ALPHAv0.04
Kuma

Kuma

A big, goofy oddball whose janky angles and stance shenanigans turn Heat into an unreactable 50/50 nightmare.

TricksterBig-bodyStanceMix-up i

Most Important

  • df+2then1u+1+2~DHBS 1b+2then1~DHBS d+1+2HBS df+2Tornadouf+2b+1
  • uf+3b+2then1b+2then1~DHBS d+1+2HBS df+2Tornadouf+2b+1
  • ROLL 2(dash)u+1+2~DHBS 1b+2then1~DHBS d+1+2HBS 1then2

More Combos

  • fthenf+1+2HBS d+1+2HBS 1b+2then1~DHBS d+1+2HBS df+2Tornadouf+2b+1
  • HBS df+2u+1+2~DHBS 1b+2then1~DHBS d+1+2HBS df+2Tornadouf+2b+1
  • (2,1)2WSthen1then2(short hold)Tornadob+2then1(3+4)HBS d+1+2HBS 1then2
  • SIT 2(dash)u+1+2~DHBS 1b+2then1~DHBS d+1+2HBS 1then2
  • f+1+2then1+2(3+4)HBS df+1b+2then1~DHBS d+1+2HBS 1then2
  • heat onb+1+2~Fu+1+2~DHBS 1b+2then1b+2then1~DHBS d+1+2HBS df+2Tornadouf+2b+1
  • heat ondf+2+3(or f,n,d,df+2)u+1+2~DHBS 1b+2then1~DHBS d+1+2HBS df+2Tornadouf+2b+1

Wall Combos

  • b+2then1d+1+2
  • df+1then2then1+2(delay last hit)d+1+2

Wall Carry

  • Use df+2then1 for long wall carry distances and 1then2 or uf+2 for shorter carry.

With Tailspin

  • b+3+4Tornadob+2then1d+1+2
  • b+3+4Tornadodf+1then2then1+2(delay last hit)d+1+2

Heat Burst Ender

  • AfterTornado you can use uf+2(or HBS df+1)and follow withheat burstto extend the combo.

Wall / Floor Break

  • Use 1+2 or d+1+2 to break walls and b+1 toFloor Break