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
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
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
Can be restaggered without triggering the chain by buffering the move out of prejump
5A x delayed 5A is a low-risk frametrap that leads to 2A on CH
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
Parry C
Damage
Endurance Damage
Guard
Cancel
Invul
Property
4
-
-
-
-
-
Startup
Active
Recovery
Advantage
Cost
Unique
-
-
-
-
-
-
Bewear slaps the opponent, twisting away from the camera.
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, allowing for a strike/throw mixup.
Meterless BnBs
Quick Meter
3A x 2A
>>
4 damage + 1 meter
Jump-In Meter Gain
jA 3A x 2A
>>>>>>
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
>>>>>>
14 Damage
Note: You are plus after grounded 2b, allowing for 5b/2a mix.
Air to Air Damage
jB 6A x 2B
>>>>>>
Air to Air Knockdown
jB 4A
>>>>
Armored Damage
arm.6B 6A x 2B
>>>>
17 Damage
Note: You can squeeze in a 5a before the 6a if you have your opponent in the corner for a bit of extra damage
Armored Knockdown
arm.6B 4A
>>
11 Damage
Note: Like above, you can squeeze in a 5a before the 4a if you have your opponent in the corner
One Meter Combos
Bigger Air to Air
jB 6A x 426B
>>>>
Jump-In
j5A 6A x 624B
>>>>>>
18 damage
Note: The 624B must be slightly delayed.
1 Bar Armored Bedtime Buster
arm.6B 6A x 426B
>>>>
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
>>>>>>>>
17 damage
Two Meter Combos
Kick Kick Hug
6A cc 6A x 624B
>>>>>>
17 damage
Sweep to Super Ender
3A x 2A x 2626B
>>>>
17 Damage
Note: Try inputting 262A6B or 2A626B to more easily get the final cancel.
Air Grab
jC cc 6A x 426B
>>>>>>>>
17 damage
Note: This time, a 3a is what you squeeze in before the 6a to get the 2 extra damage in the corner
2 Bar Armored Stuffed Punch
arm.6B 6A x 2626B
>>>>
25 damage
Note: A 5a before the 6a in the corner adds 1 damage
Meter Dump Combos
Kick Kick Kick Hug
6A cc 6A cc 6A x 624B
>>>>>>>>>>
20 damage
Corner Jump-In to Super
jA 6A cc 4A 4A 2A x 2626B
>>>>>>>>>>>>>>
27 Damage
Note: Try inputting 262A6B to more easily get the final cancel. Removing one 4a allows this combo to work midscreen
Corner 3 Bar Bedtime Buster
arm.6B 6A cc 6A cc 6a x 426B
>>>>>>>>>>>>
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. You can squeeze in a 5a before the first 6a if they start in the corner for 2 extra damage