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kuma Tekken 8 Season 2 Guide

Written by
Last updated Feb 12, 2026, Game version 2.09

About the Author

Nino is widely recognized as the best Kuma in Europe and one of the best in the world. He won the European Tekken Cup in 2025. He has recently had several strong placements, like 17th at LCQ in Tekken World Finals, and 4th at Tekkenmania - ETC 4 Major

Introduction

Kuma is a very cool character and differs in a few ways from the other characters in Tekken 8. Kuma is a large character with a large hitbox, which means that Kuma can be hit more often by many characters and thus takes more damage. Unfortunately, due to his size, Kuma doesn't have the best movement and therefore can't move left or right as well as other characters.

Kuma's general strategy is to inflict a lot of chip damage on his opponent, as that's his strength. His charge moves and his main moves like WR 1+2 or b,f+2 deal chip damage, which is Kuma's main game plan.

Kuma is a very easy character and doesn't really require a high skill level, but you still need to have a very good defense with Kuma because you can't move that well and can't step as much. Therefore, a good defense is necessary with Kuma.

Kuma is designed to play very aggressively to inflict a lot of chip damage on your opponent

Kuma and Panda are essentially the same character. The only things that differentiate them are their Rage art, Heat Smash, and the additional moves they get during Heat.

Strengths

Weaknesses

  • Kuma's weakness is definitely his lack of movement. He can dodge attacks to the right and left less effectively than others. Therefore, Kuma has to guess and block more in certain situations.
  • Large hitbox. Characters like Nina get a much better combo against Kuma and can thus inflict more damage.

Heat System

  • Kuma has a special move in heat, H.df+2+3. It's an electric mid plus 5 on block and a launcher. He can charge the electric so that it becomes plus 8. Both electrics can be stepped to the right. The pushback has been increased for the electric. In season 1, you could spam electrics, but now it's no longer possible due to the pushback.
  • The roll itself (HBS f,f, etc.) becomes a mid special attack
  • ROL 1 becomes a guard break
  • Time to max charge is reduced for some moves (db+1,2**, ws1,2**, and HBS.1,2**)
  • Panda Heat System is a bit different. She has a 15-frame homing Heat Smash. In her Roll stance, she has uf3+4, which is plus on block, and after blocking, you are in Sit stance. She also gets an unbreakable throw.

Top 10 Moves

b,f+2

A very good move. It has a 15-frame startup and launches on CH. Furthermore, it has very good range and tracks very well to the right.
h, i15~17, -5 oB, +17a (+8) oH, +62a (+42) oCH

df+2,1

One of the best 15-frame launchers in the game. This launcher has such a long range that it can launch moves like Heihachi's f,f+2. Furthermore, this move is one of the best whiff punishers in the game.
m, m, i15~16, -16 oB, +35a (+25) oH

b+1+2

One of the best moves in the game. 18-frame start-up, high-mid homing, and heat engager. After a heat dash, it even launches. The move also has very good range.
h,m, i18~19 i12~13, -8 oB, +13d / HE oH

FC 1

This move is very good because it's safe on block and plus 2 on hit
l, i19~21, -8 oB, +2c oH

WR 1+2

This move is one of the best moves in the game. This move high crushes and is plus 3 on block and a heat engager.
m, i20~24, +3 oB, +9c oH

u+1+2

This move is very strong because you can knowledge check very well, because this move is only -3, and you can go into hunting stance
m, i18~23, -4 oB, +3 oH

HBS d+1+2

Counter hit launch, very good tracking to the right, and good range
m, i16~20, -3 oB, +4 oH, +76a (+60) oCH

db+1,2**

Plus 3 on block if you fully charge it, and you can go in the hunting stance
h, M, i14~15, +3 oB, +42a oH

HBS f+1+2

The grab is one of the best grabs in the game because you can't see the grab and it's unbreakable, so it's always a guess
th(h), i26~27, -2d oH

HBS df+1

The new move from the Hunting Bear stance. -7 on block, homing, CH launch, wallsplat, and you can do rage art after hitting the move, but you have to do a small dash.
m, i25~27, -7 oB, +20a (+11) oH

Punishers

Standing
10f 2,1 (Good 10 Frame punish)
12 f f+2,1 (Good damage and wallsplat )
13f 1+2 (Wallsplat and heat engage)
14f d+1+2 (Wallsplat and OK damage)
15f df+2,1 (Best whiffpunisher from Kuma)
Crouching
11f WS 4 (Plus on hit and nice damage)
13f WS 1,2 (No wallsplat, but plus on hit)
15f WS 2 (His 15 frame launch)
Whiff punishers
df+2,1 (Long range whiff-punish 15 frame startup)
f,f+2 (BIG Launcher, but launch on block)

Combos

df+2,1
b+2,1 → b+2,2,1 T! → f,f,f+1+2
u+1+2~d → HBS 1 → b+2,2,1 T! → dash → u+3+4 → SIT 1
uf+3
b+2,2,1 T! → b+2,1,1+2
b+2,1 → b+2, 2, 1+2 t! → f,f,f+1+2
f,f+2
u+1+2~d → HBS 1 → b+2,2,1 T! → f,f,f+1+2
uf+2 → 2+3 → F1+2 1+2 → f,f,f+1+2

Beginner Combos

WS 2
1,1,1 T! → f,f,f+1+2
HBS df+2
b+2,2,1T! → uf+2 → b,f+2

Combo Enders

Carry
Floor break
Wall break

Wall Combos

Normal
df+1,2,1+2 (delay) → d+1+2
With tornado

Small Combos

uf+1
f,f+2
(df,1,2),1+2 | CH 4
db+2+3
d+1+2
H. ROL 1
f+2,1
1+2
(uf+3,4),1+2~d
HBS 3+4

Notable Moves

1,2

Good 10 Frame CH move. Long range, wallsplats, and safe on block
h, h, i10, -5 oB, +11 (+2) oH

1+2

13-frame Heat engager and wallsplat
m, i13~14, -13 oB, +18g oH

Uf1+2

Wallsplat brab
th(h), i12~14, 0 oB, +26d (+7) oH

db+4

CH Launcher and plus 3 on hit
l, i21~22, -23 oB, +6 oH, +74a (+38) oCH

d,df,f+2,1

Heat dash launcher and only minus 10

SS1+2

Very good sidestep move, plus 3 on block when you go into HBS. On hit, you can do HBS 1, 2 as a follow-up
m, i22~23, -3 oB, +6c oH

FF1+2

Really strong move, which is plus on block, and you go into HBS. This move doesn't have good tracking, so be careful.
M, i37~38, +8 HBS oB, +52a HBS oH

Stances

Hunting Bear (HBS)

In this stance, Kuma has so many ways to mix up his opponent. He has a charge move in his stance, HBS.1,2*, that launches on CH. In addition, there is his new move HBS df1 which is homing, mid, counter hit launch, wallsplat, and only minus 7. He also has an unbreakable and unreactable grab in his stance that does 40 damage (HBS f+1+2).

Bear Roll (ROL)

In Bear Roll, you have a guard break in heat with ROL 1, you have guaranteed f1+2. ROL 2 is a Launcher, but launch punishable on block. Rol 3 is a low with guarantees d1+2 as a follow-up. After ROL 4 on hit, you have a guaranteed follow-up with d1+2.

Bear Sit (SIT)

Bear Sit. You have a Launcher SIT 2. Launcher, but minus 12 on block. Then you have SIT 1 and SIT 1, 1, these are lows, plus on hit, but minus 12 on block

Panic Moves

1,1,1

The best 10 frame ch launcher in the game, in my opinion, because it's a launcher and you can confirm the last hit
h, m, m, i10, -16 oB, +69a (+23) oH

b+1

I think this is one of the best panic powercrushes in the game, it's only -13, and you can go into HBS
M, i22~23, -13 oB, +13a oH

db+4

Good high crushing low. CH launcher and plus 4 on hit
l, i21~22, -23 oB, +6 oH, +74a (+38) oCH

Frame Traps

U 1+2 into hbs 1+2 This is really good but risky. The HBS 1+2 is a launcher that crushes highs and some mids, like df 1 from Dragunov or Shaheen, but it's minus 15 on block.
Running 1+2 into hbs 1, 2 Running 1+2 is plus 3 on block, and the "HBS 1, 2" is i12 start up, so if the opponent presses, you win because it's a frame trap

Knowledge Checks

u 1+2 hold d and press 1+2

This flowchart is good for lower ranks because if your opponent is going to jab, you will high crush and launch him

F1 into B F 2

If they are going to jab after F1, it will also be a CH launch because of high crush

F1 into db4

The same if they are going tojab after F1, it will be a CH launch because of high crush

d,df,f+2,2

The second hit is a low that gives a full combo on hit, but on block, it is launch-punishable. It can be blocked on reaction, and it also comes out slower than the mid (d,df,f+2,1)

Defensive tips

Sidestep

Kuma and Panda are weak to sidestep right

Charge Moves

Kuma and Panda's charge moves are very easy to step in both directions

Lows

Be careful to use lows against Kuma and Panda, because they have short legs, and most of your lows will not hit

Defensive Move Handling

B+2,1

B+2,1 is a mid-high, and you have to duck, but there is also b+2,2 which is a mid-mid, and it's minus 10
m, h, i15, -3 oB, +8 oH

1,2

The second move is a high, and you have to duck, but there is also 1 1, which is minus 15
h, h, i10, -5 oB, +11 (+2) oH

1,1,1

This string is minus 16, and the second Hit is still minus 15
h, m, m, i10, -16 oB, +69a (+23) oH

2,1,3

This jab string is his 10-frame punish, but the last hit is a low and can be blocked by ducking
h, m, l, i10, -13 oB, -2 oH

Df 1,2

The second hit of this tring is minus 11
m, m, i15~16, -11 oB, -2 oH

Df+1,2,1+2

The last hit is minus 14, and you are in FC
m, m, M, i15~16, -14c oB, +17d oH

2,1,2

The last hit is a normal hit launcher, the last hit is minus 13
h, m, m, i10, -14 oB, +31a (+21) oH

External Resources