Anti Kuma Punishment Guide In Tekken 8

Anti Kuma Punishment Guide In Tekken 8
Anti Kuma Punishment Guide In Tekken 8

In Tekken 8, mastering the art of countering Kuma requires a nuanced approach to punishment. Utilize Side-Step Right (SSR) to maneuver around his attacks effectively. Bear in mind that landing lows on bears can be challenging, making it crucial to avoid whiffing and leaving yourself vulnerable. Exploit Kuma’s susceptibility to fast mid pokes, capitalizing on openings to apply pressure. When confronted with his charge moves, such as full charge, employ Side-Step maneuvers on both sides to evade the linear trajectory. For medium charges, Side-Step Left (SSL) emerges as the most reliable option against all variations. Adjust your strategy accordingly for smaller charges, where Side-Walk Left (SWL) might prove necessary. With precise timing, even a slight delay can ensure hits against all possibilities. Armed with these insights, navigate Kuma’s formidable presence with finesse and emerge victorious in Tekken 8 battles.
TLDR:
-SSR
-Exercise caution to avoid whiffing lows on bears, as they prove more challenging to connect with.
-Struggles with fast mid pokes
-Charge moves: Full charge extremely linear, SS both ways.
-Medium charge: SSL seems the most consistent for all options.
-Smaller charge might require SWL. Tiny delay will hit everything.

Kuma Tekken 8 Frame Data

Heat:

  • Charge moves powered up: Slightly faster max hold Roll forward now has a hitbox (+7/+0 HBS, +1/-6 HBS) and ROL1 is a +13 guard break
  • New move df2+3 / df2+3*: +5 oB sm / +9 oB sm
  • Heat engagers: 1+2 | b1 | b1+2 | WR1+2 | HBS d1+2
  • Heat smash: i13 mid,mid -> +10oB

Stances

  • Hunting Bear Stance (HBS). Transitions: ff1+2(+8) | WR1+2(+3) u1+2(+4 oH, -3 oB) | b2,1(+7 oH, -4 oB) | db2 (-3 oH, -17 oB) uf3,4,1+2(-13 oB) | b1(-15 oB) | ub1+2 (cancel) | 3+4(manual) | HBS d1+2(+0~+4 oH if no heat, -9~5 oB )
  • Roll (ROL). Transitions: b2,1(-3oH, -14oB) | ff1+2(+5oB) | SIT3+4(-10oB) | HBS ff | FC 1+2 | SIT~f | FDFA~f
  • The only true mid mixup is ROL2 which is -17. Fast roll is sm, the safer mid does an additional roll before coming out.
  • Bear sit (SIT). Transitions: FUFT d1+2(+20oB) | u3+4(+10oB) | HBS f_b3+4. Mid launcher, low poke mixup.

Standing Block Punishment:

  • -15Frames: pushback f3+4,1+2(-16) | b3+4(-28~27) | ff2(-19) | HBS1+2(-15~12) | HBS df2(-17~16)
  • -15Frames: 1,1,1(+1, -15, -16) | f1+2(-15) | df2,1(-16) | d1+2(-15) | db1+2,1+2,2(-15) | b2,2,1(-15~11) | uf3,4,1+2(-15/-13 HBS) | SIT2(-15~14) | ROL2(-17~15) | ROL1+2(-30 grounded)
  • -14Frames: 2,1,2 | f1+2,1+2 | qcf2,1
  • -13Frames: 1+2 | f2(second hit very delayable) | db1,2 | b1(-15 HBS) | uf3 | ws1,2 | HBS1 | HBS1,2 | HBS d1+2(-9 HBS, IDK?)
  • -12Frames: db1,2(medium charge) | ws1,2(medium charge) | HBS1,2*(medium charge) | ws2 | HBS3+4(-12~7)
  • -11 / -10Frames: df1,2(-11) | db1(-10) | db1+2,1+2(-11) | b2,1,1+2(-11) | b2,2(-10) | uf3,4(-11) | ws1(-12)

While Standing Block Punishment:

  • -15Frames: f3+4(-28, reactable) | db2(-15) | db4(-23) | ub1+2(-17, reactable) | qcf2,2(-18, reactable / 6f fuzzy) | HBS2(-15~12) | HBS b1+2 (-25~22) | SIT1(-15~14) | ROL3(float)
  • -14Frames: df1,2,1+2
  • -13Frames: 2,1,3
  • -12Frames: db3 | db2+3(reactable, -4 if fully charged) | FDFA 1+2 (-12 forced HBS)

Highs You Can Duck:

  • 1,2
  • f2,1
  • df3,2
  • b2,1(mix)

Plus On Block Moves:

  • df2+3(+5, +9 charged)
  • uf4,3 / ROL4(+7 grounded)
  • ff1+2(+8 HBS / +5 ROL)
  • WR3(+6~7) | ROL1(+4)
  • db1,2(+3 full charge) ws1,2(+3 full charge / +13 wall crush)
  • HBS1,2*(+3 full charge)
  • WR1+2(+3 / +3 HBS)
  • FC 1,1(+1 on block low)

Low Minus Moves:

  • 2,1(-3)

Dealing With Strings:

  • 2,1,3/2: 15 fuzzy (low first)
  • b1+4 unblockable has a cancel into roll. The roll is a regular special mid, just block it and punish grounded.
  • ub1+2 (reactable jumping low) has a cancel to HBS
  • HBS dash has auto low parry
  • db1 / ws1 / HBS1: Not a bad idea to try to punish the first hit of charge moves. This will also beat medium and max hold.

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