

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


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