RogerDodger (talk | contribs) (moving to Kuma punishers) |
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|name=Kuma | |name=Kuma | ||
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{{Archetype|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. 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. | |||
{{BlueRed | |||
|blue= | |||
* Standing hurtbox can make lows whiff when they normally wouldn't (legs are further back than usual) | |||
* Janky hurtbox can ruin opponent's [[combo]]s | |||
* 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) | |||
|red= | |||
* Big hurtbox can give opponent bigger combos | |||
* Dreadful movement | |||
* Terrible [[mixup]]s | |||
* No generic d+4 | |||
* Bad range and [[tracking]] on all fast moves | |||
}} | |||
{{Navbox fighters}} | {{Navbox fighters}} |
Revision as of 02:52, 14 March 2022
Kuma (Tekken 7) |
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Kuma | |
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Heat | {{{heat}}} |
Heat Smash | {{{heatSmash}}} |
Heat Engagers | {{{heatEngagers}}} |
Stances | {{{stances}}} |
Fastest | |
Launch | {{{launch}}} |
CH launch | {{{chLaunch}}} |
Wall splat | {{{splat}}} |
Archetypal moves | |
Mid check | {{{midCheck}}} |
Generic moves | |
Remapped | (none) |
Missing | (none) |
External links | |
Lore | {{{lore}}} |
#{{{twitter}}} |
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. 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)
Characters (Tekken 8) |
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