Fatal Fury Special/Big Bear: Difference between revisions

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==Move List==
==Move List==


===General Hurtboxes===
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| align="center" | Standing || align="center" | Walking || align="center" | Crouching || align="center" | Jumping || align="center" | Taunting
| align="center" | Standing || align="center" | Walking || align="center" | Crouching || align="center" | Jumping || align="center" | Taunting
|-
|-
| align="center"; valign="bottom" | [[File:FFS Bear Stand.png|bottom]] || align="center"; valign="bottom" | [[File:FFS Bear Walk.png|bottom]]  || align="center"; valign="bottom" | [[File:FFS Bear Crouch.png|bottom]] || align="center"; valign="bottom" | [[File:FFS Bear Jump.png|bottom]] || align="center"; valign="bottom" | [[File:FFS Bear Taunt.gif|bottom]]
| align="center"; valign="bottom" | [[File:FFS Bear Stand.png|bottom]] || align="center"; valign="bottom" | [[File:FFS Bear Walk.png|bottom]]  || align="center"; valign="bottom" | [[File:FFS Bear Crouch.png|bottom]] || align="center"; valign="bottom" | [[File:FFS Bear Jump.png|bottom]] || align="center"; valign="bottom" | [[File:FFS Bear Taunt.gif|bottom|COME ON!]]
|-
|-
| align="center" |  || align="center" |  || align="center" |  || align="center" | 46F (4+39+3) duration, the fastest jump in the game. || align="center" |  
| align="center" |  || align="center" |  || align="center" |  || align="center" | 46F (4+39+3) duration, the fastest jump in the game. || align="center" |  
Line 956: Line 957:
{{MoveData
{{MoveData
| name    = Fire Breath
| name    = Fire Breath
| input    = 63216BC
| input    = 63216B+C
| subtitle = When health is flashing
| subtitle = When health is flashing
| image    = FFS Bear 63216BC 5.png
| image    = FFS Bear 63216BC 5.png
Line 993: Line 994:
* Meaty c5D > 2C
* Meaty c5D > 2C


== Strategies ==
== Strategy ==


===The Basics===
===The Basics===
If you're the type of player to gravitate towards traditional grapplers like Zangief, picking up Big Bear in FFS is a no-brainer. Regardless of matchup, your gameplan revolves around getting into throw range and then threatening your opponent with your powerful strike/throw mixups. In a game with several strong zoners, getting into close range is a task easier said than done, but fortunately Bear is equipped with several good tools to deal with projectiles. His '''Giant Bomb''' ([1]6P) is an upper body invulnerable tackle that allows Bear to go past any projectile that doesn't hit his feet. The light version of the move is slightly plus on block to boot, making it possible to go for a throw attempt even if the move gets blocked. '''Super Drop Kick''' (charge D and release) on the other hand is an advancing move with lower body invulnerability, making it ideal for punishing lows and projectiles that travel on ground like Terry's Power Wave. Bear's dodge attack is excellent for avoiding projectiles as well, as it retains its invulnerability even during recovery.
Bear's most useful normals are:
*5A: Decently fast jab with good reach. It's possible to option select between this move and a dodge attack when input as 46A.
*2A/2C: Crouching punch with a strong hitbox. 2C is one of the very few moves Bear can combo off of.
*5B/CD: Good long reaching pokes, ideal for stopping the opponent's advancing moves.
*2B: Solid low kick that makes for a good tick throw button.
While Bear comes with a massive number of throws, you mainly need to just remember two of them: his command grab, '''Bear Bomber''' (6428C), and '''Bear Hug''' (9D). Bear Bomber has more range than any other throw in the game, allowing Bear to grab his opponent from a slight distance without the risk of being counter-grabbed. Bear Hug, on the other hand, has much less range but does immense damage, making it the optimal throw to go for if you're right next to your enemy. Since Bear has almost no combo potential, 9D is also generally the best move to go for if you happen to stun your opponent.
Bear's walk speed is rather poor; second slowest in the game after Axel. On the other hand, he has the fastest jump in the game and a very high stun threshold - 22 points, shared 1st place with Krauser.
'''''To dropkick or not to dropkick:'''''
Bear's Super Drop Kick is very useful: an advancing move with lower body invulnerability and a faster, less telegraphed startup compared to his other advancing special Giant Bomb. However, due to its input - having to hold down the D button for 5 seconds or more - it also comes with some big drawbacks, since you're locked out of all of your moves that utilize the heavy kick button while completing the charge. Most notably, you can't use jD - your best jump-in button, and 2D - Bear's sweep kick. Still, the benefit of having Dropkick available more than often makes up for these flaws, as it gives you at least one move you can combo into and it's great for punishing the opponent's moves even from a distance away. In matchups where you can dodge and punish projectiles with the Dropkick (namely against Terry and Geese), you'll want to have the move charged pretty much all the time.
The longer you charge Super Drop Kick, the more damage it deals, but most of the time you'll want to stick to using the 5 second version as it has the fastest startup with brief full invincibility, and it's the only one that works as a combo ender. The other versions are more gimmicky; while the idea of taking away over 70% of your opponent's health with a single hit may sound like the stuff dreams are made of, keeping the move charged for 40 seconds and then finding a suitable opening to land it isn't generally a feasible task.


===Advanced Strategy===
===Advanced Strategy===


===Match-ups===
While the command for Bear Bomber is pretty tricky, you still have some leeway in how you input it; hitting diagonals doesn't matter as long as you have the 4 required directions in order. On stick, I find it easiest to input the move as 64128C, doing a small loop from 4 to 2 to make the overall motion smoother. Other "longcuts" are possible as well, so try experimenting and find a motion that works best for you.
 
==Matchups==
 
===Vs. Andy Bogard===
 
4 - 6
 
Giant Bomb beats most of Andy's key moves and safely goes past his fireballs, but he can still counter with a dodge attack or Shoryudan. You can use Bear's dodge attack to beat both Zaneiken and Kuuha Dan. CD is also a great move against Zaneiken, although it only works as a read.
 
===Vs. Axel Hawk===
 
4 - 6
 
Axel's projectiles are annoying for Bear as you can't avoid them with Giant Bomb or dodge attack; fortunately they have a slow recovery, so punishing them with a well timed jump-in isn't too difficult. Axel's jumps are hard for Bear to anti-air on the ground, so go for air-to-air jD instead if possible.
 
===Vs. Big Bear===
 
5 - 5
 
This can easily devolve into a silly tackle contest at any moment, so make good use of 2B and 2D to stop those Giant Bombs.
 
===Vs. Billy Kane===
 
3.5 - 6.5
 
Work your way in using Giant Bomb and well timed jumps - Giant Bomb beats Billy's mid pokes, but you can't rely on it entirely as he's got fast lows as well. Billy's pretty susceptible to tick throws as he doesn't have an invulnerable reversal or rapid fire jabs, so try your best to stay within throw range.
 
===Vs. Cheng Sinzan===
 
3 - 7
 
Cheng makes for a surprisingly good Bear counterpick. His fireballs are very hard for Bear to deal with as you can't avoid them with Giant Bomb due to their lingering hitboxes. Cheng can also easily stop tackle attempts with his 5B or 5D. Try to patiently work your way in, preferably trapping Cheng in a corner if possible. You can use 2B to beat his Hagan Geki roll.
 
===Vs. Duck King===
 
4.5 - 5.5
 
===Vs. Geese Howard===
 
4.5 - 5.5
 
Geese's a good zoner with a projectile that beats Bear's tackle, but this matchup is still quite fair due to the fact you can punish Reppuken on reaction as long as you have a Super Drop Kick charged. Keep that D button pressed down and look for any opportunity to unleash the move on Geese.
 
===Vs. Joe Higashi===
 
2 - 8
 
Pain. Joe can demolish Bear using only two moves; Hurricane Upper beats all of Bear's usual anti-projectile tools, and his slide kick beats all of Bear's jump attacks (and most ground normals as well). Light Hurricane recovers very fast as well, making it impossible to beat with a jump-in on reaction; you have to get a good read if you want your jump attack to land. Even when you do get in, Joe still has some incredibly fast jabs to make throwing him a difficult task.
 
It's technically possible to avoid Hurricane Upper by timing a Giant Bomb so that the projectile goes past you during the brief full invulnerability on its startup, but this is very hard to time correctly. Still, it's something you might want to attempt as your options against Joe's projectiles are very limited otherwise. Keeping Dropkick charged isn't a bad idea either as you might be able to catch Joe off guard with it if your timing is on point.
 
===Vs. Jubei Yamada===
 
3.5 - 6.5
 
Jubei's tiny size is a problem for Bear as a good number of his moves simply up end up whiffing. Jubei can easily beat Giant Bomb and most of Bear's normals with his slide kick as well, so use 2B as your main poke as it's capable of beating the slide. Use jumps ''very'' sparingly as Jubei's low profile moves beat all of your air normals, and he even gets a full combo off a meaty 2B anti-air.


====Vs. Andy Bogard====
===Vs. Kim Kaphwan===


====Vs. Axel Hawk====
4 - 6


====Vs. Big Bear====
===Vs. Laurence Blood===


====Vs. Billy Kane====
4 - 6


====Vs. Cheng Sinzan====
===Vs. Mai Shiranui===


====Vs. Duck King====
4 - 6


====Vs. Geese Howard====
Use Giant Bomb and dodge attacks to avoid projectiles. Mai has more pre-jump frames than average and she's the only character that can be grabbed out of a backstep with a ground throw, which helps in landing those Bear Bombers.


====Vs. Joe Higashi====
===Vs. Ryo Sakazaki===


====Vs. Jubei Yamada====
===Vs. Terry Bogard===


====Vs. Kim Kaphwan====
5 - 5


====Vs. Laurence Blood====
Possibly Bear's best matchup and it's still about even. Always keep Super Drop Kick charged as it allows you to easily avoid and punish Terry's Power Wave. You can often get away with pressuring Terry with Giant Bomb in close range, as his main counter against it is Rising Tackle which requires a charge; his dodge attack tends to lose against Giant Bomb as it has a larger than average hurtbox on some of its frames.


====Vs. Mai Shiranui====
===Vs. Tung Fu Rue===


====Vs. Ryo Sakazaki====
3 - 7


====Vs. Terry Bogard====
===Vs. Wolfgang Krauser===


====Vs. Tung Fu Rue====
5 - 5


====Vs. Wolfgang Krauser====
Surprisingly one of the best matchups for Bear. While Krauser's projectiles have excellent frame data, both high and low Blitzballs can be dodged and punished with Giant Bomb, so you're unlikely to get zoned out. Krauser has fairly bad lows as well, making dodge attack his main counter against tackles, which can be difficult to time correctly.


{{Navbox-FFS}}
{{Navbox-FFS}}
[[Category:Fatal Fury Special]]
[[Category:Fatal Fury Special]]
[[Category:Big Bear]]
[[Category:Big Bear]]

Latest revision as of 05:33, 27 March 2025

The Bone-Crushing Beast
Ffspecbear colors.png

Introduction

After the events of Fatal Fury 1, the wrestler Raiden drops his heel persona and joins the fight under the new alias Big Bear. Bear is the resident big body grappler and has the usual pros and cons of the archetype - great throw range, damaging moves and long reaching normals, but also big hurtboxes, slow walk speed and hard matchups against good zoners.

Pros Cons
  • Moves deal a lot of damage
  • Best throw range in the game
  • Moves with tons of invulnerability
  • Slow movement
  • Next to no combo potential
  • Has a hard time getting in against certain characters

Move List

General Hurtboxes

Standing Walking Crouching Jumping Taunting
FFS Bear Stand.png FFS Bear Walk.png FFS Bear Crouch.png FFS Bear Jump.png COME ON!
46F (4+39+3) duration, the fastest jump in the game.

Close Standing Normals

c5A

c5A
Elbow/エルボー
FFS Bear c5A.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
9 2 Mid 7 7 6 19 +3 +4 Kara Cancel
  • Bear's fastest close range normal. Gives decent frame advantage and can be used for tick throws.
  • Hits fairly high, so it whiffs against some of the smaller characters if they're crouching.
c5B

c5B
Knee Attack/ニーアタック
FFS Bear c5B.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
12 2 Mid 8 9 10 26 -3 -2 Kara Cancel
  • Poor recovery, so you're better off not using this for anything except for tick throws. Even then, 2B is generally better for that purpose.
c5C

c5C
Elbow/エルボー
FFS Bear c5A.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
22 4 Mid 12 10 8 29 +6 +5 Kara Cancel
  • Good frame advantage both on block and hit, but has quite a bit of pushback.
  • Same hitbox as close A.
c5D

c5D
Stomping/ストンピング
FFS Bear c5D 1.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
24 4 Mid 13 10 9 31 +5 +4 Kara Cancel
  • Can link into other normals like 2C if it hits meaty, but not particularly noteworthy otherwise.

Far Standing Normals

f5A

f5A
Jab/ジャブ
FFS Bear f5A.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
7 2 Mid 6 8 7 20 +1 +2 Kara Cancel
  • Pretty good range, and at 6 frames of startup this is tied with 2A for Bear's fastest ground normal.
f5B

f5B
Front Kick/前蹴り
FFS Bear f5B.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
10 2 Mid 10 8 10 27 -2 -1 Kara Cancel
  • Solid hitbox and has more range than 5A. One of Bear's main pokes.
f5C

f5C
Knuckle Part/ナックルパート
FFS Bear f5C.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
20 4 Mid 12 11 12 34 -5 -6 /
  • Whiffs against smaller characters if they're crouching, and has less range than you'd expect. Not really worth using.
f5D

f5D
Dropkick/ドロップキック
FFS Bear f5D 2.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
23 4 Mid 16 12 11 38 -5 -6 Throw Invincible 16-27F
  • Very good utility move. Since Bear is off the ground, you can use this to dodge lows and certain projectiles.

Crouching Normals

2A

2A
Crouching Straight/しゃがみストレート
FFS Bear 2A.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
7 2 Mid 6 8 7 20 +1 +2 Kara Cancel
  • One of the essential Bear normals - comes out quite fast and has a great hitbox. Doesn't link to anything, but still gives some advantage both on hit and block.
2B

2B
Slide Kick/スライドキック
FFS Bear 2B.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
10 2 Low 8 9 10 26 -3 -2 Kara Cancel
  • Works very well against low profile moves, like Joe/Jubei slides.
  • Being -3/-2 makes this move ideal for tick throw setups as throw protection after blocking or getting hit lasts for 2 frames; you can go for a Bear Bomber pretty much immediately after 2B recovers.
2C

2C
Crouching Straight/しゃがみストレート
FFS Bear 2A.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
20 4 Mid 10 13 10 32 +1 0 Kara Cancel
  • Stronger but slightly slower version of 2A. You can combo off this move, but only if you have enough charge for a 5 second Super Drop Kick.
2D

2D
Slide Kick/スライドキック
FFS Bear 2D.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
23 4 Low 11 13 21 44 KD (+28) -11 Kara Cancel
  • Fairly slow startup, but has more range than 2B and gives a knockdown on hit. The large amount of active frames also makes it a good move against corner backsteps.

Jumping Normals

jA

jA
Albatross Chop/アルバトロスチョップ
FFS Bear jA.png
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
Diagonal Jump 9 2 Overhead 6 / / - - -
  • Decent jump-in, but favor jC over this whenever possible as it deals more damage and has the same hitbox.
Neutral Jump 9 2 Overhead 8 / / - - -
jB

jB
Stamp Kick/スタンプキック
FFS Bear jB.png
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
Diagonal Jump 12 2 Overhead 8 / / - - -
  • Compared to jA/C, the hitbox on this is stronger horizontally but weaker vertically.
Neutral Jump 12 2 Overhead 5 / / - - -
  • Very fast startup. Good air-to-air against Kim divekicks and the like.
jC

jC
Albatross Chop/アルバトロスチョップ
FFS Bear jA.png
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
Diagonal Jump 22 4 Overhead 11 18 / / - - -
  • Bear's main jump-in whenever you're charging for Super Drop Kick and can't use jD.
Neutral Jump 22 4 Overhead 11 17 / / - - -
jD

jD
FFS Bear j9D.png
Diagonal Jump
FFS Bear jB.png
Neutral Jump
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
Diagonal Jump
Flying Dropkick/フライングドロップキック
24 4 Overhead 13 18 / / - - -
  • Extremely strong hitbox that's hard to beat without a dodge attack or an invulnerable anti-air. Use this whenever you're not charging for Super Drop Kick.
  • Despite how good this looks, it still sadly loses to low profile anti-airs.
Neutral Jump
Stamp Kick/スタンプキック
24 4 Overhead 13 18 / / - - -
  • Like neutral jump B, but harder to use due to having more startup and a limited number of active frames.

Universal Mechanics

Lane Blast (CD)

Lane Blast
Outstep Kick/アウトステップキック
C+D
FFS Bear CD Front.png
Front Lane
FFS Bear CD Back.png
Back Lane
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
Front Lane 22 5 Mid 15 12 8 34 KD -1 Cancel, Lane Shift
  • Basically a slower but beefier version of 5B. Very good reach and plenty of active frames.
Back Lane 22 5 Mid 15 12 15 41 KD -8 Cancel, Lane Shift
  • Stronger hitbox, longer recovery.
Lane Attack

Lane Attack
Flying Dropkick/フライングドロップキック
A/B/C/D from opposite lane
FFS Bear Lane Attack Front.png
Front Lane
FFS Bear Lane Attack Back.png
Back Lane
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
A/B 20 2 Overhead 13 - 4 - - - /
  • Straight and fast lane attack.
C/D 20 4 Overhead 13 - 4 - - - /
  • Slower high-angle lane attack.
Dodge Attack

Dodge Attack
Bear Claw/ベアクロー
6A during proximity guard
FFS Bear Dodge Attack 3.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
11 5 Mid 20 11 9 39 Air Reset (+20) -1 Kara Cancel, Upper-Body Invuln 1-39F
  • Slow to start up but keeps its invincibility through recovery, unlike other dodge attacks.

Throws

Power Bomb (6C)

Power Bomb
close 6C
FFS Bear C Throw.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
26 3 Throw 1 1 / - KD (+78) / /
  • Same damage as Bear Bomber and has a more advantageous knockdown.
Back Drop (4C)

Back Drop
close 4C
FFS Bear C Throw.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
26 3 Throw 1 1 / - KD (+79) / /
  • Swaps sides.
Lariat Drop (3C)

Lariat Drop
close 3C
FFS Bear 3C Throw.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
26 3 Throw 1 1 / - KD (+18) / /
  • Swaps sides.
  • Very poor advantage.
Neck Hang (6D)

Neck Hang
close 6D
FFS Bear D Throw.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
16~32 (4 x 4~8) 0 Throw 1 1 / - +29 / /
  • Hold throw. Opponent can mash to reduce hits.
Headbutt (4D)

Headbutt
close 4D
FFS Bear D Throw.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
12~32 (4 x 3~8) 0 Throw 1 1 / - +28 / /
  • Hold throw. Opponent can mash to reduce hits.
Lift Up Throw (3D)

Lift Up Throw
close 3D
FFS Bear 3D Throw.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
26 3 Throw 1 1 / - KD (+39) / /
  • Swaps sides.
Bear Hug (9D)

Bear Hug
close 9D
FFS Bear 9D Throw.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
24~48 (4 x 6~12) 0 Throw 1 1 / - +30 / /
  • Hold throw. Opponent can mash to reduce hits.
  • Bear's most damaging throw, so this is worth going for despite having much less range than Bear Bomber.

Special Moves

Giant Bomb ([1]6P)
Giant Bomb
[1]6P
FFS Bear 16P 2.png
Ready?
※Recovery on whiff.
  • Your main tool for getting past projectiles. Fully invulnerable during startup, but gains a lower body hurtbox once Bear starts charging at the opponent.
  • While this move may seem hilariously broken at first glance, it's fairly easy to react to and still loses to just about any low, dodge attack, ground projectile or invulnerable special.
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
A 16 (4) 3 Mid 37 12 2※ 50 KD (+41) +2 Invincible 1-25F, Upper-Body Invuln 26-48F, Throw Invincible

Travels 3/4ths of the screen.

  • Charge time: 45F.
C 22 (5) 6 Mid 57 16 2※ 74 KD (+74) -4 Invincible 1-45F, Upper-Body Invuln 46-73F, Throw Invincible

Travels fullscreen.

  • Charge time: 60F.
Super Drop Kick ([D])
Super Drop Kick
Hold D
FFS Bear HoldD 2.png
An advancing move that grows more powerful the longer the D button is held. The D button can begin charging during the match's intro, but the charge is reset between rounds.
  • Pressing D immediately after releasing the charge will cause Bear to execute a D normal or D throw instead of the dropkick.
  • Has lower body invulnerability and thus can be used to get past some projectiles that travel across the ground (Terry 236A/C, Geese 236A).
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
300F Charge
5 Second Charge
13 (3) 3 Mid 21 11 12 43 KD (+77) -1 Invincible 1-11F, Foot Invuln after frame 18, Throw Invincible
720F Charge
12 Second Charge
33 (8) 3 Mid 23 11 12 45 KD (+77) -1 Foot Invuln after frame 20, Throw Invincible
1200F Charge
20 Second Charge
53 (13) 3 Mid 25 11 12 47 KD (+77) -1 Foot Invuln after frame 22, Throw Invincible
2400F Charge
40 Second Charge
73 (18) 3 Mid 27 11 12 49 KD (+77) -1 Foot Invuln after frame 24, Throw Invincible
Bear Bomber (6428C)
Bear Bomber
6428C
FFS Bear 6428C.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
26 3 Throw 1 1 / / KD (+71) / -

A throw with average damage but immensely large range.

  • Can input 642A8C as an option select to get 2A instead of a jump when whiffed. If the opponent is in Bomber range, 2A will kara cancel to grab them.

Desperation Move

Fire Breath (63216BC)
Fire Breath
When health is flashing
63216B+C
FFS Bear 63216BC 5.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
48 (12) 4 Mid 30 96 16 141 KD +12 -
  • Flame is not full size until frame 36.

Very good super despite its slow startup. Safe on block and deals a good chunk of chip damage. Has a projectile hitbox, but stays active even if it collides with an enemy projectile.

Combos

  • 2C > Super Drop Kick (5 sec. version only)
  • Meaty c5D > 2C

Strategy

The Basics

If you're the type of player to gravitate towards traditional grapplers like Zangief, picking up Big Bear in FFS is a no-brainer. Regardless of matchup, your gameplan revolves around getting into throw range and then threatening your opponent with your powerful strike/throw mixups. In a game with several strong zoners, getting into close range is a task easier said than done, but fortunately Bear is equipped with several good tools to deal with projectiles. His Giant Bomb ([1]6P) is an upper body invulnerable tackle that allows Bear to go past any projectile that doesn't hit his feet. The light version of the move is slightly plus on block to boot, making it possible to go for a throw attempt even if the move gets blocked. Super Drop Kick (charge D and release) on the other hand is an advancing move with lower body invulnerability, making it ideal for punishing lows and projectiles that travel on ground like Terry's Power Wave. Bear's dodge attack is excellent for avoiding projectiles as well, as it retains its invulnerability even during recovery.

Bear's most useful normals are:

  • 5A: Decently fast jab with good reach. It's possible to option select between this move and a dodge attack when input as 46A.
  • 2A/2C: Crouching punch with a strong hitbox. 2C is one of the very few moves Bear can combo off of.
  • 5B/CD: Good long reaching pokes, ideal for stopping the opponent's advancing moves.
  • 2B: Solid low kick that makes for a good tick throw button.

While Bear comes with a massive number of throws, you mainly need to just remember two of them: his command grab, Bear Bomber (6428C), and Bear Hug (9D). Bear Bomber has more range than any other throw in the game, allowing Bear to grab his opponent from a slight distance without the risk of being counter-grabbed. Bear Hug, on the other hand, has much less range but does immense damage, making it the optimal throw to go for if you're right next to your enemy. Since Bear has almost no combo potential, 9D is also generally the best move to go for if you happen to stun your opponent.

Bear's walk speed is rather poor; second slowest in the game after Axel. On the other hand, he has the fastest jump in the game and a very high stun threshold - 22 points, shared 1st place with Krauser.

To dropkick or not to dropkick:

Bear's Super Drop Kick is very useful: an advancing move with lower body invulnerability and a faster, less telegraphed startup compared to his other advancing special Giant Bomb. However, due to its input - having to hold down the D button for 5 seconds or more - it also comes with some big drawbacks, since you're locked out of all of your moves that utilize the heavy kick button while completing the charge. Most notably, you can't use jD - your best jump-in button, and 2D - Bear's sweep kick. Still, the benefit of having Dropkick available more than often makes up for these flaws, as it gives you at least one move you can combo into and it's great for punishing the opponent's moves even from a distance away. In matchups where you can dodge and punish projectiles with the Dropkick (namely against Terry and Geese), you'll want to have the move charged pretty much all the time.

The longer you charge Super Drop Kick, the more damage it deals, but most of the time you'll want to stick to using the 5 second version as it has the fastest startup with brief full invincibility, and it's the only one that works as a combo ender. The other versions are more gimmicky; while the idea of taking away over 70% of your opponent's health with a single hit may sound like the stuff dreams are made of, keeping the move charged for 40 seconds and then finding a suitable opening to land it isn't generally a feasible task.

Advanced Strategy

While the command for Bear Bomber is pretty tricky, you still have some leeway in how you input it; hitting diagonals doesn't matter as long as you have the 4 required directions in order. On stick, I find it easiest to input the move as 64128C, doing a small loop from 4 to 2 to make the overall motion smoother. Other "longcuts" are possible as well, so try experimenting and find a motion that works best for you.

Matchups

Vs. Andy Bogard

4 - 6

Giant Bomb beats most of Andy's key moves and safely goes past his fireballs, but he can still counter with a dodge attack or Shoryudan. You can use Bear's dodge attack to beat both Zaneiken and Kuuha Dan. CD is also a great move against Zaneiken, although it only works as a read.

Vs. Axel Hawk

4 - 6

Axel's projectiles are annoying for Bear as you can't avoid them with Giant Bomb or dodge attack; fortunately they have a slow recovery, so punishing them with a well timed jump-in isn't too difficult. Axel's jumps are hard for Bear to anti-air on the ground, so go for air-to-air jD instead if possible.

Vs. Big Bear

5 - 5

This can easily devolve into a silly tackle contest at any moment, so make good use of 2B and 2D to stop those Giant Bombs.

Vs. Billy Kane

3.5 - 6.5

Work your way in using Giant Bomb and well timed jumps - Giant Bomb beats Billy's mid pokes, but you can't rely on it entirely as he's got fast lows as well. Billy's pretty susceptible to tick throws as he doesn't have an invulnerable reversal or rapid fire jabs, so try your best to stay within throw range.

Vs. Cheng Sinzan

3 - 7

Cheng makes for a surprisingly good Bear counterpick. His fireballs are very hard for Bear to deal with as you can't avoid them with Giant Bomb due to their lingering hitboxes. Cheng can also easily stop tackle attempts with his 5B or 5D. Try to patiently work your way in, preferably trapping Cheng in a corner if possible. You can use 2B to beat his Hagan Geki roll.

Vs. Duck King

4.5 - 5.5

Vs. Geese Howard

4.5 - 5.5

Geese's a good zoner with a projectile that beats Bear's tackle, but this matchup is still quite fair due to the fact you can punish Reppuken on reaction as long as you have a Super Drop Kick charged. Keep that D button pressed down and look for any opportunity to unleash the move on Geese.

Vs. Joe Higashi

2 - 8

Pain. Joe can demolish Bear using only two moves; Hurricane Upper beats all of Bear's usual anti-projectile tools, and his slide kick beats all of Bear's jump attacks (and most ground normals as well). Light Hurricane recovers very fast as well, making it impossible to beat with a jump-in on reaction; you have to get a good read if you want your jump attack to land. Even when you do get in, Joe still has some incredibly fast jabs to make throwing him a difficult task.

It's technically possible to avoid Hurricane Upper by timing a Giant Bomb so that the projectile goes past you during the brief full invulnerability on its startup, but this is very hard to time correctly. Still, it's something you might want to attempt as your options against Joe's projectiles are very limited otherwise. Keeping Dropkick charged isn't a bad idea either as you might be able to catch Joe off guard with it if your timing is on point.

Vs. Jubei Yamada

3.5 - 6.5

Jubei's tiny size is a problem for Bear as a good number of his moves simply up end up whiffing. Jubei can easily beat Giant Bomb and most of Bear's normals with his slide kick as well, so use 2B as your main poke as it's capable of beating the slide. Use jumps very sparingly as Jubei's low profile moves beat all of your air normals, and he even gets a full combo off a meaty 2B anti-air.

Vs. Kim Kaphwan

4 - 6

Vs. Laurence Blood

4 - 6

Vs. Mai Shiranui

4 - 6

Use Giant Bomb and dodge attacks to avoid projectiles. Mai has more pre-jump frames than average and she's the only character that can be grabbed out of a backstep with a ground throw, which helps in landing those Bear Bombers.

Vs. Ryo Sakazaki

Vs. Terry Bogard

5 - 5

Possibly Bear's best matchup and it's still about even. Always keep Super Drop Kick charged as it allows you to easily avoid and punish Terry's Power Wave. You can often get away with pressuring Terry with Giant Bomb in close range, as his main counter against it is Rising Tackle which requires a charge; his dodge attack tends to lose against Giant Bomb as it has a larger than average hurtbox on some of its frames.

Vs. Tung Fu Rue

3 - 7

Vs. Wolfgang Krauser

5 - 5

Surprisingly one of the best matchups for Bear. While Krauser's projectiles have excellent frame data, both high and low Blitzballs can be dodged and punished with Giant Bomb, so you're unlikely to get zoned out. Krauser has fairly bad lows as well, making dodge attack his main counter against tackles, which can be difficult to time correctly.

Game Navigation

General
FAQ
Controls
HUD
System
Strategy
Characters
Andy Bogard
Axel Hawk
Big Bear
Billy Kane
Cheng Sinzan
Duck King
Geese Howard
Joe Higashi
Jubei Yamada
Kim Kaphwan
Laurence Blood
Mai Shiranui
Terry Bogard
Tung Fu Rue
Wolfgang Krauser
Secret Boss
Ryo Sakazaki