Street Fighter X Tekken/Kuma

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Street Fighter X Tekken#CharactersStreet Fighter X Tekken/Character HealthStreet Fighter X Tekken/Basic ElementsStreet Fighter X Tekken/MovementStreet Fighter X Tekken/Solo OffenseStreet Fighter X Tekken/Capcom Juggle SystemSFxTHeaderButtons.png

Kuma

Sfxt kuma face.jpg

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

Name
Command
Notes
Standing Light Punch
Lp.png
Speccancel.png
Standing Medium Punch
Mp.png
Speccancel.png
Standing Hard Punch
Hp.png
Speccancel.png
Standing Light Kick
Lk.png
Standing Medium Kick
Mk.png
Speccancel.png
Standing Hard Kick
Hk.png
Speccancel.png
Crouching Light Punch
D.png + Lp.png
Speccancel.png
Crouching Medium Punch
D.png + Mp.png
Speccancel.png
Crouching Hard Punch
D.png + Hp.png
Speccancel.png
Knockdown.png
Crouching Light Kick
D.png + Lk.png
Low.png
Speccancel.png
Crouching Medium Kick
D.png + Mk.png
Low.png
Speccancel.png
Crouching Hard Kick
D.png + Hk.png
Low.png
Hardknockdown.png
Speccancel.png
Jump Light Punch
Ub.png / U.png / Uf.png + Lp.png
High.png
Jump Medium Punch
Ub.png / U.png / Uf.png + Mp.png
High.png
Jump Hard Punch
Ub.png / U.png / Uf.png + Hp.png
High.png
Jump Light Kick
Ub.png / U.png / Uf.png + Lk.png
High.png
Jump Medium Kick
Ub.png / U.png / Uf.png + Mk.png
High.png
Jump Hard Kick
Ub.png / U.png / Uf.png + Hk.png
High.png


Unique Attacks

Name
Command
Notes
Left Right Bear Claw
Lp.png ---.png B.png + Mp.png
Speccancel.png
Knockdown.png vs airborne on 2nd hit
Double Wild Slap
Hp.png ---.png Mp.png
Knockdown.png vs airborne on 2nd hit
Jab Elbow Smash
Mp.png ---.png Mp.png ---.png Hp.png
Knockdown.png vs airborne on
2nd and 3rd hit
Jab Elbow Stomp
Mp.png ---.png Mp.png ---.png Lk.png
Knockdown.png vs airborne on
2nd and 3rd hit
Triple Hammer
B.png + Hp.png ---.png Hp.png ---.png Hp.png
High.png on 1st hit
Knockdown.png vs airborne
Knockdown.png on 2nd hit
Hardknockdown.png vs airborne on 3rd hit
Groundbounce.png on Counterhit.png on 3rd hit
G-Clef Cannon
F.png + Lp.png ---.png Mp.png ---.png Hp.png
Knockdown.png vs airborne
Speccancel.png on 2nd and 3rd hit
Bear Smash
F.png + Hp.png
Speccancel.png on 1st hit
Big Tree
(Hunting Stance) ---.png
F.png + Mp.png
Knockdown.png vs airborne
Grizzly Fling
(Hunting Stance) ---.png
F.png + Hp.png
Low.png Knockdown.png
Break'n
(Hunting Stance) ---.png
B.png + Hp.png
Armored.png
Knockdown.png
can be steered with B.png and F.png
Hunting Spear
(Hunting Stance) ---.png
B.png + Mp.png
Wallbounce.png
Light Attack
(Hunting Stance) ---.png
Lp.png or Lk.png
Knockdown.png vs airborne
Medium Attack
(Hunting Stance) ---.png
Mp.png or Mk.png
Knockdown.png vs airborne
Heavy Attack
(Hunting Stance) ---.png
Hp.png or Hk.png
Low.png
Hardknockdown.png
Knockdown.png vs airborne
Feral Crouch
(Hunting Stance) ---.png
D.png + P.png + P.png
Stance Change
3k.png

Throws

Name
Command
Notes
Bear Hug
F.png or N.png + Lp.png + Lk.png
Throw.png
Bear Slam
B.png + Lp.png + Lk.png
Throw.png
Swing Swung
(Hunting Stance) ---.png
Lp.png + Lk.png
Throw.png

Special Moves

Name
Command
Notes
Rock 'n Roll Circus
Hcb.png F.png + P.png
Ex.png Throw.png
Megaton Claw
Hcf.png + P.png
Ex.png
   Grizzly Claws
Megaton Claw ---.png Lp.png
Knockdown.png
   Grizzly Claw Smash
Megaton Claw ---.png Mp.png or Hp.png
High.png Groundbounce.png
Headbutt
(close) 360.png + P.png
Ex.png Standthrow.png
Rolling Bear
(far) 360.png + P.png
Ex.png
    Rolling Bear Headbutt
Rolling Bear ---.png P.png
Standthrow.png
Frolicking Bear
Hcb.png + K.png
Ex.png Chrg.png
Knockdown.png
walbounce on Ex.png

Super Combo

Name
Command
Notes
Fatal Wind
Hcb.png + 3k.png

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

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