m (→Vs. Axel Hawk) |
|||
(9 intermediate revisions by 2 users not shown) | |||
Line 22: | Line 22: | ||
==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 = | | 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 | ||
== | == Strategy == | ||
===The Basics=== | ===The Basics=== | ||
Line 1,008: | Line 1,009: | ||
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. | 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:''''' | '''''To dropkick or not to dropkick:''''' | ||
Bear's Super Drop Kick is | 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. | 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. | ||
Line 1,019: | Line 1,022: | ||
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. | 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 | 4 - 6 | ||
Line 1,027: | Line 1,030: | ||
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. | 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 | 4 - 6 | ||
Line 1,033: | Line 1,036: | ||
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. | 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 | 5 - 5 | ||
Line 1,039: | Line 1,042: | ||
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. | 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 | 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 | 3 - 7 | ||
Line 1,049: | Line 1,054: | ||
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. | 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 | 4.5 - 5.5 | ||
===Vs. Geese Howard=== | |||
4.5 - 5.5 | 4.5 - 5.5 | ||
Line 1,059: | Line 1,064: | ||
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. | 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 | 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 | 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 | 4 - 6 | ||
===Vs. Laurence Blood=== | |||
4 - 6 | 4 - 6 | ||
===Vs. Mai Shiranui=== | |||
4 - 6 | 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 | 3 - 7 | ||
===Vs. Wolfgang Krauser=== | |||
5 - 5 | 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. | |||
{{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
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 |
---|---|
|
|
Move List
General Hurtboxes
Standing | Walking | Crouching | Jumping | Taunting |
![]() |
![]() |
![]() |
![]() |
![]() |
46F (4+39+3) duration, the fastest jump in the game. |
Close Standing Normals
c5A
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
9 | 2 | Mid | 7 | 7 | 6 | 19 | +3 | +4 | Kara Cancel | |
|
c5B
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
12 | 2 | Mid | 8 | 9 | 10 | 26 | -3 | -2 | Kara Cancel | |
|
c5C
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
22 | 4 | Mid | 12 | 10 | 8 | 29 | +6 | +5 | Kara Cancel | |
|
c5D
Far Standing Normals
f5A
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
7 | 2 | Mid | 6 | 8 | 7 | 20 | +1 | +2 | Kara Cancel | |
|
f5B
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
10 | 2 | Mid | 10 | 8 | 10 | 27 | -2 | -1 | Kara Cancel | |
|
f5C
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
20 | 4 | Mid | 12 | 11 | 12 | 34 | -5 | -6 | / | |
|
f5D
Crouching Normals
2A
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
7 | 2 | Mid | 6 | 8 | 7 | 20 | +1 | +2 | Kara Cancel | |
|
2B
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
10 | 2 | Low | 8 | 9 | 10 | 26 | -3 | -2 | Kara Cancel | |
|
2C
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
20 | 4 | Mid | 10 | 13 | 10 | 32 | +1 | 0 | Kara Cancel | |
|
2D
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
23 | 4 | Low | 11 | 13 | 21 | 44 | KD (+28) | -11 | Kara Cancel | |
|
Jumping Normals
jA
Version | Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|---|
Diagonal Jump | 9 | 2 | Overhead | 6 | ∞ | / | / | - | - | - | |
| |||||||||||
Neutral Jump | 9 | 2 | Overhead | 8 | ∞ | / | / | - | - | - |
jB
Version | Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|---|
Diagonal Jump | 12 | 2 | Overhead | 8 | ∞ | / | / | - | - | - | |
| |||||||||||
Neutral Jump | 12 | 2 | Overhead | 5 | ∞ | / | / | - | - | - | |
|
jC
Version | Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|---|
Diagonal Jump | 22 | 4 | Overhead | 11 | 18 | / | / | - | - | - | |
| |||||||||||
Neutral Jump | 22 | 4 | Overhead | 11 | 17 | / | / | - | - | - |
jD
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 | / | / | - | - | - | |
| |||||||||||
Neutral Jump Stamp Kick/スタンプキック |
24 | 4 | Overhead | 13 | 18 | / | / | - | - | - | |
|
Universal Mechanics
Lane Blast (CD)
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 | |
| |||||||||||
Back Lane | 22 | 5 | Mid | 15 | 12 | 15 | 41 | KD | -8 | Cancel, Lane Shift | |
|
Lane Attack
Version | Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|---|
A/B | 20 | 2 | Overhead | 13 | - | 4 | - | - | - | / | |
| |||||||||||
C/D | 20 | 4 | Overhead | 13 | - | 4 | - | - | - | / | |
|
Dodge Attack
Throws
Power Bomb (6C)
Back Drop (4C)
Lariat Drop (3C)
Neck Hang (6D)
Headbutt (4D)
Lift Up Throw (3D)
Bear Hug (9D)
Special Moves
Giant Bomb ([1]6P)
- 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.
| |||||||||||
C | 22 (5) | 6 | Mid | 57 | 16 | 2※ | 74 | KD (+74) | -4 | Invincible 1-45F, Upper-Body Invuln 46-73F, Throw Invincible | |
Travels fullscreen.
|
Super Drop Kick ([D])
- 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)
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
26 | 3 | Throw | 1 | 1 | / | / | KD (+71) | / | - | |
Desperation Move
Fire Breath (63216BC)
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
48 (12) | 4 | Mid | 30 | 96 | 16 | 141 | KD | +12 | - | |
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.