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{{Bryan}} | {{Bryan}} | ||
{{MoveData | |||
|name= 1 | |||
|id=Bryan- 1 | |||
|input= 1 | |||
|damage= 7 | |||
|target= h | |||
|range= | |||
|startup= i10 | |||
|crush= | |||
|recv= | |||
|block= +1 | |||
|hit= +8 | |||
|ch= | |||
|notes= Standard jab. Weaker hitbox due to Bryan's height. | |||
}} | |||
{{MoveData | |||
|name= One Two Body Blow | |||
|id=Bryan- 1, 2, 1 | |||
|input= 1, 2, 1 | |||
|damage= 7, 8, 18 | |||
|target= h, h, m | |||
|range= | |||
|startup= i10, i12, i18 | |||
|crush= | |||
|recv= | |||
|block= +1, -2, -6 | |||
|hit= +8, +5, _6 | |||
|ch= all-natural on counter hit, last hit launches | |||
|notes= A very strong jab string that lets Bryan safely enforce a mix even at i10 due to the low follow-up. The last hit counter hit launches, though angles the opponent 90 degrees to their right, so a modified combo is required. It is not something the opponent will want to mash through | |||
}} | |||
{{MoveData | |||
|name= One Two Low Kick | |||
|id=Bryan- 1, 2, 3 | |||
|input= 1, 2, 3 | |||
|damage= 7, 8, 15 | |||
|target= h, h, l | |||
|range= | |||
|startup= i10, i12, i24 | |||
|crush= | |||
|recv= | |||
|block= +1, -2, -12 | |||
|hit= +8, +5, +2 | |||
|ch= Natural on ch, last hit knocks down | |||
|notes= Helps Bryan enforce a mix from his 1, 2 string. Not horribly minus on block, but is best used unpredictably. Last hit does not give a free hit on counter hit knockdown, but Bryan knocking you down is always scary. | |||
}} | |||
{{MoveData | |||
|name= One Two High Kick | |||
|id=Bryan- 1, 2, 4 | |||
|input= 1, 2, 4 | |||
|damage= 7, 8, 24 | |||
|target= h, h, h | |||
|range= | |||
|startup= i10, i12, 25 | |||
|crush= | |||
|recv= | |||
|block= +1, -2, -3 | |||
|hit= +8, +5, knockdown | |||
|ch= natural on ch | |||
|notes= A good abare tool that allows Bryan to get out of pressure with good reward. More committal than his m4 but is faster and gives good damage. | |||
}} | |||
{{MoveData | |||
|name= Lair's Dance | |||
|id=Bryan- 1, 4, 2, 1, 2 | |||
|input= 1, 4, 2, 1, 2 | |||
|damage= 7, 14, 17, 22 | |||
|target= h, h, h, h, h | |||
|range= | |||
|startup= 10, 15, 26, 19, 24 | |||
|crush= | |||
|recv= | |||
|block= +1, -7, -7, +0, -9 | |||
|hit= +8, +4, +4, launch, knockdown | |||
|ch= | |||
|notes= First two hits are Bryan's main i10 punish. Rest of the string is a gimmick. If you're playing T5 you can use this as a combo option off of ch B+1 if you delayed it, I guess? Doesn't even jail after the second hit on block so this will only catch green ranks mashing. | |||
}} | |||
{{MoveData | |||
|name= Whipping Fury | |||
|id=Bryan- 1, 4, 2, 4 | |||
|input= 1, 4, 2, 4 | |||
|damage= 7, 14, 18, 21 | |||
|target= h, h, h, m | |||
|range= | |||
|startup= i10, i15, i26, i30~31 | |||
|crush= | |||
|recv= | |||
|block= | |||
|hit= | |||
|ch= | |||
|notes= No real use other than to maybe catch people mashing. Anyone with half decent match up knowledge will know to not mash against Bryan so don't use this. | |||
}} | |||
{{MoveData | |||
|name= PK Combination | |||
|id=Bryan- 2, 3 | |||
|input= 2, 3 | |||
|damage= 10, 14 | |||
|target= h, m | |||
|range= | |||
|startup= i10, i16 | |||
|crush= | |||
|recv= | |||
|block= +1, -10 | |||
|hit= +7, +6 | |||
|ch= Knockdown | |||
|notes= A higher risk and higher reward block punish. Better in every way than his 1, 4 except for frames as this is punishable on block. | |||
}} | |||
{{MoveData | |||
|name= Mid Kick to Rush | |||
|id=Bryan- 3, 2, 1, 2 | |||
|input= 3, 2, 1, 2 | |||
|damage= 14, 11, 10, 14 | |||
|target= m, m, m, m | |||
|range= | |||
|startup= i16, i22, i20, i19 | |||
|crush= | |||
|recv= | |||
|block= -4, -10, -9, -10 | |||
|hit= +7, +1, +2, knockdown | |||
|ch= If first hit lands ch, natural to third hit | |||
|notes= A not entirely awful string that can catch antsy opponents on occasion. Very few reasons to use this over f+3 but it has a single use at the very least, which can't be said for a lot of his string. | |||
}} | |||
{{MoveData | |||
|name= Gatling Combination | |||
|id=Bryan- 3, 2, 1, 4 | |||
|input= 3, 2, 1, 4 | |||
|damage= 14, 11, 10, 12 | |||
|target= m, m, m, l | |||
|range= | |||
|startup= i16, i22, i20, i22 | |||
|crush= | |||
|recv= | |||
|block= -4, -10, -9, -11 | |||
|hit= +7m +1, +2, 0 | |||
|ch= If third hit lands ch, 4th hit lands natural | |||
|notes= Only real use is a gimmick mix with the mid from Mid Kick to Rush. | |||
}} | |||
== External links == | == External links == |
Revision as of 06:36, 31 July 2022
Bryan (Tekken 7) |
---|
One Two Body Blow
1, 2, 1
h, h, m
7, 8, 18
+1, -2, -6
+8, +5, _6
all-natural on counter hit, last hit launches
i10, i12, i18
A very strong jab string that lets Bryan safely enforce a mix even at i10 due to the low follow-up. The last hit counter hit launches, though angles the opponent 90 degrees to their right, so a modified combo is required. It is not something the opponent will want to mash through
One Two Low Kick
1, 2, 3
h, h, l
7, 8, 15
+1, -2, -12
+8, +5, +2
Natural on ch, last hit knocks down
i10, i12, i24
Helps Bryan enforce a mix from his 1, 2 string. Not horribly minus on block, but is best used unpredictably. Last hit does not give a free hit on counter hit knockdown, but Bryan knocking you down is always scary.
One Two High Kick
1, 2, 4
h, h, h
7, 8, 24
+1, -2, -3
+8, +5, knockdown
natural on ch
i10, i12, 25
A good abare tool that allows Bryan to get out of pressure with good reward. More committal than his m4 but is faster and gives good damage.
Lair's Dance
1, 4, 2, 1, 2
h, h, h, h, h
7, 14, 17, 22
+1, -7, -7, +0, -9
+8, +4, +4, launch, knockdown
10, 15, 26, 19, 24
First two hits are Bryan's main i10 punish. Rest of the string is a gimmick. If you're playing T5 you can use this as a combo option off of ch B+1 if you delayed it, I guess? Doesn't even jail after the second hit on block so this will only catch green ranks mashing.
Whipping Fury
1, 4, 2, 4
h, h, h, m
7, 14, 18, 21
i10, i15, i26, i30~31
No real use other than to maybe catch people mashing. Anyone with half decent match up knowledge will know to not mash against Bryan so don't use this.
PK Combination
2, 3
h, m
10, 14
+1, -10
+7, +6
Knockdown
i10, i16
A higher risk and higher reward block punish. Better in every way than his 1, 4 except for frames as this is punishable on block.
Mid Kick to Rush
3, 2, 1, 2
m, m, m, m
14, 11, 10, 14
-4, -10, -9, -10
+7, +1, +2, knockdown
If first hit lands ch, natural to third hit
i16, i22, i20, i19
A not entirely awful string that can catch antsy opponents on occasion. Very few reasons to use this over f+3 but it has a single use at the very least, which can't be said for a lot of his string.
Gatling Combination
3, 2, 1, 4
m, m, m, l
14, 11, 10, 12
-4, -10, -9, -11
+7m +1, +2, 0
If third hit lands ch, 4th hit lands natural
i16, i22, i20, i22
Only real use is a gimmick mix with the mid from Mid Kick to Rush.