kuma

kuma

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CommandHit levelDamageStartupBlockHitCounter hitNotes
db+1+2mm4,4i14~15-9+2~3
db+1+2,1+2mm, mm4,4, 4,4,i15~16-110
1h5i10+1+8
df+1m6i15~16-6+2
1,1h, m5, 8,i22~23-15-4c
* Combo from 1st hit CH
df+1,2m, m6, 9,i22~23-11-2
* Combo from 1st CH
2h10i10-1+6
df+2m10i15~16-9+2
db+2l10i18-15 / -17 HBS-1 / -3 HBS
* Transition to HBS with input D or 3+4
FDFA.1+2l10i14~16-12+6+6
* Transition to HBS
HBS.1m10i12~13-13+2+12
SIT.1l10i21~22-12+4+9
2,1h, m10, 11,i16-3+2
* Combo from 1st hit
f+2h11i12-13+3
db+1h11i14~15-10+4+9
2+3m12 (12)i16+1+2c
* Heat Burst
Power crush
df+2,1m, m10, 12,i20~21-16+35a (+25)
* Combo from 1st hit
db+3l12i18-12+1
b+2m12i15-9+2
FC.1l12i19~21-8+2
2,1,3h, m, l10, 11, 13,i18-13-2
* Combo from 1st CH
df+3m13i16-9+2
uf+3m13i16~17-13+30a (+20)
Low crush
uf+3,4m, m13, 13,i10~12-11+30a (+20) / +21a (+14)
Less frame advantage occurs after Combo from last hit
Low crush
ws1m13i13~15-11+2+7
SIT.1,1l, l10, 13,i25~26-12+6
1,1,1h, m, m5, 8, 14,i22~23-16+69a (+23)
* Tornado
* Combo from 2nd hit
* Combo from 1st CH
b+2,1m, h12, 14,i23-3 / - 4 HBS / -14 ROL+8 / +7 HBS / -3 ROL
* Transition to HBS with input D or 3+4
* Transition to ROL with input F
b+2,2m, m12, 15,i25-10+6
d,df,f+2m15i18~19-8+3
FUFA.1+2m15i17~19-2 (-2)+6 (+6)+6 (+6)
* Transition to HBS (Cannot cancel)
f+1+2m16i18-15+18a
HBS.2l16i21~24-15+21g
* Transition to HBS
HBS.b+1+2l16i26~29-25c+14a
* Transition to HBS with input D or 3+4
db+1+2,1+2,2mm, mm, m4,4, 4,4, 18,i20~21-15+22a (+12)
SIT.2m18i19~21-12+73a (+57)
* Tornado
H.df+2+3sm20i15~16+5+39 (+29)
* Partially uses remaining heat time
* H.f,n,d,df+2 to power up
f+2,1h, h11, 20i20-5+36a (+10)
* Balcony Break
* Combo from 1st hit
f+1+2,1+2m, m16, 20i30~31-14+65a (+49)
* Tornado
* Combo from 1st hit
f+3+4l20i28~30-23+6a
High crush
f+3+4,1+2l, m20,i50~i60-16-13a
High crush
df+1,2,1+2m, m, m6, 9, 20,i25~26-14c+17d
* Combo from 2nd hit
* Combo from 1st CH
* Can be delayed 10F
* Combo can be delayed 10F from hit
db+1,2h, m11, 20i17~18-13+4+13c
* 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, 20i34~35-12+13c+42a
* chip damage on block
* Heat skips to Level 2 charge
* Transition to HBS with input D or 3+4
db+4l20i21~22-23+6+74a (+38)
* Tornado
High crush 6~
b+2,1,1+2m, h, m12, 14, 20,i26-11+15a (+6)
* Balcony Break
b+1+2h,m10,20i18~19-8+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+3+4m20i22~23-28+61a
* Alternate input: ws3+4
* Tornado
uf+1m20i26~28-6+22a
* Alternate input: ub+1 or u+1
* chip damage on block
uf+4m20i29~30-6-10a (-20)
* Balcony Break
Low crush
ws1,2m, m13, 20,i18~19-13+6 (+20g)+18
* 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
* Wallsplat on CH
ws2m20i15~16-12+29a (+19)
ws4m20i11~12-6+5
HBS.1,2m, m10, 20,i24~25-13+4+13c
*Hold 2 to power up, up to 2 charge levels
HBS.1,2*m, m10, 20,i33~34-12+13c+49a
* chip damage on block
* Heat skips to Level 2 charge
HBS.df+2m20i15~16-17+35a (+25)
* Tornado
ROL.3l20i18~26-18+33a
Recovers in FUFT
ROL.4m20i26~30+7+26a
Recovers in FUFT
SIT.3+4m20i25-12 / -10 ROL-4a / -2a ROL
* Transition to ROL with input SIT.F
u+3+4m21i34~39+10+20
* Transition to SIT (cannot cancel)
ws3m21i18~20-9+17 (+8)
* Balcony Break
* Homing
FUFT.d+1+2m21i30+17+37a+37a
* Transition to SIT (Cannot cancel)
HBS.3+4m21i25~30-12-2a (-11)
* Balcony Break
Power crush
ROL.2m21i17~19-17+28a (+18)
2,1,2h, m, m10, 11, 22,i33~34-14+31a (+21)
uf+3,4,1+2m, m, m13, 13, 22,i18~19-15+16a / -2a
* Spike
* Transition to HBS with input D or 3+4
* Less frame advantage occurs after Combo from last hit
d,df,f+2,2m, l15, 22,i33~34-18+40a
* Chip damage on block
HBS.d+1+2m22i16~20-90 / HE
* Heat Engager
* Transition to HBS (does not shift when using Heat Dash)
ROL.1+2sm22i10~40-30+45a
* Recovers in FUFT on hit
* Recovers in off axis FUFT on block
f,F+2m23i19~21-19+45a (+35)
SS.1+2m23i22~23-9c+11d
df+3,2m, h13, 24,i27~28-5+22a
* Combo from 1st hit
* chip damage on block
b+1m24i22~23-13+13a
* Balcony Break
* Heat Engager
* Transition to HBS with input D or 3+4 (does not shift when using Heat Dash)
Power crush
u+1+2m24i18~23-4 / -3 HBS+3 / +4 HBS
* Transition to HBS with input D or 3+4
HBS.1+2m24i19~22-15+79a
* Tornado
1,2h, h5, 25,i22~24-5+11 (+2)
* Balcony Break
* chip damage on block
* Combo from 1st CH
1+2m25i13~14-13+18g / HE
* Balcony Break
* Heat Engager
b+2,2,1m, m, m12, 15, 25,i35~39-15+25a (+15)
* Tornado
* Does not tornado on wall hit
b+1+4ub(m)25i60~62+16a/+21a HBS
* Transition to HBS with input D or 3+4
ub+1+2l25i31~32-17+12a
* Cancel into HBS with input D or 3+4
uf+4,3m, m20, 25,i20~21+7+21a (+14)
* Balcony Break
* Only connects on hit or block
* Recovers in FUFT
Low crush
d,df,f+2,1m, m15, 25,i27-14+29a (+3)
* Balcony Break
H.df+2+3*sm26i25~26+9+45 (+35)
* Partially uses remaining heat time
* H.f,n,d,df+2* to power up
* Cannot absorb with power crush
b,f+2h26i15~17-5+17a (+8)+62a (+42)
* Balcony Break
Tailspin
* Chip damage on block
uf+2m27i28~30-6+30a+65a (+45)
* Balcony Break
* Homing
* Tailspin
* Alternate input: ub+2 or u+2
d+1+2m28i14~15-15+20d (+10)
* Balcony Break
ws1,2*m, m13, 28,i35-12+18c+33a (-2)
* Heat skips to Level 2 charge
* Transition to HBS with input D or 3+4
* Balcony Break
* Tornado
H.f,f,F+1+2m30i20~24+3+35d (-23)
* Balcony Break
* Heat Engager
* Chip damage
* Transition to HBS with input D or 3+4 (does not shift when using Heat Dash)
Low crush 21F
db+1,2**h, m11, 30i47~48+3+42a
* 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+2+3l30i32~34-12+39a
* Hold 2+3 to power up, up to 2 charge levels and deal more chip damage on block
f,F+1+2m30i37~38+8 HBS / +5 ROL52a HBS / +49a ROL
* Chip damage
* Transition to HBS (cannot cancel into standing)
* Transition to ROL with input F
f,f,F+3m30i22~23+6+13a (+3)
* Balcony Break
* Chip damage on block
f,f,F+1+2m30i20~24+3+35d (-23)
* Balcony Break
* Heat Engager
* Chip damage
* Transition to HBS with input D or 3+4 (does not shift when using Heat Dash)
Low crush 21F
HBS.1,2**m, m10, 30,i44~45+3+49a
* chip damage on block
* Cannot absorb with power crush
* Heat reduces charge length (consumes partial Heat time)
ROL.1h31i15~16+4+35d (+27)
* Balcony Break
* Tornado
* Power up during Heat (partially uses remaining Heat time)
HBS.b+1+2,1+2l, l16, 33i22~24-29c+8a / -3a (-10)
* Balcony Break
* Less frame advantage occurs after Combo from last hit
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
HBS.f+1+2th(h)35i26~27+1
* Removes Recoverable Health
* Spike
* Throw break: none
* Opponent status on hit: FUFA
HBS.f+1+2th(h)35i26~27+1
* Removes Recoverable Health
* Spike
* Throw break: none
* Opponent status on hit: FUFA
uf+1+2th(h)35i12~140+26d (+7)
* Throw break: 1+2
* Balcony Break
* Opponent status on hit: FUFT
ws1,2**m, m13, 38,i44+3+27a (-9)
* Transition to HBS with input D or 3+4
* Balcony Break
* Tornado
* chip damage on block
* Cannot absorb with power crush
* Heat reduces charge length (consumes partial Heat time)
db+2+3*l40i45~47-12+39a
* chip damage on block
b+1+4,f,fsm40i55~i130-20~+55+42a~+117a
* 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
Right throwth(h)40i12~14-3+1
* Throw break: 2
* Opponent status on hit: FUFT off axis
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
Left throwth(h)50i12~14-3+1
* Throw break: 1
* Spike
* Opponent status on hit: FUFT
f,df,d,db,b,f+1+2th(h)50i110+5
* Throw break: 1+2
* Opponent status on hit: FUFA
* Side switch on hit
H.2+3m51i13~15+10+33 (+23)
* Heat Smash
R.df+1+2m55i20-150
* Rage Art
* Removes Recoverable Health
db+2+3**l60i60~62-4+43a
* chip damage on block
Back throwth(h)70i12~14+1
* Throw break: none
* Opponent status on hit: FUFA
1+3+4sp
3+4sp
* Alternate input: FDFA.3+4
* Can low parry in HBS with HBS.F
* Transition to HBS
* Transition to standing with input ub or u or uf
3+4sp
* Alternate input: FDFA.3+4
* Transition to HBS
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
1+2+3+4
FC.1+2spN/A / i26~i31 Heat+1~+6 / -6~-1 HBS+7~+12 / 0~+5 HBS
* Transition to ROL
* becomes special mid attack during Heat (partially uses remaining Heat time)
HBS.3sp
* Transition to FUFA
* Alternative input: HBS.4 (HBS.3 is into background, HBS.4 is into foreground)
HBS.b,bsp
* Alternate input: SIT.B
* Transition to HBS with input D or 3+4
HBS.d+3+4sp
* Transition to FDFA
HBS.f,fspN/A / i26~i31 Heat+1~+6 / -6~-1 HBS+7~+12 / 0~+5 HBS
* Transition to ROL
* Becomes Special Mid attack during Heat (partially uses remaining Heat time)
HBS.f+3+4
* Alternate input: HBS.b+3+4
* Transition to SIT
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)