

Kuma
Ideal Team Position: Anchor
Kuma’s relevance in high level Street Fighter x Tekken was cemented when Sethlol defeated Infiltration at Final Round 16, showing the world just how capable he could be with the right partner. His damage output is absurd and he has a number of ways he can tag in his partner to continue his painful combos if he finishes with Frolicking Bear (hcb+k). While he’s typically slow in his regular stance walking forward, his special Hunting Stance greatly increases his speed to a point where he suddenly gets one of the best forward dashes in the game. Furthermore, his f.lp (which looks almost identical to his regular standing jab) leads to a painful target combo that can cancelled into his combo extending Bear Claw, which in turn gives him a long hit confirm where he can either finish the combo or end the safe blockstring to see if the opponent will attempt to reversal out of his pressure. With superior range on his punches, his leg attacks are very weak which gives him limited access to worthwhile low attacks unless he is in Hunting Stance. His giant standing hurtbox can make him vulnerable to close range jump attacks, and all of his reversals are vulnerable to neutral jumps. Due to those limitations, it’s best to use Kuma when the opponent is already on the defensive, which a point character can help him with. Once the opponent is on the defensive, Kuma can use his high damage combos, excellent mobility of his Hunting Stance, and command throws to drastically reduce the opponent’s health.
Strengths | Weaknesses |
---|---|
+High damage output +Able to clear long gaps of distance quickly thanks to Hunting Stance +Hunting Stance greatly shrinks his hurtbox +Can start full combos from f.LP target combo, a move that reaches far and can be cancelled into a safe blockstring through use of an empty Bear Claw, and even bait reversals. +Long punch attacks can make opponents respect his space +Possesses a fully invincible reversal that is safe on block (hcf+PP) +Weird vulnerable hitboxes work to his favor, denying other characters standard combos and pressure strings |
-Giant standing hurtbox makes him highly vulnerable to several jumping attacks -Almost no useful low attacks outside Hunting Stance attacks thanks to terrible hitboxes on his legs -Very slow walkspeed -Reversals are vulnerable to neutral jumps for full combo punishes -All of his specials have long recovery, making him highly vulnerable to whiffing |
Moves
Normal Attacks
































































Unique Attacks
















2nd and 3rd hit






2nd and 3rd hit





































can be steered with

























Throws













Special Moves































walbounce on

Super Combo


Frame Data (Updated for v2013)
Move | Command | Hit | Damage | Startup | Active | Recovery | Hit Adv | Block Adv | Cancel | JP | JC | JS | "Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
" | |||||||||||||
Far\Close LP | H | 40 | 5 | 3 | 9 | +5 | +1 | SM,EX,SA,CA,KKK | 1 | 1 | 1 | - | |
Far\Close MP | H | 70 | 13 | 4 | 17 | 0 | -4 | SM,EX,SA,CA,KKK | 2 | 1 | 1 | - | |
Far\Close HP | H | 110 | 13 | 4 | 29 | -8 | -13 | SM,EX,SA,CA,KKK | 3 | 1 | 1 | - | |
Far\Close LK | H | 40 | 7 | 3 | 8 | +6 | +2 | - | 1 | 1 | 1 | - | |
Far\Close MK | H | 70 | 6 | 5 | 14 | +2 | -2 | SM,EX,SA,CA,KKK | 2 | 1 | 1 | - | |
Far\Close HK | H | 110 | 13 | 6 | 20 | -1 | -6 | SM,EX,SA,CA,KKK | 3 | 1 | 1 | - | |
Crouch LP **LC | H | 40 | 5 | 2 | 13 | +2 | -2 | SM,EX,SA,CA,KKK | 1 | 1 | 1 | - | |
Crouch MP | H | 70 | 11 | 4 | 16 | +3 | -3 | SM,EX,SA,CA,KKK | 2 | 1 | 1 | Forces standing | |
Crouch HP | H | 110 | 14 | 4 | 19 | +2 | -3 | SM,EX,SA,CA,KKK | 3 | 1 | 1 | Stagger (+18) on crouching counter hit | |
Crouch LK | L | 40 | 5 | 3 | 9 | +5 | +1 | SM,EX,SA,CA,KKK | 1 | 1 | 1 | - | |
Crouch MK | L | 70 | 14 | 9 | 12 | 0 | -4 | SM,EX,SA,CA,KKK | 2 | 1 | 1 | - | |
Crouch HK | L | 110 | 15 | 3 | 27 | hard knockdown | -10 | SM,EX,SA,CA,KKK | 3 | 1 | - | - | |
Jump LP | M | 50 | 9 | 3 | until ground+4 | +12 | +4 | - | 1 | 1 | 1 | - | |
Jump MP | M | 80 | 10 | 3 | until ground+4 | +16 | +5 | - | 2 | 1 | 1 | - | |
Jump HP | M | 120 | 10 | 6 | until ground+4 | +20 | +8 | - | 3 | 1 | 1 | - | |
Jump LK | M | 50 | 8 | 5 | until ground+4 | +12 | +4 | - | 1 | 1 | 1 | - | |
Jump MK | M | 80 | 10 | 7 | until ground+4 | +16 | +5 | - | 2 | 1 | 1 | - | |
Jump HK | M | 120 | 12 | 3 | until ground+4 | +20 | +8 | - | 3 | 1 | 1 | - | |
Launcher **LC | HP+HK | H | 100 | 12 | 2 | 54 | switch | -34 | - | 3 | - | - | Crushes crouching attacks frames 1-13, Launches opponent while switching characters |
Cross Cancel | f+HP+HK (while blocking) | H | 130 | 13 | 2 | 35 | hard knockdown | -11 | - | - | - | - | Invulnerability frames 1-13, Strike and projectile invulnerability frame 14, Resembles Grizzly Fling |
Bear Hug | LP+LK | throw | 150 | 5 | 2 | 20 | hard knockdown | - | - | - | - | - | - |
Bear Slam | b+LP+LK | throw | 150 | 5 | 2 | 20 | hard knockdown | - | - | - | - | - | - |
Swing Swung | LP+LK (during Hunting) | throw | 150 | 5 | 2 | 16 | hard knockdown | - | - | - | - | - | - |
Bear Smash | f+HP | H | 60,40 | 18 | 5 | 19 | +3 | -2 | SM,EX,SA,CA,KKK | 3,3 | 1,1 | 1 | Knockdown on airborne opponent |
Left Right Bear Claw | LP > b+MP | H | 50 | 13 | 4 | 11 | +2 | 0 | SM,EX,SA,CA,KKK | 2 | 0 | 0 | - |
Double Wild Slap | HP > MP | H | 60 | 10 | 6 | 27 | +4 | -9 | BC | 2 | 1 | 0 | Knockdown on airborne opponent, Stagger (+11) on crouching opponent |
- | MP > MP | H | 40 | 10 | 2 | 20 | -1 | -4 | - | 2 | 1 | 0 | Knockdown on airborne opponent |
Jab Elbow Smash | MP > MP > HP | H | 70 | 17 | 4 | 27 | +5 | -9 | - | 3 | 4 | 0 | Knockdown on airborne opponent, Forces standing, Float on counter hit |
Jab Elbow Stomp | MP > MP > LK | H | 30 | 14 | 4 | 16 | +2 | -2 | - | 3 | 4 | 0 | Knockdown on airborne opponent |
- | b+HP | M | 40 | 18 | 3 | 21 | +2 | -2 | KKK | 1 | 1 | 0 | Knockdown on airborne opponent, Hits crouching opponent on frame 19, On hit: +3 on crouching opponent |
- | b+HP > HP | H | 60 | 15 | 4 | 28 | hard knockdown | -10 | - | 2 | 1 | 0 | Knockdown on airborne opponent |
Triple Hammer | b+HP > HP > HP | H | 80 | 14 | 4 | 29 | -7 | -15 | - | 3 | 4 | 0 | Hard knockdown on airborne opponent, Ground bounce on counter hit |
- | f+LP | H | 40 | 6 | 4 | 9 | +5 | +3 | - | 1 | 1 | 0 | Knockdown on airborne opponent |
- | f+LP > MP | H | 70 | 17 | 2 | 26 | -3 | -6 | SM,EX,SA,CA,KKK | 2 | 1 | 0 | Knockdown on airborne opponent |
G-Clef Cannon | f+LP > MP > HP | H | 70 | 19 | 2 | 30 | +2 | -15 | SM,EX,SA,CA,KKK | 3 | 4 | 0 | Knockdown on airborne opponent, Forces standing |
Hunting Stance | KKK | - | - | - | - | 9 | - | - | - | - | - | - | Kuma has 16 frames of recovery instead when canceled from a move |
Hunting L | LP or LK (during Hunting) | H | 40 | 5 | 4 | 10 | +5 | +2 | Hunting M | 1 | 1 | 0 | - |
Hunting M | MP or MK (during Hunting) | H | 70 | 7 | 3 | 15 | +7 | +4 | Hunting H | 2 | 1 | 0 | - |
Hunting H | HP or HK (during Hunting) | L | 110 | 17 | 3 | 16 | hard knockdown | -1 | - | 3 | 1 | 0 | - |
Big Tree | f+MP (during Hunting) | H | 60 | 8 | 4 | 29 | +5 | -18 | - | 2 | 1 | 0 | Exits Hunting, Forces standing, Crushes airborne attacks frames 7-11 |
Grizzly Fling | f+HP (during Hunting) | L | 100 | 15 | 2 | 21 | float | -5 | - | 3 | 1 | 0 | Exits Hunting |
Break'n | b+HP (during Hunting) | H | 120 | 18 | 25 | 25 | knockdown | -33 | - | 3 | 1 | 0 | Exits Hunting, 1 point of armor during frames 1-20, Move with b and f |
Hunting Spear | b+MP (during Hunting) | H | 90 | 22 | 7 | 27 | wall bounce | -8 | - | 3 | 1 | 0 | Exits Hunting, Projectile invulnerability frames 1-28 |
Feral Crouch | d+PP (during Hunting) | - | - | - | - | 21-121 | - | - | - | - | - | - | Hurtbox shrinks by half frames 9-120 |
Rock'n Roll Circus LP | hcb,f+LP | throw | 180 | 6 | 2 | 39 | hard knockdown | - | - | - | - | - | - |
Rock'n Roll Circus MP | hcb,f+MP | throw | 190 | 6 | 2 | 39 | hard knockdown | - | - | - | - | - | - |
Rock'n Roll Circus HP | hcb,f+HP | throw | 200 | 6 | 2 | 39 | hard knockdown | - | - | - | - | - | - |
Rock'n Roll Circus EX | hcb,f+PP | throw | 200 | 6 | 2 | 39 | hard knockdown | - | - | - | - | 0 | Strike invulnerability frames 1-7 |
Megaton Claw LP | hcf+LP | H | 60 | 14 | 2 | 20 | +2 | -2 | LP, MP/HP | 1 | 1 | 0 | Knockdown on airborne opponent, Breaks counter moves |
Megaton Claw MP | hcf+MP | H | 70 | 17 | 2 | 22 | 0 | -4 | LP, MP/HP | 1 | 1 | 0 | Knockdown on airborne opponent, Breaks counter moves |
Megaton Claw HP | hcf+HP | H | 80 | 21 | 2 | 24 | -2 | -6 | LP, MP/HP | 1 | 1 | 0 | Knockdown on airborne opponent, Breaks counter moves |
Megaton Claw EX | hcf+PP | H | 90 | 16 | 2 | 22 | +3 | -2 | LP, MP/HP | 2 | 1 | 0 | Knockdown on airborne opponent, Strike invulnerability frames 1-17, Breaks counter moves |
Grizzly Claw | LP during Megaton Claw | H | 80 | 17 | 4 | 22 | knockdown | -8 | - | 3 | 4 | 0 | Breaks counter moves |
Grizzly Claw Smash | MP or HP during Megaton Claw | M | 60 | 22/24 | 2 | 28 | ground bounce | -9 | - | 3 | 4 | 0 | Hard Knockdown on airborne opponent, Breaks counter moves |
Headbutt | (close) f,df,d,db,b,ub+P | standing throw | 250 | 5 | 2 | 34 | hard knockdown | - | - | - | - | - | - |
Headbutt EX | (close) f,df,d,db,b,ub+PP | standing throw | 250 | 5 | 2 | 34 | hard knockdown | - | - | - | - | - | Invulnerability frames 1-6 |
Rolling Bear LP | (far) f,df,d,db,b,ub+LP | - | - | - | - | 33 | - | - | - | - | - | - | Strike and projectile invulnerability frames 7-32 |
Rolling Bear MP | (far) f,df,d,db,b,ub+MP | - | - | - | - | 36 | - | - | - | - | - | - | Strike and projectile invulnerability frames 7-35 |
Rolling Bear HP | (far) f,df,d,db,b,ub+HP | - | - | - | - | 38 | - | - | - | - | - | - | Strike and projectile invulnerability frames 7-37 |
Rolling Bear EX | (far) f,df,d,db,b,ub+PP | - | - | - | - | 38 | - | - | - | - | - | - | Invulnerability frames 1-6, Strike and projectile invulnerability frames 7-37 |
Rolling Bear Headbutt | P during Rolling Bear | standing throw | 250 | 5 | 2 | 34 | hard knockdown | - | - | - | - | - | - |
Rolling Bear Headbutt EX | P during EX Rolling Bear | throw | 250 | 5 | 2 | 34 | hard knockdown | - | - | - | - | - | Invulnerability frames 1-6 |
Frolicking Bear LK | hcb+LK | H | 100 | 7 | 10 | 29 | knockdown | -22 | - | 1 | 1 | 0 | Chargeable: 51F for EX Version and 100F for Super Art, Crushes airborne attacks frames 1-9 |
Frolicking Bear MK | hcb+MK | H | 130 | 8 | 10 | 29 | knockdown | -22 | - | 1 | 1 | 0 | Chargeable: 51F for EX Version and 100F for Super Art, Crushes airborne attacks frames 3-7 |
Frolicking Bear HK | hcb+HK | H | 140 | 8 | 10 | 29 | knockdown | -22 | - | 1 | 4 | 0 | Chargeable: 51F for EX Version and 100F for Super Art, Crushes airborne attacks frames 3-7 |
Frolicking Bear EX | hcb+KK | H | 100 | 8 | 10 | 29 | wall bounce | -22 | - | 1 | 1 | 0 | Chargeable: 51F for Super Art, Invulnerability frames 1-18 |
Fatal Wind | hcb+KKK | H | 350 | 7 | 2 | 46 | hard knockdown | -26 | - | 3 | 4 | - | 73 frames cinematic freeze before attack begins, Invulnerability frames 1-9 |
Cross Art **LC | qcf+MP+MK | H | 150+ | 12 | 7 | 79 | switch | -40 | - | 3 | - | - | 80 frames cinematic freeze before attack begins, Invulnerability frames 1-17, Airborne frames 12-21 |
Boost Chain Frame Data
Move | Hit | Damage | Startup | Active | Recovery | Hit Adv | Block Adv | Cancel | "Notes |
---|---|---|---|---|---|---|---|---|---|
" | |||||||||
Far\Close MP | H | 49 | 13 | 4 | 23 | -6 | -10 | EX,SA,CA | - |
Far\Close HP | H | 77 | 13 | 4 | 38 | -17 | -22 | EX,SA,CA | - |
Far\Close MK | H | 49 | 6 | 5 | 19 | -3 | -7 | EX,SA,CA | - |
Far\Close HK | H | 77 | 13 | 6 | 29 | -10 | -15 | EX,SA,CA | - |
Crouch MP | H | 49 | 11 | 4 | 21 | -2 | -8 | EX,SA,CA | Forces standing |
Crouch HP | H | 77 | 14 | 4 | 28 | -7 | -12 | EX,SA,CA | Stagger (+18) on crouching counter hit |
Crouch MK | L | 49 | 14 | 9 | 17 | -5 | -9 | EX,SA,CA | - |
Crouch HK | L | 77 | 15 | 3 | 36 | hard knockdown | -19 | EX,SA,CA | - |
Hunting M | H | 49 | 7 | 3 | 20 | +2 | -1 | - | - |
Hunting H | L | 77 | 17 | 3 | 25 | hard knockdown | -10 | - | - |
Move Analysis
Normal Moves
N/A
Unique Attacks
N/A
Normal Throws
N/A
Special Moves
N/A
Super Combos
N/A
The Basics
N/A
Advanced Strategy
N/A
Combos
Bread and Butters
- st.HP xx hcf+HP>MP, st.HK xx hcf+HP>LP (403)
(0bar, easy)
Hit Confirm Combos
- st.LP>b+MP xx hcf+LP>LP (194)
(0bar, easy)
- f+LP>MP>HP xx hcf+HP>MP, st.HK xx hcf+HP>MP (363)
(0bar, easy)
- f+LP>MP>HP xx hcf+HP>MP, st.HK xx hcb+HK (369)
(0bar, easy)
- f+LP>MP>HP xx hcf+HP>MP, st.HK xx hcf+LP, st.MK~cr.HK (373)
(0bar, corner, easy)
Post-launch Combos
- st.HP xx hcf+HP>MP
(0bar, easy)
- st.HP xx hcf+LP, st.MK~cr.HK
(0bar, corner, easy)
Advanced Combos
- st.HP>MP~st.HP xx hcf+PP>MP, st.HK xx hcb+HK (442)
(1bar, easy)
- hcf+PP>MP, st.HK xx hcf+HP>LP (342)
(1bar, easy)
Combos Into Supers
- N/A