Panda 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 Panda Shooting Star (H.uf+3+4)
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.
Panda Super Attack
H.HBS.2+3

H.2+3

m
50
+9
-3d
i15~16
js
Heat Smash
Floor Break
Balcony Break
  • Alternate input: H.HBS.2+3
  • Transition to +8 ROL with F on block only
  • Transition to +13g HBS with D or 3+4 on block only
  • 9 chip damage on block
  • Floor breaks if 1st hit connects, or if 2nd hit connects on airborne opponent
  • Balcony breaks if only 2nd hit connects on standing opponent
So Shoe Me (Panda Style)
H.db+2+4

H.db+1+3

t
10
+12
i15
  • Alternate input: H.db+2+4
  • Unbreakable
  • Uses 300F of remaining heat time
Panda Shooting Star
H.ROL.uf+3+4

H.uf+3+4

m
21 (8)
+12g
+7a
i16~17
js9?
SIT
  • Alternate input: H.ROL.uf+3+4
  • Uses 240F of remaining heat time
  • Transition to SIT (cannot cancel)
Spinning Panda Flight
36

db+4,H.1

l,​m
20,​14
+17a (-18)
i27~28
js
Floor Break
  • On hit only
  • Combos from 1st hit
  • Partially consumes remaining Heat time
Fresh Wild Slap
34

db+1,2**

h,​M
11,​30
+3
+42a
i47~48
Spike
Reversal Break
  • 12 chip damage on block
  • Startup shortened during Heat: i34~35 startup (partially consumes Heat time)
  • Transition to HBS with D or 3+4
Fresh Killing Claws
66

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)
Fresh Honeycomb Spike
77

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 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
95

ROL.1

h
31
+4
+35d (+27)
i15~16
Balcony Break
Tornado
Guard Break
during Heat
  • Power up during Heat: +13 on block guard break (Uses 240F of remaining Heat time)
Demon Bear Breath
21

1+2

m
25
-13
+18g
i13~14
t45 r31
Balcony Break
Heat Engager
Heat Dash +5, +43d (+35)
  • Forces crouch on hit
Bear X
44

b+1+2

h,​m
10,​20
-8
+13d
i18~19 i12~13
t68 r36
Heat Engager
Heat Dash +5, +43d (+35)
Balcony Break
Floor Break
on airborne hit
Homing
Strong Aerial Tailspin
1st hit only
  • 12 chip damage
  • Transition to HBS r36 with input D or 3+4 (does not shift when using Heat Dash)
Grizzly Claws
58

d,​df,​f+2,1

m,​m
15,​25
-10
+33a (+7) / HE
,i27
Balcony Break
Heat Engager
Rabid Bear
61

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
80

HBS.3+4

M
21
-14
+9a (-1)
i20~24
pc7~19
t67 r43
Heat Engager
Heat Dash +5, +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
t45 r31
Balcony Break
Heat Engager
Heat Dash +5, +43d (+35)
  • 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
t44 r32
Wild Lumberjack
23

f+2,1

h,​h
11,​20
-5
+36a (+10)
i20
t62 r30
Balcony Break
  • Combo from 1st hit with 9F delay
  • Move can be delayed by 13F

f+3

h
30
-5
+21a (+11)
i20
t49 r29
Balcony Break

f+4

h
22
-6
+5
+30a
i15
t40 r25
Balcony Break
on CH

f+1+2

m
16
-15
+18a
i18
t55 r38
Pseudo-homing?
Bear Claw Cross
24

f+1+2,1+2

m,​M
16,​20
-14
+65a (+49)
i30~31
t87 r37
Tornado
  • Combo from 1st hit with 2F delay
  • Interrupt with i8 from 1st block
  • Grounded hit on off-axis hit against large body size characters?
Shape-Up Kick
25

f+3+4

L
20
-23
+6a
i28~30
cs6~70
r40 FC
  • Unparryable (bug?)
Shape-Up Hip
26

f+3+4,1+2

L,​M
20,​30 (24)
-16
-13a
,i50~i60
cs0~75
t133 r43
  • Hip
  • Interrupt with i31 from 1st block
  • 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

d+1

sl
5
-5
+6
i10
cs4~
t34 r24 FC
  • Transition to r24 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
  • Hip
  • 27 damage on clean hit
Bear Sit
31

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
32

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
33

db+1,2*

h,​M
11,​20
-12
+13c
+42a
i33~34
Spike
  • 8 chip damage on block
  • Heat skips to db+1,2** charge with i34~35 startup
  • Transition to HBS with D or 3+4
Fresh Wild Slap
34

db+1,2**

h,​M
11,​30
+3
+42a
i47~48
Spike
Reversal Break
  • 12 chip damage on block
  • Startup shortened during Heat: i34~35 startup (partially consumes Heat time)
  • Transition to HBS with 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)
Spinning Kuma
36

db+4

l
20
-23
+6
+74a (+58)
i21~22
cs6~
FC
Tornado

db+1+2

mm
4,​4
-9
+2~3
i14~15

db+1+2,1+2

mm,​mm
4,​4,​4,​4
-11
0
,i15~16
  • Combos from 1st hit
+10 CH but only on the last hit
Drum Roll
37

db+1+2,​1+2,2

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

db+2+3

l
30
-12
+39a
i32~34
Balcony Break
  • 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
  • chip damage on block
Fresh Salmon Hunter
40

db+2+3**

l
60
-4
+43a
i60~62
Balcony Break
  • 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
  • Combos from 1st hit
  • Transition to HBS with input D or 3+4
  • Transition to ROL with input F
Howling Bear
42

b+2,​1,1+2

m,​h,​m
12,​14,​20
-11
+15a (+6)
,i26
Balcony Break
  • Combos from 2nd hit CH

b+2,2

m,​m
12,​15
-10
+6
,i25
Combos from 1st hit CH
Salmon Massacre
43

b+2,​2,1

m,​m,​m
12,​15,​25
-15
+25a (+15)
,i35~39
js
Tornado
  • Does not Tornado on wall hit
  • Combos from 2nd hit CH
Bear X
44

b+1+2

h,​m
10,​20
-8
+13d
i18~19 i12~13
t68 r36
Heat Engager
Heat Dash +5, +43d (+35)
Balcony Break
Floor Break
on airborne hit
Homing
Strong Aerial Tailspin
1st hit only
  • 12 chip damage
  • Transition to HBS r36 with input D or 3+4 (does not shift when using Heat Dash)
High Jinks
45

b+3+4

m
20
-28
+61a
i22~23
  • Alternate input: ws3+4
Tornado
Deadly Claw
46

b+1+4

ub(m)
25
+16a/+21a HBS
i60~62
  • Transition to HBS with input D or 3+4
Rolling Bear
47

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
48

ub+1+2

l
25
-17
+12a
i31~32
js
  • Cancel into HBS with input D or 3+4
Big Bear Attack
49

u+1+2

m
24
-8 / -7 HBS
+6 / +7 HBS
+8a / +9a
i18~23
js
  • Transition to HBS with input D or 3+4
Pancake Press
50

u+3+4

m
21
+14cg
+20d
i34~39
js
  • Transition to SIT (cannot cancel)
Hornet Sweep
51

uf+1

m
20
-6
+22a
i26~28
js
  • Alternate input: ub+1 or u+1
  • chip damage on block
Ultra Kuma
52

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
53

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
54

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
55

f,F+2

m
23
-19
+45a (+35)
i19~21
Falling Bear
56

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
57

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
58

d,​df,​f+2,1

m,​m
15,​25
-10
+33a (+7) / HE
,i27
Balcony Break
Heat Engager
Grizzly Claw Smash
59

d,​df,​f+2,2

m,​l
15,​22
-18
+21d
,i33~34
  • Chip damage on block
Leaping Side Kick
60

f,f,F+3

m
30
+6
+13a (+3)
i22~23
Balcony Break
  • Chip damage on block
Rabid Bear
61

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
FC.1
70

hFC.1

L
12
-8
+2c
i19~21
cs0~46
FC
Bear Roll
FC.1+2

hFC.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
  • Can be done from Crouch Level 1

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)
,i35
  • Heat skips to Level 2 charge
  • Transition to HBS with input D or 3+4
Balcony Break
Tornado
Fresh Killing Claws
66

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
67

ws2

m
20
-12
+29a (+19)
i15~16
Spinning Bear Kick
68

ws3

m
21
-9
+17 (+8)
i18~20
Balcony Break
Homing
Paw Smash
69

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,​20
-12
+13c
+49a
,i33~34
  • chip damage on block
  • Heat skips to Level 2 charge
Fresh Honeycomb Spike
77

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~
t53 r29 HBS
  • Transition to HBS
Bear Fling
79

HBS.1+2

m
24
-15
+79a
i19~22
Tornado
Bear Tackle
80

HBS.3+4

M
21
-14
+9a (-1)
i20~24
pc7~19
t67 r43
Heat Engager
Heat Dash +5, +43d (+35)
Balcony Break
  • Panda: Decreased attack range and height hitbox (does not hit as deep)
Hunting Hip Smash
81

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
82

HBS.df+2

m
20
-17
+35a (+25)
i15~16
Tornado
Frolicking Bear
83

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
-25c
+14a
i26~29
  • Transition to HBS with input D or 3+4
Break'n
84

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
85

HBS.3

sp
  • Transition to FUFA
  • Alternative input: HBS.4 (HBS.3 is into background, HBS.4 is into foreground)
Hunting to Play Dead
86

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
88

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
90

SIT.1,1

l,​l
15,​13
-12
+6
,i25~26
Combo from 1st CH
Trout Smash
91

SIT.2

m
18
-12
+73a (+57)
i19~21
Tornado
Rebound
92

SIT.3+4

m
20
-12 / -10 ROL
-4a / -2a ROL
i25
  • Transition to ROL with input 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
95

ROL.1

h
31
+4
+35d (+27)
i15~16
Balcony Break
Tornado
Guard Break
during Heat
  • Power up during Heat: +13 on block guard break (Uses 240F of remaining Heat time)
Bear Backhand
96

ROL.2

m
21
-17
+28a (+18)
i17~19
Bear Slide
97

ROL.3

l
20
-18
+33a
i18~26
Recovers in FUFT
Bear Rolling Kick
98

ROL.4

m
20
+7
+26a
i26~30
Recovers in FUFT
Giant Roll
99

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
Close Call! Panda Storming Flower

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
101

FUFA.1+2

m
15
-2 (-2)
+6 (+6)
+6 (+6)
i17~19
  • Transition to HBS (Cannot cancel)
Get Up Punch
102

FUFT.d+1+2

m
21
+17
+37a
+37a
i30
  • Transition to SIT (Cannot cancel)
Bear Butterfly
103

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
105

1+3

th(h)
35
-3
+1
i12~14
Homing
  • Throw break: 1 or 2
  • Opponent status on hit: FUFT
Bear Hug
106

2+4

th(h)
35
-6
+1
i12~14
Homing
  • Throw break: 1 or 2
  • Opponent status on hit: FUFT
  • Side switch on hit
Bear Slam
107

Left throw

th(h)
50
-3
+1
i12~14
  • Throw break: 1
Spike
  • Opponent status on hit: FUFT
Choke Slam
108

Right throw

th(h)
40
-3
+1
i12~14
  • Throw break: 2
  • Opponent status on hit: FUFT off axis
Swing Swung
109

Back throw

th(h)
70
+1
i12~14
  • Throw break: none
  • Opponent status on hit: FUFA
Headbutt
110

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
111

hcb,f+1+2

th(h)
50
+0
+5
i11
  • Throw break: 1+2
  • 60 dmg if opponent hits the wall
  • Opponent status on hit: FUFA
  • Side switch on throw break and hit
Bear Toss
112

HBS.f+1+2

th(h)
30
-2d
i26~27
Removes Recoverable Health
Spike
  • Throw break: none
  • Opponent status on hit: FUFA
  • Panda: Reduced attack range and vertical hitbox (does not hit as high)

10 Strings

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