| Kuma |
|---|
| Movelist & frame data (Tekken 8) |
|---|
Heat
Input
2+3
- 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.
H.2+3
- 10 chip damage
- Transition to attack throw on 1st hit
- +20a (+10) 45dmg on 2nd hit if 1st hit misses
H.df+2+3
- Uses 180F of remaining heat time
- H.f,n,d,df+2 to power up (23dmg)
H.df+2+3*
- 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)
b+1+2
- chip damage
- Transition to HBS with input D or 3+4 (does not shift when using Heat Dash)
f,f,F+1+2
- js21~35
- fs36~38
- 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)
HBS.3+4
- Panda: Decreased attack range and height hitbox (does not hit as deep)
n
Input
1,1
- Combo from 1st hit CH with 2F delay
- Move can be delayed by 3F
1,1,1
- Combo from 2nd hit
- Combo from 1st CH
1,2
- Jail from 1st hit
- Combo from 1st CH with 3F delay
- 10 chip damage on block
2,1
- Combo from 1st hit with 2F delay
- +2c on crouching hit
- Panda: Reduced vertical hitbox (does not hit as high)
f
Input
f+2,1
- Combo from 1st hit with 9F delay
- Move can be delayed by 13F
f+1+2,1+2
- Combo from 1st hit
- Grounded hit on off-axis hit against large body size characters?
f+3+4,1+2
df
Input
df+1,2,1+2
- Combo from 2nd hit with 9F delay
- Combo from 1st CH
- Move can be delayed by 8F
- Input can be delayed by 10F
df+2,1
- Combo from 1st hit with 4F delay
- Input can be delayed by 4F
- Move cannot be delayed
df+3,2
- Combo from 1st hit
- 9 chip damage on block
d
Input
d+1
- Transition to Standing with f
- +6c on crouching hit
d+3+4
- js6~12
- fs13~15
- cs16~67
- Alternative input: db+3+4
- Transition to ROL with input SIT.F
- Transition to California Roll with input SIT.B
db
Input
db+1,2
- Combo from 1st hit
- Hold 2 to power up, up to 2 charge levels
- Transition to HBS with input D or 3+4
db+1,2*
- chip damage on block
- Heat skips to Level 2 charge
- Transition to HBS with input D or 3+4
db+1,2**
- 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
db+4
- Panda: Very slight decrease in vertical hitbox height (does not hit as high)
db+2+3
- Hold 2+3 to power up, up to 2 charge levels and deal more chip damage on block
db+2+3**
- chip damage on block
b
Input
b+1
- 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+2,1
- 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
- Adds i28~31 SM projectile 5dmg attack during Heat (Consumes 120F of remaining Heat time)
b+2,1,1+2
- 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
- Combo from 1st CH with 5F delay
- Move can be delayed by 13F
b+2,2,1
- js38~58
- fs59~61
- Combo from 2nd CH with 1F delay
- Move can be delayed by 15F
b+1+2
- chip damage
- Transition to HBS with input D or 3+4 (does not shift when using Heat Dash)
b+1+4,f,f
- 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
Input
ub+1+2
- js6~27
- fs28~30
- Cancel into r22 HBS with D or 3+4 at frame 21
u+1+2
- js17~33
- fs34~36
- Transition to HBS with D or 3+4 (-3/+4)
u+3+4
- js8~36
- fs37~39
- cs51~
- Transition to SIT (cannot cancel)
- ub+1
- u+1
uf+1
- js9~30
- js31~33
- Alternate input: ub+1 or u+1
- 8 chip damage on block
- ub+2
- u+2
uf+2
- Alternate input: ub+2 or u+2
uf+3
- js9~32
- fs33~35
- Panda: Very slightly increased vertical hitbox height (hits higher)
uf+3,4
- 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)
uf+3,4,1+2
- Transition to HBS with input D or 3+4
- Less frame advantage occurs after Combo from last hit
uf+4,3
- Only connects on hit or block
- Recovers in FUFT
Motion Input
Input
f,F+1+2
- js9~32
- fs33~35
- 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)
f,f,F+3
- js3~25
- fs26~28
- Chip damage on block
f,f,F+1+2
- js21~35
- fs36~38
- 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
Input
FC.1+2
- 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
Input
ws1,2
- Combo from 1st hit
- Hold 2 to power up, up to 2 charge levels
- Transition to HBS with input D or 3+4
ws1,2*
- Combo from 1st CH
- Heat skips to Level 2 charge
- Transition to HBS with input D or 3+4 (-12/+18cg/+34a (-2))
ws1,2**
- Transition to HBS with input D or 3+4
- chip damage on block
- Heat reduces charge length (consumes partial Heat time)
HBS (Hunting)
Input
- FC.3+4
- FDFA.3+4
3+4
- 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.1,2
- 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
HBS.1,2*
- 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
HBS.1,2**
- Replaces HBS.1,2*: i33~34 startup during Heat (t83? r36?)
- 12 chip damage on block
HBS.3+4
- Panda: Decreased attack range and height hitbox (does not hit as deep)
HBS.f+1+2
- Throw break: none
- Opponent status on hit: FUFA
HBS.f+3+4
- js9~21
- fs22~
- Transition to SIT during attack active frames
- Unparryable?
- Very short hitbox reach
HBS.d+1+2
- 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
- Transition to r40 HBS with input D or 3+4
HBS.b+1+2,1+2
- Combo from 1st CH
HBS.3
- Transition to FUFA
- Alternative input: HBS.4 (HBS.3 is into background, HBS.4 is into foreground)
HBS.f,f
- 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
HBS.b,b
- Alternate input: SIT.B
- Transition to r12 HBS with input D or 3+4 at frame 35
SIT (Bear Sit)
Input
SIT.3+4
- Transition to ROL with input SIT.F
ROL (Bear Roll)
Input
SIT.f
- 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)
ROL.1
- Power up during Heat (partially uses remaining Heat time)
ROL.1+2
- Recovers in FUFT on hit
- Recovers in off axis FUFT on block
Others
Input
R.df+1+2
- 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
FUFA.1+2
- Transition to HBS (Cannot cancel)
FUFT.d+1+2
- Transition to SIT (Cannot cancel)
FDFA.1+2
- Transition to HBS
- Move is airborne, requires strong parry
OTG.d+1+4
- Cancel into BT with input OTG.d+1+4,3+4
- More frame advantage when hitting standing opponent
Throws
Input
2+4
- Throw break: 1 or 2
- Opponent status on hit: FUFT
- Side switch on hit
Left throw
- Throw break: 1
- Opponent status on hit: FUFT
Right throw
- Throw break: 2
- Opponent status on hit: FUFT off axis
Back throw
- Throw break: none
- Opponent status on hit: FUFA
uf+1+2
- Throw break: 1+2
- Opponent status on hit: FUFT
hcb,f+1+2
- Throw break: 1+2
- Opponent status on hit: FUFA
- Side switch on hit
HBS.f+1+2
- Throw break: none
- Opponent status on hit: FUFA
10 Strings
FC.df+2,1
- Combo from 1st hit
- Jail from 1st block
FC.df+2,1,1+2
- Interrupt with i6 from 2nd block
FC.df+2,1,1+2,3
- Interrupt with i15 from 3rd block
FC.df+2,1,1+2,3,1+2
- Interrupt with i10 from 4th block
- Can SSR hit from 4th block
FC.df+2,1,1+2,3,1+2,3+4
- js15~27
- fs?
- cs28~
- Interrupt with i8 from 5th block
- Can SSL/SSR and SWL/SWR from 5th block
FC.df+2,1,1+2,3,1+2,3+4,1+2
- Interrupt float with i40? from 6th block
- Can SSL/SSR and SWL/SWR from 6th block
FC.df+2,1,1+2,3,1+2,3+4,1+2,2
- Interrupt with i21? from 7th block
- Can SSL/SSR and SWL/SWR from 7th block
FC.df+2,1,1+2,3,1+2,3+4,1+2,2,3
- Combo from 8th hit
- Interrupt with i8 from 8th block
- Can SSL/SSR and SWL/SWR from 8th block
FC.df+2,1,1+2,3,1+2,3+4,1+2,2,3,1
- 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