to new bears using ROL! imo its best if u do b right after unless opp back is to wall. if done in close range i have some combos.
ROL!~b,
- iWS+4, db+2
- PLD 1+2,1
- FF+2
- d+1, cc, f+1, tt b+1+2
good buffer to circus:
f,f, 2 (when blocked buffer qtc b, f) when ur opponnt omes in for a punish, 1+2
never fails, works really well against heiachi's
need more explanation....
is opp bt to wall
is opp grounded face up feet away
is this hbs 2 on normal standing opp near wall
have u tested on human opp
also i have some vids of my recent mm that should be entertaining to watch and see my real strat in motion !
this may not be the proper place for these questions but the combo threads always get picked on...
so i just started using Kuma and im looking for some set up and over all good moves to throw...
i like the advice for circus buffer from ff2... can you buffer out of roll as well... empty or otherwise?
so far im just putting in work with some d/b2(so very abused).. ff2.. f1.. HBS1+2(evading).. 2,1.. f1+2(for whiff punish and ss catch)..u/f3(after abusing d/b2).. since i go into HBS a lot to throw 1+2 i mix up HBS 1 and HBS b1+2,3+4... obviously i mix some other things in but these are my go to moves for now
can anyone give me info (frames on block & starter if poss.) on the new moves for DR... f3+4.. b3+4.. HBS b1+2,3+4.. HBS b1+2,1+2.. oh and d1+2...
u/f3=jab punish
u/f3,4,1+2=OUCH!
oh and i've seen a 1 grab followed by d1+2(i know it hits grnd'd) is this g'teed or just being set up
about frames, I don't know them exactly for Kuma's new moves, but I know that f+3+4, b+3+4 and HBS spins all get punished with Steve hopkick (which is 27f). Ppl can juggle you after HBS spins too.
Although unless the person you're playing against is very conditioned against Kuma, most of the time you'll get away with blocked f+3+4 and b+3+4.
about Ass after the 1 throw, it happens if ppl don't get up quickly. Otherwise it can get blocked/whiff
i just use throw mixups or d+4 after throws. If they sleep iWS+4 seems to hit grounded for some reason . and for people that care...iWS+2 that floats gives you free db+2 and can be done after f+1+2 and other knockdowns. dmg potential (CH iWS+4_iWS+4,db+2) is greater than ff+2 in most instances and panicks opp since they're used to rolling away after ff+2.
uf,3_uf,3,4_uf+3,4,1+2_ub+4 should be constantly interchanged so that they try and interupt some of it or get frozen because they're waiting for the rest of it. alot of times i get away with finishing the move cuz the opp has been hit a couple times trying to rush in after the first to kicks.
best combos off of those ???
uf+3, f+1, uf+3,4,1+2
uf+3,4, d+1+2_oki options
i think it's almost time for us to work on the oh so ancient skill project
Originally posted by w1r3d
about frames, I don't know them exactly for Kuma's new moves, but I know that f+3+4, b+3+4 and HBS spins all get punished with Steve hopkick (which is 27f). Ppl can juggle you after HBS spins too.
Although unless the person you're playing against is very conditioned against Kuma, most of the time you'll get away with blocked f+3+4 and b+3+4.
about Ass after the 1 throw, it happens if ppl don't get up quickly. Otherwise it can get blocked/whiff
in walls its pretty much guaranteed unless they get straight up, i dont know if ASS has tracking but it seemed to hit several times (even against good OPP) after 1throw (any throw is hard to pull nowadays, at least against good OPP)
its risk-reward. although it looks badASS (pun intended) when it happens.
will ending in b+1 -> sending them to the ground give me a free ff+2? or is this unreliable? Just a thought... for instance, a d/f 2, f+1, b+1, then ff+2?
Originally posted by frladislav
will ending in b+1 -> sending them to the ground give me a free ff+2? or is this unreliable? Just a thought... for instance, a d/f 2, f+1, b+1, then ff+2?
personally i haven't been able to get solid oki after b+1 ender and believe me i tried but there may be some mixups i don't know or know how to use after it. put it against your human opp and report back.
Originally posted by CD-DT
personally i haven't been able to get solid oki after b+1 ender and believe me i tried but there may be some mixups i don't know or know how to use after it. put it against your human opp and report back.
I constantly use b+1 as a juggle ender (attempting to unblockable), and I haven't been able to find anything useful other than the usual low / mid mixup ground game. I'm pretty damn sure ff+2 isn't guaranteed. But I'll look into it anyway... but there seem to be so many better enders available to Kuma.
hmm... i'm pretty sure that b+1 is negative on hit as well but i'm not sure if it's properties change much as a JG ender. But it may be worth a second look.
ive been experimenting with f1,1 as an "ender" but it leaves the opponent too far away for decent followups. kuma is a character who would have benefited greatly from a decent spike juggle.