GiantDojoALPHAv0.01
Kuma

Kuma

Kuma - grappler/gimmick. Tools include i14 launcher, CH-launch low.

grapplergimmick
10 / 10 combos

Combos

Starter

Most Important

  • df+2then1u+1+2~DHBS 1b+2,1~DHBS d+1+2HBS df+2 T!uf+2b+1
  • uf+3b+2,1b+2,1~DHBS d+1+2HBS df+2 T!uf+2b+1
  • ROLL 2(dash) u+1+2~DHBS 1b+2,1~DHBS d+1+2HBS 1,2

More Combos

  • fthenf+1+2HBS d+1+2HBS 1b+2,1~DHBS d+1+2HBS df+2 T!uf+2b+1
  • HBS df+2u+1+2~DHBS 1b+2,1~DHBS d+1+2HBS df+2 T!uf+2b+1
  • (2then1)then2ws+1,2 (short hold) T!b+2,1,(3+4)HBS d+1+2HBS 1,2
  • SIT 2(dash) u+1+2~DHBS 1b+2,1~DHBS d+1+2HBS 1,2
  • f+1+2then1+2(3+4) HBS df+1b+2,1~DHBS d+1+2HBS 1,2
  • heat on b+1+2~Fu+1+2~DHBS 1b+2,1b+2,1~DHBS d+1+2HBS df+2 T!uf+2b+1
  • heat on df+2+3 (or fthennthendthendf+2)u+1+2~DHBS 1b+2,1~DHBS d+1+2HBS df+2 T!uf+2b+1

Key Moves

  • 1Quick jab to check situations and start offense. 1,1 ,1 is a risky counterhit launcher to check opponents overextending in their offense . 2 ,1 and it's extensions are an alternative for poking.
  • db+2Low poke to harass opponents that stand block. You can also us e FC d +1 as it's safe on block and plus on hit.
  • bthenf+2A high long range counterhit launcher. Use this to control the mid range.
  • db+4The bear hellsweep is a high crushing counterhit launcher very punishable on block, but a good way to start offense.
  • sidestep 1+2A mid attack for pressure . Hold do wn or pres s 3 +4 to shift t o H BS and start your stance pressure.
  • fthenf+1+2Another mid attack to start yuor stance pressure, but this option is a lot slower. Use it in okizeme situations to avoid being interrupted out of it.
  • uf+2Homing mid that launches on counterhit.
  • HBSMake sure to learn some of your stance options.

Heat Engagers

  • 1+2Mostly useful in punishment situations and combos.
  • b+1+2A safe mid heat engager. It can shift t o H BS by holding down.
  • fthenfthenf+1+2Running attack that shifts to HBS on block. Good way to start your stance pressure, but don't be too predictable as this move is quite linear.
  • dthendfthenfthen2then1Situational confirmable heat engager.
  • HBS 3+4Power crush heat engager from stance.

Command Grabs

  • uf+1+21+2 escape
  • fthendfthendthendbthenbthenf+1+21+2 escape
  • HBS f+1+2unescapable

Block Punishers

StartupStandingCrouching
102then1
11WSthen4
12f+2then1
131+2 (heat) Heat SmashWSthen1then2
14db+1then2~D d+1+2
15df+2then1 bthenf+2 (range)WSthen2
22b+3+4WSthen3+4

Suggested Whiff Punishers

  • 2then1
  • f+2then1
  • df+2then1

Guaranteed Follow-ups

  • uf+1fthenf+2
  • CH 4(dash) d+1+2 ― db+2+3
  • (df+1then2)then1+2-
  • heat on 1+2~F-
  • heat on HBS 3+4~F-
  • sidestep 1+2~DHBS 1then2
  • HBS (1)then2~D-
  • (short hold)-
  • db+( 1)then2~D-
  • (df+1then2)then1+2d+1+2
  • ROLL 1-
  • heat on ROLL 1f+2then1 ― 1+2 (heat)
  • (guard break)Heat Smash
  • (uf+3then4)then1+2~DHBS 3+4
  • u+3+4SIT 1

Defensive Options

  • press F during HBSLow parry in stance
  • b+1Power crush
  • HBS 3+4Power crush
  • MINI COMBOS
  • uf+3then4db+1+2 ⏵ df+2,1
  • f+1+2db+3 ⏵ d+1+2
  • HBS 1+2(turn around) db+2+3 (hold)

Matchup Punishment

  • SlideWSthen1then2 T! (short hold)
  • Asuka's b+3db+2
  • Kazuya db+1,2...
  • Ling RDS f+3+4,3+4...
  • Ling AOP 3+4WSthen1then2 T! (short hold)
  • evade Leo's b+1,4...
  • Paul's Deathfistdf+2then1 ― bthenf+2
  • Demoman (3rd hit)...
  • Alisa's b+3+4,(3+4)...
  • Claudio's f+2,2...
  • Kuma's f,f+2...
  • Heihachi's f,f+2df+2then1 ― bthenf+2
  • Jack's d+1+2...
  • Jack's df+1,2,1,2...
  • King's JGS 4WSthen1then2 T! (short hold)

Notes

  • Hold moves charge up faster ROLL stance is enhanced Gains access to Electric Wind Bear Fist df+2+3
  • df+1,2,1+2 (delay last hit) ⏵ d+1+2