The Differences Between Kuma and Panda in Tekken 7

Опубликовано: 15 Июль 2026
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0:32 fff1+2
0:50 HBS d1+2
EDIT 8/31/19 1:10 Thanks to the bear discord for correcting me on this, the bf2 hbs d1+2 df1 etc combo does indeed work as Panda versus: Geese, Miguel, Negan, and Alisa consistently on axis (still working on this list) and vs most characters that aren't super weird shaped (bears, jack, gigas, marduk) after a big sidestep or sidewalk either way up close, Still not recommended unless you can remember the details. Also it's 7 more points than staple, I said 4. "Hard combo" with the dash uf1+2 on last frame is 11 points more.
1:26 a bit about the hard bf2 combo, equally hard with both bears
2:46 Kuma headbutt carnival, and Panda slapping the Williams sisters
3:37 Rage arts in the open
4:51 Panda's rage art at the wall
5:39 Kuma's rage art at the wall, and detailed explanation of the "+17" situation after their techroll, +23-ish versus big bodies

There's a few more specifics vs certain chars with regard to Kuma's rage art oki that I didn't get into, but beware of all parries, and any moves that "break" normal Tekken "rules", like anything faster than 10 frames (raging storm), or any moves with extreme evasive properties. There are other options worth using as oki too (dash into whatever), but I chose these examples, all with no dash, to show how the rules for plus frames after a techroll work.

11:11 one correction- I said slower, but I meant to say faster than 17 frame moves would be blocked, (I think this may also partially depend on how cleanly the DP is input as well, if the df input is held at all, he gets hit for crouching/holding forward, I think, which is what seems to happen vs exactly i17 f1+2) the demonstration should be clear, just ignore my mumble-y explanation :^), as the DP beats out the 18 frame db3. This situation is confusing to explain even when you think you understand it. Just beware of the DP basically, I'd d4 every time vs metered Akuma in that situation if I was in range.