Bryan combos (Tekken 7): Difference between revisions

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{{Bryan}}
{{Bryan}}
{{Navbox combos (Tekken 7)}}
{{See other}}
== Bread n' butter ==
{{BNB}}
{{Combolist|columns=1|
; 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 ==
{{Combolist|
; CH qcb+3
: [50] d+3+4,2<ref>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</ref>
: [45] qcb+4<ref>Most damage at the wall, because (d+3+4),2 whiffs</ref>
; [32] f,F+4
; [25] (qcb+2),4
; [18] CH (1,2),3<ref name="qcb+4 follow-up">qcb+4 whiffs at max range</ref>
; [21] CH (1,4,3),3
; [30] CH (b+3),1+2
; [30] CH b,df+4<ref name="qcb+4 follow-up"/>
: [+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 ...<ref>Guaranteed at the wall. In the open: bears - only when close, Gigas - close and ssr beforehand.</ref>
: [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 ...<ref>No dash needed at the wall</ref>
; uf+3<ref>u+3 does not give any combos in the open even point blank</ref>
: [37] f,F+2<ref>Will not connect at max range. Pretty reliable up to ~2.60</ref>
}}
<references/>
== Staples ==
{{Staple}}
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.
{{Combolist|
; [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<ref name="CD.4,1,2">Possible to do b+3,f~4,1,2 ender instead for 1 more damage, more carry, lower splat.</ref>
; f,n,b+2
: [77] dash qcf+3,4 b+2,1,4<ref name="knees b+2,1,4">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.</ref> 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<ref name="knees qcb+2,4">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.</ref> S! b+3,f~2,1<ref name="CD.4,1,2"/>
: [66] f+1+2 f+1 b+2,4 S! b+3,f~2,1<ref name="CD.4,1,2"/>
; ws1
: [77] >qcf+3,4<ref name="ws1 knees">Small delay. Second knee whiffs if the first is done right away.</ref> b+2,1,4<ref name="knees b+2,1,4"/> S! b+3,f~2,1
: [72] >qcf+3,4<ref name="ws1 knees"/> b+2,4_qcb+2,4<ref name="knees qcb+2,4"/> S! b+3,f~2,1<ref name="CD.4,1,2"/>
; uf,n,4
: [82] qcf+3,4 b+2,1,4<ref name="knees b+2,1,4"/> S! b+3,f~2,1
: [77] qcf+3,4 b+2,4_qcb+2,4<ref name="knees qcb+2,4"/> S! b+3,f~2,1<ref name="CD.4,1,2"/>
; qcb+4
: [73] 1+2,1 4,3,4*<ref>Works only on medium sized characters</ref> 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<ref name="CD.4,1,2"/>
: [40] f,F+2
; CH 4,3,4*<ref name="CH 4,3 confirm">3rd hit is confirmable</ref>
: [59] S! b+3,f~u f+1 b+3,f~2,1
; CH 4,3,f+4<ref name="CH 4,3 confirm"/>
: [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<ref name="CD.4,1,2"/>
: [+38] S! 1+2,1 2 b3,f~2,1<ref name="CD.4,1,2"/>
; 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<ref name="CD.4,1,2"/>
; CH ws3,4
: [69] 1 qcb+2,4 S! b+3,f~2,1<ref name="CD.4,1,2"/>
; ws2~f+2
: [87] b+2,1,4 S! b+3,f~4,1,2<ref>Ender inconsistent against big characters. Tested on bears and Gigas.</ref>
: [86] b+2,1,4 S! b+3,f~2,1<ref>Ender inconsistent against small characters. Tested on Kunimitsu.</ref>
; ssr1
: [76] f,F+4 S! 1+2,1 1 b+3,f~2,1
}}
=== Rage ===
{{Combolist|
; R.b+1+2
: [89] TNT~f,F+3*<ref>Transition to TNT is optional for other combos, but mandatory here. Timing on f,F+3* becomes stricter with transition.</ref> 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<ref>Without delay 1 can whiff.</ref>
: [78] f,F+3* S! db+2 2 b+3,f~2,1<ref name="CD.4,1,2"/>
}}
<references/>
== Wall ==
{{Wall}}
{{Combolist|
; Regular splat
: [28] Gatling Rush
: [20] b+3,f~3<4
: [16] b+3,f~u db+1+2<ref name="Taunt oki">Taunt oki</ref>
: [14] b+3,f~3,4<ref name="Knees oki">Better oki than with delay</ref>
; Low splat
: [8] d+3,2
; High splat
: [17] uf+3 db+1+2<ref name="Taunt oki"/>
; Very high splat
: [30] f,F+2 b+3,f~3>4
: [26] f,F+2 b+3,f~u db+1+2<ref name="Taunt oki"/>
: [24] f,F+2 b+3,f~3,4<ref name="Knees oki"/>
; 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<ref name="Taunt oki">Taunt oki</ref>
: [74] f,n,b+2 f,F+4 b+3,f~3,4<ref name="Knees oki">Better oki than with delay</ref>
; Wall bounce
: qcf+2,1 ...<ref name="WB">Wall combo depending on splat height</ref>
: f,n,b+2 ...<ref name="WB"/>
: f,F+2 ...<ref name="WB"/>
: db+2 ...<ref name="WB"/>
}}
<references/>
== Back-turned opponent ==
{{Combolist|
; 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}}
{{Combolist|<!-- see https://wavu.wiki/t/Template:Combolist for usage -->}}
== External links ==
* [https://www.youtube.com/watch?v=PSvyG5foCgE Bryan Combo Guide (Season 4) by RyzingSol]
* [https://www.youtube.com/watch?v=8LJMwoTgbZI Bryan iFC (Instant Full Crouch) How To Guide by RyzingSol]
* [https://docs.google.com/spreadsheets/d/1vFC3JJTBGRH2cjUi3-wLJCeVXRr097ZphW5pmgiI1fw/edit#gid=0 Bryan Combo and Tech document by the Bryan Discord]
* [https://www.youtube.com/watch?v=hCofbHccJAc T7 - S4 Combo Guide #6 Bryan by 쿨잼Coorejam]

Latest revision as of 16:58, 25 January 2024

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