Panda: Difference between revisions

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Holding down or pressing 3+4 after select moves transitions Panda into the ''Hunting Bear Stance'' (HBS for short), a naturally high-crushing, [[mixup]]-focussed stance. ''HBS'' allows some additional light pressure with the threat of an enormously plus on hit, fast low in ''HBS.2''. This can be mixed up with ''HBS'''s good selection of safe, or even plus on block Mids.
Holding down or pressing 3+4 after select moves transitions Panda into the ''Hunting Bear Stance'' (HBS for short), a naturally high-crushing, [[mixup]]-focussed stance. ''HBS'' allows some additional light pressure with the threat of an enormously plus on hit, fast low in ''HBS.2''. This can be mixed up with ''HBS'''s good selection of safe, or even plus on block Mids.


Panda can also be consiered the more "party" focussed of the bears, as ''Heat'' grants her access to a number of unconventional mixup tools.  
Panda can also be considered the more "party" focused of the bears, as ''Heat'' grants her access to a number of unconventional mixup tools.  
The real star of the show here is the aptly named ''Panda Shooting Star'', a massively plus on block hopkick-type move which leaves Panda in ''Bear Sit Stance'' right in front of the opponent, allowing her to push a series of mixups.  
The real star of the show here is the aptly named ''Panda Shooting Star'', a massively plus on block hopkick-type move which leaves Panda in ''Bear Sit Stance'' right in front of the opponent, allowing her to push a series of mixups.  
Panda's ''Heat Smash'', while not as powerful as ''Kuma'''s, is still very fast at i15 and can transition into ''ROL'' or ''HBS'' by holding a direction after the animation finishes.
Panda's ''Heat Smash'', while not as powerful as ''Kuma'''s, is still very fast at i15 and can transition into ''ROL'' or ''HBS'' by holding a direction after the animation finishes.
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* '''Range''': Panda's large frame grants her immense range on many of her attacks, making her both excellent at keeping out the opponent and punishing them if they overextend.
* Massive range and damage
* '''Mixups''': All of her stances have decent mixups which can catch opponents off guard.
* Possesses an i10 CH launch to keep opponents on their toes
* '''Chip''': Many of Panda's attacks also deal a bunch of chip damage, which makes it easier to wear down and pressure her opponents.
* Unapologetically strong in Heat, dealing loads of chip damage with nearly uncontestable pressure
* '''Heat''': Panda becomes a much deadlier character when Heat is activated, making her roll a true 50/50 and having a free Bear Sit Stance entry with Panda Shooting Star. The charge times on chargeable moves severly decreases, and her Heat Smash also allows her to enter her Bear Roll or Hunting stances for more mixups.
* Wonky hurtbox makes her much harder to hit with lows and gives her surprising evasion with HBS and moves like WR1+2
* Can be tricky to play against with a plethora of strings
 
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* '''Hurtbox''': Her large, unorthodox frame usually grants opponents more damaging or unique combos that don't work on anyone else.
* Wonky hurtbox makes her more susceptible to unique, higher damage combos for nearly the entire cast, as well as making evading moves harder
** '''Movement''': While her stubby legs can cause lows to whiff, they don't allow Panda to go that far with her backdash (which makes her ''lean forward'') or her sidesteps, which are easily one of, if not the worst in the game because of her size.
* Somewhat hinges on players not knowing Panda's strings very well
* '''Risk-taking''': Several of Panda's moves, even her best ones like his G-Clef, df+2,1, and db+2, are all launch punishable by nearly the entire cast. A knowledgeable opponent is extremely difficult to fight because of this.
* Several launch punishable moves, including most of her lows and some of her key moves
** '''Lows''': By extension, most of her lows are unusable because while damaging, they are often both slow AND launch punishable.
* Her strong lows are also slow
* '''Kuma''': Kuma plays in almost exactly the same way, except his Heat system grants him more immediately useful moves in Wind Bear Fist and his faster Heat Smash.
* Kuma exists, and her Heat moves are not as immediately useful as Kuma's
 
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== External links ==
== External links ==


* [http://example.com http://example.com]
* [https://www.youtube.com/watch?v=LPaz-18gAD4 Kuma/Panda Combo Guide | TEKKEN 8] by RyzingSol


{{Navbox fighters}}
{{Navbox fighters}}
__NOTOC__
__NOTOC__

Latest revision as of 06:43, 2 October 2024

Panda
Heat
  • Shortens charge time of hold attacks
  • Enhances ROLL stance
  • Allows use of Panda Shooting Star
Heat Smash Mid, i15, +7,

+6 (ROLL), +11 (HBS)

Heat Engagers
  • 1+2
  • b+1
  • b+1+2
  • WR.1+2
  • HBS.d+1+2
Stances
  • HBS (Hunting) – 3+4
  • ROLL (Bear Roll) – FC.1+2
  • SIT (Bear Sit) – d+3+4
Fastest
Launch
  • i15 – df+2,1 (standing)
  • i15 – WS.2 (crouching)
CH launch
  • i10 – 1,1,1 (high)
Wall splat
  • i12 – f+2,1 (high)
Archetypal moves
Mid check
  • df+4
Hopkick uf+3
Stature kick db+3
Clef cannon 1,1,1
Generic moves
Remapped (none)
Missing (none)
External links
Lore Panda
Twitter #T8_Panda
Discord Big Bear Family🐾

Panda (and Kuma, often just referred to as bears) is an oddball character specializing in ranged poking and whiff punishment.

Cursed with often terrible frame data on her moves and the worst overall mobility in the game between her huge size, lack of specialized movement tools and a generally bad backdash/sidestep, Panda has to navigate the mid range carefully and deliberately, lest she gets run over by enemy pressure.

To offset this, the bears come equipped with some of the absolute best whiff punishment tools in the entire game. Kuma Musou (df+2,1) is an i15 whiff-confirmable launcher that hits all the way from range 3 for close to 45% damage without Heat on open ground. Demon Bear Breath (1+2) is an i13 mid stolen from Heihachi, which boasts similarly impressive range and heat engages. Panda also has an array of ranged mids and low pokes to gradually chip away at the opponent from outside their effective range, and a decent selection of tracking keepout moves such as b,f+2, uf+1 or b+1+2, all of which deal considerable chip damage when blocked.

Holding down or pressing 3+4 after select moves transitions Panda into the Hunting Bear Stance (HBS for short), a naturally high-crushing, mixup-focussed stance. HBS allows some additional light pressure with the threat of an enormously plus on hit, fast low in HBS.2. This can be mixed up with HBS's good selection of safe, or even plus on block Mids.

Panda can also be considered the more "party" focused of the bears, as Heat grants her access to a number of unconventional mixup tools. The real star of the show here is the aptly named Panda Shooting Star, a massively plus on block hopkick-type move which leaves Panda in Bear Sit Stance right in front of the opponent, allowing her to push a series of mixups. Panda's Heat Smash, while not as powerful as Kuma's, is still very fast at i15 and can transition into ROL or HBS by holding a direction after the animation finishes.

Strengths
  • Massive range and damage
  • Possesses an i10 CH launch to keep opponents on their toes
  • Unapologetically strong in Heat, dealing loads of chip damage with nearly uncontestable pressure
  • Wonky hurtbox makes her much harder to hit with lows and gives her surprising evasion with HBS and moves like WR1+2
  • Can be tricky to play against with a plethora of strings
Weaknesses
  • Wonky hurtbox makes her more susceptible to unique, higher damage combos for nearly the entire cast, as well as making evading moves harder
  • Somewhat hinges on players not knowing Panda's strings very well
  • Several launch punishable moves, including most of her lows and some of her key moves
  • Her strong lows are also slow
  • Kuma exists, and her Heat moves are not as immediately useful as Kuma's
Mashing
importance
★★★★★
value
★★★★★
dexterity
★☆☆☆☆
rhythm
★★☆☆☆
Blocking
importance
☆☆☆☆☆
value
☆☆☆☆☆
dexterity
★★★★★
rhythm
★★★★★

External links