Bryan combos (Tekken 7)

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This page is for Tekken 7. For Tekken 8, see Bryan combos.

Bread n' butter

Bread n' butter combos are juggles that:

  • Work on as many different launchers as possible
  • Work on all body sizes

Launchers that require unique combos go straight to § Staples.

Regular launch (e.g. uf+4)
db+2 2 b+2,4 S! b+3,f~2,1
Insta screw (e.g. CH f,F+4)
S! 1+2,1 2 b+3,f~2,1
Crouching recovery (e.g. CH FUFT.3)
ws3,4 4,3,4 S! b+3,f~2,1

Mini-combos

CH qcb+3
[50] d+3+4,2[1]
[45] qcb+4[2]
[32] f,F+4
[25] (qcb+2),4
[18] CH (1,2),3[3]
[21] CH (1,4,3),3
[30] CH (b+3),1+2
[30] CH b,df+4[3]
[+18] qcb+4
[+10] d+4
f,F+2 (no backroll)
[50] dash qcb+4
[42] dash d+4
Taunt
[70+] f,n,b#2 ...
[69] TNT.f+2,1,4,2,1,4,2
[50+] b#4 ...
[42] f+2,1,4
[27] 4,3
[24] 2,3
[21] 1,4
b+4
[88+] f,n,b+2 ...[4]
[62] TNT.f,F+2
[50] f,F+2
df+4
[41] microdash qcb+4
f+1+2
[68] microdash_microSSR R.b+1+2 (qcf+2),1
[50] dash db+1+2
[44] qcf+1+2
[40] qcb+4
[40] df+4
f,F+3*
[52] wr1+2
CH (qcf+3),4
[30+] dash Taunt ...[5]
uf+3[6]
[37] f,F+2[7]
  1. Optimal follow up, on tech roll taunt is guaranteed; f,F+2 catches back roll; 2 whiffs at the wall, but d+3+4,2~DB allows a FC.df+2,1 setup if the enemy holds back at the wall
  2. Most damage at the wall, because (d+3+4),2 whiffs
  3. 3.0 3.1 qcb+4 whiffs at max range
  4. Guaranteed at the wall. In the open: bears - only when close, Gigas - close and ssr beforehand.
  5. No dash needed at the wall
  6. u+3 does not give any combos in the open even point blank
  7. Will not connect at max range. Pretty reliable up to ~2.60

Staples

Staple combos are juggles that:

  • Can be done consistently by a skilled player
  • Either work on all body sizes, or the characters it does work on are comprehensively listed
  • Are not strictly worse than another combo listed in terms of difficulty, damage, wall carry, and oki

Use b+3,f~2,1 ender for a high wall splat and use b+3,f~4,1,2 for wall carry and 1 more damage. If you have a rage drive you can optionally do !S, RD, qcf+1+2 or df+3

These aren't optimal but are a good place to start. I'm a beginner Bryan so if you have alternate routes please list them.

[21] u+4
[22] uf+4
[20] f+4,1
[23] ss1
[25] CH b+1
[21] CH f+3
[0] Low parry
[+52] miniSSR qcf+3,4 4,3,4 S! b+3,f~2,1
[+47] db+2 2 b+2,1,4 S! b+3,f~2,1
[+47] 1+2,1 4,3,4 S! b+3,f~2,1
[+42] db+2 2 b+2,4 S! b+3,f~2,1[1]
f,n,b+2
[77] dash qcf+3,4 b+2,1,4[2] S! b+3,f~2,1
[73] f,F+4 S! 1+2,1 1 b+3,f >CD.2,1
[72] dash qcf+3,4 b+2,4_qcb+2,4[3] S! b+3,f~2,1[1]
[66] f+1+2 f+1 b+2,4 S! b+3,f~2,1[1]
ws1
[77] >qcf+3,4[4] b+2,1,4[2] S! b+3,f~2,1
[72] >qcf+3,4[4] b+2,4_qcb+2,4[3] S! b+3,f~2,1[1]
uf,n,4
[82] qcf+3,4 b+2,1,4[2] S! b+3,f~2,1
[77] qcf+3,4 b+2,4_qcb+2,4[3] S! b+3,f~2,1[1]
qcb+4
[73] 1+2,1 4,3,4*[5] S! b+3,f~2,1
[70] 1+2,1 4,3,4 S! b+3,f~2,1
[24] CH 3+4
[24] CH (1+2),2
[20] df+3
[+54] f,F+3* S! 1+2,1 S! b+3,f >CD.2,1
CH 4
[62] qcb+2,4 S! b+3,f~u f+1 b+3,f~2,1
[58] dash 1 b+2,1,4 S! b+3,f~2,1[1]
[40] f,F+2
CH 4,3,4*[6]
[59] S! b+3,f~u f+1 b+3,f~2,1
CH 4,3,f+4[6]
[63] qcb+2,4 S! b+3,f~2,1
[63] b+3,f~4,1,4 S! b+3,f~1+2
CH (1,2),1
[62] df+2,1 4,3,4 S! b+3,f~2,1
[38] CH f,F+4
[30] CH (qcb+2),4
[25] CH FC.df+4
[+41] S! qcf+3,4 dash 1 b3,f~2,1[1]
[+38] S! 1+2,1 2 b3,f~2,1[1]
CH ws3
[73] qcf >CD.3,4 4,3,4 S! b+3,f~2,1
[68] db+2 2 b+2,1,4 S! b+3,f~2,1
[63] db+2 2 b+2,4 S! b+3,f~2,1[1]
CH ws3,4
[69] 1 qcb+2,4 S! b+3,f~2,1[1]
ws2~f+2
[87] b+2,1,4 S! b+3,f~4,1,2[7]
[86] b+2,1,4 S! b+3,f~2,1[8]
ssr1
[76] f,F+4 S! 1+2,1 1 b+3,f~2,1

Rage

R.b+1+2
[89] TNT~f,F+3*[9] S! qcf+3 qcf+3,4 TNT.f,F+2
[84] f,F+3* S! 1+2,1 1 b+3,f >CD.2,1[10]
[78] f,F+3* S! db+2 2 b+3,f~2,1[1]
  1. 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 Possible to do b+3,f~4,1,2 ender instead for 1 more damage, more carry, lower splat.
  2. 2.0 2.1 2.2 For 2nd hit to connect enemy must be really high after the knees. Depending on how high enemy is, it is possible to choose different extension on reaction: b+2,4 or qcb+2,4.
  3. 3.0 3.1 3.2 qcb+2,4 will connect lower than b+2,4, but it has more recovery, so dash after the screw becomes harder. It is preferred to hit knees better, so that qcb+2,4 won't be needed.
  4. 4.0 4.1 Small delay. Second knee whiffs if the first is done right away.
  5. Works only on medium sized characters
  6. 6.0 6.1 3rd hit is confirmable
  7. Ender inconsistent against big characters. Tested on bears and Gigas.
  8. Ender inconsistent against small characters. Tested on Kunimitsu.
  9. Transition to TNT is optional for other combos, but mandatory here. Timing on f,F+3* becomes stricter with transition.
  10. Without delay 1 can whiff.

Wall

Damage values are with max juggle scaling, without rage, and no breaks.
Regular splat
[28] Gatling Rush
[20] b+3,f~3<4
[16] b+3,f~u db+1+2[1]
[14] b+3,f~3,4[2]
Low splat
[8] d+3,2
High splat
[17] uf+3 db+1+2[1]
Very high splat
[30] f,F+2 b+3,f~3>4
[26] f,F+2 b+3,f~u db+1+2[1]
[24] f,F+2 b+3,f~3,4[2]
b+4 (Normal scaling)
[83] f,n,b+2 f,F+4 ssr Gatling Rush
[80] f,n,b+2 f,F+4 b+3,f~3<4
[76] f,n,b+2 f,F+4 b+3,f~u db+1+2[1]
[74] f,n,b+2 f,F+4 b+3,f~3,4[2]
Wall bounce
qcf+2,1 ...[3]
f,n,b+2 ...[3]
f,F+2 ...[3]
db+2 ...[3]
  1. 1.0 1.1 1.2 1.3 Taunt oki
  2. 2.0 2.1 2.2 Better oki than with delay
  3. 3.0 3.1 3.2 3.3 Wall combo depending on splat height

Back-turned opponent

1,4,2,1
[100] b+2,1,4 S! b+3,F~4,1,2
[97] f,F+4 S! 3,3,4
[96] f,F+4 S! 3,3,2
[96] f,F+4 S! db+2 d+2,3
[96] f,F+4 S! db+2 db+1+2
[95] qcb+2,3 S! db+2 d+2,3
[95] qcb+2,3 S! db+2 db+1+2
1,4,2,1,4
[89] 3,3,2
[88] 3,3,2
[88] db+2 d+2,3
[88] db+2 db+1+2
1,4,2,1,2
[96] dash qcb+4
3,3,2
[87] f,F+4 S! db+2 d+2,3
[87] f,F+4 S! db+2 db+1+2

Extras

Extra combos are juggles that are:

  • Strictly worse than one of the § Staples; or
  • Too inconsistent to be a staple; or
  • Joke combos for style points.

External links