Bryan (Tekken 7): Difference between revisions

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Bryan is an extremely CH focused, timing based and intimidating character. His massive counter hits can easily lead into one of the best wall games in Tekken, taking the round by storm. While virtually every move he uses has a counter hit property, he's no slouch at mixups or his own unique pressure either, and his range 2 neutral game is excellent.
{{Bryan}}
{{Infobox fighter (Tekken 7)
|name=Bryan
|stances={{Plainlist|
* CD ''(Crouch Dash)'' – qcf
* Sway  – qcb
* TNT ''(Taunt Charge)'' – 1+3+4}}
|launch={{Plainlist|
* i14 – f,n,b+2 ''(standing)''
* i15 – ws1 ''(crouching)''}}
|chLaunch={{Plainlist|
* i12 – 4 ''(high)''
* i12 – ws3 ''(crouching)''
* i16 – f+3 ''(mid)''}}
|splat={{Plainlist|
* i15 – db+1+2 ''(standing)''
* i13 – FC.df+2,1 ''(crouching)''}}
|parry=b+1+3 ''(high or mid punches)''
|midCheck={{Plainlist|
* df+2,1 ''(standing)''
* d+2,3 ''(standing)''
* df+1,1,1,1,2 ''(standing)''
* ws4  ''(crouching)''}}
|statureKick={{Plainlist|
* qcb+3
* d+4}}
|orbital=uf+4
|snakeEdge=df+3
|slashKick=f,f,F+3
|remappedGenerics=d+4 → db+4
|missingGenerics=d+2
|lore=[[fandom:Bryan Fury|Bryan Fury]]
}}
{{See other}}
{{Archetype|Bryan}}


He pays for this in standing punishment that's some of the most unimpressive in the game until his i14 launcher. He also lacks a typical i13 DF1. With an extremely steep execution curve on his magic 4 combo, he's encouraged to counter hit from neutral rather than poke situations where possible, varying his timing & stoking his opponent's level of tension to land a devastating 3+4 (i18) or F3 (i16) instead.
'''Bryan''' is an absolute CH monster. His massive counter hits can easily chain into one of the best wall games in Tekken, taking the round by storm. He's no slouch at mixups or his own unique pressure either, and his range 2 neutral game is excellent.  


This is further encouraged by his only strong low being quite slow at i22. Bryan cannot let his timing become predictable, but with his weak punishment, neither should he be too passive.
He pays for this in standing punishment that's some of the most unimpressive in the game until his i14 launcher. He also lacks a typical i13 df+1. With an extremely steep execution curve on his magic 4 combo, he's encouraged to counter hit from neutral rather than poke situations where possible, varying his timing & stoking his opponent's level of tension to land a devastating 3+4 (i18) or f+3 (i16) instead.


<big>Strengths:</big>
{{BlueRed
|blue=
* Big wall carry and high combo damage off a variety of launchers, including i14 standing launch punish.
* If it doesn't CH launch, it probably has a CH-confirmable follow-up; relentless CH ability.
* Damaging mids and good tools to pressure blocking players, including one of the best 1,2 strings in the game.
* Strong keepout for every situation in qcb+2,4, 3+4, Mach Kick and Orbital Heel.
* Good whiff punishers like f+4,1 and f,F+2.
* One of the best wall games, including his unique Taunt, a high-execution unreactable unblockable. 
* Hatchet Kick (qcb+3) is the one of the strongest lows in the game, but it requires a motion input and isn't bufferable.
* Excellent comeback potential.
|red=
* Poor standing block punishment until i14.
* Execution and hitconfirming are frequent demands. As a backsway character, requires clean korean backdash.
* Linearity on some pokes, anemic frames on others. Stature kick is i22 and requires delays to mix up effectively. His buffed homing move helps with this, but Bryan has to keep his timing unpredictable without being too passive and overrelying on his weak punishment. Not for timid players.
* Lack of panic moves and evasive tools, requiring good defense and spacing. Overall demanding to play.
* i14 standing launch punish has a slightly fiddly input and no easier alternatives until i18, will require practice to launch short blockstun moves with it. Pushback punish f,F+2 also requires a precise buffer from blockstun in exchange for good range.
}}


° Big wall carry and high combo damage off a variety of launchers, including i14 standing launch punish.
{{KeyTechs|
{{KeyTech|[[Bryan Taunt|Taunt]] Jet Upper
|importance=3|dexterity=5|rhythm=5|value=5}}
{{KeyTech|[[Bryan Taunt|Taunt]] b+4
|importance=5|dexterity=3|rhythm=5|value=5}}
{{KeyTech|[[Bryan Taunt|Taunt]] 4,3
|importance=5|dexterity=0|rhythm=2|value=5}}
{{KeyTech|b+3,f~u cancel
|importance=5|dexterity=2|rhythm=2|value=5}}
}}


° If it doesn't CH launch, it probably has a CH-confirmable follow-up.
{{PunishmentChart7|Bryan}}


° Damaging mids and good tools to pressure blocking players, including one of the best 12 strings in the game.
== External links ==


° Strong keepout for every situation in QCB2-4, 3+4, Mach Kick and Orbital Heel.
* [https://discord.gg/GDnPHs9 Bryan Discord]


° Good whiff punishers like F4-1 and FF2.
{{Navbox fighters (Tekken 7)}}
 
° One of the best wall games, including his unique Taunt, a high-execution unreactable unblockable. 
 
° Really good i13 WS punish in DF2-1.
 
° Chunky low with a strong +5 situation on hit.
 
<big>Weaknesses:</big>
 
° Poor standing block punishment until i14.
 
° Execution and hitconfirming are frequent demands.
 
° No i13 DF1; i13 mid substitute is -6 on block, although his i14 D2 is strong.
 
° Linearity on some pokes, anemic frames on others. His buffed homing move helps with this, but he must mix up his timing.
 
° Lack of panic moves and evasive tools, requiring good defense and spacing.
 
° i14 standing launch punish has a slightly fiddly input, will require practice to launch short blockstun moves with it. Pushback punish FF2 also requires a precise buffer from blockstun in exchange for good range.

Latest revision as of 03:34, 4 February 2024

Bryan
Stances
  • CD (Crouch Dash) – qcf
  • Sway – qcb
  • TNT (Taunt Charge) – 1+3+4
Fastest launch
  • i14 – f,n,b+2 (standing)
  • i15 – ws1 (crouching)
Fastest CH launch
  • i12 – 4 (high)
  • i12 – ws3 (crouching)
  • i16 – f+3 (mid)
Fastest wall splat
  • i15 – db+1+2 (standing)
  • i13 – FC.df+2,1 (crouching)
Parry b+1+3 (high or mid punches)
Archetypal moves
Mid check
  • df+2,1 (standing)
  • d+2,3 (standing)
  • df+1,1,1,1,2 (standing)
  • ws4 (crouching)
Orbital uf+4
Stature kick
  • qcb+3
  • d+4
Snake edge df+3
Slash kick f,f,F+3
Generic moves
Remapped d+4 → db+4
Missing d+2
External links
Lore Bryan Fury

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

PokeMixupKeepoutWhiff punishOkizemePressureDefenseTricky

Bryan is an absolute CH monster. His massive counter hits can easily chain into one of the best wall games in Tekken, taking the round by storm. He's no slouch at mixups or his own unique pressure either, and his range 2 neutral game is excellent.

He pays for this in standing punishment that's some of the most unimpressive in the game until his i14 launcher. He also lacks a typical i13 df+1. With an extremely steep execution curve on his magic 4 combo, he's encouraged to counter hit from neutral rather than poke situations where possible, varying his timing & stoking his opponent's level of tension to land a devastating 3+4 (i18) or f+3 (i16) instead.

Strengths
  • Big wall carry and high combo damage off a variety of launchers, including i14 standing launch punish.
  • If it doesn't CH launch, it probably has a CH-confirmable follow-up; relentless CH ability.
  • Damaging mids and good tools to pressure blocking players, including one of the best 1,2 strings in the game.
  • Strong keepout for every situation in qcb+2,4, 3+4, Mach Kick and Orbital Heel.
  • Good whiff punishers like f+4,1 and f,F+2.
  • One of the best wall games, including his unique Taunt, a high-execution unreactable unblockable.
  • Hatchet Kick (qcb+3) is the one of the strongest lows in the game, but it requires a motion input and isn't bufferable.
  • Excellent comeback potential.
Weaknesses
  • Poor standing block punishment until i14.
  • Execution and hitconfirming are frequent demands. As a backsway character, requires clean korean backdash.
  • Linearity on some pokes, anemic frames on others. Stature kick is i22 and requires delays to mix up effectively. His buffed homing move helps with this, but Bryan has to keep his timing unpredictable without being too passive and overrelying on his weak punishment. Not for timid players.
  • Lack of panic moves and evasive tools, requiring good defense and spacing. Overall demanding to play.
  • i14 standing launch punish has a slightly fiddly input and no easier alternatives until i18, will require practice to launch short blockstun moves with it. Pushback punish f,F+2 also requires a precise buffer from blockstun in exchange for good range.
Taunt Jet Upper
importance
★★★☆☆
value
★★★★★
dexterity
★★★★★
rhythm
★★★★★
Taunt b+4
importance
★★★★★
value
★★★★★
dexterity
★★★☆☆
rhythm
★★★★★
Taunt 4,3
importance
★★★★★
value
★★★★★
dexterity
☆☆☆☆☆
rhythm
★★☆☆☆
b+3,f~u cancel
importance
★★★★★
value
★★★★★
dexterity
★★☆☆☆
rhythm
★★☆☆☆
Standing punishment
-10
24
-11
24
-12
27
-13
27
-14
98
77
-15
98
77
-16
98
77
-18
98
77
-23
104
82
0
5
10
15
20
25
30
35
40
45
50
55
60
65
70
75
80
85
90
95
100
105
Crouching punishment
-10
5
-11
16
-12
18
-13
64
37
-14
64
37
-15
98
77
-19
98
87
-23
104
87
0
5
10
15
20
25
30
35
40
45
50
55
60
65
70
75
80
85
90
95
100
105
Median
Short range
Hard
Wall
Meter/Rage

External links