in on wakeup.

in bear stance, tap :d::hp: repeatedly.

He humps the floor.

Yeah I would agree because j.:lk: is too far in front of him. I haven’t had much time to spend playing this game, where the only time I’ve spent on it was the combo trials with Kuma and Cammy and trying to get their links down in training mode while trying to make a good BnB for the team.

Once I get done with this midterm tomorrow, I’m going balls out on this game… until I have to go back to making game-breaking discoveries with Spidey on Marvel again. XD

Edit: Desk uploaded an interesting video showing the application on Dash Canceling in SFxT, and it got me thinkin’: does Kuma’s charge move allow him to remain in Hunting Stance, giving him his godlike dash, or does it put him in standing again?

If you do frolicking bear from hunting stance you stay in hunting stance. You do not get to go into hunting stance from frolicking bear if you were standing

Cool, that’s exactly what I was hoping! So we get our godlike dash out of dash canceling Frolicking Bear, which I presume is our charge move, provided that we’re initially in Hunting Stance.

…Or is his charge move Frolicking Bear? The guide won’t freakin’ tell me what it is… -___-;

Froclicking bear is his charge move.