Kuma

From Wavu Wiki, the ๐ŸŒŠ wavy Tekken wiki
Revision as of 17:54, 26 February 2024 by Hundert (talk | contribs) (added summary for Kuma)
Kuma
Heat
  • Shortens charge time of hold attacks
  • Enhances ROLL stance
  • Allows use of Wind Bear Fist
Heat Smash Mid, i13, +10
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 Kuma
Twitter #T8_Kuma
Discord [1]

This page is for Tekken 8. For Tekken 7, see Kuma (Tekken 7).

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

Cursed with often terrible frame data on his moves and the worst overall mobility in the game between his huge size, lack of specialized movement tools and a generally bad backdash/sidestep, Kuma has to navigate the mid range carefully and deliberately, lest he 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. Kuma 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

Holding down or pressing 3+4 after select moves transitions Kuma 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.

Kuma's Heat allows him to become even deadlier in the neutral game, as he gains access to Wind Bear Fist, a plus on block launcher similar to the iconic Mishima Wind God Fist, which cannot be crouched under. His Heat Smash is also top class. It's incredibly fast at i13, has huge range, hits mid and does above average damage for a Heat Smash, further reinforcing his identity as the more "neutral" focussed of the two bears.

Strengths
  • Good range and keepout
  • Good mixups in stances
  • One of the best whiff punishers
  • Chip heavy playstyle
  • Strong punishment
Weaknesses
  • Big hitbox means bigger combos and unique starters on them and dealing with more pressure
  • Worst backdash and sidestep
Mashing
importance
โ˜…โ˜…โ˜…โ˜…โ˜…
value
โ˜…โ˜…โ˜…โ˜…โ˜…
dexterity
โ˜…โ˜†โ˜†โ˜†โ˜†
rhythm
โ˜…โ˜…โ˜†โ˜†โ˜†
Blocking
importance
โ˜†โ˜†โ˜†โ˜†โ˜†
value
โ˜†โ˜†โ˜†โ˜†โ˜†
dexterity
โ˜…โ˜…โ˜…โ˜…โ˜…
rhythm
โ˜…โ˜…โ˜…โ˜…โ˜…

External links