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{{Navbox combos (Tekken 7)}} | {{Navbox combos (Tekken 7)}} | ||
== Bread n' butter == | == Bread n' butter == |
Revision as of 16:58, 25 January 2024
Bryan (Tekken 7) |
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Combos (Tekken 7) |
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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
- [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]
- ↑ 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
- ↑ Most damage at the wall, because (d+3+4),2 whiffs
- ↑ 3.0 3.1 qcb+4 whiffs at max range
- ↑ Guaranteed at the wall. In the open: bears - only when close, Gigas - close and ssr beforehand.
- ↑ No dash needed at the wall
- ↑ u+3 does not give any combos in the open even point blank
- ↑ 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]
- 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]
- ssr1
- [76] f,F+4 S! 1+2,1 1 b+3,f~2,1
Rage
- ↑ 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.
- ↑ 2.0 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.
- ↑ 3.0 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.
- ↑ 4.0 4.1 Small delay. Second knee whiffs if the first is done right away.
- ↑ Works only on medium sized characters
- ↑ 6.0 6.1 3rd hit is confirmable
- ↑ Ender inconsistent against big characters. Tested on bears and Gigas.
- ↑ Ender inconsistent against small characters. Tested on Kunimitsu.
- ↑ Transition to TNT is optional for other combos, but mandatory here. Timing on f,F+3* becomes stricter with transition.
- ↑ Without delay 1 can whiff.
Wall
Damage values are with max juggle scaling, without rage, and no breaks.
- Low splat
- [8] d+3,2
- High splat
- [17] uf+3 db+1+2[1]
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.