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{{Kuma}} | {{Kuma}} | ||
{{Infobox fighter (Tekken 7) | |||
{{Infobox fighter | |||
|name=Kuma | |name=Kuma | ||
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{{See other}} | |||
{{Archetype|Kuma}} | {{Archetype|Kuma}} | ||
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{{Navbox fighters}} | {{Navbox fighters (Tekken 7)}} |
Latest revision as of 03:36, 4 February 2024
Kuma (Tekken 7) |
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Kuma | |
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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. ---> Really unnecessary indeed. 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)