Kuma movelist

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Heat

Some hold moves have shortened max level holds (db+1,2**, ws1,2** and HBS.1,2**)
Allows the use of the powered up version of Bear Roll (FC.1+2, ROL.1, HBS.f,f, SIT.f, etc.)
Allows the use of Wind Bear Fist (H.df+2+3) and Fresh Wind Bear Fist (H.df+2+3*)
Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Heat Burst
R1

2+3

m
[12;12]
+1
+2c
i16
pc7~16
t92 r30
Heat Burst
  • Cancel to r45 with b,b on frame 42
  • 2 chip damage on block
  • 12 chip damage on hit
  • Only deals recoverable damage
  • Cannot cause a K.O.
Salmon Fishing Cast

H.2+3

M,​M
51
±0
+33a (+23)
i13~15, i45
t112? r35?
Heat Smash
Balcony Break
  • 10 chip damage
  • Transition to attack throw on 1st hit
  • +20a (+10) 45dmg on 2nd hit if 1st hit misses
Wind Bear Fist

H.df+2+3

sm
20
+5
+39 (+29)
i15~16
cs6~12
  • Uses 180F of remaining heat time
  • H.f,n,d,df+2 to power up (23dmg)
Fresh Wind Bear Fist

H.df+2+3*

sm
26
+9
+45 (+35)
i25~26
cs6~22
Reversal Break
  • Uses 180F of remaining heat time
  • 10 chip damage on block
  • H.f,n,d,df+2* to power up (30dmg; 12 chip damage on block)
Demon Bear Breath
21

1+2

m
25
-13
+18g
i13~14
Balcony Break
Heat Engager
  • Forces crouch on hit
Bear X
45

b+1+2

h,​m
10,​20
-8
+13d / HE
i18~19 i12~13
Balcony Break
Heat Engager
Homing
  • chip damage
  • Transition to HBS with input D or 3+4 (does not shift when using Heat Dash)
Grizzly Claws
59

d,​df,​f+2,1

m,​m
15,​25
-10
+33a (+7)
,i27
Heat Engager
Heat Dash +36a (+26)
Balcony Break
  • Combos from 1st hit
Rabid Bear
62

f,f,F+1+2

m
30
+3
+9c
i20~24
  • js21~35
  • fs36~38
r35
Balcony Break
Heat Engager
  • 9 chip damage on block
  • Transition to HBS with D or 3+4 (+3/+9c; does not shift when using Heat Dash)
  • Forces tech backroll on hit
  • Panda: shorter attack hitbox range, reduced vertical height (does not hit as deep or high)
Bear Tackle
81

HBS.3+4

M
21
-14
+9a (-1)
i20~24
pc7~19
t67 r43
Heat Engager
Heat Dash +43d (+35)
Balcony Break
  • Panda: Decreased attack range and height hitbox (does not hit as deep)

n

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Jab

1

h
5
+1
+8
i10
t29 r19
Recovers 2f faster on hit or block (t27 r17)

1,1

h,​m
5,​8
-15
-4c
,i22~23
  • Combo from 1st hit CH with 2F delay
  • Move can be delayed by 3F
G-Clef Cannon
17

1,​1,1

h,​m,​m
5,​8,​14
-16
+69a (+23)
,i22~23
Tornado
  • Combo from 2nd hit
  • Combo from 1st CH
Angry Lumberjack
18

1,2

h,​h
5,​25
-5
+11 (+2)
,i22~24
Balcony Break
  • Jail from 1st hit
  • Combo from 1st CH with 3F delay
  • 10 chip damage on block

2

h
10
-1
+6
i10

2,1

h,​m
10,​11
-3
+2
,i16
  • Combo from 1st hit with 2F delay
  • +2c on crouching hit
  • Panda: Reduced vertical hitbox (does not hit as high)
Bear Combo Middle
19

2,​1,2

h,​m,​m
10,​11,​22
-14
+31a (+21)
,i33~34
FC
Bear Combo Low
20

2,​1,3

h,​m,​l
10,​11,​13
-13
-2
,i18
  • Combo from 2nd CH

3

h
25
-5
+21a (+11)
i18
Balcony Break

4

h
20
-6
+5
+30a
i14
Balcony Break
on CH
Demon Bear Breath
21

1+2

m
25
-13
+18g
i13~14
Balcony Break
Heat Engager
  • Forces crouch on hit
Hunting

3+4

sp
cs4~
r15 HBS
  • Alternate input: FDFA.3+4
  • Transition to HBS

f

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

f+2

h
11
-13
+3
i12
Wild Lumberjack
23

f+2,1

h,​h
11,​20
-5
+36a (+10)
i20
Balcony Break
  • Combo from 1st hit with 9F delay
  • Move can be delayed by 13F

f+3

h
30
-5
+21a (+11)
i20
Balcony Break

f+4

h
22
-6
+5
+30a
i15
Balcony Break
on CH

f+1+2

m
16
-15
+18a
i18
Bear Claw Cross
24

f+1+2,1+2

m,​M
16,​20
-14
+65a (+49)
i30~31
Tornado
  • Combo from 1st hit
  • Grounded hit on off-axis hit against large body size characters?
Shape-Up Kick
25

f+3+4

L
20
-23
+6a
i28~30
cs6~
r40? FC
Shape-Up Hip
26

f+3+4,1+2

L,​M
20,​30 (24)
-16
-13a
,i50~i60
cs0~
r43?
24 damage from 1st hit with grounded scaling

df

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

df+1

m
6
-6
+2
i15~16

df+1,2

m,​m
6,​9
-11
-2
,i22~23
  • Combo from 1st CH
Grizzly Rampage
27

df+1,​2,1+2

m,​m,​M
6,​9,​20
-14c
+17d
,i25~26
  • Combo from 2nd hit with 9F delay
  • Combo from 1st CH
  • Move can be delayed by 8F
  • Input can be delayed by 10F

df+2

m
10
-9
+2
i15~16
Kuma Musou
28

df+2,1

m,​m
10,​12
-16
+35a (+25)
,i20~21
  • Combo from 1st hit with 4F delay
  • Input can be delayed by 4F
  • Move cannot be delayed

df+3

m
13
-9
+2
i16
  • +2c on crouching hit
Honey Trap
29

df+3,2

m,​h
13,​24
-5
+22a
,i27~28
Balcony Break
on airborne hit
  • Combo from 1st hit
  • 9 chip damage on block

df+4

m
15
-4
+7
i12

d

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Crouch Jab
hFC.1

d+1

sl
5
-5
+6
i10
cs4~
t34 r24 FC
  • Transition to Standing with f
  • +6c on crouching hit
Crouch Straight
hFC.2

d+2

sl
8
-4
+7
i11
cs4~
t34 r23 FC
  • +7c on crouching hit
Crouch Spin Kick
hFC.3

d+3

L
12
-17
-6
i20
cs4~
t56 r36 FC
  • -6c on crouching hit
Crouch Shin Kick
hFC.4

d+4

l
10
-15
-4
i16
cs4~
t50 r34 FC
  • -4c on crouching hit
Hip Smash
30

d+1+2

M
23
-15
+13d (+3)
i14~15
Balcony Break
  • 27 damage on clean hit
Bear Sit

d+3+4

sp
  • js6~12
  • fs13~15
  • cs16~67
r15 SIT
  • Alternative input: db+3+4
  • Transition to ROL with input SIT.F
  • Transition to California Roll with input SIT.B

db

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

db+1

h
11
-10
+4
+9
i14~15
Double Wild Slap

db+1,2

h,​M
11,​20
-13
+4
+13c
i22~23
Spike
  • Combo from 1st hit
  • Hold 2 to power up, up to 2 charge levels
  • Transition to HBS with input D or 3+4
Double Wild Slap

db+1,2*

h,​M
11,​20
-12
+13c
+42a
i33~34
Spike
  • chip damage on block
  • Heat skips to Level 2 charge
  • Transition to HBS with input D or 3+4
Fresh Wild Slap
34

db+1,2**

h,​M
11,​30
+3
+42a
i47~48
Spike
  • chip damage on block
  • Cannot absorb with power crush
  • Heat reduces charge length (consumes partial Heat time)
  • Transition to HBS with input D or 3+4
Bear Lariat
35

db+2

L
10
-15
-1
i18
cs6~51
FC
  • Transition to HBS with D or 3+4 (-17/-3)
Bear Pump in Pedal
36

db+3

l
12
-12
+1
i18
Spinning Kuma
37

db+4

l
20
-23
+6
+74a (+38)
i21~22
cs6~51
FC
Tornado
  • Panda: Very slight decrease in vertical hitbox height (does not hit as high)

db+1+2

m,​m
4,​4
-9
+2~3
i14~15

db+1+2,1+2

m,​m,​m,​m
4,​4,​4,​4
-11
0
,i15~16
Drum Roll
38

db+1+2,​1+2,2

m,​m,​m,​m,​m
4,​4,​4,​4,​18
-15
+22a (+12)
,i20~21
Salmon Hunter

db+2+3

l
30
-12
+39a
i32~34
Balcony Break
on airborne hit
  • Hold 2+3 to power up, up to 2 charge levels and deal more chip damage on block
Salmon Hunter

db+2+3*

l
40
-12
+39a
i45~47
Balcony Break
on airborne hit
  • chip damage on block
Fresh Salmon Hunter
41

db+2+3**

l
60
-4
+43a
i60~62
Balcony Break
on airborne hit
  • chip damage on block

b

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Bear Slash
42

b+1

M
24
-13
+13a
i22~23
pc7~21
Balcony Break
  • Transition to -13 HBS with input D or 3+4
  • 9 chip damage on block
  • 12 chip damage on block after absorbing an attack in power crush state
  • -3 on block after absorbing an attack in power crush state

b+2

m
12
-9
+2
i15
t43 r28

b+2,1

m,​h
12,​14
-3
+8
,i23
t60 r22
  • Transition to HBS with input D or 3+4 (-4/+7)
  • Transition to ROL with input F (-14/-3)
    • Adds i28~31 SM projectile 5dmg attack during Heat (Consumes 120F of remaining Heat time)
      • +14~+17 or -6~-3 HBS or +1~+4 FC on block
      • +20~+23 or +0~+3 HBS or +7~+10 FC on hit
Howling Bear
43

b+2,​1,1+2

m,​h,​m
12,​14,​20
-11
+15a (+6)
,i26
t94 r30
Balcony Break
  • Combo from 2nd CH with 4F delay
  • Move can be delayed by 10F
  • Panda: Shorter vertical hitbox (does not hit as high)

b+2,2

m,​m
12,​15
-10
+6
,i25
t70 r30
  • Combo from 1st CH with 5F delay
  • Move can be delayed by 13F
Salmon Massacre
44

b+2,​2,1

m,​m,​m
12,​15,​25
-15
+25a (+15)
,i35~39
  • js38~58
  • fs59~61
t114 r35
Tornado
  • Combo from 2nd CH with 1F delay
  • Move can be delayed by 15F
Bear X
45

b+1+2

h,​m
10,​20
-8
+13d / HE
i18~19 i12~13
Balcony Break
Heat Engager
Homing
  • chip damage
  • Transition to HBS with input D or 3+4 (does not shift when using Heat Dash)
High Jinks
46

b+3+4

m
20
-28
+61a
i22~23
  • Alternate input: ws3+4
Tornado
Deadly Claw
47

b+1+4

m!
25
+16a/+21a HBS
i60~62
  • Transition to HBS with input D or 3+4
Rolling Bear
48

b+1+4,f,f

SM
40
-20~+55
+42a~+117a
i55~i130
fs55~147?
  • Projectile
  • Hold F to extend attack
  • Recovers in FUFT on hit or block
  • If attack is extended to where you roll past the opponent, recovers in FUFA

u

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Bear Skip
49

ub+1+2

l
25
-17
+12a
i31~32
  • js6~27
  • fs28~30
  • Cancel into r22 HBS with D or 3+4 at frame 21
Big Bear Attack
50

u+1+2

m
24
-4
+3
i18~23
  • js17~33
  • fs34~36
  • Transition to HBS with D or 3+4 (-3/+4)
Pancake Press
51

u+3+4

m
21
+10
+20
i34~39
  • js8~36
  • fs37~39
  • cs51~
r11? SIT
  • Transition to SIT (cannot cancel)
Hornet Sweep
  • ub+1
  • u+1
52

uf+1

m
20
-6
+22a
i26~28
  • js9~30
  • js31~33
r29 FC
  • Alternate input: ub+1 or u+1
  • 8 chip damage on block
Ultra Kuma
  • ub+2
  • u+2
53

uf+2

m
20
-6
+30a
+65a (+45)
i28~30
r32
Balcony Break
Homing
Strong Aerial Tailspin
  • Alternate input: ub+2 or u+2

uf+3

m
13
-13
+30a (+20)
i16~17
  • js9~32
  • fs33~35
  • Panda: Very slightly increased vertical hitbox height (hits higher)

uf+3,4

m,​m
13,​13
-11
+30a (+20) / +21a (+14)
,i10~12
  • js1~17
  • fs18~20
  • Less frame advantage occurs after Combo from last hit
  • Panda: Very slightly increased vertical hitbox height on frames 11~12 (hits lower)
Bear Double Hop Kick Combo
54

uf+3,​4,1+2

m,​m,​M
13,​13,​22
-15
+16a / -2a
,i18~19
Spike
  • Transition to HBS with input D or 3+4
  • Less frame advantage occurs after Combo from last hit

uf+4

m
20
-6
-10a (-20)
i29~30
  • js9~30
  • fs31~33
Balcony Break
Kuma Hell Axle
55

uf+4,3

m,​m
20,​25
+7
+21a (+14)
,i20~21
js
Balcony Break
  • Only connects on hit or block
  • Recovers in FUFT

Motion Input

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Demon Uppercut
56

f,F+2

M
23
-19
+45a (+35)
i19~21
cs8~18
Falling Bear
57

f,F+1+2

M
30
+8 HBS
+52a HBS
i37~38
  • js9~32
  • fs33~35
r32 HBS
  • 9 chip damage on block
  • Transition to HBS
  • Transition to ROL with input F (+5/+49a)
  • Panda: Reduced vertical hitbox (does not hit as high)
Anger Hook
58

b,f+2

h
26
-5
+17a (+8)
+62a (+42)
i15~17
Balcony Break
  • 10 chip damage on block

d,df,f+2

m
15
-8
+3
i17~18
Grizzly Claws
59

d,​df,​f+2,1

m,​m
15,​25
-10
+33a (+7)
,i27
Heat Engager
Heat Dash +36a (+26)
Balcony Break
  • Combos from 1st hit
Grizzly Claw Smash
60

d,​df,​f+2,2

m,​l
15,​22
-18
+40a
,i33~34
  • Chip damage on block
Leaping Side Kick
61

f,f,F+3

m
30
+6
+13a (+3)
i22~23
  • js3~25
  • fs26~28
Balcony Break
  • Chip damage on block
Rabid Bear
62

f,f,F+1+2

m
30
+3
+9c
i20~24
  • js21~35
  • fs36~38
r35
Balcony Break
Heat Engager
  • 9 chip damage on block
  • Transition to HBS with D or 3+4 (+3/+9c; does not shift when using Heat Dash)
  • Forces tech backroll on hit
  • Panda: shorter attack hitbox range, reduced vertical height (does not hit as deep or high)

Crouch

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Watch Your Feet
71

FC.1

l
12
-8
+2c
i19~21
cs0~46
FC
Bear Roll

FC.1+2

sp
+1~+6
+7~+12
i26~i31
fs1~31
r31 ROL
  • Transition to ROL
  • Becomes SM projectile 5dmg attack during Heat (Consumes 120F of remaining Heat time)
    • +14~+19 or -6~-1 HBS or +1~+6 FC on block
    • +20~+25 or +0~+5 HBS or +7~+12 FC on hit

WS

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

ws1

m
13
-11
+2
+7
i13~15
Killing Claws

ws1,2

m,​m
13,​20
-13
+6 (+20g)
+18cg
,i18~19
  • Combo from 1st hit
  • Hold 2 to power up, up to 2 charge levels
  • Transition to HBS with input D or 3+4
Tornado
Wall Crush +20g on hit
Balcony Break
on CH
Killing Claws

ws1,2*

m,​m
13,​28
-12
+18cg
+31a (-2)
i33
  • Combo from 1st CH
  • Heat skips to Level 2 charge
  • Transition to HBS with input D or 3+4 (-12/+18cg/+34a (-2))
Balcony Break
Tornado
Fresh Killing Claws
67

ws1,2**

m,​m
13,​38
+3
+27a (-9)
,i44
  • Transition to HBS with input D or 3+4
Balcony Break
Tornado
Reversal Break
  • chip damage on block
  • Heat reduces charge length (consumes partial Heat time)
Mad Angler
68

ws2

m
20
-12
+29a (+19)
i15~16
Spinning Bear Kick
69

ws3

m
21
-9
+17 (+8)
i18~20
Balcony Break
Homing
Paw Smash
70

ws4

m
20
-6
+5
i11~12

HBS (Hunting)

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Hunting
  • FC.3+4
  • FDFA.3+4

3+4

sp
r15 HBS
  • Alternate input: FDFA.3+4
  • Can low parry in HBS with F
  • Transition to HBS
  • Transition to r10 FC with input ub_u_uf
  • Transition to r15 FC with DB
  • Remains in stance indefinitely
  • Can move in stance with F or B

HBS.1

M
10
-13
+5
+12
i12
t45 r32
Elbow
Honeycomb Spike

HBS.1,2

M,​M
10,​23
-13
+6c
+13c
,i24~25
t71? r35 FC
  • Combo from 1st hit with 20?F (charge) delay
  • Hold 2 to power up, up to 2 charge levels
  • Move can be delayed by 10F by holding 2
Honeycomb Spike

HBS.1,2*

M,​M
10,​23
-12
+13c
+49a
i33~34
t82 r35 FC
  • Combo from 1st CH with 30?F (charge) delay
  • Move can be delayed by 9?F by holding 2
  • Becomes HBS.1,2** during heat
  • Consumes 240F? of remaining Heat time
  • 9 chip damage on block
Fresh Honeycomb Spike
78

HBS.1,2**

M,​M
10,​30
+3
+49a
,i44~45
t94 r36 FC
Reversal Break
  • Replaces HBS.1,2*: i33~34 startup during Heat (t83? r36?)
  • 12 chip damage on block
Bear Claw
79

HBS.2

L
16
-15
+21g
i21~24
cs1~
t53 r29 HBS
  • Transition to HBS
Bear Fling
80

HBS.1+2

M
24
-15
+79a
i19~22
cs1~18
t55 r33
Tornado
  • 27dmg upon opponent landing
Bear Tackle
81

HBS.3+4

M
21
-14
+9a (-1)
i20~24
pc7~19
t67 r43
Heat Engager
Heat Dash +43d (+35)
Balcony Break
  • Panda: Decreased attack range and height hitbox (does not hit as deep)
Bear Toss
113

HBS.f+1+2

th(h)
30
+1
i26~27
Removes Recoverable Health
Spike
  • Throw break: none
  • Opponent status on hit: FUFA
Hunting Hip Smash
HBS.b+3+4
82

HBS.f+3+4

L
25
-11
+37a (+28)
+69a (+22)
i16~22
  • js9~21
  • fs22~
t23? r15? SIT
Balcony Break
  • Transition to SIT during attack active frames
  • Unparryable?
  • Very short hitbox reach
Hornet Buster

HBS.df+1

m
23
-7
+20a (+11)
i25~27
t55 r28
Homing
Balcony Break
Strong Aerial Tailspin
  • 9 chip damage
Big Tree
83

HBS.df+2

m
20
-17
+35a (+25)
i15~16
t50 r34
Tornado
Frolicking Bear
84

HBS.d+1+2

m
22
-3
+4
+76a (+60)
i16~20
t46? r26? HBS
Tornado
  • Transition to HBS
  • Tornado on CH only
  • t44? r24? on hit
  • Panda: Increased vertical attack hitbox height. Decreased attack range and height hitbox on frames 18-20 (does not hit as deep or high)

HBS.b+1+2

L
16
-20c
+3
+7
i26~29
cs1~67
t68 r39
Head
  • Transition to r40 HBS with input D or 3+4
Break'n
85

HBS.b+1+2,1+2

L,​L
16,​33
-29c
+8a
i22~24
cs1~59
t103? r51
Balcony Break
Head
  • Combo from 1st CH
Hunting to Roll Over
HBS.4
86

HBS.3

sp
fs1~36
r36? FUFA
  • Transition to FUFA
  • Alternative input: HBS.4 (HBS.3 is into background, HBS.4 is into foreground)
Hunting to Play Dead
87

HBS.d+3+4

sp
r30? FDFA
  • Transition to FDFA
Bear Roll

HBS.f,f

sp
+14~+19
+20~+25
i26~i31
r31 ROL
  • Transition to ROL
    • Can transition to r20? HBS with D or 3+4
    • Can transition to r13? FC
  • Becomes SM projectile 5dmg attack during Heat (Consumes 120F of remaining Heat time)
    • +14~+19 or -6~-1 HBS or +1~+6 FC on block
    • +20~+25 or +0~+5 HBS or +7~+12 FC on hit
Backward Roll
SIT.B
89

HBS.b,b

sp
r40 FC
  • Alternate input: SIT.B
  • Transition to r12 HBS with input D or 3+4 at frame 35

SIT (Bear Sit)

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Bear Sit

d+3+4

sp
  • Transition to SIT
  • Transition to ROL with input f

SIT.1

l
15
-12
+4
+9
i21~22
FC
Double Trout Sweep
91

SIT.1,1

l,​l
15,​13
-12
+6
,i25~26
FC
Combo from 1st CH
Trout Smash
92

SIT.2

m
18
-12
+73a (+57)
i19~21
Tornado
Rebound
93

SIT.3+4

M
20
-12 / -10 ROL
-4a / -2a ROL
i25
  • Transition to ROL with input SIT.F

ROL (Bear Roll)

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Bear Roll

SIT.f

sp
+1~+6 / -6~-1 HBS
+7~+12 / 0~+5 HBS
N/A / i26~i31 Heat
  • Alternative input: FC.3+4 or FDFA.f
  • Transition to ROL
  • Transition to HBS with input ROL.D or ROL.3+4
  • Becomes special mid attack during Heat (partially uses remaining Heat time)
Bear Shove
96

ROL.1

h
31
+4
+35d (+27)
i15~16
Balcony Break
Tornado
  • Power up during Heat (partially uses remaining Heat time)
Bear Backhand
97

ROL.2

m
21
-17
+28a (+18)
i17~19
Bear Slide
98

ROL.3

l
20
-18
+33a
i18~26
Recovers in FUFT
Bear Rolling Kick
99

ROL.4

M
20
+7
+26a
i26~30
Recovers in FUFT
Giant Roll
100

ROL.1+2

SM
22
-30
+45a
i10~40
  • Recovers in FUFT on hit
  • Recovers in off axis FUFT on block

Others

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Type 38 Eradication Weapon: Aramaki

R.df+1+2

M,​t
55+
-18
+0d
i20
pc8~
r39
Rage Art
Removes Recoverable Health
Reversal Break
  • Damage increases with lower health, maximum 82
  • Freezes match timer on activation and on hit
  • Restores recoverable health on hit
  • Transition to attack throw on hit
  • Consumes Rage
Salmon Swipe
74

SS.1+2

m
23
-3
+6c
i22~23
  • 9 chip damage
  • Transition to +12 +3 HBS with D
Bear Backstroke
102

FUFA.1+2

M
15
-2 (-2)
+6 (+6)
+6 (+6)
i17~19
  • Transition to HBS (Cannot cancel)
Get Up Punch
103

FUFT.d+1+2

m
21
+18~+20
+37a
+37a
i29~31
  • Transition to SIT (Cannot cancel)
Bear Butterfly
104

FDFA.1+2

l
10
-12
+6
+6
i14~16
  • Transition to HBS
  • Move is airborne, requires strong parry
Dance With Me

OTG.d+1+4

l,​ub(l)
16 (11),​48 (33)
N/A
8 (0) / +14
i55~110,i25~38
  • Cancel into BT with input OTG.d+1+4,3+4
  • More frame advantage when hitting standing opponent

Throws

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Bear's Bite
106

1+3

th(h)
35
-3
+1
i12~14
  • Throw break: 1 or 2
  • Opponent status on hit: FUFT
Bear Hug
107

2+4

th(h)
35
-6
+1
i12~14
  • Throw break: 1 or 2
  • Opponent status on hit: FUFT
  • Side switch on hit
Bear Slam
108

Left throw

th(h)
50
-3
+1
i12~14
  • Throw break: 1
Spike
  • Opponent status on hit: FUFT
Choke Slam
109

Right throw

th(h)
40
-3
+1
i12~14
  • Throw break: 2
  • Opponent status on hit: FUFT off axis
Swing Swung
110

Back throw

th(h)
70
+1
i12~14
  • Throw break: none
  • Opponent status on hit: FUFA
Headbutt
111

uf+1+2

th(h)
35
0
+26d (+7)
i12~14
  • Throw break: 1+2
Balcony Break
  • Opponent status on hit: FUFT
Rock'n Roll Circus
112

hcb,f+1+2

th(h)
50
0
+5
i11
  • Throw break: 1+2
  • Opponent status on hit: FUFA
  • Side switch on hit
Bear Toss
113

HBS.f+1+2

th(h)
30
+1
i26~27
Removes Recoverable Health
Spike
  • Throw break: none
  • Opponent status on hit: FUFA

10 Strings

1st hit

FC.df+2

m
12
-13
-2
i18~19
r
2nd hit

FC.df+2,1

m,​h
12,​12
-10~-8
+1~+3
i18~20
r27
  • Combo from 1st hit
  • Jail from 1st block
3rd hit

FC.df+2,​1,1+2

m,​h,​M
12,​12,​6
-17
-6
i22~23
  • Interrupt with i6 from 2nd block
4th hit

FC.df+2,​1,​1+2,3

m,​h,​M,​L
12,​12,​6,​5
-18
-7
i32~33
  • Interrupt with i15 from 3rd block
5th hit

FC.df+2,​1,​1+2,​3,1+2

m,​h,​M,​L,​M
12,​12,​6,​5,​6
-19
-8
i26~27
  • Interrupt with i10 from 4th block
  • Can SSR hit from 4th block
6th hit

FC.df+2,​1,​1+2,​3,​1+2,3+4

m,​h,​M,​L,​M,​m
12,​12,​6,​5,​6,​6
-12
-1
i25~26
  • js15~27
  • fs?
  • cs28~
HBS
  • Interrupt with i8 from 5th block
  • Can SSL/SSR and SWL/SWR from 5th block
7th hit

FC.df+2,​1,​1+2,​3,​1+2,​3+4,1+2

m,​h,​M,​L,​M,​m,​m
12,​12,​6,​5,​6,​6,​7
-49
-38
i55
fs1~122
FUFT
  • Interrupt float with i40? from 6th block
  • Can SSL/SSR and SWL/SWR from 6th block
8th hit

FC.df+2,​1,​1+2,​3,​1+2,​3+4,​1+2,2

m,​h,​M,​L,​M,​m,​m,​m
12,​12,​6,​5,​6,​6,​7,​6
-17
-6
i20~22
  • Interrupt with i21? from 7th block
  • Can SSL/SSR and SWL/SWR from 7th block
9th hit

FC.df+2,​1,​1+2,​3,​1+2,​3+4,​1+2,​2,3

m,​h,​M,​L,​M,​m,​m,​m,​h
12,​12,​6,​5,​6,​6,​7,​6,​21
-21
+34a (+24)
i26
r40
  • Combo from 8th hit
  • Interrupt with i8 from 8th block
  • Can SSL/SSR and SWL/SWR from 8th block
10 Hit Combo

FC.df+2,​1,​1+2,​3,​1+2,​3+4,​1+2,​2,​3,1

m,​h,​M,​L,​M,​m,​m,​m,​h,​h
12,​12,​6,​5,​6,​6,​7,​6,​21,​35 (24)
+11
+10c
i47
r37
Balcony Break
  • Aerial combo (+14a (+7)) from 8th or 9th hit
  • Forces tech backroll on hit
  • Interrupt with i33? from 9th block
  • Can SSL/SSR and SWL/SWR from 9th block

External Links