Here are some things i found so far with the bears with the moves that normally needed you to input 3+4 to transition into hbs, you can just input down after the move and it would automatically transition A pretty high damaging combo I found with any launcher that doesnt instantly screw (except for maybe ws2, hbs 1+2, or roll 2) is Launcher -> u 1+2, d -> hbs 1 -> b 2, 1 d -> hbs 2 (screw) -> run up ender (u/f 2 for wall carry and damage or potential heat bound) or (ff 1+2 for hbs or roll oki) u/f 2 can be followed up by b 1 for pretty decent damage or you can do a microdash heat engager to extend the combo and i think the ff 1+2 guarantees you a free roll 3 or 4 Launchers that instantly screw tho can still follow this structure. You just have to replace hbs 2 with hbs 1 for wall carry and oki as for wall combos, there are 3 that i have found that have their own uses 1st is jab -> db 1+2, 1+2 which usually works when you screw at the wall 2nd is b 2,1 -> d 1+2. does a lot more damage than the 1st combo and it no longer side switches. though it only works with a clean wall splat and it whiffs when you screw at the wall. 3rd is df 1, 2, 1+2 (delay the 1+2) for a free d 1+2. The delayed 1+2 at the end of the string actually spikes the opponent to the ground which guarantees any grounded hit unless they do a quick recovery. This does the most damage out of the three, but it is probably also the most situational and the hardest to get down.
@@facksmasheenThe timing is actually pretty tight tho so i wouldnt really recommend going for a fff1+2 heatdash after the u/f 2 unless you're sure enough that its gonna kill
@@rol7808 after about 5 min I was able to hit 5 in a row, that said I still wouldn't staple it. Rangchu also plays on hitbox so that might be why he was making it look so easy haha.
Guys, i'm a new tekken player (only played as a kid with my brother like everyone I guess), and i'd like to main Kuma, is that a bad idea ? I see there are stances you need to mixup into your combos is that too much for a beginner ? (i'm only fighter rank atm)
FOREVER A BEAR PLAYER, when I first picked my charater for the first time in tekken 7 I was drawn to the bears and I love your channel, infinite bear combo?
I dont have the cash to buy a ps5, nor the cpu power to play it on my laptop. I will study this channel and save pennies. One day I will try the game. I was a Yaksa bear in T7. I was among the best out there. Now all is lost.
if you have no allegiance to a particular console, i’ve been reccomending the xbox series S to people for a lot of these recent releases. you save ~$200 on the console which could help afford the game(s) you’re looking to play :D
Loving the content! Been playing some bear now too and thought you should try these: df2,1 -> f4 -> b2,2,1 -> uf2 -> qcf2,1 ff2 -> uf1+2,3+4 -> hbs1 -> b2,2,1 -> qcf2,1 1,1,1 -> hbs d1+2 -> hbs1 -> b1,2,3+4 -> hbs d1+2 -> hbs df2
db1,2 is now i14, his new standing 12f punisher is f2,1 also his Heat Smash is i13 mid and deals a ton of damage and it can be input from crouch too! you should try it, it's crazy good
The combo route I've been liking so far is (launch) -> u1+2, 3+4 -> hbs 1 -> b2, 2, 1 -> b2, 1, 2. Works on every character consistently including Xiaoyu. Another ender option is to run up and do u/f2, then as they're spinning you can follow up with some different options like hcf2, 1, rage art, heat burst, b1, ff2, and probably more. I don't understand how to use the electric outside of wall pressure yet, doesn't feel like it does anything for you out in the open. Maybe as a keepout move or a less committal whiff punish, even though d/f2, 1 has more range and damage. Using it in combos also feels limiting, I haven't found any reason for it outside of style. You can get a fully charged one after a ff2 if you started the launch already in heat.
I also have been using this combo: DF 2,1 U 1+2 HBS 1 B 2, 2, 1 (Tornado) UF 2 (Screw) QCF 2, 1 You can also do Salmon Hunting (DB 1+2) and hold it after the screw.