T5DR Kuma combo thread

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CD-DT
Eternal Student
Joined: Jan 2006
Posts: 5577
From: USA California
PSN: SCA__Reborn
#181 “Quote” Edit Post
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

new combo
f+1+2, iWS+4, db+2 42dmg !
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masamune blade
neoempire.com
Joined: Apr 2002
Posts: 3192
From: Jamaica
PSN: MasamuneKuma
XBL: IntiIntiKuma
#182 “Quote” Edit Post
ive got a funny rnr setup...

f+1+2, circus.
Surf
Berserker
Joined: Sep 2006
Posts: 434
From: USA California
XBL: BelligerentzOmb
#183 “Quote” Edit Post
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

that is all
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Danis Kool
Expert
Joined: Sep 2005
Posts: 131
From: Australia
#184 “Quote” Edit Post
hey, not sure if this was posted or that this works 100%, but i was able to connect two "HBS, 2" hits... but it must be timed correctly

If that works, will this be an infinite if the opponent is near the wall?
CD-DT
Eternal Student
Joined: Jan 2006
Posts: 5577
From: USA California
PSN: SCA__Reborn
#185 “Quote” Edit Post
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 !
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HazE(AO)
Lone Wolf
Joined: May 2006
Posts: 320
From: USA Arizona
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#186 “Quote” Edit Post
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
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w1r3d
aguantame eso ahi
Joined: Feb 2002
Posts: 3028
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#187 “Quote” Edit Post
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
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CD-DT
Eternal Student
Joined: Jan 2006
Posts: 5577
From: USA California
PSN: SCA__Reborn
#188 “Quote” Edit Post
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
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Eaglejin
Legend
Joined: Jan 2003
Posts: 509
From: Norway
PSN: EagleJin
#189 “Quote” Edit Post
I hate spines.

ROL 1+2
Works on everyone.

b+3+4, f+1, f+1, ff+2
b+3+4, f+1, u/f+3,4, d+1+2
b+3+4, f+1, f+1,1
b+3+4, f+1, b+1_d/f+1+2

Was gonna add these in the vid I was working on, but it'll never be ready. Kinda hard when I can't sit.

Ah, well. Those were supposed to be the new fun juggles.
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kochocobo
Expert
Joined: Jun 2004
Posts: 131
From: Philippines
XBL: scarofthesky
#190 “Quote” Edit Post
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.
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Jordyce
Hope Springs Eternal
Joined: Aug 2006
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#191 “Quote” Edit Post
Originally posted by CD-DT
best combos off of those ???
uf+3, f+1, uf+3,4,1+2
uf+3,4, d+1+2_oki options


Ummm, u/f+3, f+1, u/f+3,4, d+1+2 would be better than the first one, wouldn't it? Unless you were going for oki. One more damage, and wall carry.
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frladislav
Warrior
Joined: Jul 2007
Posts: 158
From: Philippines
#192 “Quote” Edit Post
will ending in b+1 -> sending them to the ground give me a free ff+2? or is this unreliable? Just a thought...
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frladislav
Warrior
Joined: Jul 2007
Posts: 158
From: Philippines
#193 “Quote” Edit Post
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?
Signature I play for fun. Peace when Im not using my cards of course.
Practice, Need more practice. Teach me?
PRiES+ [FHZ]

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CD-DT
Eternal Student
Joined: Jan 2006
Posts: 5577
From: USA California
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#194 “Quote” Edit Post
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.
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Jordyce
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Joined: Aug 2006
Posts: 4441
From: New Zealand
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#195 “Quote” Edit Post
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.
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CD-DT
Eternal Student
Joined: Jan 2006
Posts: 5577
From: USA California
PSN: SCA__Reborn
#196 “Quote” Edit Post
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.
Signature Team: Dumb Luck...members 1....level 4....I like long walks on the beach...which usually happen after a long night of drinking
masamune blade
neoempire.com
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Posts: 3192
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PSN: MasamuneKuma
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#197 “Quote” Edit Post
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.

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