GiantDojo ALPHAv0.01
Kuma

Kuma

Kuma - grappler/gimmick. Tools include i15 launcher, CH-launch low.

grapplergimmick

Key Moves

df+2

i15 mid. -9 on block, +2 on hit.

db+1+2

i14 mid. -9 on block, +2~3 on hit.

HBSthen2

i21 low high crush. -15 on block, +21g on hit.

f+1+2

i18 mid launcher. -15 on block, launches on hit.

WSthen2

i15 mid launcher. -12 on block, launches on hit.

fthenfthenF+1+2

i20 mid low crush. +3 on block, +9c on hit.

db+3

i18 low. -12 on block, +1 on hit.

df+4

i12 mid. -4 on block, +7 on hit.

Overview

Kuma is classified as grappler, gimmick. Their toolkit includes a CH-launch low, wall-finish tools. Their fastest standing launcher comes out in 15 frames.

Strengths

  • Multiple plus-on-block mids for safe pressure
  • CH-launch low for opening defenders
  • Strong wall-carry and wall-finish tools

Weaknesses

  • No dedicated homing move - vulnerable to side-step
  • No power crush listed in the data

Game Plan

  1. Hold neutral with db+1+2 as your quick mid check.
  2. Whiff-punish with f+1+2 (i18 launcher).
  3. On block, recheck pressure with f,f,F+1+2 (+3 on block).
  4. Mix in db+3 low to keep them honest.

Defense

  • Panic launcher: f+3+4 (high crush, launches on hit) hops over jabs and lows when you read a string.
  • While-standing punisher: ws2 ducks highs and punishes from crouch.
  • Heat burst (2+3) is +1 on block and resets pressure if you have heat available.

Punish guide

How to beat them. The Frame Data tab in Punish mode shows per-move counter hints.

  • Block low and wait. Kuma’s safe lows give frames but no launch; their real threat is the mid/low mix.
  • Step their linear strings - many extension routes are step-killable.
  • The Frame Data tab in Punish mode highlights moves you can launch-punish on block.