kuma

kuma

Edit
CommandHit levelDamageStartupBlockHitCounter hitNotes
2+3m[12;12]i16+1+2c
* Heat Burst
* Cancel to r45 with b,b on frame 42
* 2 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
* Power crush 7~16
H.df+2+3sm20i15~16+5+39 (+29)
* Uses 180F of remaining heat time
* H.f,n,d,df+2 to power up (23dmg)
* High crush 6~12
H.df+2+3*sm26i25~26+9+45 (+35)
* Reversal Break
* Uses 180F of remaining heat time
* 10 chip damage on block
* H.f,n,d,df+2* to power up (30dmg; 12 chip damage on block)
* High crush 6~22
H.2+3M,M51i13~15, i450+33a (+23)
* Heat Smash
* Balcony Break
* 10 chip damage
* Transition to attack throw on 1st hit
* +20a (+10) 45dmg on 2nd hit if 1st hit misses
R.df+1+2M,t55+i20-18+0d
* Rage Art
* Removes Recoverable Health
* Reversal Break
* Damage increases with lower health, maximum 82
* Freezes match timer on activation and on hit
* Restores recoverable health on hit
* Transition to attack throw on hit
* Consumes Rage
* Power crush 8~
1h5i10+1+8
Recovers 2f faster on hit or block (t27 r17)
1,1h, m5, 8i10, i22~23-15-4c
* Combo from 1st hit CH with 2F delay
* Move can be delayed by 3F
1,1,1h, m, m5, 8, 14i10, ,i22~23-16+69a (+23)
* Tornado
* Combo from 2nd hit
* Combo from 1st CH
1,2h, h5, 25i10, i22~24-5+11 (+2)
* Balcony Break
* Jail from 1st hit
* Combo from 1st CH with 3F delay
* 10 chip damage on block
1+3+4sp
2h10i10-1+6
2,1h, m10, 11i10, i16-3+2
* Combo from 1st hit with 2F delay
* +2c on crouching hit
* Panda: Reduced vertical hitbox (does not hit as high)
2,1,2h, m, m10, 11, 22i10, ,i33~34-14+31a (+21)
2,1,3h, m, l10, 11, 13i10, ,i18-13-2
* Combo from 2nd CH
3h25i18-5+21a (+11)
* Balcony Break
4h20i14-6+5+30a
* Balcony Break on CH
1+2m25i13~14-13+18g
* Balcony Break
* Heat Engager
* Forces crouch on hit
3+4sp
* Alternate input: FDFA.3+4
* Transition to HBS
* High crush 4~
3+4sp
* Alternate input: FDFA.3+4
* Can low parry in HBS with F
* Transition to HBS
* Transition to r10 FC with input ub_u_uf
* Transition to r15 FC with DB
* Remains in stance indefinitely
* Can move in stance with F or B
f+2h11i12-13+3
f+2,1h, h11, 20i12, i20-5+36a (+10)
* Balcony Break
* Combo from 1st hit with 9F delay
* Move can be delayed by 13F
f+3h30i20-5+21a (+11)
* Balcony Break
f+4h22i15-6+5+30a
* Balcony Break on CH
f+1+2m16i18-15+18a
f+1+2,1+2m, M16, 20i18, i30~31-14+65a (+49)
* Tornado
* Combo from 1st hit
* Grounded hit on off-axis hit against large body size characters?
f+3+4L20i28~30-23+6a
* High crush 6~
f+3+4,1+2L, M20, 30 (24)i28~30, i50~i60-16-13a
24 damage from 1st hit with grounded scaling
* High crush 0~
df+1m6i15~16-6+2
df+1,2m, m6, 9i15~16, i22~23-11-2
* Combo from 1st CH
df+1,2,1+2m, m, M6, 9, 20i15~16, ,i25~26-14c+17d
* Combo from 2nd hit with 9F delay
* Combo from 1st CH
* Move can be delayed by 8F
* Input can be delayed by 10F
df+2m10i15~16-9+2
df+2,1m, m10, 12i15~16, i20~21-16+35a (+25)
* Combo from 1st hit with 4F delay
* Input can be delayed by 4F
* Move cannot be delayed
df+3m13i16-9+2
* +2c on crouching hit
df+3,2m, h13, 24i16, i27~28-5+22a
* Balcony Break on airborne hit
* Combo from 1st hit
* 9 chip damage on block
df+4m15i12-4+7
d+1sl5i10-5+6
* Transition to Standing with f
* +6c on crouching hit
* High crush 4~
d+2sl8i11-4+7
* +7c on crouching hit
* High crush 4~
d+3L12i20-17-6
* -6c on crouching hit
* High crush 4~
d+4l10i16-15-4
* -4c on crouching hit
* High crush 4~
d+1+2M23i14~15-15+13d (+3)
* Balcony Break
* 27 damage on clean hit
d+3+4sp
* Transition to SIT
* Transition to ROL with input f
d+3+4sp
* Alternative input: db+3+4
* Transition to ROL with input SIT.F
* Transition to California Roll with input SIT.B
* Low crush 6~12
* Floating state 13~15
* High crush 16~67
db+1h11i14~15-10+4+9
db+1,2h, M11, 20i14~15, i22~23-13+4+13c
* Spike
* Combo from 1st hit
* Hold 2 to power up, up to 2 charge levels
* Transition to HBS with input D or 3+4
db+1,2*h, M11, 20i14~15, i33~34-12+13c+42a
* Spike
* chip damage on block
* Heat skips to Level 2 charge
* Transition to HBS with input D or 3+4
db+1,2**h, M11, 30i14~15, i47~48+3+42a
* Spike
* chip damage on block
* Cannot absorb with power crush
* Heat reduces charge length (consumes partial Heat time)
* Transition to HBS with input D or 3+4
db+2L10i18-15-1
* Transition to HBS with D or 3+4 (-17/-3)
* High crush 6~51
db+3l12i18-12+1
db+4l20i21~22-23+6+74a (+38)
* Tornado
* Panda: Very slight decrease in vertical hitbox height (does not hit as high)
* High crush 6~51
db+1+2m,m4,4i14~15-9+2~3
db+1+2,1+2m,m, m,m4,4, 4,4i14~15, i15~16-110
db+1+2,1+2,2m,m, m,m, m4,4, 4,4, 18i14~15, ,i20~21-15+22a (+12)
db+2+3l30i32~34-12+39a
* Balcony Break on airborne hit
* Hold 2+3 to power up, up to 2 charge levels and deal more chip damage on block
db+2+3*l40i45~47-12+39a
* Balcony Break on airborne hit
* chip damage on block
db+2+3**l60i60~62-4+43a
* Balcony Break on airborne hit
* chip damage on block
b+1M24i22~23-13+13a
* Balcony Break
* Transition to -13 HBS with input D or 3+4
* 9 chip damage on block
* 12 chip damage on block after absorbing an attack in power crush state
* -3 on block after absorbing an attack in power crush state
* Power crush 7~21
b+2m12i15-9+2
b+2,1m, h12, 14i15, i23-3+8
* Transition to HBS with input D or 3+4 (-4/+7)
* Transition to ROL with input F (-14/-3)
** Adds i28~31 SM projectile 5dmg attack during Heat (Consumes 120F of remaining Heat time)
*** +14~+17 or -6~-3 HBS or +1~+4 FC on block
*** +20~+23 or +0~+3 HBS or +7~+10 FC on hit
b+2,1,1+2m, h, m12, 14, 20i15, ,i26-11+15a (+6)
* Balcony Break
* Combo from 2nd CH with 4F delay
* Move can be delayed by 10F
* Panda: Shorter vertical hitbox (does not hit as high)
b+2,2m, m12, 15i15, i25-10+6
* Combo from 1st CH with 5F delay
* Move can be delayed by 13F
b+2,2,1m, m, m12, 15, 25i15, ,i35~39-15+25a (+15)
* Tornado
* Combo from 2nd CH with 1F delay
* Move can be delayed by 15F
* Low crush 38~58
* Floating state 59~61
b+1+2h,m10,20i18~19 i12~13-8+13d / HE
* Balcony Break
* Heat Engager
* Homing
* chip damage
* Transition to HBS with input D or 3+4 (does not shift when using Heat Dash)
b+1+4m!25i60~62+16a/+21a HBS
* Transition to HBS with input D or 3+4
b+1+4,f,fSM40i55~i130-20~+55+42a~+117a
* Projectile
* Hold F to extend attack
* Recovers in FUFT on hit or block
* If attack is extended to where you roll past the opponent, recovers in FUFA
* Floating state 55~147?
b+3+4m20i22~23-28+61a
* Alternate input: ws3+4
* Tornado
ub+1+2l25i31~32-17+12a
* Cancel into r22 HBS with D or 3+4 at frame 21
* Low crush 6~27
* Floating state 28~30
u+1+2m24i18~23-4+3
* Transition to HBS with D or 3+4 (-3/+4)
* Low crush 17~33
* Floating state 34~36
u+3+4m21i34~39+10+20
* Transition to SIT (cannot cancel)
* Low crush 8~36
* Floating state 37~39
* High crush 51~
uf+1m20i26~28-6+22a
* Alternate input: ub+1 or u+1
* 8 chip damage on block
* Low crush 9~30
* Low crush 31~33
uf+2m20i28~30-6+30a+65a (+45)
* Balcony Break
* Homing
* Strong Aerial Tailspin
* Alternate input: ub+2 or u+2
uf+3m13i16~17-13+30a (+20)
* Panda: Very slightly increased vertical hitbox height (hits higher)
* Low crush 9~32
* Floating state 33~35
uf+3,4m, m13, 13i16~17, i10~12-11+30a (+20) / +21a (+14)
* Less frame advantage occurs after Combo from last hit
* Panda: Very slightly increased vertical hitbox height on frames 11~12 (hits lower)
* Low crush 1~17
* Floating state 18~20
uf+3,4,1+2m, m, M13, 13, 22i16~17, ,i18~19-15+16a / -2a
* Spike
* Transition to HBS with input D or 3+4
* Less frame advantage occurs after Combo from last hit
uf+4m20i29~30-6-10a (-20)
* Balcony Break
* Low crush 9~30
* Floating state 31~33
uf+4,3m, m20, 25i29~30, i20~21+7+21a (+14)
* Balcony Break
* Only connects on hit or block
* Recovers in FUFT
* Low crush
1+2+3+4
b,f+2h26i15~17-5+17a (+8)+62a (+42)
* Balcony Break
* 10 chip damage on block
d,df,f+2m15i17~18-8+3
d,df,f+2,1m, m15, 25i17~18, i27-10+33a (+7)
* Heat Engager
* Heat Dash +36a (+26)
* Balcony Break
* Combos from 1st hit
d,df,f+2,2m, l15, 22i17~18, i33~34-18+40a
* Chip damage on block
f,F+2M23i19~21-19+45a (+35)
* High crush 8~18
f,F+1+2M30i37~38+8 HBS+52a HBS
* 9 chip damage on block
* Transition to HBS
* Transition to ROL with input F (+5/+49a)
* Panda: Reduced vertical hitbox (does not hit as high)
* Low crush 9~32
* Floating state 33~35
f,f,F+3m30i22~23+6+13a (+3)
* Balcony Break
* Chip damage on block
* Low crush 3~25
* Floating state 26~28
f,f,F+1+2m30i20~24+3+9c
* Balcony Break
* Heat Engager
* 9 chip damage on block
* Transition to HBS with D or 3+4 (+3/+9c; does not shift when using Heat Dash)
* Forces tech backroll on hit
* Panda: shorter attack hitbox range, reduced vertical height (does not hit as deep or high)
* Low crush 21~35
* Floating state 36~38
ws1m13i13~15-11+2+7
ws1,2m, m13, 20i13~15, i18~19-13+6 (+20g)+18cg
* Combo from 1st hit
* Hold 2 to power up, up to 2 charge levels
* Transition to HBS with input D or 3+4
* Tornado
* Wall Crush +20g on hit
* Balcony Break on CH
ws1,2*m, m13, 28i13~15, i33-12+18cg+31a (-2)
* Combo from 1st CH
* Heat skips to Level 2 charge
* Transition to HBS with input D or 3+4 (-12/+18cg/+34a (-2))
* Balcony Break
* Tornado
ws1,2**m, m13, 38i13~15, i44+3+27a (-9)
* Transition to HBS with input D or 3+4
* Balcony Break
* Tornado
* Reversal Break
* chip damage on block
* Heat reduces charge length (consumes partial Heat time)
ws2m20i15~16-12+29a (+19)
ws3m21i18~20-9+17 (+8)
* Balcony Break
* Homing
ws4m20i11~12-6+5
SS.1+2m23i22~23-3+6c
* 9 chip damage
* Transition to +12 +3 HBS with D
FC.1l12i19~21-8+2c
* High crush 0~46
FC.1+2spi26~i31+1~+6+7~+12
* Transition to ROL
* Becomes SM projectile 5dmg attack during Heat (Consumes 120F of remaining Heat time)
** +14~+19 or -6~-1 HBS or +1~+6 FC on block
** +20~+25 or +0~+5 HBS or +7~+12 FC on hit
* Floating state 1~31
FC.df+2m12i18~19-13-2
*
FC.df+2,1m, h12, 12i18~19, i18~20-10~-8+1~+3
* Combo from 1st hit
* Jail from 1st block
FC.df+2,1,1+2m, h, M12, 12, 6i18~19, ,i22~23-17-6
* Interrupt with i6 from 2nd block
FC.df+2,1,1+2,3m, h, M, L12, 12, 6, 5i18~19, ,i32~33-18-7
* Interrupt with i15 from 3rd block
FC.df+2,1,1+2,3,1+2m, h, M, L, M12, 12, 6, 5, 6i18~19, ,i26~27-19-8
* Interrupt with i10 from 4th block
* Can SSR hit from 4th block
FC.df+2,1,1+2,3,1+2,3+4m, h, M, L, M, m12, 12, 6, 5, 6, 6i18~19, ,i25~26-12-1
* Interrupt with i8 from 5th block
* Can SSL/SSR and SWL/SWR from 5th block
* Low crush 15~27
* Floating state ?
* High crush 28~
FC.df+2,1,1+2,3,1+2,3+4,1+2m, h, M, L, M, m, m12, 12, 6, 5, 6, 6, 7i18~19, ,i55-49-38
* Interrupt float with i40? from 6th block
* Can SSL/SSR and SWL/SWR from 6th block
* Floating state 1~122
FC.df+2,1,1+2,3,1+2,3+4,1+2,2m, h, M, L, M, m, m, m12, 12, 6, 5, 6, 6, 7, 6i18~19, ,i20~22-17-6
* Interrupt with i21? from 7th block
* Can SSL/SSR and SWL/SWR from 7th block
FC.df+2,1,1+2,3,1+2,3+4,1+2,2,3m, h, M, L, M, m, m, m, h12, 12, 6, 5, 6, 6, 7, 6, 21i18~19, ,i26-21+34a (+24)
* Combo from 8th hit
* Interrupt with i8 from 8th block
* Can SSL/SSR and SWL/SWR from 8th block
FC.df+2,1,1+2,3,1+2,3+4,1+2,2,3,1m, h, M, L, M, m, m, m, h, h12, 12, 6, 5, 6, 6, 7, 6, 21, 35 (24)i18~19, ,i47+11+10c
* Balcony Break
* Aerial combo (+14a (+7)) from 8th or 9th hit
* Forces tech backroll on hit
* Interrupt with i33? from 9th block
* Can SSL/SSR and SWL/SWR from 9th block
FDFA.1+2l10i14~16-12+6+6
* Transition to HBS
* Move is airborne, requires strong parry
FUFA.1+2M15i17~19-2 (-2)+6 (+6)+6 (+6)
* Transition to HBS (Cannot cancel)
FUFT.d+1+2m21i29~31+18~+20+37a+37a
* Transition to SIT (Cannot cancel)
HBS.1M10i12-13+5+12
* Elbow
HBS.1,2M, M10, 23i12, i24~25-13+6c+13c
* Combo from 1st hit with 20?F (charge) delay
* Hold 2 to power up, up to 2 charge levels
* Move can be delayed by 10F by holding 2
HBS.1,2*M, M10, 23i12, i33~34-12+13c+49a
* Combo from 1st CH with 30?F (charge) delay
* Move can be delayed by 9?F by holding 2
* Becomes HBS.1,2** during heat
* Consumes 240F? of remaining Heat time
* 9 chip damage on block
HBS.1,2**M, M10, 30i12, i44~45+3+49a
* Reversal Break
* Replaces HBS.1,2*: i33~34 startup during Heat (t83? r36?)
* 12 chip damage on block
HBS.2L16i21~24-15+21g
* Transition to HBS
* High crush 1~
HBS.3sp
* Transition to FUFA
* Alternative input: HBS.4 (HBS.3 is into background, HBS.4 is into foreground)
* Floating state 1~36
HBS.1+2M24i19~22-15+79a
* Tornado
* 27dmg upon opponent landing
* High crush 1~18
HBS.3+4M21i20~24-14+9a (-1)
* Heat Engager
* Heat Dash +43d (+35)
* Balcony Break
* Panda: Decreased attack range and height hitbox (does not hit as deep)
* Power crush 7~19
HBS.b,bsp
* Alternate input: SIT.B
* Transition to r12 HBS with input D or 3+4 at frame 35
HBS.b+1+2L16i26~29-20c+3+7
* Head
* Transition to r40 HBS with input D or 3+4
* High crush 1~67
HBS.b+1+2,1+2L, L16, 33i26~29, i22~24-29c+8a
* Balcony Break
* Head
* Combo from 1st CH
* High crush 1~59
HBS.df+1m23i25~27-7+20a (+11)
* Homing
* Balcony Break
* Strong Aerial Tailspin
* 9 chip damage
HBS.df+2m20i15~16-17+35a (+25)
* Tornado
HBS.d+1+2m22i16~20-3+4+76a (+60)
* Tornado
* Transition to HBS
* Tornado on CH only
* t44? r24? on hit
* Panda: Increased vertical attack hitbox height. Decreased attack range and height hitbox on frames 18-20 (does not hit as deep or high)
HBS.d+3+4sp
* Transition to FDFA
HBS.f,fspi26~i31+14~+19+20~+25
* Transition to ROL
** Can transition to r20? HBS with D or 3+4
** Can transition to r13? FC
* Becomes SM projectile 5dmg attack during Heat (Consumes 120F of remaining Heat time)
** +14~+19 or -6~-1 HBS or +1~+6 FC on block
** +20~+25 or +0~+5 HBS or +7~+12 FC on hit
HBS.f+3+4L25i16~22-11+37a (+28)+69a (+22)
* Balcony Break
* Transition to SIT during attack active frames
* Unparryable?
* Very short hitbox reach
* Low crush 9~21
* Floating state 22~
OTG.d+1+4l,ub(l)16 (11),48 (33)i55~110,i25~38N/A8 (0) / +14
* Cancel into BT with input OTG.d+1+4,3+4
* More frame advantage when hitting standing opponent
ROL.1h31i15~16+4+35d (+27)
* Balcony Break
* Tornado
* Power up during Heat (partially uses remaining Heat time)
ROL.2m21i17~19-17+28a (+18)
ROL.3l20i18~26-18+33a
Recovers in FUFT
ROL.4M20i26~30+7+26a
Recovers in FUFT
ROL.1+2SM22i10~40-30+45a
* Recovers in FUFT on hit
* Recovers in off axis FUFT on block
SIT.1l15i21~22-12+4+9
SIT.1,1l, l15, 13i21~22, i25~26-12+6
Combo from 1st CH
SIT.2m18i19~21-12+73a (+57)
* Tornado
SIT.3+4M20i25-12 / -10 ROL-4a / -2a ROL
* Transition to ROL with input SIT.F
SIT.fspN/A / i26~i31 Heat+1~+6 / -6~-1 HBS+7~+12 / 0~+5 HBS
* Alternative input: FC.3+4 or FDFA.f
* Transition to ROL
* Transition to HBS with input ROL.D or ROL.3+4
* Becomes special mid attack during Heat (partially uses remaining Heat time)
1+3th(h)35i12~14-3+1
* Throw break: 1 or 2
* Opponent status on hit: FUFT
2+4th(h)35i12~14-6+1
* Throw break: 1 or 2
* Opponent status on hit: FUFT
* Side switch on hit
Back throwth(h)70i12~14+1
* Throw break: none
* Opponent status on hit: FUFA
HBS.f+1+2th(h)30i26~27+1
* Removes Recoverable Health
* Spike
* Throw break: none
* Opponent status on hit: FUFA
Left throwth(h)50i12~14-3+1
* Throw break: 1
* Spike
* Opponent status on hit: FUFT
Right throwth(h)40i12~14-3+1
* Throw break: 2
* Opponent status on hit: FUFT off axis
hcb,f+1+2th(h)50i110+5
* Throw break: 1+2
* Opponent status on hit: FUFA
* Side switch on hit
uf+1+2th(h)35i12~140+26d (+7)
* Throw break: 1+2
* Balcony Break
* Opponent status on hit: FUFT