kuma

kuma

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Quick overview

SSR
Lows are harder to hit on bears, be careful not to whiff
Struggles with fast mid pokes
Charge moves: Full charge extremely linear, SS both ways.
Medium charge: SSL seems the most consistent for all options.
Smaller charge might require SWL. Tiny delay will hit everything.

HEAT

Heat powers:
Charge moves powered up: Slightly faster max hold
Roll forward now has a hitbox (+7/+0 HBS, +1/-6 HBS) and
ROL1 is a +13 guardbreak
New move df2+3 / df2+3*: +5 oB sm / +9 oB sm
Heat engagers: 1+2 | b1 | b1+2 | WR1+2 | HBS d1+2
Heat smash: i13 mid,mid -> +10oB

Stances

Hunting Bear Stance (HBS). Transitions: ff1+2(+8) | WR1+2(+3)
u1+2(+4 oH, -3 oB) | b2,1(+7 oH, -4 oB) | db2 (-3 oH, -17 oB)
uf3,4,1+2(-13 oB) | b1(-15 oB) | ub1+2 (cancel) | 3+4(manual) |
HBS d1+2(+0~+4 oH if no heat, -9~5 oB ) | b1+2(-8 oB)
Roll (ROL). Transitions: b2,1(-3oH, -14oB) | ff1+2(+5oB) |
SIT3+4(-10oB) | HBS ff | FC 1+2 | SIT~f | FDFA~f |
The only true mid mixup is ROL2 which is -17. Fast roll is sm,
the safer mid does an additional roll before coming out.
Bear sit (SIT). Transitions: FUFT d1+2(+20oB) | u3+4(+10oB) |
HBS f_b3+4. Mid launcher, low poke mixup.

Standing block punishment

While standing block punishment

String handling

2,1,3/2: 15 fuzzy (low first) |
b1+4 unblockable has a cancel into roll. The roll is a regular special mid, just block it and punish grounded.
ub1+2 (reactable jumping low) has a cancel to HBS
10 hit: Low at #4
Has an i26 unbreakable throw from HBS (reactable?)
HBS dash has auto low parry
db1 / ws1 / HBS1: Not a bad idea to try to punish the first hit of charge moves. This will also beat medium and max hold.

Other notes

HBS1+2 (unbreakable throw) deletes gray health. Practice reacting.

Duckable highs

Plus on block

df2+3(+5, +9 charged) | uf4,3 / ROL4(+7 grounded) | ff1+2(+8 HBS / +5 ROL)
WR3(+6~7) | ROL1(+4) | db1,2*(+3 full charge) | ws1,2*(+3 full charge / +13 wall crush) |
HBS1,2*(+3 full charge) | WR1+2(+3 / +3 HBS) | FC 1,1(+1 on block low) |

Low minus