JonProphet (talk | contribs) mNo edit summary |
RogerDodger (talk | contribs) (renaming [[Template::Navbox fighters]] to [[Template::Navbox fighters7]]) Tag: Script |
||
Line 28: | Line 28: | ||
}} | }} | ||
{{Navbox | {{Navbox fighters7}} |
Revision as of 08:07, 20 September 2023
Kuma (Tekken 7) |
---|
Kuma | |
---|---|
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. ---> 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)