Bryan combos (Tekken 7): Difference between revisions

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{{Staple}}
{{Staple}}
{| class="wikitable valign-middle"
! Launcher type
! Example(s)
! Juggle
|-
| Type #1
| {{Plainlist|
* u+4
* f+4.1
* SS+1
* WS+1
* CH b+1
* CH f+3
* CH 3+4
* CH 1+2.2
* CH WS+3
* Low parry
}}
| {{Plainlist|
* d/b+2 f+1 b+2.4 S! b+3~f+2.1ย  ย  ย 
* d/b+2 f+1 b+2.4 S! b+3~f+4.1.2ย  ย 
* 1+2.1 4.3.4 S! b+3~f+2.1
* (mini SSR) qcf 3.4 4.3.4 S! b+3~f+2.1 - More challenging combo that needs a more precise run-up to hit the ender
}}
|-
| Type # 2
| {{Plainlist|
* qcb+4
* CH (1.2).1
}}
| d/b+2 1.2.4 S! dash d+3.2
|-
| Type # 3
| {{Plainlist|
* CH f,F+4
* CH (qcb+2).4
* CH FC d/f+4
}}
| {{Plainlist|
*ย  S! dash d/b+2 f+1 3.3.4
*ย  S! dash qcf+3.4 f,F+1 b3~f+4.1.2
}}
|-
| Type #4
| JU
| {{Plainlist|
* f+1+2 f+1 b+2.4 S! b+3~f+2.1ย  ย  ย 
* f+1+2 f+1 b+2.4 S! b+3~f+4.1.2ย  ย 
* fF+4 S! qcf 3.4 fF+2
* dash qcf+3.4 b+2.4 S! b+3~f+2.1
* dash qcf+3.4 qcb+2.4 S! b+3~f+2.1
}}
|-
| Type #5
| WS+2~f+2
| {{Plainlist|
* b+2.1.4 S! b+3~f+2.1ย  ย  ย 
* b+2.1.4 S! b+3~f+4.1.2ย  ย 
}}
|-
| Type #6
| b+1+2
| {{Plainlist|
* f,F+3 S! d/b+2 f+1 b+3~f+2.1ย  ย  ย 
* f,F+3 S! d/b+2 f+1 b+3~f+4.1.2ย 
* f,F+3 S! qcf+3 qcf+3.4 f,F+2ย  ย 
}}
|}


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 d/f+3
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 d/f+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.
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|
; u+4
; f+4.1
; SS+1
; WS+1
; CH b+1
; CH f+3
; CH 3+4
; CH 1+2.2
; CH WS+3
; Low parry
: d/b+2 f+1 b+2.4 S! b+3~f+2.1ย  ย  ย 
: d/b+2 f+1 b+2.4 S! b+3~f+4.1.2ย  ย 
: 1+2.1 4.3.4 S! b+3~f+2.1
: (mini SSR) qcf 3.4 4.3.4 S! b+3~f+2.1<ref>More challenging combo that needs a more precise run-up to hit the ender</ref>
; qcb+4
; CH (1.2).1
: d/b+2 1.2.4 S! dash d+3.2
; CH f,F+4
; CH (qcb+2).4
; CH FC d/f+4
: S! dash d/b+2 f+1 3.3.4
: S! dash qcf+3.4 f,F+1 b3~f+4.1.2
; JU
: f+1+2 f+1 b+2.4 S! b+3~f+2.1ย  ย  ย 
: f+1+2 f+1 b+2.4 S! b+3~f+4.1.2ย  ย 
: fF+4 S! qcf 3.4 fF+2
: dash qcf+3.4 b+2.4 S! b+3~f+2.1
: dash qcf+3.4 qcb+2.4 S! b+3~f+2.1
; WS+2~f+2
: b+2.1.4 S! b+3~f+2.1ย  ย  ย 
: b+2.1.4 S! b+3~f+4.1.2ย 
; b+1+2
: f,F+3 S! d/b+2 f+1 b+3~f+2.1ย  ย  ย 
: f,F+3 S! d/b+2 f+1 b+3~f+4.1.2ย 
: f,F+3 S! qcf+3 qcf+3.4 f,F+2ย 
}}
== Wall ==
== Wall ==



Revision as of 09:49, 31 May 2023

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 ยง 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 db+2 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

https://docs.google.com/spreadsheets/d/1vFC3JJTBGRH2cjUi3-wLJCeVXRr097ZphW5pmgiI1fw/edit#gid=1769796951

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 d/f+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.

u+4
f+4.1
SS+1
WS+1
CH b+1
CH f+3
CH 3+4
CH 1+2.2
CH WS+3
Low parry
d/b+2 f+1 b+2.4 S! b+3~f+2.1
d/b+2 f+1 b+2.4 S! b+3~f+4.1.2
1+2.1 4.3.4 S! b+3~f+2.1
(mini SSR) qcf 3.4 4.3.4 S! b+3~f+2.1[1]
qcb+4
CH (1.2).1
d/b+2 1.2.4 S! dash d+3.2
CH f,F+4
CH (qcb+2).4
CH FC d/f+4
S! dash d/b+2 f+1 3.3.4
S! dash qcf+3.4 f,F+1 b3~f+4.1.2
JU
f+1+2 f+1 b+2.4 S! b+3~f+2.1
f+1+2 f+1 b+2.4 S! b+3~f+4.1.2
fF+4 S! qcf 3.4 fF+2
dash qcf+3.4 b+2.4 S! b+3~f+2.1
dash qcf+3.4 qcb+2.4 S! b+3~f+2.1


WS+2~f+2
b+2.1.4 S! b+3~f+2.1
b+2.1.4 S! b+3~f+4.1.2
b+1+2
f,F+3 S! d/b+2 f+1 b+3~f+2.1
f,F+3 S! d/b+2 f+1 b+3~f+4.1.2
f,F+3 S! qcf+3 qcf+3.4 f,F+2

Wall

Damage values are with max juggle scaling, without rage, and no breaks.
  • b+3~f3.4 - Delay the 4 to get a low wall hit for the most damage - weaker oki
  • b+3~f (sidestep up to cancel rolldash) d/b+1+2 - strong oki
  • u/f+3 d/b+1+2 - Needs a high wall hit, strong oki and damage
  • d+3.2 - picks up well from late, low wall hits - weaker than above

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
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 ยง Staples; or
  • Too inconsistent to be a staple; or
  • Joke combos for style points.

External links

  1. โ†‘ More challenging combo that needs a more precise run-up to hit the ender