Bryan (Tekken 7): Difference between revisions

From Wavu Wiki, the 🌊 wavy Tekken wiki
Tag: Script
No edit summary
Line 19: Line 19:
|lore=[[fandom:Bryan Fury|Bryan Fury]]
|lore=[[fandom:Bryan Fury|Bryan Fury]]
}}
}}
{{Archetype|Bryan}}


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.  
'''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 d/f+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.
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 d/f+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:
{{BlueRed
 
|blue=
* Big wall carry and high combo damage off a variety of launchers, including i14 standing launch punish.
* 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.
* If it doesn't CH launch, it probably has a CH-confirmable follow-up; relentless CH ability.
Line 34: Line 35:
* Hatchet Kick (qcb+3) is the one of the strongest lows in the game, but it requires a motion input and isn't bufferable.
* 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.
* Excellent comeback potential.
 
|red=
Weaknesses:
 
* Poor standing block punishment until i14.  
* Poor standing block punishment until i14.  
* Execution and hitconfirming are frequent demands. As a backsway character, requires clean korean backdash.
* Execution and hitconfirming are frequent demands. As a backsway character, requires clean korean backdash.
* No i13 d/f+1; i13 mid substitute is -6 on block, although his i14 d+2 is strong.
* Linearity on some pokes, anemic frames on others. Power low 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.
* Linearity on some pokes, anemic frames on others. Power low 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.
* 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.
* 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.
}}


== External links ==
== External links ==

Revision as of 13:21, 8 March 2022

Bryan
Key techniques Taunt
Heat {{{heat}}}
Heat Smash {{{heatSmash}}}
Heat Engagers {{{heatEngagers}}}
Stances {{{stances}}}
Fastest
Launch i14 – f,b+2
CH launch i12 – 4 (high)
Wall splat i15 – d/b+1+2 (standing)
Archetypal moves
Parry b+1+3_2+4 (high or mid punches)
Mid check
  • d/f+2,1 (standing)
  • d/f+1,1,1,1,2 (standing)
  • ws4 (crouching)
Orbital u/f+4
Stature kick
  • d+4
  • qcb+3(Hatchet Kick)
Snake edge d/f+3
Generic moves
Remapped (none)
Missing (none)
External links
Lore Bryan Fury
Twitter #{{{twitter}}}

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 d/f+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 12 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. Power low 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.

External links