| Kuma (Tekken 7) |
|---|
| Kuma | |
|---|---|
| Stances | {{{stances}}} |
| Fastest launch | {{{launch}}} |
| Fastest CH launch | {{{chLaunch}}} |
| Fastest wall splat | {{{splat}}} |
| Archetypal moves | |
| Mid check | {{{midCheck}}} |
| Generic moves | |
| Remapped | (none) |
| Missing | (none) |
| External links | |
| Lore | {{{lore}}} |
This page is for Tekken 7. For Tekken 8, see Kuma.
Kuma (and Panda, often referred to as bears) is the closest thing Tekken has to a joke character. His movement is exceptionally bad to the point where learning to sidestep or backdash cancel properly is almost unnecessary but can be really rewarding. To somewhat make up for this he has a lot of moves with great range and tracking, which almost creates a symmetry where the opponent doesn't need to move either.
He has a wide variety of party moves to murder the unaware: a hard to see Snake Edge, powerful string extensions (e.g. second hit of b,db,d,df+2,2 is a low launcher), moves with weird recovery or that recover grounded, and unique grounded attacks. However, as far as cheese is concerned these rarely go beyond basic knowledge checks.
- Standing hurtbox can make lows whiff when they normally wouldn't (legs are further back than usual)
- Janky hurtbox can ruin opponent's combos
- i10 CH launcher (f+1,1,1)
- i12 mid (df+4)
- Gigantic range on df+2,1 for whiff punishment
- Safe-on-block long range launcher (b,f+2)
- Safe-on-block lows (db+3, d+4)