Kuma (Tekken 7): Difference between revisions

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(Created page with "Punishers: 10f 2,1 12f db1,2 (+5 oh) 13f f2,1 14f d1+2 (useful to punish dj's rage drive) 15f df2,1 Crouching: 11f ws4 13f ws1,1 (one of the best 13f ws punishers in the game...")
 
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Punishers:
{{Kuma}}
10f 2,1
{{Infobox fighter (Tekken 7)
12f db1,2 (+5 oh)
|name=Kuma
13f f2,1
}}
14f d1+2 (useful to punish dj's rage drive)
{{See other}}
15f df2,1
{{Archetype|Kuma}}


Crouching:
'''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. ---> [https://streamable.com/n8ovjo Really unnecessary indeed.]
11f ws4
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.
13f ws1,1 (one of the best 13f ws punishers in the game after the ones that launch)
15f ws2


16f uf3
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.


Bears have short legs which is a double edged sword because on one hand it is harder to hit them low, on the other hand longer and more damaging wall combos are possible against them
{{BlueRed
They are prone to being pressured because they have a big hitbox and mostly don0t sidestep aside from specific situations, but they have long arms and consequently good reach on their moves. They have one of the best whiff punishment option in the game in df2,1, they can play the keepout game with f1 and bf2 (high, tracking, good range). Hunting Bear Stance (hbs) is primarily for mixups: hbs 1,2 is their low option, low damaging but very annoying, while hbs df1,1 is their hit confirmable mid option (careful because the second hit is high and a sharp opponent will duck and launch you for this).
|blue=
Good mid pokes:
* Standing hurtbox can make lows whiff when they normally wouldn't (legs are further back than usual)
df4
* Janky hurtbox can ruin opponent's [[combo]]s
uf1+2 (3+4)
* i10 CH launcher (f+1,1,1)
df1+2 (safe homing but slow)
* i12 mid (df+4)
sometimes ff2
* Gigantic range on df+2,1 for whiff punishment
b1 (3+4)
* Safe-on-block long range launcher (b,f+2)
Good low pokes:
* Safe-on-block lows (db+3, d+4)
db2 (high crushing, -13ob, +1oh)
|red=
FC 1 (safe ob, slightly positive oh, high crush)
* Big hurtbox can give opponent bigger combos
d4 (same as FC1, +2 oh)
* Dreadful movement
db3 (same as above, but without any crushing property)
* Terrible [[mixup]]s
* No generic d+4
* Bad range and [[tracking]] on all fast moves
}}
 
{{Navbox fighters (Tekken 7)}}

Latest revision as of 03:36, 4 February 2024

Kuma
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.

PokeMixupKeepoutWhiff punishOkizemePressureDefenseTricky

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.

Strengths
  • 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)
Weaknesses
  • Big hurtbox can give opponent bigger combos
  • Dreadful movement
  • Terrible mixups
  • No generic d+4
  • Bad range and tracking on all fast moves