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
Heat Smash
Balcony Break
  • 10 chip damage
Wind Bear Fist

H.df+2+3

sm
20
+5
+39 (+29)
i15~16
  • Partially uses remaining heat time
  • H.f,n,d,df+2 to power up
Fresh Wind Bear Fist

H.df+2+3*

sm
26
+9
+45 (+35)
i25~26
  • Partially uses remaining heat time
  • H.f,n,d,df+2* to power up
  • Cannot absorb with power crush
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
+35d (-23)
i20~24
js 21F
Balcony Break
Heat Engager
  • Chip damage
  • Transition to HBS with input D or 3+4 (does not shift when using Heat Dash)
Bear Tackle
81

HBS.3+4

M
21
-14
+9a (-1)
i20~24
pc7~
Heat Engager
Heat Dash +43d (+35)
Balcony Break
Rabid Bear

H.f,f,F+1+2

m
30
+3
+35d (-23)
i20~24
js 21F
Balcony Break
Heat Engager
  • Chip damage
  • Transition to HBS with input D or 3+4 (does not shift when using Heat Dash)
Frolicking Bear
84

HBS.d+1+2

m
22
-3
+4
+76(+60)
i16~20
Tornado
  • Transition to HBS
  • Tornado on CH only

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
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
Crouch Straight
hFC.2

d+2

sl
8
-4
+7
i11
cs4~
t34 r23 FC
Crouch Spin Kick
hFC.3

d+3

L
12
-17
-6
i20
cs4~
t56 r36 FC
Crouch Shin Kick
hFC.4

d+4

l
10
-15
-4
i16
cs4~
t50 r34 FC
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
  • 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 / -17 HBS
-1 / -3 HBS
i18
FC
  • Transition to HBS with input D or 3+4
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~
Tornado

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

b+2,1

m,​h
12,​14
-3 / - 4 HBS / -14 ROL
+8 / +7 HBS / -3 ROL
,i23
  • Transition to HBS with input D or 3+4
  • Transition to ROL with input F
Howling Bear
43

b+2,​1,1+2

m,​h,​m
12,​14,​20
-11
+15a (+6)
,i26
Balcony Break

b+2,2

m,​m
12,​15
-10
+6
,i25
Salmon Massacre
44

b+2,​2,1

m,​m,​m
12,​15,​25
-15
+25a (+15)
,i35~39
Tornado
  • Does not tornado on wall 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)
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
  • 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
  • Cancel into HBS with input D or 3+4
Big Bear Attack
50

u+1+2

m
24
-4 / -3 HBS
+3 / +4 HBS
i18~23
  • Transition to HBS with input D or 3+4
Pancake Press
51

u+3+4

m
21
+10
+20
i34~39
  • Transition to SIT (cannot cancel)
Hornet Sweep
52

uf+1

m
20
-6
+22a
i26~28
  • Alternate input: ub+1 or u+1
  • chip damage on block
Ultra Kuma
53

uf+2

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

uf+3

m
13
-13
+30a (+20)
i16~17
js

uf+3,4

m,​m
13,​13
-11
+30a (+20) / +21a (+14)
,i10~12
js
Less frame advantage occurs after Combo from last hit
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
js
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
Falling Bear
57

f,F+1+2

M
30
+8 HBS / +5 ROL
52a HBS / +49a ROL
i37~38
  • Chip damage
  • Transition to HBS (cannot cancel into standing)
  • Transition to ROL with input F
Anger Hook
58

b,f+2

h
26
-5
+17a (+8)
+62a (+42)
i15~17
Balcony Break
Tailspin
  • 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
Balcony Break
  • Chip damage on block
Rabid Bear
62

f,f,F+1+2

m
30
+3
+35d (-23)
i20~24
js 21F
Balcony Break
Heat Engager
  • Chip damage
  • Transition to HBS with input D or 3+4 (does not shift when using Heat Dash)

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
+2
i19~21
Bear Roll

FC.1+2

sp
+1~+6 / -6~-1 HBS
+7~+12 / 0~+5 HBS
N/A / i26~i31 Heat
  • Transition to ROL
  • becomes special mid attack during Heat (partially uses remaining Heat time)

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)
+18
,i18~19
  • 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
  • Wallsplat on CH
Killing Claws

ws1,2*

m,​m
13,​28
-12
+18c
+33a (-2)
i33
  • Heat skips to Level 2 charge
  • Transition to HBS with input D or 3+4
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
  • chip damage on block
  • Cannot absorb with power crush
  • 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

3+4

sp
  • Alternate input: FDFA.3+4
  • Can low parry in HBS with HBS.F
  • Transition to HBS
  • Transition to standing with input ub or u or uf

HBS.1

M
10
-13
+2
+12
i12~13
Honeycomb Spike

HBS.1,2

M,​M
10,​20
-13
+4
+13c
,i24~25
  • Hold 2 to power up, up to 2 charge levels
Honeycomb Spike

HBS.1,2*

M,​M
10,​23
-12
+13c
+49a
i33~34
  • chip damage on block
  • Heat skips to Level 2 charge
Fresh Honeycomb Spike
78

HBS.1,2**

M,​M
10,​30
+3
+49a
,i44~45
  • chip damage on block
  • Cannot absorb with power crush
  • Heat reduces charge length (consumes partial Heat time)
Bear Claw
79

HBS.2

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

HBS.1+2

M
24
-15
+79a
i19~22
Tornado
Bear Tackle
81

HBS.3+4

M
21
-14
+9a (-1)
i20~24
pc7~
Heat Engager
Heat Dash +43d (+35)
Balcony Break
Hunting Hip Smash
82

HBS.f+3+4

  • Alternate input: HBS.b+3+4
  • Transition to SIT
Hornet Buster

HBS.df+1

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

HBS.df+2

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

HBS.d+1+2

m
22
-3
+4
+76(+60)
i16~20
Tornado
  • Transition to HBS
  • Tornado on CH only

HBS.b+1+2

l
16
-20c
+3c
i26~29
  • Transition to HBS with input D or 3+4
Break'n
85

HBS.b+1+2,1+2

l,​l
16,​33
-29c
+8a / -3a (-10)
i22~24
Balcony Break
  • Less frame advantage occurs after Combo from last hit
Hunting to Roll Over
86

HBS.3

sp
  • 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
  • Transition to FDFA
Bear Roll

HBS.f,f

sp
+1~+6 / -6~-1 HBS
+7~+12 / 0~+5 HBS
N/A / i26~i31 Heat
  • Transition to ROL
  • Becomes Special Mid attack during Heat (partially uses remaining Heat time)
Backward Roll
89

HBS.b,b

sp
  • Alternate input: SIT.B
  • Transition to HBS with input D or 3+4

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
Double Trout Sweep
91

SIT.1,1

l,​l
15,​13
-12
+6
,i25~26
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
+17
+37a
+37a
i30
  • Transition to SIT (Cannot cancel)
Bear Butterfly
104

FDFA.1+2

l
10
-12
+6
+6
i14~16
  • Transition to HBS
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

External Links