Kuma movelist: Difference between revisions

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m (Added Kuma Df+4. Updated SIT.1 damage from 10 to 15.)
 
(45 intermediate revisions by 4 users not shown)
Line 5: Line 5:


{| class="wikitable"
{| class="wikitable"
| {{MoveDataIcon|color=blue|Some hold moves can have shortened max level holds (db+1,2* etc.)}}
| {{MoveDataIcon|color=blue|Some hold moves have shortened max level holds (db+1,2**, ws1,2** and HBS.1,2**)}}
|-
|-
| {{MoveDataIcon|color=blue|Allows the use of the powered up version of Bear Roll (FC.1+2, ROL.1 etc.)}}
| {{MoveDataIcon|color=blue|Allows the use of the powered up version of Bear Roll (FC.1+2, ROL.1, HBS.f,f, SIT.f, etc.)}}
|-
|-
| {{MoveDataIcon|color=blue|Allows the use of Wind Bear Fist (H.df+2+3), Fresh Wind Bear Fist (H.df+2+3*)}}
| {{MoveDataIcon|color=blue|Allows the use of Wind Bear Fist (H.df+2+3) and Fresh Wind Bear Fist (H.df+2+3*)}}
|}
|}


Line 108: Line 108:
|input=H.f,f,F+1+2
|input=H.f,f,F+1+2
|name=Rabid Bear
|name=Rabid Bear
|target=,m
|target=m
|damage=,30 (9)
|damage=30
|startup=,i20
|startup=i20~24
|block=+3
|block=+3
|hit=+17G
|hit=+35d (-23)
|ch=
|ch=
|crush= TJ 21F
|crush= js 21F
|recv=
|recv=
|tot=
|tot=
Line 121: Line 121:
|tracksRight=
|tracksRight=
|notes={{Plainlist|
|notes={{Plainlist|
* {{BB}}
* {{HeatEngager}}
* Chip damage
* Transition to HBS with input D or 3+4 (does not shift when using Heat Dash)
}}
}}
}}
}}
Line 176: Line 180:
|startup=,i22~23
|startup=,i22~23
|block=-16
|block=-16
|hit=+69 (+23)
|hit=+69a (+23)
|ch=
|ch=
|crush=
|crush=
Line 262: Line 266:
|startup=,i33~34
|startup=,i33~34
|block=-14
|block=-14
|hit=+31 (+21)
|hit=+31a (+21)
|ch=
|ch=
|crush=
|crush=
Line 302: Line 306:
|startup=i13~14
|startup=i13~14
|block=-13
|block=-13
|hit=+17g/+18d
|hit=+18g / HE
|ch=
|ch=
|crush=
|crush=
Line 365: Line 369:
|name=Wild Lumberjack
|name=Wild Lumberjack
|target=,h
|target=,h
|damage=20
|damage=,20
|startup=i20
|startup=i20
|block=-5
|block=-5
|hit=+36 (+10)
|hit=+36a (+10)
|ch=
|ch=
|crush=
|crush=
Line 406: Line 410:
|name=Bear Claw Cross
|name=Bear Claw Cross
|target=,m
|target=,m
|damage=,14 (9)
|damage=,20
|startup=i30~31
|startup=i30~31
|block=-14
|block=-14
|hit=+65 (+49)
|hit=+65a (+49)
|ch=
|ch=
|crush=
|crush=
Line 427: Line 431:
|input=f+3+4
|input=f+3+4
|name=Shape-Up Kick
|name=Shape-Up Kick
|target=L
|target=l
|damage=20
|damage=20
|startup=i28~30
|startup=i28~30
|block=-23
|block=-23
|hit=+6d
|hit=+6a
|ch=
|ch=
|crush=
|crush=cs
|recv=
|recv=
|tot=
|tot=
Line 446: Line 450:
|input=,1+2
|input=,1+2
|name=Shape-Up Hip
|name=Shape-Up Hip
|target=L,M
|target=,m
|damage=
|damage=
|startup=
|startup=,i50~i60
|block=-16
|block=-16
|hit=-13d
|hit=-13a
|ch=
|ch=
|crush=h
|crush=cs
|recv=
|recv=
|tot=
|tot=
Line 554: Line 558:
|damage=,12
|damage=,12
|startup=,i20~21
|startup=,i20~21
|block=-26
|block=-16
|hit=+35 (+25)
|hit=+35a (+25)
|ch=
|ch=
|crush=
|crush=
Line 595: Line 599:
|startup=,i27~28
|startup=,i27~28
|block=-5
|block=-5
|hit=+22d
|hit=+22a
|ch=
|ch=
|crush=
|crush=
Line 608: Line 612:
}}
}}
}}
}}
== d ==
{{MoveDataHeader}}
{{Move
{{Move
|id=Kuma-d+1+2
|id=Kuma-df+4
|parent=
|parent=
|input=d+1+2
|input=df+4
|name=Hip Smash
|name=
|target=m
|target=m
|damage=28
|damage=15
|startup=i14~15
|startup=i12
|block=-15
|block=-4
|hit=+20d (+10)
|hit=+7
|ch=
|crush=
|recv=
|tot=
|range=
|tracksLeft=
|tracksRight=
|notes=
}}
 
 
 
== d ==
{{MoveDataHeader}}
{{Move
|id=Kuma-d+1+2
|parent=
|input=d+1+2
|name=Hip Smash
|target=m
|damage=28
|startup=i14~15
|block=-15
|hit=+20d (+10)
|ch=
|ch=
|crush=
|crush=
Line 668: Line 693:
|block=-10
|block=-10
|hit=+4
|hit=+4
|ch=
|ch=+9
|crush=
|crush=
|recv=
|recv=
Line 696: Line 721:
|notes={{Plainlist|
|notes={{Plainlist|
* Combo from 1st hit
* Combo from 1st hit
* Can hold
* Hold 2 to power up, up to 2 charge levels
* Transition to HBS with input D or 3+4
* Transition to HBS with input D or 3+4
}}
}}
Line 719: Line 744:
|notes={{Plainlist|
|notes={{Plainlist|
* chip damage on block
* chip damage on block
* Heat skips to Level 2 charge
* Transition to HBS with input D or 3+4
* Transition to HBS with input D or 3+4
}}
}}
Line 742: Line 768:
* chip damage on block
* chip damage on block
* Cannot absorb with power crush
* Cannot absorb with power crush
* shortened hold during Heat (consumes remaining time)
* Heat reduces charge length (consumes partial Heat time)
* Transition to HBS with input D or 3+4
* Transition to HBS with input D or 3+4
}}
}}
Line 754: Line 780:
|damage=10
|damage=10
|startup=i18
|startup=i18
|block=-15/-17HBS
|block=-15 / -17 HBS
|hit=-1/-3HBS
|hit=-1 / -3 HBS
|ch=
|ch=
|crush=
|crush=
Line 796: Line 822:
|block=-23
|block=-23
|hit=+6
|hit=+6
|ch=+74a(+38)
|ch=+74a (+38)
|crush=
|crush=cs6~
|recv=
|recv=
|tot=
|tot=
Line 803: Line 829:
|tracksLeft=
|tracksLeft=
|tracksRight=
|tracksRight=
|notes=
|notes={{Plainlist|
* {{Tornado}}
}}
}}
}}
{{Move
{{Move
Line 871: Line 899:
|startup=i32~34
|startup=i32~34
|block=-12
|block=-12
|hit=+39d
|hit=+39a
|ch=
|ch=
|crush=
|crush=
Line 880: Line 908:
|tracksRight=
|tracksRight=
|notes={{Plainlist|
|notes={{Plainlist|
* Hold to power up and deal more chip damage on block
* Hold 2+3 to power up, up to 2 charge levels and deal more chip damage on block
}}
}}
}}
}}
Line 892: Line 920:
|startup=i45~47
|startup=i45~47
|block=-12
|block=-12
|hit=+39d
|hit=+39a
|ch=
|ch=
|crush=
|crush=
Line 913: Line 941:
|startup=i60~62
|startup=i60~62
|block=-4
|block=-4
|hit=+43d
|hit=+43a
|ch=
|ch=
|crush=
|crush=
Line 937: Line 965:
|startup=i22~23
|startup=i22~23
|block=-13
|block=-13
|hit=+17g/-13d
|hit=+13a
|ch=
|ch=
|crush=pc
|crush=pc
Line 978: Line 1,006:
|damage=,14
|damage=,14
|startup=,i23
|startup=,i23
|block=-3
|block=-3 / - 4 HBS / -14 ROL
|hit=+8
|hit=+8 / +7 HBS / -3 ROL
|ch=
|ch=
|crush=
|crush=
Line 1,063: Line 1,091:
|startup=i18~19
|startup=i18~19
|block=-8
|block=-8
|hit=+18g/+13d
|hit=+13d / HE
|ch=
|ch=
|crush=
|crush=
Line 1,076: Line 1,104:
* {{Homing}}
* {{Homing}}
* chip damage
* chip damage
* Transition to HBS with input D or 3+4 (does not shift when using Heat Dash)
* Transition to HBS with input D or 3+4 (does not shift when using Heat Dash)
}}
}}
}}
}}
Line 1,129: Line 1,157:
|target=sm
|target=sm
|damage=40
|damage=40
|startup=i55~130
|startup=i55~i130
|block=-20
|block=-20~+55
|hit=+42a
|hit=+42a~+117a
|ch=
|ch=
|crush=
|crush=
Line 1,140: Line 1,168:
|tracksRight=
|tracksRight=
|notes={{Plainlist|
|notes={{Plainlist|
* Input b+1+4,f,F to extend
* 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
}}
}}
}}
}}
Line 1,155: Line 1,185:
|startup=i31~32
|startup=i31~32
|block=-17
|block=-17
|hit=+12
|hit=+12a
|ch=
|ch=
|crush=
|crush=
Line 1,266: Line 1,296:
|hit=+30a (+20)
|hit=+30a (+20)
|ch=
|ch=
|crush=
|crush=js
|recv=
|recv=
|tot=
|tot=
Line 1,280: Line 1,310:
|name=
|name=
|target=,m
|target=,m
|damage=,9 (6)
|damage=,13
|startup=,i10~12
|startup=,i10~12
|block=-11
|block=-11
|hit=+30a (+20) / +21a (+14)
|hit=+30a (+20) / +21a (+14)
|ch=
|ch=
|crush=
|crush=js
|recv=
|recv=
|tot=
|tot=
Line 1,299: Line 1,329:
|name=Bear Double Hop Kick Combo
|name=Bear Double Hop Kick Combo
|target=,m
|target=,m
|damage=,11 (7)
|damage=,22
|startup=,i18~19
|startup=,i18~19
|block=-15
|block=-15
Line 1,327: Line 1,357:
|hit=-10a (-20)
|hit=-10a (-20)
|ch=
|ch=
|crush=
|crush=js
|recv=
|recv=
|tot=
|tot=
Line 1,343: Line 1,373:
|name=Hell Axle
|name=Hell Axle
|target=,m
|target=,m
|damage=,17 (11)
|damage=,25
|startup=,i20~21
|startup=,i20~21
|block=+7
|block=+7
|hit=+21a (+14)
|hit=+21a (+14)
|ch=
|ch=
|crush=
|crush=js
|recv=
|recv=
|tot=
|tot=
Line 1,522: Line 1,552:
|hit=+35d (-23)
|hit=+35d (-23)
|ch=
|ch=
|crush=
|crush=js 21F
|recv=
|recv=
|tot=
|tot=
Line 1,619: Line 1,649:
|tracksRight=
|tracksRight=
|notes={{Plainlist|
|notes={{Plainlist|
* Can hold
* Hold 2 to power up, up to 2 charge levels
* Transition to HBS with input D or 3+4
* Transition to HBS with input D or 3+4
* {{Tornado}}
* {{Tornado}}
Line 1,644: Line 1,674:
|tracksRight=
|tracksRight=
|notes={{Plainlist|
|notes={{Plainlist|
* Can hold
* Heat skips to Level 2 charge
* Transition to HBS with input D or 3+4
* Transition to HBS with input D or 3+4
* {{BB}}
* {{BB}}
Line 1,673: Line 1,703:
* chip damage on block
* chip damage on block
* Cannot absorb with power crush
* Cannot absorb with power crush
* shortened hold during Heat (consumes remaining time)
* Heat reduces charge length (consumes partial Heat time)
}}
}}
}}
}}
Line 1,800: Line 1,830:
|tracksRight=
|tracksRight=
|notes={{Plainlist|
|notes={{Plainlist|
* Hold 2 for more power
*Hold 2 to power up, up to 2 charge levels
}}  
}}  
}}
}}
Line 1,822: Line 1,852:
|notes={{Plainlist|
|notes={{Plainlist|
* chip damage on block
* chip damage on block
* Heat skips to Level 2 charge
}}
}}
}}
}}
Line 1,833: Line 1,864:
|startup=,i44~45
|startup=,i44~45
|block=+3
|block=+3
|hit=49a
|hit=+49a
|ch=
|ch=
|crush=
|crush=
Line 1,843: Line 1,874:
|notes={{Plainlist|
|notes={{Plainlist|
* chip damage on block
* chip damage on block
* cannot absorb with power crush
* Cannot absorb with power crush
* shortened charge time during Heat (consumes remaining Heat time)
* Heat reduces charge length (consumes partial Heat time)
}}
}}
}}
}}
Line 1,856: Line 1,887:
|startup=i21~24
|startup=i21~24
|block=-15
|block=-15
|hit=+21
|hit=+21g
|ch=
|ch=
|crush=
|crush=
Line 1,962: Line 1,993:
|startup=i16~20
|startup=i16~20
|block=-9
|block=-9
|hit=0
|hit=0 / HE
|ch=
|ch=
|crush=
|crush=
Line 1,983: Line 2,014:
|damage=16
|damage=16
|startup=i26~29
|startup=i26~29
|block=-25
|block=-25c
|hit=+14a
|hit=+14a
|ch=
|ch=
Line 2,001: Line 2,032:
|input=,1+2
|input=,1+2
|name=Break'n
|name=Break'n
|target=l
|target=,l
|damage=23 (16)
|damage=,33
|startup=i22~24
|startup=i22~24
|block=-29
|block=-29c
|hit=+8a / -3a (-10)
|hit=+8a / -3a (-10)
|ch=
|ch=
Line 2,015: Line 2,046:
|notes={{Plainlist|
|notes={{Plainlist|
* {{BB}}
* {{BB}}
* Less frame advantage during Combo from last hit
* Less frame advantage occurs after Combo from last hit
}}
}}
}}
}}
Line 2,103: Line 2,134:
* Alternate input: SIT.B
* Alternate input: SIT.B
* Transition to HBS with input D or 3+4
* Transition to HBS with input D or 3+4
}}
}}
{{Move
|id=Kuma-HBS.f+1+2
|parent=
|input=HBS.f+1+2
|name=Bear Toss
|target=th(h)
|damage=35
|startup=i26~27
|block=
|hit=
|ch=
|crush=
|recv=
|tot=
|range=
|tracksLeft=
|tracksRight=
|notes={{Plainlist|
* Throw break: none
* {{Spike}}
* Opponent status on hit:
}}
}}
}}
}}
Line 2,150: Line 2,158:
|notes={{Plainlist|
|notes={{Plainlist|
* Transition to SIT
* Transition to SIT
* Transition to ROL with input F
* Transition to ROL with input f
}}
}}
}}
}}
Line 2,159: Line 2,167:
|name=
|name=
|target=l
|target=l
|damage=10
|damage=15
|startup=i21~22
|startup=i21~22
|block=
|block=-12
|hit=
|hit=+4
|ch=
|ch=+9
|crush=
|crush=
|recv=
|recv=
Line 2,173: Line 2,181:
}}
}}
{{Move
{{Move
|id=Kuma-SIT.1,2
|id=Kuma-SIT.1,1
|parent=Kuma-SIT.1
|parent=Kuma-SIT.1
|input=,2
|input=,1
|name=Double Trout Sweep
|name=Double Trout Sweep
|target=,l
|target=,l
|damage=,13
|damage=,13
|startup=,i25~26
|startup=,i25~26
|block=
|block=-12
|hit=+6
|hit=+6
|ch=
|ch=
Line 2,199: Line 2,207:
|damage=18
|damage=18
|startup=i19~21
|startup=i19~21
|block=
|block=-12
|hit=+73 (+57)
|hit=+73a (+57)
|ch=
|ch=
|crush=
|crush=
Line 2,220: Line 2,228:
|damage=20
|damage=20
|startup=i25
|startup=i25
|block=
|block=-12 / -10 ROL
|hit=-4
|hit=-4a / -2a ROL
|ch=
|ch=
|crush=
|crush=
Line 2,237: Line 2,245:
{{MoveDataHeader}}
{{MoveDataHeader}}
{{Move
{{Move
|id=Kuma-SIT.F
|id=Kuma-SIT.f
|parent=
|parent=
|input=SIT.F
|input=SIT.f
|name=Bear Roll
|name=Bear Roll
|target=sp
|target=sp
|damage=
|damage=
|startup=
|startup= N/A / i26~i31 Heat
|block=
|block= +1~+6 / -6~-1 HBS
|hit=
|hit= +7~+12 / 0~+5 HBS
|ch=
|ch=
|crush=
|crush=
Line 2,254: Line 2,262:
|tracksRight=
|tracksRight=
|notes={{Plainlist|
|notes={{Plainlist|
* Alternative input: FC.3+4 or FDFA.F
* Alternative input: FC.3+4 or FDFA.f
* Transition to ROL
* Transition to ROL
* Transition to HBS with input ROL.D or ROL.3+4
* Transition to HBS with input ROL.D or ROL.3+4
* becomes special mid attack during Heat (partially uses remaining Heat time)
* Becomes special mid attack during Heat (partially uses remaining Heat time)
}}
}}
}}
}}
Line 2,268: Line 2,276:
|damage=31
|damage=31
|startup=i15~16
|startup=i15~16
|block=
|block=+4
|hit=+35 (+27)
|hit=+35d (+27)
|ch=
|ch=
|crush=
|crush=
Line 2,291: Line 2,299:
|damage=21
|damage=21
|startup=i17~19
|startup=i17~19
|block=
|block=-17
|hit=+28 (+18)
|hit=+28a (+18)
|ch=
|ch=
|crush=
|crush=
Line 2,310: Line 2,318:
|damage=20
|damage=20
|startup=i18~26
|startup=i18~26
|block=
|block=-18
|hit=+33
|hit=+33a
|ch=
|ch=
|crush=
|crush=
Line 2,319: Line 2,327:
|tracksLeft=
|tracksLeft=
|tracksRight=
|tracksRight=
|notes=
|notes= Recovers in FUFT
}}
}}
{{Move
{{Move
Line 2,329: Line 2,337:
|damage=20
|damage=20
|startup=i26~30
|startup=i26~30
|block=
|block=+7
|hit=+26
|hit=+26a
|ch=
|ch=
|crush=
|crush=
Line 2,338: Line 2,346:
|tracksLeft=
|tracksLeft=
|tracksRight=
|tracksRight=
|notes=
|notes=Recovers in FUFT
}}
}}
{{Move
{{Move
Line 2,348: Line 2,356:
|damage=22
|damage=22
|startup=i10~40
|startup=i10~40
|block=+45
|block=-30
|hit=
|hit=+45a
|ch=
|ch=
|crush=
|crush=
Line 2,357: Line 2,365:
|tracksLeft=
|tracksLeft=
|tracksRight=
|tracksRight=
|notes=
|notes={{Plainlist|
* Recovers in FUFT on hit
* Recovers in off axis FUFT on block
}}
}}
}}


Line 2,370: Line 2,381:
|damage=55
|damage=55
|startup=i20
|startup=i20
|block=
|block=-15
|hit=
|hit=0
|ch=
|ch=
|crush=
|crush=
Line 2,380: Line 2,391:
|tracksRight=
|tracksRight=
|notes={{Plainlist|
|notes={{Plainlist|
* Rage Art
* {{RageArt}}
* Erase opponent's recoverable health on hit
* {{RecoverableHealthRemoval}}
}}
}}
}}
}}
Line 2,430: Line 2,441:
|damage=23
|damage=23
|startup=i22~23
|startup=i22~23
|block=
|block=-9c
|hit=+11
|hit=+11d
|ch=
|ch=
|crush=
|crush=
Line 2,449: Line 2,460:
|damage=15
|damage=15
|startup=i17~19
|startup=i17~19
|block=+6 (+6)
|block=-2 (-2)
|hit=
|hit=+6 (+6)
|ch=
|ch=+6 (+6)
|crush=
|crush=
|recv=
|recv=
Line 2,459: Line 2,470:
|tracksRight=
|tracksRight=
|notes={{Plainlist|
|notes={{Plainlist|
* Transition to HBS
* Transition to HBS (Cannot cancel)
}}
}}
}}
}}
Line 2,470: Line 2,481:
|damage=21
|damage=21
|startup=i30
|startup=i30
|block=+38
|block=+17
|hit=
|hit=+37a
|ch=
|ch=+37a
|crush=
|crush=
|recv=
|recv=
Line 2,480: Line 2,491:
|tracksRight=
|tracksRight=
|notes={{Plainlist|
|notes={{Plainlist|
* Transition to SIT
* Transition to SIT (Cannot cancel)
}}
}}
}}
}}
Line 2,491: Line 2,502:
|damage=10
|damage=10
|startup=i14~16
|startup=i14~16
|block=+6
|block=-12
|hit=
|hit=+6
|ch=
|ch=+6
|crush=
|crush=
|recv=
|recv=
Line 2,512: Line 2,523:
|damage=16 (11),48 (33)
|damage=16 (11),48 (33)
|startup=i55~110,i25~38
|startup=i55~110,i25~38
|block=
|block= N/A
|hit=+8
|hit=8 (0) / +14
|ch=
|ch=
|crush=
|crush=
Line 2,523: Line 2,534:
|notes={{Plainlist|
|notes={{Plainlist|
* Cancel into BT with input OTG.d+1+4,3+4
* Cancel into BT with input OTG.d+1+4,3+4
* More frame advantage when hitting standing opponent
}}
}}
}}
}}
Line 2,536: Line 2,548:
|damage=35
|damage=35
|startup=i12~14
|startup=i12~14
|block=
|block=-3
|hit=
|hit=+1
|ch=
|ch=
|crush=
|crush=
Line 2,558: Line 2,570:
|damage=35
|damage=35
|startup=i12~14
|startup=i12~14
|block=
|block=-6
|hit=
|hit=+1
|ch=
|ch=
|crush=
|crush=
Line 2,581: Line 2,593:
|damage=50
|damage=50
|startup=i12~14
|startup=i12~14
|block=
|block=-3
|hit=
|hit=+1
|ch=
|ch=
|crush=
|crush=
Line 2,604: Line 2,616:
|damage=40
|damage=40
|startup=i12~14
|startup=i12~14
|block=
|block=-3
|hit=
|hit=+1
|ch=
|ch=
|crush=
|crush=
Line 2,615: Line 2,627:
|notes={{Plainlist|
|notes={{Plainlist|
* Throw break: 2
* Throw break: 2
* Opponent status on hit: FUFT perpendicular
* Opponent status on hit: FUFT off axis
}}
}}
}}
}}
Line 2,627: Line 2,639:
|startup=i12~14
|startup=i12~14
|block=
|block=
|hit=
|hit=+1
|ch=
|ch=
|crush=
|crush=
Line 2,648: Line 2,660:
|damage=35
|damage=35
|startup=i12~14
|startup=i12~14
|block=
|block=0
|hit=
|hit=+26d (+7)
|ch=
|ch=
|crush=
|crush=
Line 2,671: Line 2,683:
|damage=50
|damage=50
|startup=i11
|startup=i11
|block=
|block=0
|hit=
|hit=+5
|ch=
|ch=
|crush=
|crush=
Line 2,684: Line 2,696:
* Opponent status on hit: FUFA
* Opponent status on hit: FUFA
* Side switch on hit
* Side switch on hit
}}
}}
{{Move
|id=Kuma-HBS.f+1+2
|parent=
|input=HBS.f+1+2
|name=Bear Toss
|target=th(h)
|damage=35
|startup=i26~27
|block=
|hit=+1
|ch=
|crush=
|recv=
|tot=
|range=
|tracksLeft=
|tracksRight=
|notes={{Plainlist|
* {{RecoverableHealthRemoval}}
* {{Spike}}
* Throw break: none
* Opponent status on hit: FUFA
}}
}}
}}
}}

Latest revision as of 19:38, 29 November 2024

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

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Heat Burst

2+3

m
12 (12)
+1
+2c
i16
pc
Heat Burst
Salmon Fishing Cast

H.2+3

m
51
+10
+33 (+23)
i13~15
Heat Smash
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

1+2

m
25
-13
+18g / HE
i13~14
Balcony Break
Heat Engager
Bear Slash

b+1

m
24
-13
+13a
i22~23
pc
Balcony Break
Heat Engager
  • Transition to HBS with input D or 3+4 (does not shift when using Heat Dash)
Bear X

b+1+2

h,​m
10,​20
-8
+13d / HE
i18~19
Balcony Break
Heat Engager
Homing
  • chip damage
  • Transition to HBS with input D or 3+4 (does not shift when using Heat Dash)
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

HBS.d+1+2

m
22
-9
0 / HE
i16~20
Heat Engager
  • Transition to HBS (does not shift when using Heat Dash)

n

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

1

h
5
+1
+8
i10

1,1

h,​m
5,​8
-15
-4c
,i22~23
  • Combo from 1st hit CH
G-Clef Cannon

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

1,2

h,​h
5,​25
-5
+11 (+2)
,i22~24
Balcony Break
  • chip damage on block
  • Combo from 1st CH

2

h
10
-1
+6
i10

2,1

h,​m
10,​11
-3
+2
,i16
  • Combo from 1st hit
Bear Combo Middle

2,​1,2

h,​m,​m
10,​11,​22
-14
+31a (+21)
,i33~34
Bear Combo Low

2,​1,3

h,​m,​l
10,​11,​13
-13
-2
,i18
  • Combo from 1st CH
Demon Bear Breath

1+2

m
25
-13
+18g / HE
i13~14
Balcony Break
Heat Engager
Hunting

3+4

sp
  • Alternate input: FDFA.3+4
  • Transition to HBS

f

Name
Alt

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

f+2,1

h,​h
11,​20
-5
+36a (+10)
i20
Balcony Break
  • Combo from 1st hit

f+1+2

m
16
-15
+18a
i18
Bear Claw Cross

f+1+2,1+2

m,​m
16,​20
-14
+65a (+49)
i30~31
Tornado
  • Combo from 1st hit
Shape-Up Kick

f+3+4

l
20
-23
+6a
i28~30
cs
Shape-Up Hip

f+3+4,1+2

l,​m
20
-16
-13a
,i50~i60
cs

df

Name
Alt

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

df+1,​2,1+2

m,​m,​m
6,​9,​20
-14c
+17d
,i25~26
  • Combo from 2nd hit
  • Combo from 1st CH
  • Can be delayed 10F
  • Combo can be delayed 10F from hit

df+2

m
10
-9
+2
i15~16
Kuma Musou

df+2,1

m,​m
10,​12
-16
+35a (+25)
,i20~21
  • Combo from 1st hit

df+3

m
13
-9
+2
i16
Honey Trap

df+3,2

m,​h
13,​24
-5
+22a
,i27~28
  • Combo from 1st hit
  • chip damage on block

df+4

m
15
-4
+7
i12


d

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Hip Smash

d+1+2

m
28
-15
+20d (+10)
i14~15
Balcony Break
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

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
1120
-13
+4
+13c
i17~18
  • 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
1120
-12
+13c
+42a
i34~35
  • chip damage on block
  • Heat skips to Level 2 charge
  • Transition to HBS with input D or 3+4
Fresh Wild Slap

db+1,2**

h,​m
1130
+3
+42a
i47~48
  • 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

db+2

l
10
-15 / -17 HBS
-1 / -3 HBS
i18
  • Transition to HBS with input D or 3+4
Bear Pump in Pedal

db+3

l
12
-12
+1
i18
Spinning Kuma

db+4

l
20
-23
+6
+74a (+38)
i21~22
cs6~
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
Drum Roll

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
  • 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
  • chip damage on block
Fresh Salmon Hunter

db+2+3**

l
60
-4
+43a
i60~62
  • chip damage on block

b

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Bear Slash

b+1

m
24
-13
+13a
i22~23
pc
Balcony Break
Heat Engager
  • Transition to HBS with input D or 3+4 (does not shift when using Heat Dash)

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

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

b+2,​2,1

m,​m,​m
12,​15,​25
-15
+25a (+15)
,i35~39
Tornado
  • Does not tornado on wall hit
Bear X

b+1+2

h,​m
10,​20
-8
+13d / HE
i18~19
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

b+3+4

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

b+1+4

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

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

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Bear Skip

ub+1+2

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

u+1+2

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

u+3+4

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

uf+1

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

uf+2

m
27
-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

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
Hell Axle

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

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Demon Uppercut

f,F+2

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

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

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
i18~19
Grizzly Claws

d,​df,​f+2,1

m,​m
15,​25
-14
+29a (+3)
,i27
Balcony Break
Grizzly Claw Smash

d,​df,​f+2,2

m,​l
15,​22
-18
+40a
,i33~34
  • Chip damage on block
Leaping Side Kick

f,f,F+3

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

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

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Watch Your Feet

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

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

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

ws2

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

ws3

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

ws4

m
20
-6
+5
i11~12

HBS (Hunting)

Name
Alt

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

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

HBS.2

l
16
-15
+21g
i21~24
  • Transition to HBS
Bear Fling

HBS.1+2

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

HBS.3+4

m
21
-12
-2a (-11)
i25~30
pc
Balcony Break
Hunting Hip Smash

HBS.f+3+4

  • Alternate input: HBS.b+3+4
  • Transition to SIT
Big Tree

HBS.df+2

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

HBS.d+1+2

m
22
-9
0 / HE
i16~20
Heat Engager
  • Transition to HBS (does not shift when using Heat Dash)

HBS.b+1+2

l
16
-25c
+14a
i26~29
  • Transition to HBS with input D or 3+4
Break'n

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

HBS.3

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

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

HBS.b,b

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

SIT (Bear Sit)

Name
Alt

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

SIT.1,1

l,​l
10,​13
-12
+6
,i25~26
Trout Smash

SIT.2

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

SIT.3+4

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

ROL (Bear Roll)

Name
Alt

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

ROL.1

h
31
+4
+35d (+27)
i15~16
Balcony Break
Tornado
  • Power up during Heat (partially uses remaining Heat time)
Bear Backhand

ROL.2

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

ROL.3

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

ROL.4

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

ROL.1+2

sm
22
-30
+45a
i10~40
  • Recovers in FUFT on hit
  • Recovers in off axis FUFT on block

Others

Name
Alt

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
55
-15
0
i20
Rage Art
Removes Recoverable Health
You're Welcome

1+3+4

sp
Ki Charge

1+2+3+4

Salmon Swipe

SS.1+2

m
23
-9c
+11d
i22~23
Bear Backstroke

FUFA.1+2

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

FUFT.d+1+2

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

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

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Bear's Bite

1+3

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

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

Left throw

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

Right throw

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

Back throw

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

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

f,df,d,db,b,f+1+2

th(h)
50
0
+5
i11
  • Throw break: 1+2
  • Opponent status on hit: FUFA
  • Side switch on hit
Bear Toss

HBS.f+1+2

th(h)
35
+1
i26~27
Removes Recoverable Health
Spike
  • Throw break: none
  • Opponent status on hit: FUFA

10 Strings

External Links