Kuma, official Tekken 8 character render
Render: Bandai Namco Entertainment
Tekken 8 frame data · character

Kuma

98 moves you can start on your own, 45 follow-ups inside strings, and 12 stances they come out of. Ask the table a question rather than reading it top to bottom.

Moves
98
Launchers
62
Fastest
i10
Safe
57
Lows
25
Mids
82
Highs
26
Homing
0
Tornado
1
Heat engagers
5
Fastest move
1

You blocked it. What does Kuma get?

Pick how minus they were.

Blocked standing

The punish people take
  • 1+2 25 +18cg

Anything Kuma can start from neutral inside the window.

  • Back throw Swing Swung throw i12 70
  • hcb,f+1+2 Rock'n Roll Circus throw i11 50
  • Left throw Bear Slam throw i12 50
  • Right throw Choke Slam throw i12 40
  • 2 i10 10
  • d+2 Crouch Straight i11 8
  • 1 Jab i10 5
  • d+1 Crouch Jab i10 5

Blocked a low

The punish people take
  • ws1,2 33 +6 (+20g)

You are crouching, so the punish comes out while you rise — the ws moves.

  • ws4 Paw Smash i11 20
  • ws1 i13 13

Sorted by damage, highest first, and the top one at each window is marked. Frames are necessary and not sufficient: pushback is not in the source, so a move listed here can still whiff at the distance the blocked attack left you at.

98 of 143 rows
Input Name Level Startup Block Hit CH Damage
1 Jab Recovers 2f faster on hit or block (t27 r17) h i10 1 8 — 5
2 — h i10 -1 6 — 10
d+1 Crouch Jab Transition to standing r24 with f at frame 25 sl i10 -5 6 — 5
ROL.1+2ROL Giant Roll Recovers in FUFT on hit SM i10~40 -30 +45a — 22
d+2 Crouch Straight +7c on crouching hit sl i11 -4 7 — 8
hcb,f+1+2 Rock'n Roll Circus Throw break: 1+2 th(h) i11 0 5 — 50
ws4 Paw Smash m i11~12 -6 5 — 20
1+3 Bear's Bite Homing th(h) i12~14 -3 1 — 35
2+4 Bear Hug Homing th(h) i12~14 -6 1 — 35
Back throw Swing Swung Throw break: none th(h) i12~14 — 1 — 70
df+4 — m i12 -4 7 — 15
f+2 — h i12 -13 3 — 11
HBS.1HBS — Elbow M i12 -13 5 12 10
Left throw Bear Slam Throw break: 1 th(h) i12~14 -3 1 — 50
Right throw Choke Slam Throw break: 2 th(h) i12~14 -3 1 — 40
uf+1+2 Headbutt Throw break: 1+2 th(h) i12~14 0 +26d (+7) — 35
1+2 Demon Bear Breath Balcony Break m i13~14 -13 +18cg — 25
H.2+3H Salmon Fishing Cast Heat Smash M,M i13~15, i45 ±0 +33a (+23) — 51
ws1 — m i13~15 -11 2 7 13
4 — Balcony Break h i14 -6 5 +30a 20
d+1+2 Hip Smash Balcony Break M i14~15 -15 +13d (+3) — 23
db+1 — h i14~15 -10 4 9 11
db+1+2 — m,m i14~15 -9 +2~3 — 4,4
FDFA.1+2FDFA Bear Butterfly Transition to HBS l i14~16 -12 6 6 10
b,f+2 Anger Hook Balcony Break h i15~17 -5 +17a (+8) +62a (+42) 26
b+2 — m i15 -9 2 — 12
df+1 — m i15~16 -6 2 — 6
df+2 — m i15~16 -9 2 — 10
f+4 — Balcony Break h i15 -6 5 +30a 22
H.df+2+3H Wind Bear Fist Uses 180F of remaining heat time sm i15~16 ±0 +39 (+29) — 20
HBS.df+2HBS Big Tree Tornado m i15~16 -17 +35a (+25) — 20
ROL.1ROL Bear Shove Balcony Break h i15~16 4 +35d (+27) — 31
ws2 Mad Angler m i15~16 -12 +29a (+19) — 20
2+3 Heat Burst Heat Burst m i16 1 +2c — [12;12]
d+4 Crouch Shin Kick -4c on crouching hit l i16 -15 -4 — 10
df+3 — +2c on crouching hit m i16 -9 2 — 13
HBS.d+1+2HBS Frolicking Bear Tornado m i16~20 -3 4 +76a (+60) 22
HBS.f+3+4HBS Hunting Hip Smash Balcony Break L i16~22 -11 +37a (+28) +69a (+22) 25
uf+3 — Panda: Very slightly increased vertical hitbox height (hits higher) m i16~17 -13 +30a (+20) — 13
FUFA.1+2FUFA Bear Backstroke Transition to HBS (Cannot cancel) M i17~19 -2 6 — 15
qcf+2 — m i17~18 -8 3 — 15
ROL.2ROL Bear Backhand m i17~19 -17 +28a (+18) — 21
3 — Balcony Break h i18 -5 +21a (+11) — 25
b+1+2 Bear X Heat Engager h,m i18~19 i12~13 -8 +13d — 10,20
db+2 Bear Lariat Transition to HBS with D or 3+4 (-17/-3) L i18 -15 -1 — 10
db+3 Bear Pump in Pedal l i18 -12 1 — 12
f+1+2 — Pseudo-homing? m i18 -15 +18a — 16
FC.df+2FC 1st hit m i18~19 -13 -2 — 12
ROL.3ROL Bear Slide Recovers in FUFT l i18~26 -18 +33a — 20
u+1+2 Big Bear Attack Transition to HBS with D or 3+4 (-7/+7/+9a) m i18~23 -8f 6 +8a 24
ws3 Spinning Bear Kick Balcony Break m i18~20 -9 +17 (+8) — 21
f,F+2 Demon Uppercut M i19~21 -19 +45a (+35) — 23
HBS.1+2HBS Bear Fling Tornado M i19~22 -15 +79a — 24
hFC.1hFC Watch Your Feet Can be done from Crouch Level 1 L i19~21 -8 +2c — 12
SIT.2SIT Trout Smash Tornado m i19~21 -12 +73a (+57) — 18
d+3 Crouch Spin Kick -6c on crouching hit L i20 -17 -6 — 12
f,f,F+1+2 Rabid Bear Balcony Break m i20~24 3 +9c — 30
f+3 — Balcony Break h i20 -5 +21a (+11) — 30
HBS.3+4HBS Bear Tackle Heat Engager M i20~24 -14 +9a (-1) — 21
R.df+1+2R Type 38 Eradication Weapon: Aramaki Rage Art M,t i20 -18 +0d — 55+
db+4 Spinning Kuma Tornado l i21~22 -23 6 +74a (+38) 20
HBS.2HBS Bear Claw Transition to HBS L i21~24 -15 +21g — 16
SIT.1SIT — l i21~22 -12 4 9 15
b+1 Bear Slash Balcony Break M i22~23 -13 +13a — 24
b+3+4 High Jinks Alternate input: ws3+4 m i22~23 -28 +61a — 20
f,f,F+3 Leaping Side Kick Balcony Break m i22~23 6 +13a (+3) — 30
SS.1+2SS Salmon Swipe 9 chip damage m i22~23 -3 +6c — 23
H.df+2+3*H Fresh Wind Bear Fist Reversal Break sm i25~26 5 +45 (+35) — 26
HBS.df+1HBS Hornet Buster Homing m i25~27 -7 +20a (+11) — 23
SIT.3+4SIT Rebound Transition to ROL with input SIT.F M i25 -12 / -10 ROL -4a / -2a ROL — 20
HBS.b+1+2HBS — Head L i26~29 -20c 3 7 16
HBS.f,fHBS Bear Roll Transition to ROL sp i26~i31 +14~+19 +20~+25 — —
HBS.f+1+2HBS Bear Toss Removes Recoverable Health th(h) i26~27 — -2d — 30
hFC.1+2hFC Bear Roll Transition to ROL sp i26~i31 +1~+6 +7~+12 — —
ROL.4ROL Bear Rolling Kick Recovers in FUFT M i26~30 7 +26a — 20
SIT.fSIT Bear Roll Alternative input: FC.3+4 or FDFA.f sp N/A / i26~i31 Heat +1~+6 / -6~-1 HBS +7~+12 / 0~+5 HBS — —
uf+1 Hornet Sweep Alternate input: ub+1 or u+1 m i26~28 -6 +22a — 20
f+3+4 Shape-Up Kick Unparryable (bug?) L i28~30 -23 +6a — 20
uf+2 Ultra Kuma Balcony Break m i28~30 -6 +30a +65a (+45) 20
FUFT.d+1+2FUFT Get Up Punch Transition to SIT (Cannot cancel) m i29~31 +18~+20 +37a +37a 21
uf+4 — Balcony Break m i29~30 -6 -10a (-20) — 20
ub+1+2 Bear Skip Cancel to r22 HBS with D or 3+4 at frame 21 l i31~32 -17 +12a — 25
db+2+3 Salmon Hunter Balcony Break L i32~34 -12 +39a — 30
u+3+4 Pancake Press Transition to SIT (cannot cancel) m i34~39 10 20 — 21
f,F+1+2 Falling Bear 9 chip damage on block M i37~38 +8 HBS +52a HBS — 30
db+2+3* Salmon Hunter Balcony Break L i45~47 -12 +39a — 40
b+1+4,f,f Rolling Bear Projectile SM i55~i130 -20~+55 +42a~+117a — 40
OTG.d+1+4OTG Dance With Me Cancel to BT with input OTG.d+1+4,3+4 l,ub(l) i55~110,i25~38 N/A 8 (0) / +14 — 16 (11),48 (33)
b+1+4 Deadly Claw Transition to HBS with input D or 3+4 m! i60~62 — +16a/+21a HBS — 25
db+2+3** Fresh Salmon Hunter Balcony Break L i60~62 -4 +43a — 60
1+2+3+4 Ki Charge — — — — — —
1+3+4 You're Welcome sp — — — — —
3+4 Hunting Alternate input: FDFA.3+4 sp — — — — —
d+3+4 Bear Sit Alternative input: db+3+4 sp — — — — —
d+3+4 Bear Sit Transition to SIT sp — — — — —
HBS.3HBS Hunting to Roll Over Transition to FUFA sp — — — — —
HBS.b,bHBS Backward Roll Alternate input: SIT.B sp — — — — —
HBS.d+3+4HBS Hunting to Play Dead Transition to FDFA sp — — — — —

Move data and the published punish tables are imported once from a community frame-data project that releases its text into the public domain (CC0). Numbers are theirs; the grouping, the derived flags and any mistake in them are ours. Character renders are Bandai Namco Entertainment’s, shown to identify the fighter. TEKKEN is a trademark of Bandai Namco Entertainment Inc., which is not affiliated with this site. A dash means the source does not record that column for that move — it is not a zero, and the filters treat it as unknown.