Bryan punishers

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This page is for Tekken 8. For Tekken 7, see Bryan punishers (Tekken 7).

Punishers for tricky moves
Various Slide ws3
Alisa
  • b+4,4
  • b+4,4,3+4~1
(b+2),1
  • b+3+4
  • b+3+4,3+4
f,n,b+2T! on follow-up
b+3 qcf+1+2Heat Engager
f+4,1Whiffs at tip range
Bryan df+2,3 4,1
uf+2,2,2,SNE,2,2,3
Claudio f+2,2 deepdash f,F+2Heat Engager
Jack-8 d+1+2 f,F+2Heat Engager
King db+4 cc qcb+4
SNE.FC.df+3
f,F+2 f,F+2Heat Engager
f+4,1Whiffs at tip range
Law df+3 df+2,1
uf+2,2,2,SNE,2,2,3Whiffs at tip range
Paul d+4,2:1+2 f,F+2Heat Engager
qcf+2 f,F+2Heat Engager
Victor f,F+2 f,n,b+2
Xiaoyu BT.f+3+4,3+4 3,3,2
AOP.3+4 ws3
Zafina
  • ws2
  • ws2,D
d+2,3Option select with delayed second hit


Standing
Enemy Move Damage Frames
-101,419+4
2,324+6
-124,327+2
-13uf+2,2,2,334+30a (+12)
df+2,123+5
-14f,n,b+220 (76 (34))+43a (+33)
-15f+2,1,442+3a
-16b+418 (64 (22))+15
-18f+4,120 (69 (30))+40a (+32)
Crouching
-11ws416+5
-12ws317+4
-13FC.df+2,137+34a (+8)
uf+2,2,2,334+30a (+12)
-15ws120+35a (+25)
-18ws230+50a
-23uf,n,420+32a (+22)
Back-turned opponent
Grounded opponent

Related moves

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Toe Smash
81

ws4

m
16
-6
+5
i11~12
t36 r24
High Knee Kick
SLS.3
79

ws3

m
17
-10
+4
i12
t38 r26
Knee
Snake Rampage
82

FC.df+2,1

m,​h
12,​25
-8
+34a (+8)
i22~23
t68 r31
Balcony Break
  • Combo from 1st hit with 7f delay
  • Input can be delayed 11f
  • Move can be delayed 10f
Bloody War
63

uf+2,​2,​2,3

m,​m,​m,​m
6,​4,​4,​20
-15
,i22~23
t94 r36
Knee
  • Combo from 3rd hit with 5f delay
Left Upper
SLS.1
77

ws1

m
20
-14
i15~16
t50 r34
Sometimes written qcf+1
Fisherman's Slam
78

ws2

m,​t
10,​20
-10
i19
t48 r29
  • Transition to r90 attack throw on front/side standing hit
  • +31a (+21) on BT hit
  • Power up with f+2 or b+2 on frames 18~19, additional 5 damage
Delayed Rising Toe Kick
66

uf,n,4

m
20
-13
i23~25
  • js9~30
  • fs31~33
t64 r30
Jump takes 9 frames

1,4

h,​h
5,​14
-7
+4
,i15
t51 r26
Jail from 1st attack
PK Combination
22

2,3

h,​m
10,​14
-10
+6
+16a (+7)
,i16
t56 r29
Balcony Break (CH)
  • Combo from 1st hit with 1f delay
  • CH frames also apply to combo from 1st CH

4,3

h,​m
15,​12
-10
+2
,i24~25
t64 r27
Combo from 1st hit
Bloody War
63

uf+2,​2,​2,3

m,​m,​m,​m
6,​4,​4,​20
-15
,i22~23
t94 r36
Knee
  • Combo from 3rd hit with 5f delay
Blackout Combo
38

df+2,1

m,​h
12,​11
-4
+5
,i16
t51 r22
  • Combo from 1st hit
  • Enter SWA -1 +8 r15 with b
Jet Uppercut
70

f,n,b+2

h
20
-7
i14~15
t45 r30
Tornado
  • Can be buffered
Sometimes written
  • jet upper
  • ju
Right Left > Spin Kick > Snake Eyes
32

f+2,​1,4

m,​m,​m
10,​12,​20
-13
+3a
,i18~19
t80 r36
Balcony Break (airborne)
  • Combo from 1st or 2nd hit
  • Gain SNE on hit with 1+2
  • SNE gain is r25
Knee Break
58

b+4

m
18
-10
i16
t45 r29
Knee
  • Hit vs BT +9a
Boa Crusher
34

f+4,1

m,​m
10,​10
-13c
,i25~26
t85 r40
Spike
  • Combo from 1st hit with 5f delay
  • Move can be delayed 4f


Whiff punishers
Move Speed Range Damage Risk Hitbox
1,4i1019-7High
f+4,1i1820 (69 (30))-13cMid