Bryan punishers (Tekken 7)

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Punishers for tricky moves
Various Slide {{{slide}}}
Generic FUFT.4 {{{generic-a}}}
Alisa
  • b+4,4
  • b+4,4,3+4~1
{{{alisa-a}}}
  • b+3+4
  • b+3+4,3+4
{{{alisa-b}}}
db+4
  • ssl qcb+4[1]
  • cc d+4
Asuka b+3 {{{asuka-a}}}
Claudio f+2,2 {{{claudio-a}}}
Devil Jin
  • u+4
  • u+4,U~n_1_2_3
{{{devil-jin-a}}}
R.f,n,d,df+4,3+4 {{{devil-jin-b}}}
Eddy 3~4 {{{eddy-a}}}
b+3,3 {{{eddy-b}}}
Heihachi f,F+2 {{{heihachi-a}}}
Jack-7 R.b+1+2 {{{jack-7-a}}}
d+1+2 {{{jack-7-b}}}
Law db+3+4 {{{law-a}}}
Leroy db+1+2 {{{leroy-a}}}
Lucky Chloe
  • BT.f+3+4,3+4
  • BT.f+3+4,3+4,3+4
{{{lucky-chloe-a}}}
Paul
  • d+4,2:1+2
  • qcf+2
{{{paul-a}}}
Xiaoyu BT.3 1,4,2<1[2]
BT.f+3+4,3+4 {{{xiaoyu-b}}}
AOP.4~3 {{{xiaoyu-c}}}


Standing
Enemy Move Damage Frames
-102,324+6
1,421+4
-124,327+2
-13df+2,123+8
-14f,n,b+220 (77/98)+43a (+33)
-16b+418 (50/80)+15
-18f+4,120 (72)+40a (+32)
R.b+1+230 (89)+83a
-23uf,n,425 (82/104)+34a (+24)
Crouching
-10hFC.15+6
-11ws416+5
-12ws318+4
-13FC.df+2,137 (64)+34a (+8)
-15ws120 (77/98)+35a (+25)
-19ws2,f+243 (87)+54a
-23uf,n,425 (82/104)+34a (+24)
Back-turned opponent
-8df+2,1[3]23+8
-101,4,2,1[2]56 (100)+55a
1,4,2,1,2[2]78 (96)+41d (-17)
1,4,2,1,4[2]70 (88)+40a (+14)
-163,3,247 (87)+43a (+33)
Grounded opponent
-15d+410+0a (-8)
-19qcb+4[1]18+19a (+2)

Related moves

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Low Kick

d+4

L
13
-11
+0
i15
Kickoff

Sway.4

M
23
-12
i17~18
Crouch jab

hFC.1

s
5
-5
+6
i10
cs1~
t34 r24 FC
  • Transition to r24 with f
  • Transition input can be delayed 16f
Toe Smash

ws4

m
16
-6
+5
i11~12
High Knee Kick

ws3

m
18
2.32
-10
+4
i12
Knee
  • Alternate input CD.3
Snake Rampage

FC.df+2,1

m,​h
12,​25
-8
+34a (+8)
,i22~23
Tailspin
  • Combo from 1st hit with delay
  • Move can be delayed
Left Upper

ws1

m
20
2.24
-16
i15~16
Alternate input CD.1
Fisherman's Slam

ws2,f+2

m,​t
18,​25
  • Alternate input ws2,b+2
  • Available only as combo from 1st hit on front
Delayed Hopkick

uf,n,4

m
25
-11~-9
i23~25
js9~30 fs31~33
t53 r28
Blackout Combo

df+2,1

m,​h
12,​11
-4
+8
,i16
Combo from 1st hit
Lair's Dance (4)

1,​4,​2,1

h,​h,​h,​h
7,​14,​18,​17
+0
,i19
  • Move can be delayed
  • Cancel to +2 SS with d_u
  • Alternate input:
    • b+2,1
    • b+2~f+1
    • CD.4,1
Lair's Dance

1,​4,​2,​1,2

h,​h,​h,​h,​h
7,​14,​18,​17,​22
-9
+41d (-17)
,i24
  • Alternate input:
    • b+2,1,2
    • b+2~f+1,2
    • CD.4,1,2
Cremation

1,​4,​2,​1,4

h,​h,​h,​h,​m
7,​14,​18,​17,​21
-5
+40a (+14)
,i30~31
js16~
Tailspin
  • Alternate input:
    • 1,4,2,4
    • b+2,1,4
    • b+2,4
    • b+2~f+1,4
    • CD.4,1,2
  • 1,4,2,4 is called "Whipping Fury" in-game
Anaconda Bite

3,​3,2

m,​h,​h
14,​13,​20
-7
,i22~23
  • Combo from 2nd CH
  • Same move as f,n,b+2
PK Combination

2,3

h,​m
10,​14
-10
+6
,i16
  • Combo from 1st hit
  • +16a (+7) from 1st CH
Lair's Dance (2)

1,4

h,​h
7,​14
-7
+4
,i15
Combo from 1st hit
Double Spin Tomahawk (2)

4,3

h,​m
15,​12
-10
+2
,i24~25
Combo from 1st hit
Blackout Combo

df+2,1

m,​h
12,​11
-4
+8
,i16
Combo from 1st hit
Jet Uppercut

f,n,b+2

h
20
2.43
-7
i14~15
t45
Knee Break

b+4

m
18
2.18
-10
i16
t45
Knee
Boa Crusher

f+4,1

m,​m
10,​10
-13c
,i25~26
Combo from 1st hit with 6f delay
Rage Drive

R.b+1+2

m
30
+6c
i18~19
Elbow
  • +35d on airborne hit
  • Auto Taunt after hit
Delayed Hopkick

uf,n,4

m
25
-11~-9
i23~25
js9~30 fs31~33
t53 r28


Whiff punishers
Move Speed Range Damage Risk Hitbox
1,4i102.3021-7High
4,3i122.2427-10[4]High
df+2,1i132.2323-4[5]Mid
ws3i12(~14)2.3218-10Mid
f,F+2i13(~16)~3.0532-9High
ws1i15(~17)2.2420 (77)-16Mid
b+4i162.1818 (50/80)-10Mid
f,n,b+2i14(~16)2.4320 (77)-7High
Sway.2,4i15(~17)2.7241 (59)-9c[6][7]Mid
f+4,1i182.7120 (72)-13cMid
f,F+4i17(~20)[8]~2.932 (82)-9cHigh
ss1i17(~26)~3.123 (75)-5High
  1. 1.0 1.1 qcb+4 can whiff vs FDFT and FUFA opponents unless you do a sidestep left first. Important vs moves such as King's db+4 and Bob's df+1,1+2. Against King's db+4 you can only ssl on P1 since you're crouching, so you can't in practice punish with it on P2 without taking extra time and risking that he gets up and blocks.
  2. 2.0 2.1 2.2 2.3 1,4,2,1 in the back can whiff third and fourth hit at some angles. In some cases delaying the 4th hit makes it connect when it otherwise wouldn't, such as vs Xiaoyu's caliroll.
  3. df+2,1 is guaranteed vs most characters at +8 since the first hit is an elbow. Since df+2,1 is itself +8, if you hit df+2,1 in the back you can keep doing it until they turn around.
  4. 4,3 is unsafe but can threaten extensions.
  5. 2nd hit is a duckable high at -22.
  6. qcb+2 on its own is safe at -9 and hard to challenge given the extension CH launches, and qcb+2,4 is delayable enough to hit confirm off of random whiffs, but not the hit itself.
  7. 2nd hit is a duckable high at -32.
  8. f,F+4 more often connects on its second active frame (i17) when used at range.