The Kuma Thread

EX Combo-extender’s all I see it for. I was hoping it would be a good anti-air, I never tested it trading with air normals, but now I find out it sucks in that role. I’m interested to hear that frolicking bear keeps you in hunting stance. There may be something there, but it’s not Kuma’s best move, period.

On another note, it seems Kuma’s megaton bnb does about 30 more damage no matter what if you just use standing heavy instead of the opening G-clef combo.

In addition, I heard someone talking about cancelling Kuma’s target combos with his stance change. I’ve been trying that but so far nothing’s happened. Any suggestions, guys?

The one interesting thing I have been doing is off of the megaton claw xx frolick bear dash cancel.

I find it is pretty good to cancel off of the block string ending in lp megaton claw for a nice little mix-up.

Like on block, G-clef combo xx HCF + lp xx Frolick bear cancel dash forward --> circus grab/f.lp counterhit etc.

On hit though I see no purpose to stop the combo since 400 damage is solid lol. Maybe just as a way to get that f.lp counterhit.

You can’t cancel hcf+lp into qcb+k can you? Im pretty sure you can’t
Also you can just use hcf+lp as a tick just make sure you use the invincible rock n roll circus.

As for Frollicking Bear uses
its more damaging im pretty sure after g-clef into megaton claw, then another megaton claw

Regular Frollick has anti-air crush frames until just before its active so it will beat air moves with a bit of timing though its not super reliable (hunting f+mp has full anti-air crush frames)

Ex Frollick is invincible into the hitting frames, so if you time it right it should always work as anti-air. Also EX megaton is super invincible to, but throwable.

Been messing around with Kuma, really fun character and I feel with some good potential too! I’ll probably be repeating a lot of stuff here so apologies to anyone if I do but this is my thoughts so far:

Footsies wise Bear smash (f.HP) is not only a good normal, it’s a great move to use into megaton claw, you can use it from really far away, and obviously on hit confirm this leads to a ton of damage.

As far as I’m aware EX frolicking bear is a great anti-air, I’ve done a lot of testing with it and like FullMetaRoss said, it should always work. Kuma doesn’t seem free to jump at, even without meter you can use normal frolicking bear as an AA, and it’s always going to trade in your favour, but with good reactions it can beat jumps clean, and the juggle state leaves them open to EX frollicking bear/combo/Fatal Wind

Hunting stance is even better anti air wise, you can use Break’n to absorb the hit, and either get away safely if blocked, or do whatever you want if it hits, and this can lead to combos in the corner according to the trials? Not sure on the specifications of that combo

Hunting stance f.mp will never get beaten by jump attacks, you have all the time in the world to nail it…though I don’t know what the the optimum combo would be afterwards?

I like how you can do kumas target combos midscreen and everything will still come out! Just slashing away…

I believe it’s possible to react to jump ins with a cancel into hunting stance and into Break’n…because of the lowered hitbox, and it seems there’s a moment when cancelling into hunting stance that you can quickly go into another move, it’s kinda weird timing

Like the guys where mentioning, charging frolicking bear should be something to definitely go for…level 2 gives you a wallbounce, so the opponent is asking for it he jumps in, also if you do it while in hunting stance, it makes it a fearsome tool for dashing into command grab/we…gonna be some sick mindgames there. Especially cancelling it off of his far reaching normals such as HP. So HP > charge…you can backdash cancel to safety, or dash in for a grab…if you do this while the opponent is in the corner, he’s in a pretty tough situation there.

I wish there was more options to go into hunting stance from normals, such a shame. You can go into it from Back HP of course, but I’m not sure of the frame advantage there

Loving kuma!

Haha, good to see you here!

Yeah it does, although it’s not quite as good :wink:

It’s strange we both ended up veering towards kuma, lol

Ah cool, there’s a lot of characters I’ve not tried yet!

Yeah, I’m all up for using a character hardly anyone else is using and for the most part thinks is terrible, hahaha

Seriously though Kuma looks like a good challenge and he really does have some beastly stuff

Wait, don’t I know you gu–

Oh, right. Giant oily man. Giant bear. It all makes sense.

Of course, after seeing Kuma coward crouch, I thought I was playing Hakan…

You know, until he started humping the floor.

Godamn bear.

Uh oh, Hakan forumites taking over…

EyePawd what happened to you, haha…from posting almost everyday you just disappeared!

Uh…Let’s just say that I got really depressed one night after a string of losses online and decided to put the game down for awhile.

Oh, then I got a new PC. Steam kinda took over my life. ;\

Kuma and Hakan have a lot in common, especially the normals. I’ve gotten a kick out of daring people to try and move in when I’m throwing F+HP at them.

They don’t want any of that. It always ends badly.

I won’t lie, I’ve tried to oil Kuma up a few times, wondering why it didn’t work.

There’s a lot about Kuma that just seems like pure silliness, and then he’s hitting you with 400+ meterless damage. This character seems like a blast the more I play him, and I look forward to seeing him in future matches. I’m finding that there are so many characters to explore, especially on the Tekken side, where the normals are completely new. It’s fun, to say the least. I was pretty much set on using exclusively final fight characters until I saw how great they made Kuma.

And may I note, I’m not a Hakan player, so I don’t know exactly how similar they are, but Kuma appeals to my basic urge to hit people with a bear.

F.hp is a ridiculous normal, it’s almost like picturing a cancellable Hakan spear! What a shame it doesn’t fully combo into Megaton spear > ground bounce from MAX range, although maybe that would be a little ‘too’ much. Having said that, you can use the grizzly paws ender from max range, which is still good, especially if you need to tag out.

Kumas normals into launcher are pretty lackluster to say the least, I’ve found crouching mp to be the best since it moves him forward a bit…so the best way for him to tag out safely without using meter is to use his pretty godlike backdash, or land a grizzly ender from a megaton spear which sends them full screen

Speaking of oil, it’s amazing how fast Kuma is in hunting stance, if you put some speed gems on him, he covers the ground at some pace!

I think that’s what I love about Kuma: People who don’t know the match-up are going to assume you’re trolling them or that because he’s a grappler that he will be prone to rushdown. Really, with the reach he has, Kuma can keep just about anybody out.

Not to mention he has a few meterless combos that can wrickity-wreck themselves before they check themselves.

Hell yeah. There is nothing I like more than to watch a fart hit Ryu in a slow-motion KO scene.

Also: his stubby legs on s.lk when you can OTG combo from Claw. lawls.

Haha I love the mindgames involved with charging frollicking bear in the corner against a pinned opponent…

‘‘Oh shit he’s gonna dash up and grab me!’’

‘Jumps’

‘Gets frollicking beared into extreme pain’

Hahaha

My favorite (and much like Oil Slide, this only works if your opponent doesn’t think you’re a scrub and will do EXACTLY this) is to bear roll right at match start and headbutt them. >_>

The first time I did it to my girlfriend, she immediately asked “What the f*ck was that?”.

Aaah.

Yeah…you know I wish Kuma had a really great low Heihachi style, but it would most likely make him a little overpowered. I guess for the people who start blocking high, that’s where the command grabs come in, I think

He doesn’t really have any good low attacks though :confused:

It’s odd because the only other followup aside from overhead is the the grizzly paws, which is a solid safe option but doesn’t really lead to anything…so what’s the gameplan when someone starts to block the overheads? I did say use command grabs but, hmm…brain in theory mode

That’s my response for everything.

Really good point that, Kuma seems to have great ways to get knockdowns by chaining into sweep also. I like.

Actually that’s it, this will create the guessing game I was thinking about!

Edit: Okay it’s time to really delve into this character and see if this game has the same level of depth that SF4 has, here’s some tactixx you can use in the corner using light megaton claw. Obviously on hit you can continue into the combo, but mix this up with throw and some charge shenanigans and your opponent will be toast! Just remember to space it around max range. You can use this also to bait jumps and smack them with EX frollicking bear!

Light megaton claw seems like a great tool anywhere on screen, stuffs a LOT

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