Kuma

Tekken 8

Kuma

Kuma II

108 moves · frame data from wavu.wiki

Also in Tekken, Tekken 3, Tekken Tag Tournament, Tekken 4, Tekken 5, Tekken 6, Tekken Tag Tournament 2, Tekken 7

Throws 10

  • Bear's Bite

    Front 35 break 1 or 2
    or
    start
    i12~14
    block
    -3
    hit
    +1

    Homing • Throw break: 1 or 2 • Opponent status on hit: FUFT

  • Bear Hug

    Front 35 break 1 or 2
    or
    start
    i12~14
    block
    -6
    hit
    +1

    Homing • Throw break: 1 or 2 • Opponent status on hit: FUFT • Side switch on hit

  • Bear Slam

    Left 50 break 1
    or
    start
    i12~14
    block
    -3
    hit
    +1

    Throw break: 1 • Spike • Opponent status on hit: FUFT

  • Choke Slam

    Right 40 break 2
    or
    start
    i12~14
    block
    -3
    hit
    +1

    Throw break: 2 • Opponent status on hit: FUFT off axis

  • Swing Swung

    Back 70
    or
    start
    i12~14
    hit
    +1

    Throw break: none • Opponent status on hit: FUFA

  • Headbutt

    Front 35 break 1+2
    start
    i12~14
    block
    0
    hit
    +26d (+7)

    Throw break: 1+2 • Balcony Break • Opponent status on hit: FUFT

  • Rock'n Roll Circus

    Front 50 break 1+2
  • Bear Toss

    Front 35
    DuringHunting
  • Low Parry

    Parry
    Timewithopponentlowattack
  • Low Parry

    Parry
    TimewithopponentlowattackduringHunting

Moves 88

  • Type 38 Eradication Weapon: Aramaki

    M 55
    DuringRage
    start
    i20
    block
    -18
    hit
    +0d

    Rage Art • Removes Recoverable Health • Reversal Break • Damage increases with lower health, maximum 82 • Freezes match timer on activation and on hit • Restores recoverable health on hit • Transition to attack throw on hit • Consumes Rage

  • G-Clef Cannon

    HMM 27
    start
    i22~23
    block
    -16
    hit
    +69a (+23)

    Tornado • Combo from 2nd hit • Combo from 1st CH

  • Angry Lumberjack

    HH 30
    start
    i22~24
    block
    -5
    hit
    +11 (+2)

    Balcony Break • Jail from 1st hit • Combo from 1st CH with 3F delay • 10 chip damage on block

  • Bear Combo Middle

    HMM 43
    start
    i33~34
    block
    -14
    hit
    +31a (+21)
  • Bear Combo Low

    HML 34
    start
    i18
    block
    -13
    hit
    -2

    Combo from 2nd CH

  • Demon Bear Breath

    M 25
    start
    i13~14
    block
    -13
    hit
    +18g

    Balcony Break • Heat Engager • Heat Dash +5, +43d (+35) • Forces crouch on hit

  • Hunting

  • Ki Charge

  • Honeycomb Spike

    MM 30
    DuringHunting
  • Honeycomb Spike

    MM 30
    DuringHunting hold
  • Fresh Honeycomb Spike

    MM 40
    DuringHunting holdmax
  • Bear Claw

    L 16
    DuringHunting
  • Bear Fling

    M 27
    DuringHunting
  • Bear Tackle

    M 21
    DuringHunting
  • Hunting Hip Smash

    DuringHunting
  • Hornet Buster

    M 27
    DuringHunting
  • Big Tree

    M 20
    DuringHunting
  • Frolicking Bear

    M 22
    DuringHunting
  • Break'n

    LL 39
    DuringHunting
  • Hunting to Roll Over

    20
    DuringHunting or
    start
    i14
    block
    -6
    hit
    +5
    ch
    +30a

    Balcony Break on CH

  • Hunting to Play Dead

    DuringHunting
  • Bear Roll

    DuringHunting
  • Backward Roll

    DuringHunting
  • Wild Lumberjack

    HH 31
    start
    i20
    block
    -5
    hit
    +36a (+10)

    Balcony Break • Combo from 1st hit with 9F delay • Move can be delayed by 13F

  • Bear Claw Cross

    MM 36
    start
    i30~31
    block
    -14
    hit
    +65a (+49)

    Tornado • Combo from 1st hit with 2F delay • Interrupt with i8 from 1st block • Grounded hit on off-axis hit against large body size characters?

  • Shape-Up Kick

    L 20
    start
    i28~30
    block
    -23
    hit
    +6a

    Unparryable (bug?)

  • Shape-Up Hip

    LM 74
    start
    i50~i60
    block
    -16
    hit
    -13a

    Hip • Interrupt with i31 from 1st block • 24 damage from 1st hit with grounded scaling

  • Grizzly Rampage

    MMM 35
    start
    i25~26
    block
    -14c
    hit
    +17d

    Combo from 2nd hit with 9F delay • Combo from 1st CH • Move can be delayed by 8F • Input can be delayed by 10F

  • Kuma Musou

    MM 22
    start
    i20~21
    block
    -16
    hit
    +35a (+25)

    Combo from 1st hit with 4F delay • Input can be delayed by 4F • Move cannot be delayed

  • Honey Trap

    MH 37
    start
    i27~28
    block
    -5
    hit
    +22a

    Balcony Break on airborne hit • Combo from 1st hit • 9 chip damage on block

  • Hip Smash

    M 23
    start
    i14~15
    block
    -15
    hit
    +13d (+3)

    Balcony Break • Hip • 27 damage on clean hit

  • Bear Sit

    or or
  • Double Trout Sweep

    LL 23
    DuringBearSit
  • Trout Smash

    M 18
    DuringBearSit
  • Rebound

    M 20
    DuringBearSit
  • Bear Roll

    DuringBearSit
  • Double Wild Slap

    HM 31
    start
    i22~23
    block
    -13
    hit
    +4
    ch
    +13c

    Spike • Combo from 1st hit • Hold 2 to power up, up to 2 charge levels • Transition to HBS with input D or 3+4

  • Double Wild Slap

    HM 31
    hold
    start
    i33~34
    block
    -12
    hit
    +13c
    ch
    +42a

    Spike • 8 chip damage on block • Heat skips to db+1,2** charge with i34~35 startup • Transition to HBS with D or 3+4

  • Fresh Wild Slap

    HM 41
    holdmax
    start
    i47~48
    block
    +3
    hit
    +42a

    Spike • Reversal Break • 12 chip damage on block • Startup shortened during Heat: i34~35 startup (partially consumes Heat time) • Transition to HBS with D or 3+4

  • Bear Lariat

    L 10
    start
    i18
    block
    -15
    hit
    -1

    Transition to HBS with D or 3+4 (-17/-3)

  • Bear Pump in Pedal

    L 12
    start
    i18
    block
    -12
    hit
    +1
  • Spinning Kuma

    L 20
    start
    i21~22
    block
    -23
    hit
    +6
    ch
    +74a (+38)

    Tornado • Panda: Very slight decrease in vertical hitbox height (does not hit as high)

  • Drum Roll

    MMMMM 34
    start
    i20~21
    block
    -15
    hit
    +22a (+12)
  • Salmon Hunter

    L 30
    start
    i32~34
    block
    -12
    hit
    +39a

    Balcony Break on airborne hit • Hold 2+3 to power up, up to 2 charge levels and deal chip damage on block

  • Salmon Hunter

    L 40
    hold
    start
    i45~47
    block
    -12
    hit
    +39a

    Balcony Break on airborne hit • 12 chip damage on block

  • Fresh Salmon Hunter

    L 60
    holdmax
    start
    i60~62
    block
    -4
    hit
    +43a

    Balcony Break on airborne hit • Unparryable • 18 chip damage on block

  • Bear Slash

    M 24
    start
    i22~23
    block
    -13
    hit
    +13a

    Balcony Break • Transition to -13 HBS with input D or 3+4 • 9 chip damage on block • 12 chip damage on block after absorbing an attack in power crush state • -3 on block after absorbing an attack in power crush state

  • Howling Bear

    MHM 46
    start
    i26
    block
    -11
    hit
    +15a (+6)

    Balcony Break • Combo from 2nd CH with 4F delay • Move can be delayed by 10F • Panda: Shorter vertical hitbox (does not hit as high)

  • Salmon Massacre

    MMM 52
    start
    i35~39
    block
    -15
    hit
    +25a (+15)

    Tornado • Combo from 2nd CH with 1F delay • Move can be delayed by 15F

  • Bear X

    HM 30
    start
    i18~19 i12~13
    block
    -8
    hit
    +13d

    Heat Engager • Heat Dash +5, +43d (+35) • Balcony Break • Floor Break on airborne hit • Homing • Strong Aerial Tailspin 1st hit only • 12 chip damage • Transition to HBS r36 with input D or 3+4 (does not shift when using Heat Dash)

  • High Jinks

    M 20
    start
    i22~23
    block
    -28
    hit
    +61a

    Alternate input: ws3+4 • Tornado

  • Deadly Claw

    ! 25
    start
    i60~62
    hit
    +16a/+21a HBS

    Transition to HBS with input D or 3+4

  • Rolling Bear

    M 40
    start
    i55~i130
    block
    -20~+55
    hit
    +42a~+117a

    Projectile • Hold F to extend attack • Recovers in FUFT on hit or block • If attack is extended to where you roll past the opponent, recovers in FUFA

  • Bear Skip

    L 25
    start
    i31~32
    block
    -17
    hit
    +12a

    Cancel to r22 HBS with D or 3+4 at frame 21

  • Big Bear Attack

    M 24
    start
    i18~23
    block
    -8f
    hit
    +6
    ch
    +8a

    Transition to HBS with D or 3+4 (-7/+7/+9a)

  • Pancake Press

    M 21
    start
    i34~39
    block
    +10
    hit
    +20

    Transition to SIT (cannot cancel)

  • Hornet Sweep

    M 20
    or or
    start
    i26~28
    block
    -6
    hit
    +22a

    Alternate input: ub+1 or u+1 • 8 chip damage on block

  • Ultra Kuma

    M 20
    or or
    start
    i28~30
    block
    -6
    hit
    +30a
    ch
    +65a (+45)

    Balcony Break • Homing • Strong Aerial Tailspin • Alternate input: ub+2 or u+2

  • Bear Double Hop Kick Combo

    MMM 48
    start
    i18~19
    block
    -15
    hit
    +16a / -2a

    Spike • Transition to HBS with input D or 3+4 • Less frame advantage occurs after Combo from last hit

  • Kuma Hell Axle

    MM 45
    start
    i20~21
    block
    +7
    hit
    +21a (+14)

    Balcony Break • Only connects on hit or block • Recovers in FUFT

  • Demon Uppercut

    M 23
    start
    i19~21
    block
    -19
    hit
    +45a (+35)
  • Falling Bear

    M 30
    start
    i37~38
    block
    +8 HBS
    hit
    +52a HBS

    9 chip damage on block • Transition to HBS • Transition to ROL r35 fs39~ with F (+5/+49a) • Panda: Reduced vertical hitbox (does not hit as high)

  • Anger Hook

    H 26
    start
    i15~17
    block
    -5
    hit
    +17a (+8)
    ch
    +62a (+42)

    Balcony Break • 10 chip damage on block

  • Grizzly Claws

    MM 40
  • Grizzly Claw Smash

    ML 37
  • Leaping Side Kick

    M 30
    start
    i22~23
    block
    +6
    hit
    +13a (+3)

    Balcony Break • 9 chip damage on block

  • Rabid Bear

    M 30
    start
    i20~24
    block
    +3
    hit
    +9c

    Balcony Break • Heat Engager • Heat Dash +5, +36a (+26) • 9 chip damage on block • Transition to HBS with D or 3+4 (+3/+9c; does not shift when using Heat Dash) • Forces tech backroll on hit • Panda: shorter attack hitbox range, reduced vertical height (does not hit as deep or high)

  • Killing Claws

    MM 33
    WS
  • Killing Claws

    MM 41
    WS hold
  • Fresh Killing Claws

    MM 51
    WS holdmax
  • Mad Angler

    M 20
    WS
  • Spinning Bear Kick

    M 21
    WS
  • Paw Smash

    M 20
    WS
  • Watch Your Feet

    L 12
    FC
  • Bear Roll

    FC
  • Bear Shove

    H 31
    DuringBearRoll
  • Bear Backhand

    M 21
    DuringBearRoll
  • Bear Slide

    L 20
    DuringBearRoll
  • Bear Rolling Kick

    M 20
    DuringBearRoll
  • Giant Roll

    M 22
    DuringBearRoll
  • Hunting

    DuringBearRoll
  • Salmon Swipe

    M 23
    SS
  • Bear Backstroke

    M 15
    Onthegroundontheback
  • Get Up Punch

    M 21
    Onthegroundontheback
  • Bear Butterfly

    L 10
    Onthegroundfacingtheground
  • Bear Roll

    Whiledownandfacingdown
  • Dance With Me

    L! 64
    Withopponentdown
  • You're Welcome

During Heat 9

  • Heat Burst

    M 12
    WhenHeatactivationisavailable
  • Demon Bear Breath

    M 25
    start
    i13~14
    block
    -13
    hit
    +18g

    Balcony Break • Heat Engager • Heat Dash +5, +43d (+35) • Forces crouch on hit

  • Bear Slash

    M 24
    start
    i22~23
    block
    -13
    hit
    +13a

    Balcony Break • Transition to -13 HBS with input D or 3+4 • 9 chip damage on block • 12 chip damage on block after absorbing an attack in power crush state • -3 on block after absorbing an attack in power crush state

  • Bear X

    HM 30
    start
    i18~19 i12~13
    block
    -8
    hit
    +13d

    Heat Engager • Heat Dash +5, +43d (+35) • Balcony Break • Floor Break on airborne hit • Homing • Strong Aerial Tailspin 1st hit only • 12 chip damage • Transition to HBS r36 with input D or 3+4 (does not shift when using Heat Dash)

  • Rabid Bear

    M 30
    start
    i20~24
    block
    +3
    hit
    +9c

    Balcony Break • Heat Engager • Heat Dash +5, +36a (+26) • 9 chip damage on block • Transition to HBS with D or 3+4 (+3/+9c; does not shift when using Heat Dash) • Forces tech backroll on hit • Panda: shorter attack hitbox range, reduced vertical height (does not hit as deep or high)

  • Frolicking Bear

    M 22
    DuringHunting
  • Wind Bear Fist

    M 20
    DuringHeat
    start
    i15~16
    block
    ±0
    hit
    +39 (+29)

    Uses 180F of remaining heat time • H.f,n,d,df+2 to power up (23dmg)

  • Fresh Wind Bear Fist

    M 26
    DuringHeat hold
    start
    i25~26
    block
    +5
    hit
    +45 (+35)

    Reversal Break • Uses 180F of remaining heat time • 10 chip damage on block • H.f,n,d,df+2* to power up (30dmg; 12 chip damage on block)

  • Salmon Fishing Cast

    MM 51
    DuringHeat
    start
    i13~15, i45
    block
    ±0
    hit
    +33a (+23)

    Heat Smash • Balcony Break • 10 chip damage • Transition to attack throw on 1st hit • +20a (+10) 45dmg on 2nd hit if 1st hit misses

10 Hit Combo 1

  • MHMLMMMMHH 106
    FC

Kuma's Tekken 8 movelist from the Tekken Wiki, frame data from wavu.wiki.