Pokemon: Close Combat/Bewear

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PKMNCC Bewear Stats.png
PKMNCC Bewear Portrait.png
Archetype: Grappler
Health: 44
Endurance: 14
Walk Speed: 3.1/-2.3 (5.7 Running)
Prejump Frames: 6
Fastest Attack: 2A, 5B, 624B (7f)

Bewear is a bear. Who let it into this game? Bears can't play footsies.

Introduction

Bewear wants hug! And its powerful grabs ensure that it gets what it wants! Its pressure is incredible, as its Great Big Hugs can deal insane damage and can even end combos with meter! Jumping away won't save you either, as Bewear can simply catch your legs with one of its low attacks - or worse, unleash a devastating Bedtime Buster! Bewear is one beefy bear, sporting the highest health in the game, and with decent speed to boot, it's optimized for tanking hits and more hugging action!

However, it struggles greatly with projectiles and long-ranged attacks from the likes of Falinks and Poliwrath, and its large frame makes it prone to pressure. But Bewear doesn't care! All Bewear wants is fun, and playing it certainly ensures that you can have plenty of fun, too!


Playstyle
PKMNCC Bewear NavboxIcon.png Bewear is a tanky grappler with surprisingly decent speed.
Pick if you like Avoid if you dislike
  • Powerful Pressure: Bewear has a variety of low and plus-on-block options, easily cracking the opponent open combined with its command grabs.
  • High Damage: Bewear has powerful command grabs, which can be combo'd into with meter.
  • Bulky Bear: Bewear has the highest health in the game (44) and 3rd highest endurance (14), allowing it to take a lot of punishment before tapping out.
  • Surprising Mobility: Despite being a grappler, Bewear is pretty nimble thanks to its run and tools like 2B & jB.
  • Strike/Throw Stomper: Pressuring Bewear can be surprisingly tough thanks to its generous pre-jump window & frame 7, throw invulnerable 5B.
  • Struggles With Zoning: Bewear's options to deal with projectiles and general keepaway are quite committal, leading to some skewed matchups.
  • Hard Reads: Bewear's best pressure tools leave it wide open to punishes on a successful defensive option from the opponent.
  • Towering Teddy: Bewear's height and size make it vulnerable to instant overheads and other moves that a shorter character could simply duck under.
  • Conversion Ability: Bewear needs to spend meter to convert off its strikes, meaning it often has to settle for meter gain and very poor damage.

Normals

5A
PKMNCC A.png
PKMNCC Bewear 5A.png
PKMNCC Bewear 5AHitbox.png
Damage Endurance Damage Guard Cancel Invul Property
2 0 Mid 5A - -
Startup Active Recovery Advantage Cost Unique
9 4 12 +1 [+1] - -
Total: 24

Bewear spins and hits the opponent with hits tail.

  • Great button to just throw out in neutral due to its low recovery
  • Plus on block for pressure, also pushes Bewear forward
  • Chains into itself once, though this causes it to become -4 on block
  • Delaying the move past the cancel window allows you to remain plus and catch jumps
  • 5A x delayed 5A is a low-risk frametrap that leads to 2A on CH
Toggle Hitboxes
Toggle Hitboxes


4A
PKMNCC4.pngPKMNCC A.png
PKMNCC Bewear 4A.png
PKMNCC Bewear 4A1Hitbox.png
PKMNCC Bewear 4A2Hitbox.png
Damage Endurance Damage Guard Cancel Invul Property
4 2 Mid Special Upper Body Knockdown (Air)
Startup Active Recovery Advantage Cost Unique
12 8 29 +14 [-6] - -
Total: 46

Bewear swats the air with its hand.

  • Incredible anti-air, can usually combo into 2B for corner carry
  • Gives a solid knockdown, pulling an aerial opponent back into Bewear's pressure
  • Plus on hit combo starter, being able to be linked to most enders like 2A
Toggle Hitboxes
Toggle Hitboxes


6A
PKMNCC6.pngPKMNCC A.png
PKMNCC Bewear 6A.png
PKMNCC Bewear 6AHitbox.png
Damage Endurance Damage Guard Cancel Invul Property
3 1 Mid Special, C-Cancel - -
Startup Active Recovery Advantage Cost Unique
15 20 22 -5 [-4] - -
Total: 56

Bewear lunges forward with a stiff leg kick.

  • Incredibly active, this attack can be spaced to make Bewear very plus on hit or block
  • Powerful jump callout if you're close enough, comboing into Bedtime Buster
  • Very good meaty, leads to a strike/throw mixup where Bewear can threaten high-reward strikes like 4A
  • One of Bewear's best options to spend meter on, guaranteeing a combo on hit and massive plus frames on block via C-Cancel
Toggle Hitboxes
Toggle Hitboxes


2A
PKMNCC2.pngPKMNCC A.png
PKMNCC Bewear 2A.png
PKMNCC Bewear 2AHitbox.png
Note the black, soulless eyes
Note the black, soulless eyes
Damage Endurance Damage Guard Cancel Invul Property
2 1 Low 2B, 2626B - Sweep
Startup Active Recovery Advantage Cost Unique
7 5 33 +50 [-20] - -
Total: 44

Bewear swats at the opponent's feet.

  • Bewear's fastest normal for challenges
  • Quick low, punishes jumps with meter gain but very unsafe on block
  • Can easily link out of many starters, such as 6A and counterhit 5A
Toggle Hitboxes
Toggle Hitboxes


3A
PKMNCC3.pngPKMNCC A.png
PKMNCC Bewear 3A.png
PKMNCC Bewear 3A1Hitbox.png
Tuck N' Roll
Tuck N' Roll
PKMNCC Bewear 3A2Hitbox.png
Damage Endurance Damage Guard Cancel Invul Property
1, 1 0, 2 Low 2A - -
Startup Active Recovery Advantage Cost Unique
16, 7 8, 5 24 +5 [+2] - -
Total: 59

Bewear rolls into a ball towards the opponent.

  • Bewear's best pressure tool, leaving it close & plus
  • Good combo starter, long confirm window due to the multihit
  • Combos into any normal on counterhit
  • Notably unable to combo into 1 bar command grabs, giving it lower damage reward than other normals
Toggle Hitboxes
Toggle Hitboxes


j5A
PKMNCC A.png PKMNCC J.png
PKMNCC Bewear J5A.png
PKMNCC Bewear j5A1Hitbox.png
PKMNCC Bewear j5A2Hitbox.png
PKMNCC Bewear j5A3Hitbox.png
Damage Endurance Damage Guard Cancel Invul Property
4/2/1 2/1 High - - Knockdown (Air)
Startup Active Recovery Advantage Cost Unique
7 33 6 +19 [+23] - -
Total: 45

Bewear performs a body splash.

  • Bewear's most consistent jump-in, fantastic for pressure with its quick startup and long active frames
  • Good for grappler jumps due to its range
Toggle Hitboxes
Toggle Hitboxes


j8A
PKMNCC8.pngPKMNCC A.png PKMNCC J.png
PKMNCC Bewear J8A.png
PKMNCC Bewear j8A1Hitbox.png
PKMNCC Bewear j8A2Hitbox.png
PKMNCC Bewear j8A3Hitbox.png
Damage Endurance Damage Guard Cancel Invul Property
2, 2, 2 0 High j5A, j5B - -
Startup Active Recovery Advantage Cost Unique
7, 6, 5 5, 6, 5 6 +19 [-10] - -
Total: 39

Bewear flutters its tail mid-air.

  • Completely halts Bewear's jumping momentum, baiting antiairs
  • Very high damage air-to-air if all hits connect, then starts juggles
  • Cancel into j5A on a low hit & j5B on a high hit
  • Can be done twice per airtime
Toggle Hitboxes
Toggle Hitboxes

Specials

Great Big Hug
5B
PKMNCC B.png
PKMNCC Bewear 5B.png
PKMNCC Bewear 5BHitbox.png
Damage Endurance Damage Guard Cancel Invul Property
9 - Unblockable (Throw) - Throw Knockdown
Startup Active Recovery Advantage Cost Unique
7 3 60 +34 - -
Total: 69

Bewear scoops the opponent in their arms and squeezes them.

  • Has 20 fewer frames of end lag when it connects; horrible on whiff, but threatens powerful meaties like 6A on hit
  • Key pressure special to threaten, an unreactable throw invulnerable command grab
  • Use this to condition your opponent into backdashing/jumping on prediction
  • Faster & has longer range than standard grabs, letting you better threaten mixups from moves like 5A
Toggle Hitboxes
Toggle Hitboxes


Running Bear Hug
6B
PKMNCC6.pngPKMNCC B.png
PKMNCC Bewear 6B.png
PKMNCC Bewear 6B1Hitbox.png
PKMNCC Bewear 6B2Hitbox.png
PKMNCC Bewear 6B3Hitbox.png
Damage Endurance Damage Guard Cancel Invul Property
7 - Unblockable (Throw) - - Armor 12-54, Knockdown
Startup Active Recovery Advantage Cost Unique
25 45 64 +16 - -
Total: 133

Bewear runs and tackles the opponent.

  • Useful in threatening a grab at unpredictable ranges
  • Very active throw, good for meaties but don't let your opponent react to it
  • If the armor absorbs a hit, the opponent is knocked down when they escape
  • A 6B that has armored a hit is Bewear's only way to start juggles off a grounded move
Toggle Hitboxes
Toggle Hitboxes


Panda Wheel
2B
PKMNCC2.pngPKMNCC B.png
PKMNCC Bewear 2B.png
PKMNCC Bewear 2B1Hitbox.png
PKMNCC Bewear 2B2Hitbox.png
PKMNCC Bewear 2B3Hitbox.png
Damage Endurance Damage Guard Cancel Invul Property
1, 2, 4 0, 1, 1 Mid 2626B - Anti-Projectile
Startup Active Recovery Advantage Cost Unique
10; 8; 8 8; 8; 8 27 +2 [-10] - -
Total: 76

Bewear cartwheels forwards.

  • Bewear's only meterless special ender
  • Mainly used to secure kills, as raw 2A's meter & oki is often preferred
  • Does not knockdown on grounded hit, making it an excellent, high damage grounded combo ender that leaves you plus
  • Beats projectiles starting on frame 5 so can be used against a zoning opponent, but is unsafe on block/whiff
  • Cancels into super for guard breaks or combos
Toggle Hitboxes
Toggle Hitboxes


Flying Panda Wheel
j5B
PKMNCC B.png PKMNCC J.png
PKMNCC Bewear JB.png
PKMNCC Bewear jB1Hitbox.png
PKMNCC Bewear jB2Hitbox.png
PKMNCC Bewear jB3Hitbox.png
Damage Endurance Damage Guard Cancel Invul Property
1x∞ 1x∞ High - - -
Startup Active Recovery Advantage Cost Unique
22 4x∞ 14 +1 [-2] - -

Bewear performs a cartwheel, but in the air.

  • High-reward, long-range jump callout, particularly when done out of a dash
  • Bewear's jump momentum alters when this special is used, potentially baiting anti-airs or changing the side you hit the opponent on
  • Aerial approach tool that can be tricky to contest due to its size
  • Frame advantage can vary based on which hit of jB hits before Bewear hits the ground
Toggle Hitboxes
Toggle Hitboxes

Hyper Moves

And A Great Big Hug
624B
PKMNCC6.pngPKMNCC2.pngPKMNCC4.pngPKMNCC B.png
PKMNCC Bewear 624B.png
PKMNCC Bewear 624BHitbox.png
DONG. DONG.
DONG. DONG.
Damage Endurance Damage Guard Cancel Invul Property
11 - Unblockable (Throw) - Strike 1-6, Throw 1-10 -
Startup Active Recovery Advantage Cost Unique
7 4 46 +55 1 -
Total: 56

Bewear squeezes the opponent maybe a bit too hard.

  • Has 10 fewer frames of end lag when it connects
  • Unreactable, deals more damage than 5B while being just as fast
  • Invulnerable startup means it can be used as a reversal or to go through attempts to mash through your offense
  • Can combo out of states where the opponent is left standing, like after 6A
Toggle Hitboxes
Toggle Hitboxes


Bedtime Buster (Grab)
426B
PKMNCC4.pngPKMNCC2.pngPKMNCC6.pngPKMNCC B.png
PKMNCC Bewear 426B.png
PKMNCC Bewear 426B2Hitbox.png
Damage Endurance Damage Guard Cancel Invul Property
10 - Unblockable (Throw) - Full (13-38) Knockdown
Startup Active Recovery Advantage Cost Unique
18 20 48 +65 1 -
Total: 85

Bewear leaps into the air to hug the opponent.

  • Devastating anti-air with massive range
  • Meter-optimal ender whenever available
  • Does not hit grounded
Toggle Hitboxes
Toggle Hitboxes
Bedtime Buster (Crush)
426B
PKMNCC4.pngPKMNCC2.pngPKMNCC6.pngPKMNCC B.png
PKMNCC Bewear 426B2.png
PKMNCC Bewear 426BHitbox.png
Damage Endurance Damage Guard Cancel Invul Property
5 2 High - - Knockdown
Startup Active Recovery Advantage Cost Unique
87 14 27 +1 [+3] 1 -
Total: 127

Bewear crashes to the ground after whiffing Bedtime Buster.

  • Never has to be blocked cross-up
  • No way to manually input, only comes out if Bedtime Buster is unsuccessful
  • Beats parries, but can be blocked
  • Frame data only applies when the move hits as a meaty or against a low-profile opponent
Toggle Hitboxes
Toggle Hitboxes

Super

Stuffed Punch
2626B
PKMNCC2.pngPKMNCC6.pngPKMNCC2.pngPKMNCC6.pngPKMNCC B.png
PKMNCC Bewear 236236B.png
PKMNCC Bewear 2626B1Hitbox.png
PKMNCC Bewear 2626B2Hitbox.png
PKMNCC Bewear 2626B3Hitbox.png
PKMNCC Bewear 2626B4Hitbox.png
Damage Endurance Damage Guard Cancel Invul Property
8, 8, 1, 1 4, 4, 0, 0 Mid - Full (1-36) Knockdown
Startup Active Recovery Advantage Cost Unique
16 7,9,5,5 41 +34 [-26] 2 -
Total: 88

Bewear spins and swings with a huge uppercut.

  • Bewear's most expensive and highest damage ender
  • Fully invincible reversal
  • Second hit whiffs if the opponent is already in blockstun, meaning the move does 4 guard damage at most
Toggle Hitboxes
Toggle Hitboxes

Universal Mechanics

Forward Throw
6C
PKMNCC6.pngPKMNCC C.png
PKMNCC Bewear 6C.png
PKMNCC Bewear 6CHitbox.png
Damage Endurance Damage Guard Cancel Invul Property
6 (30+ HP) / 4 (15+ HP) / 2 - Unblockable (Throw) - - -
Startup Active Recovery Advantage Cost Unique
8 2 61 - - -
Total: 70

Bewear hugs and repeatedly squeezes the opponent.

  • Damage scales with Bewear's remaining health
Toggle Hitboxes
Toggle Hitboxes


Back Throw
4C
PKMNCC4.pngPKMNCC C.png
PKMNCC Bewear 4C.png
PKMNCC Bewear 4CHitbox.png
Damage Endurance Damage Guard Cancel Invul Property
4 - Unblockable (Throw) - - Knockdown
Startup Active Recovery Advantage Cost Unique
8 2 61 - - -
Total: 70

Bewear throws their opponent overhead & behind them.

Toggle Hitboxes
Toggle Hitboxes


Air Throw
jC
PKMNCC C.png PKMNCC J.png
PKMNCC Bewear jC.png
PKMNCC Bewear j6CHitbox.png
Damage Endurance Damage Guard Cancel Invul Property
4 - Unblockable (Throw) C-Cancel - Knockdown
Startup Active Recovery Advantage Cost Unique
5 8 - +47 - -
Total: 12

Bewear hugs their opponent in mid-air and falls to the ground with them.

  • High-reward air-to-air that gains a bar of meter on hit
  • Grounded recovery can be C-Cancelled, leading to a juggle combo
  • If C-Cancelled, does not gain a bar of meter
Toggle Hitboxes
Toggle Hitboxes


Parry
C
PKMNCC C.png
PKMNCC Bewear Parry.png
PKMNCC Bewear ParryHitbox.png
Damage Endurance Damage Guard Cancel Invul Property
4 - - - - -
Startup Active Recovery Advantage Cost Unique
- - - - - -

Bewear slaps the opponent, twisting away from the camera.

Toggle Hitboxes
Toggle Hitboxes


Guard Burst
D or ABC during blockstun
PKMNCC D.pngPKMNCC Blocking.png
PKMNCC Bewear Burst.png
PKMNCC Bewear BurstHitbox.png
Damage Endurance Damage Guard Cancel Invul Property
- - Unblockable - Full Guard Burst
Startup Active Recovery Advantage Cost Unique
3 16 (Active frames end immediately on hit) 57 (+15 Timestop) +28 1 -
Total: 75

Bewear flails wildly to shake the opponent away.

Toggle Hitboxes
Toggle Hitboxes

Combos

Combo Theory

  • After armoring a hit, 6B's knockback/corner pushback is greatly reduced. This unique starter is notated as arm.6B.
  • To test arm.6B combos on Wobbuffet, set Wobb to “Slow Attack,” then time your 6B to armor through it.
  • arm.6B is Bewear's only method of launching (and therefore landing 426B) off a grounded hit; otherwise, its best enders are 2A, 624B, and 2626B.
  • Special-cancellable normals almost always combo into 2B, but it doesn't knock down and leaves Bewear decently far away on air hit; it's not recommended after 2A unless it's guaranteed to kill.
  • Grounded 2B, however, leaves Bewear much closer while still +2 on hit, allowing for a strike/throw mixup.
  • All jB air-to-air combos will assume jB hits 5 times, as this is the typical number for a 668 jB air connect.

Meterless BnBs

Quick Meter
3A x 2A

PKMNCC3.pngPKMNCC A.png>> PKMNCC2.pngPKMNCC A.png

4 Damage


Jump-In Meter Gain
jA 3A x 2A

PKMNCC9.png>> PKMNCC5.pngPKMNCC A.png>> PKMNCC3.pngPKMNCC A.png>> PKMNCC2.pngPKMNCC A.png

8 Damage
Note: 3A after jA helps condition your opponent to block low after a jump-in, extremely valuable for a grappler.


Jump-In Damage
jA 4A x 2B

PKMNCC9.png>> PKMNCC5.pngPKMNCC A.png>> PKMNCC4.pngPKMNCC A.png>> PKMNCC2.pngPKMNCC B.png

14 Damage


Corner Air to Air Damage
jB 4A x 2B

PKMNCC9.png>> PKMNCC5.pngPKMNCC B.png>> PKMNCC4.pngPKMNCC A.png>> PKMNCC2.pngPKMNCC B.png

12 Damage


Air to Air Knockdown
jB 4A

PKMNCC9.png>> PKMNCC5.pngPKMNCC B.png>> PKMNCC4.pngPKMNCC A.png

8 Damage


Armored Damage
arm.6B 6A x 2B

PKMNCC6.pngPKMNCC B.png>> PKMNCC6.pngPKMNCC A.png>> PKMNCC2.pngPKMNCC B.png

17 Damage


Armored Corner Damage
arm.6B 5A 4A x 2B

PKMNCC6.pngPKMNCC B.png>> PKMNCC5.pngPKMNCC A.png>> PKMNCC4.pngPKMNCC A.png>> PKMNCC2.pngPKMNCC B.png

19 Damage


Armored Knockdown
arm.6B 4A

PKMNCC6.pngPKMNCC B.png>> PKMNCC4.pngPKMNCC A.png

11 Damage
Note: You can squeeze in a 5A before the 4A for 2 extra damage in the corner.

One Meter Combos

Bigger Air to Air
jB 6A x 426B

PKMNCC5.pngPKMNCC B.png>> PKMNCC6.pngPKMNCC A.png>> PKMNCC426.pngPKMNCC B.png

17 Damage


Jump-In
j5A 6A x dl 624B

PKMNCC9.png>> PKMNCC5.pngPKMNCC A.png>> PKMNCC6.pngPKMNCC A.png>> PKMNCC624.pngPKMNCC B.png

18 Damage


1 Bar Armored Bedtime Buster
arm.6B 6A x 426B

PKMNCC6.pngPKMNCC B.png>> PKMNCC6.pngPKMNCC A.png>> PKMNCC426.pngPKMNCC B.png

20 Damage
Note: Like before, a 5A can be added before the 6A in the corner for 2 extra damage.


C-Cancel Combos

6A Starter
6A cc 4A 4A x 2B

PKMNCC6.pngPKMNCC A.png>> PKMNCC5.pngPKMNCC C.png>> PKMNCC4.pngPKMNCC A.png>> PKMNCC4.pngPKMNCC A.png>> PKMNCC2.pngPKMNCC B.png

17 Damage
Note: In the corner, you can instead end with 2A for 13 meter-neutral damage.

Two Meter Combos

Kick Slap Hug
6A cc 4A x 624B

PKMNCC6.pngPKMNCC A.png>> PKMNCC5.pngPKMNCC C.png>> PKMNCC4.pngPKMNCC A.png>> PKMNCC624.pngPKMNCC B.png

18 Damage
Note: You can add an extra 4A before the 624B in the corner for 22 damage total.


Sweep to Super Ender
3A x 2A x 2626B

PKMNCC3.pngPKMNCC A.png>> PKMNCC2.pngPKMNCC A.png>> PKMNCC2626.pngPKMNCC B.png

17 Damage
Note: Try inputting 262A6B or 2A626B to more easily get the final cancel.


Air Grab
jC cc 6A x 426B

PKMNCC9.png>> PKMNCC5.pngPKMNCC C.png>> PKMNCC6.pngPKMNCC C.png>> PKMNCC6.pngPKMNCC A.png>> PKMNCC426.pngPKMNCC B.png

17 Damage
Note: In the corner, you can add a 3A before the 6A for 2 extra damage.


2 Bar Armored Stuffed Punch
arm.6B 6A x 2626B

PKMNCC6.pngPKMNCC B.png>> PKMNCC6.pngPKMNCC A.png>> PKMNCC2626.pngPKMNCC B.png

25 Damage
Note: A 5A before the 6A in the corner adds 1 damage.

Meter Dump Combos

Kick Kick Slap Hug
6A cc 6A cc 4A x 624B

PKMNCC6.pngPKMNCC A.png>> PKMNCC5.pngPKMNCC C.png>> PKMNCC6.pngPKMNCC A.png>> PKMNCC5.pngPKMNCC C.png>> PKMNCC4.pngPKMNCC A.png>> PKMNCC624.pngPKMNCC B.png

21 Damage
Note: Outclassed by the 2 bar route in the corner.


Corner Jump-In to Super
j5A 6A cc 4A 4A 2B x 2626B

PKMNCC8.png>> PKMNCC5.pngPKMNCC A.png>> PKMNCC6.pngPKMNCC A.png>> PKMNCC5.pngPKMNCC C.png>> PKMNCC4.pngPKMNCC A.png>> PKMNCC4.pngPKMNCC A.png>> PKMNCC2.pngPKMNCC B.png>> PKMNCC2626.pngPKMNCC B.png

28 Damage
Note: Removing one 4A allows this combo to work midscreen for 2 less damage.


Corner 3 Bar Bedtime Buster
arm.6B 6A cc 6A cc 6A x 426B

PKMNCC6.pngPKMNCC B.png>> PKMNCC6.pngPKMNCC A.png>> PKMNCC5.pngPKMNCC C.png>> PKMNCC6.pngPKMNCC A.png>> PKMNCC5.pngPKMNCC C.png>> PKMNCC6.pngPKMNCC A.png>> PKMNCC426.pngPKMNCC B.png

26 Damage
Note: While not strictly a corner combo, the opponent needs to be in the corner after the second 6a for the third to connect. In the corner, 5A can be added before the first 6A for 2 extra damage.

Colors

A
B
C
D
FF


General
Controls
FAQ
HUD
Training Mode
Netplay
Gallery
System
Patch Notes
History
Content
Links
Mods
Characters
Bewear
Blaziken
Breloom
Chesnaught
Falinks
G. Zapdos
Great Tusk
Hawlucha
Heracross
Kommo-o
M. Lopunny
Marshadow
Medicham
Mienshao
Passimian
Poliwrath
Primeape
Scrafty
Slither Wing
Toxicroak
Tyrogue