Tekken 7

Kuma and Panda Guide Tekken 7

kuma-and-panda-guide-tekken-7

OVERVIEW

Kuma (and Panda), while (arguably) nerfed in Tekken 7, is still a very capable character with arguably the best whiff punishers in the game, great wall damage, and threatening oki traps. Though he struggles against pressure, has a bad sidestep, and doesn’t have many tools against SSR, he’s a fun, underrated character with more tools than people realize.

Disclaimer: Huge Credits Toward PixelBug. Pixel composed and organized this guide. We agreed that Ludi would take over it since Pixel’s focus has shifted away from Tekken.

FAQ

Q: Is Kuma a bad character? 

A: While Kuma isn’t great (lacking tools in some areas, etc.), he’s definitely viable and should be able to compete against every character in the game (except maybe Akuma?). It’s agreed that Kuma isn’t the worst character in the game, however, being above Gigas and Lucky Chloe.6b7b.b7n

Q: Basic Kuma playstyle?

A: Bait and whiff punish. He’s also usually described with a Party playstyle (i.e. playing risky) but this isn’t necessary for him.

Q: What’s the difference between Kuma and Panda?

A: They have the exact move list and exact frame data. Cuteness levels and Badass levels may differ. 

They have different intros/win/Rage Art animations, but no differences in gameplay.

Differences

Q: Is Kuma a gimmicky character?

A: Going by the definition that gimmicks are high-risk moves that won’t work if the opponent knows about it, then no, Kuma is NOT a gimmicky character. He can play bait/whiff punish without having to rely on risky options to win. Though sidestep option are limited because of them wide hips

Q: What does HBS, BTP, and BHS stand for?

A:

HBS = hunting bear stance (3+4)

BTP = bear twin pistons (d/f+2,1) (aka Kuma Musou in the command list)

BHS = bear hellsweep (d/b+4) (aka Spinning Kuma in the command list)

Q: What do you use HBS for?

A: Many things! To crush highs, to apply 50/50 mixups, to apply pressure (especially at the wall), and to fish for a CH HBS d+1+2 combo, if you really want to.

(credit to The Smoking Cat for this one)

Q: Who’s better, Kuma or Panda?

A: Panda is objectively better

(that was a joke pls dont kill me)

STANCE TRANSITIONS  

HBS:

NEW TRANSITIONS

u/f+1+2; 3+4

d/b+2; 3+4


Old:

b+1; 3+4

u/b+1+2; 3+4

u/f+3,4 ,1+2; 3+4

u/f+4; 3+4 -only on hit or block

HBS b+1+2; 3+4

u+1+2; 3+4 (A Feint)

Bb+2,1

; 3+4

ROL and normal roll (b or f) 3+4

1+2; 3+ 4

ws+1+2,1+2; 3+4 Not in T7

WR+1+2;3+4

FC(Crouch and hold down); 3+4

-You can also just tap d+3+4 while in FC

Facing Down: 3+4

10 String: FC d/f+2,1,1+2,3,1+2;3+4

Forward ROL:

1+2; F

HBS; b,b or f,f

SIT b or f

While laying down, the only way to do the forward roll is from Facing Down Feet Away
FC d/f+1+2

MOVESET OVERVIEW 

f+1,1,1

Launcher; the whole string is guaranteed on CH (though you can’t hit confirm it). Especially helpful because it’s basically a i10 CH launcher. O

♧A list of 10 frame windows in other characters’ move list would be appreciated)

f+1(H) & d+1(Special Mid)

i10 poke.

On block: +1

Hit & CH: +8

2,1 (h,m)

i10  poke. 

b,f+2 (H)

i16 launcher. Extremely good range, works great as a whiff punisher.

d/f+2,1 (AKA Bear Twin Pistons = BTP)

i15 launcher. Extremely good range (slightly less than b,f+2), works great as a whiff punisher.

d/b+3 and d+4

Low poke. Good frame data but doesn’t have great range.

d/b+2

Low poke. Good range and high crushes. Linear.

b+1

Power crush mid (Power Crush starts frame 8). Long range, Helpful but unsafe on block. Relatively safe if you hit from a far.

f+3+4

Low. High crushes and causes knockdown. 

f+1+2

Mid launcher. Unsafe-ly safe

u/f+1+2

Mid. Has good range.

FC d+1

Low.
Safe at -8.
Notable range.. 0-0.9
Do be careful, leaves you on axis if u just do FC+1.

WR 1+2 / f,f,f+1+2

Mid; can transition into HBS.

HBS 1, 2

Low poke.

HBS 2

Low.

HBS 1+2

Mid launcher. Notably Crushes some mids and very little lows.

HBS 3 and HBS 4

Turns you into Facing Up Feet Away position

HBS d+1+2

Mid. On CH it leads to a guaranteed HBS d/f+2 (doesn’t launch if the opponent holds down) 

Or

HBS d/f+1,1; if they don’t press down, you get a 3 hit combo. If the opponent presses down do avoid HBS d/f+2, HBS d/f+1,1 will launch them

HBS d/f+1

Mid.

HBS d/f+1,1 is hit confirmable

1+3+4 (taunt)

Kuma’s taunt tracks during the entire duration (i.e. he always turns to face the opponent). Combined with the fact that it can be canceled frame 1 with anything (attack, block, dash, etc.) it can be helpful for re-aligning yourself with the opponent after they sidestep. However, note that the only advantage it has over doing b or f is that it keeps you in place (and maybe using a taunt mid-match can give you a psychological advantage?), but it doesn’t seem to be anything game-breaking. 

J-katz has a good video on this here: https://www.youtube.com/watch?v=kr6o0SEZ5fo 

`JJ  COMBOS 

BTP= Bear Twin Pistons = d/f+2,1
BHS= Bear Hell Sweep = d/b+4
HBS= Hunting Bear Stance = 3+4, or 3+4 after some moves
ROL= FC+d/f+1+2, or HBS f,f, or FDFA F

☆+7☆
HBS d/f+1 whiff, the opponent:
• techrolls: +7
• holds back: hits grounded
• doesn’t move –> combo pickup:
– f1+2
– df4 BTP

BTP
– f+4, b+2,1,3+4: HBSd/f11,1; S! WR1+2 [close block punish]
– b,f+2;  S!; 2; b+2,1,3+4: HBS d+1+2; HBS d/f+2 OR HBSd/f+1 whiff
– b+2,1; b+2,1,3+4:HBSd/f+1,1 S! WR1+2

u/f+3, ws+2
– b/f+2; S!;  2; b+2,1,3+4: HBS d1+2, HBSdf2_HBSdf1 whiff [uf3 only]
– b2,1, b2,1,3+4 HBSdf1,1 S! WR1+2
– df3,2, b2,1,3+4 HBSd1+2 HBSdf2_HBSdf1 whiff [easier]

bf2
– b2,1, b2,1,3+4 HBSd1+2 HBSdf2_HBSdf1 whiff

ff2
– uf1+2, bf2 S! b2,1,3+4 HBSd1+2 HBSdf2_HBSdf1 whiff
– uf1+2, 1 b2,1,3+4 HBSdf1,1 S! WR1+2
– UFn4, bf2 S! b2,1,3+4 HBSd1+2, HBSdf2_HBSdf1 whiff [most consistent, only 2dmg less]

BHS
– FCd3+4, HBSdf1,1 S!, b2,1,3+4 HBSd1+2 HBSdf2_HBSdf1 whiff
– cc b2,1, b2,1,3+4 HBSdf1,1 S! WR1+2

HBS1+2
– u1+2~3+4, HBSdf1,1 S! b2,1,1+2/b2,1,3+4 HBSdf1 whiff
– df1+2, b1/WR1+2
– df1+2, b2,1,3+4 HBSdf1,1 [hard]

ROL2
– f+1,  bf2 S! b2,1,3+4 HBSd1+2, HBSdf2_HBSdf1 whiff
– b2,1, b2,1,3+4 HBSdf1,1 S! WR1+2

SIT2
– bf2 S! 2, b2,1,3+4 HBSd1+2, HBSdf2_HBSdf1 whiff [uf3 only]
– b2,1, b2,1,3+4 HBSdf1,1 S! WR1+2

f1+2
– db2, WS4, f1+2
– db3, df2, df2,1 [wallcarry]

CH Df1,2,1,2/(2,1),2
– WS1,1 S! b2,1,3+4 HBSd1+2 HBSdf2_HBSdf1 whiff

CH 1+2,1+2/CH SS1+2/WS1+2
– 2, b2,1,3+4 HBSdf1,1 S! WR1+2 [replace 2 with f+1 on small chars]

CH 4
– b2,1,3+4 HBSdf1,1 S! uf1+2

CH HBSd1+2
– HBSdf1,1 (b2,1, HBSd1+2 HBSdf1/df2) [if they break the stun]
– HBSdf2, bf2 S! b2,1, b2,1,1+2
– HBSdf2, b2,1, b2,1,3+4 HBSdf1,1 S! WR1+2
– HBSdf2, bf2 S! 2, b2,1, HBSd1+2, HBSdf2_HBSdf1 whiff(edited)

b3+4
– stage 2 bf2+ 3, b2,1,3+4 HBSd1+2 HBSdf2_HBSdf1 whiff

RD
– stage 3 bf2+3, b2,1,3+4 HBSd1+2 HBSdf2_HBSdf1 whiff
– RD, df1+2, b2,1, b2,1,1+2 [easier]

CH f1,1,1
– b2,1,3+4 HBSdf1,1 S! uf1+2
– b2,1 b2,1,3+4 HBSdf1,1 S! WR1+2

CH (db1,)2
– bf2 S! 2, b2,1,3+4 HBSd1+2, (HBSdf1/), HBSdf2

uf4,3
– u, df4, d1+2
– df2, df2, df2,1 [wallcarry]
– FDFT3+4, df3,2 [hard timing]
– 2 b2,1,1+2/db1,2 [character specific]
– 2 b2,1,3+4 HBSd1+2 HBSdf2 [character specific]

ub1+2,3+4
– HBS:d/f+1,1 S!, b2,1,3+4 HBSd1+2 HBSdf2_HBSdf1 whiff

ROL 1+2/u/b+1+2,roll,b (Cancelling the roll takes practice)
– df1+2, b2,1, b2,1,1+2

ROL1+
– uf1+2

CH (bt) getup3
– WS3 S! 2, b2,1,3+4 HBSd1+2 (HBSdf1/HBSdf2)

SIT 1
– FCd3+4, HBSdf1,1 S! b2,1,3+4 HBSd1+2 (HBSdf1/HBSdf2)

Windmills (FC+d/f+1,2,1,1 m,m,m,h)
-Notation takes practice
(FC+d/f+1,2,1)
– b+1
– d+1+2
🌟If your opponent block the last high from windmills you get a free d/f+2,1 or f,f+2 😀

u/f+1
– cc b1
– cc d1+2

SS1+2
– b1
– d1+2

CH SS1+2
– 2 b2,1,3+4 HBSdf1,1 S! WR1+2
– bf2+3 S! b2,1,3+4 HBSd1+2, HBSdf2_HBSdf1 whiff
– df1+2 S! b2,1,3+4 HBSd1+2, HBSdf2_HBSdf1 whiff [only works after SSR1+2]

CH FC,f+1,2,d/f+1
– uf1+2,3+4 HBSdf11, b2,1,1+2_f1+2

(Get up low kick) FDFT 3/ CH FUFT 3
– WS3 S! b2,1, b2,1,1+2

PUNISHMENT

Standing:
i10 2,1_f+1
i11 1,2
i12 d/b+1,2
i13 f+2,1
i14 d+1+2
i15 d/f+2,1
i16 b,f+2_u/f+3
i17~18i f+1+2
i19 f,f+2
For optimal Rage Art Punishment: b+3+4 i22


WS:
i11 ws+4_FC+2
i13 ws+1,1
i15 ws+2

RAGE

Rage Drive: f,f+1+2

Rage Art: b+1+2

ROUND UP

Pros:

  • Has arguably the best whiff punishers in the game (btp and b,f+2)
  • Can fall out of some combos due to hitbox
  • Useful stance
  • Decent block punishes
  • One of the best RDs in the game
  • Fun!

Cons:

  • Has trouble dealing with pressure
  • Not many tools to deal with SSR
  • Slow homing moves
  • Doesn’t have a fast tracking mid poke
  • Bad sidestep
  • Can get hit by special (higher damage) combos due to hitbox

Difficulty:

????????????????????

NORMAL HIT LAUNCHERS

Ff+2;  u/f+1+2;  b,f+2; S!;  b+2,1,3+4; HBS d+1+2;  HBS d/f+2
ff+2, u/f+1+2, b+2,1,3+4 HBS d/f+1,1 S! d/f+1+2
ff+2, u/f+1+2,3+4 HBS d/f+1,1 S! b+2,1,1+2

d/f+2,1, b,f+2 S! b+2,1, b+2,1,1+2
d/f+2,1, d/f+3,2 S! b+2,1,3+4 HBS d+1+2, HBS d/f+2
d/f+2,1, b+2,1, 3+4 HBS d/f+1,1 S! d/f+1+2
d/f+2,1, b+2,1, b+2,1,3+4 HBS d/f+1,1 S! WR 1+2

u/f+3, b,f+2 S! b+2,1, b+2,1,1+2
u/f+3, d/f+3,2 S! b+2,1,3+4 HBS d+1+2, HBS d/f+2
u/f+3, b+2,1, 3+4 HBS d/f+1,1 S! d/f+1+2

HBS d/f+2; b,f+2; S! b+2,1; b+2,1,1+2








HBS d/f+2, b,f+2 S! b+2,1, b+2,1,1+2
HBS d/f+2, d/f+3,2 S! b+2,1,3+4 HBS d+1+2, HBS d/f+2
HBS d/f+2, b+2,1, 3+4 HBS d/f+1,1 S! d/f+1+2
HBS d/f+2, b+2,1, b+2,1,3+4 HBS d/f+1,1 S! WR 1+2
^ These also apply to ROLL 2, which I forgot to add in this video!

d/b+4, WS3 S! b+2,1, b+2,1,1+2
d/b+4, WS3 S! b+2,1,3+4 HBS d+1+2 HBS d/f+2
d/b+4, FC d+2, WS 1,1 S! b+2,1,1+2

ROLL 1+2, d/f+1+2 S! b+2,1, b+2,1,1+2

ROLL 1, d+1+2
ROLL 1, u/f+1+2 (can go into HBS with 3+4)

HBS 1+2, b+2,1,3+4 HBS d/f+1,1 S! b+1
HBS 1+2, 3+4 HBS d/f+1,1 S! b+2,1,1+2
HBS 1+2, d/f+1+2, b+1 (Optional 3+4 for HBS stance)

b,f+2 S! b+2,1, b+2,1,3+4 HBS d+1+2, HBS d/f+2
b,f+2 S! b+2,1, b+2,1,3+4 HBS d/f+1,1

u/f+4,3, 3+4 on ground, d/f+3,2
u/f+4,3, 3+4 on ground, d/f+2, d/f+2,1
u/f+4,3 u, d/f+2, d/f+2, df+2,1

b,d/b,d,d/f+2,2, d/f+1+2, b+2,1, b+2,1,1+2

b+3+4, b+2,1, b+2,1,3+4 HBS d/f+1,1 S! WR 1+2
b+3+4, d/f+1+2 S! b+2,1 b+2,1,1+2

Last hit of 2,1,2, WS 1,1 S! b+2,1,3+4 HBS d+1+2, HBS d/f+2

(In rage) f+1+2, ff+1+2, d/f+1+2 S! b+2,1, 3+4 HBS d+1+2, HBS d/f+2
f+1+2, d/b+3, d/f+2, d/f+2,1

COUNTER HIT LAUNCHERS
CH f+1,1,1, b+2,1, b+2,1,3+4 HBS d/f+1,1 S! WR 1+2
CH f+1,1,1, b+2,1, 3+4 HBS d/f+1,1 S! d/f+1+2
CH f+1,1,1, b+2,1, 3+4 HBS d/f+1,1 S! b+1

CH d/f+1,2,1,2, WS 1,1 S! b+2,1,3 +4 HBS d+1+2, HBS d/f+2

CH FC d/f+2,1,2, WS 1,1 S! b+2,1,3+4 HBS d+1+2, HBS d/f+2

CH 1+2,1+2; f+1; b,f+2 S! b+2,1,3+4 HBS d+1+2, HBS d/f+2
CH 1+2,1+2; 2; b+2,1,3+4: HBS d/f+1,1 S! b+1
CH 1+2,1+2; f+1; d/f+3,2 S! b+2,1,1+2

CH SS 1+2, f+1, b+2,1,3+4 HBS d/f+1,1 S! B+1
CH SS 1+2, f+1, b+2,1,3+4 HBS d/f+1,1 S! d/b+1,2

WALL COMBOS
f+2,1 W! backdash, u/f+3,4 W!
f+2,1 W! backdash, u/f+3,4 W! b+2,1, d+1+2

f+2,1 W! b+2,1, d+1+2
f+2,1 W! 2,1,2
f+2,1 W! d/b+1+2, 1+2, 2
f+2,1 W! u/f+3,4,1+2

MISC COMBOS
(In rage) d/f+2,1 B+2,1,3+4 HBS d/f+1,1 S! ff+1+2, d/f+2,1, d/f+1+2
(In rage) ff+2, u/f+1+2, b,f+2 S! b+2,1 b+1+2
(In rage) d/f+2,1 B+2,1,3+4 HBS d/f+1,1 S! b+1+2

Low parry, b+2,1, b+2,1,3+4 HBS d/f+1,1 S! WR 1+2
Low parry, d/f+3,2 S! b+2,1,3+4 HBS d+1+2, HBS d/f+2
Low parry, d/f+1+2, b+2,1,3+4 HBS d+1+2, HBS d/f+2

FLOOR BREAKS

I’ll research this unless somebody has a list

Outright floor break: left-side throw, HBS f+1+2 throw

Floor break in a juggle: b+1, 1+2, f+1+2, db+1,2. ss+1+2

Punishing Slides and Similar Moves with Bears

All generic running slides can be block punished with hbs (d3+4 from crouch) df1 to float.

ws3 s! whiffs on small characters, and bears, but is otherwise consistent

note: rage drive works in almost all of these situations, but the situation after the rage drive may be different depending on your timing, opponent’s position, how they try to get up, etc. So be ready to react to weird stuff.

law fc df,d,df+3 ws3 s!

shaheen fc df,d,df+3 ws4 (s2 nerf) 

cc df3,2 can work but is too hard to be practical IMO

lee fc df,d,df+3 ws4 (s2 nerf)

cc df4

lee f,n,3+4 slide ws3 s! or hbs df1,1 s!

ling aop 4~3 hbs df1,1 s! or cc df1+2 s! (ws3 can whiff) 

Or hbs df1 bf2 s! (1 point S2 buff)

bear roll 3 ws4 (?)

yoshi flea 2 ws4

eddy fc df4 ws4 OR cc df4 (hard)

eddy fff3 ws3 s! (not to be confused with his generic running 4 slide)

king db4 no real float combo, fc d1,1 floats but nothing else after it.

crouch cancel d1+2 or b1 seems good. ff2 launches if they try getup kick. uf3+4 also seems unavoidable, just for funsies

king bt d4 almost identical to db4, fc d1 doesn’t float though

king ff2+3 ws4 hits grounded

king uf3 d1+2 (b1 can be blocked) ff2 also works and launches if they try to 

getup kick, but it’s a bit tight

king uf3+4 d1+2, or b1. ff2 also works and launches if they try to getup kick

mishima 4~3 db2 grounded hit

jin 4~3 b1 OR slight delay d1+2 (wait till they are in grounded state) for a 

tiny bit more damage

bryan bb4 b1 (d1+2 can whiff if you block bb4 at tip range)

miguel fc df2 d1+2 OR b1

nina db4 cc d1+2 always hits, it’s a bit tight if she holds back to get up

nina ff4 d1+2, can’t be punished if she techrolls

drag 3+4 d1+2, can’t be punished if he techrolls

Combos

hbs df1 bf2 s! B2,1 3+4 d1+2 df2

cc df3,2 s! dash b2,1 3+4 d1+2 df2

ws3 s! dash 2 b2,1 3+4 d1+2 df2 OR dash b2,1 b2,1,1+2

cc df1+2 dash 2 b2,1 3+4 d1+2 df2 OR dash b2,1 b2,1,1+2

ws4 float f1+2 OR df2 df2,1 for carry (second df2 can drop on eddy fc df4/lee fc 

slide punish) OR d1+2/dash d1+2

cc df4 float f1 bf2 s! b2,1,1+2