Bryan punishers (Tekken 7): Difference between revisions

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{{Bryan}}
{{Bryan}}


{{Infobox tricky moves}}
{{Infobox tricky moves
|king-a={{Plainlist|
* ssl qcb+4<ref name="qcb4-grounded"/>
* cc d+4}}
|xiaoyu-a=[[Bryan combos#Back-turned opponent|1,4,2<1]]<ref name="bt-1421"/>
}}


{| class="punishers"
{| class="punishers"
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! Enemy !! Move !! Damage !! [[Movelist#Hit|Frames]]
! Enemy !! Move !! Damage !! [[Movelist#Hit|Frames]]
|-
|-
| -10 || 1,2<ref name="p"/> || 15 || +7
| -10 || 2,3 || 24 || +6
|-
|-
| colspan="4" class="table-cat" | Crouching
| -12 || 4,3 || 27 || +2
|-
|-
| -11 || ws4<ref name="p"/> || 18 || +6
| -13 || df+2,1 || 23 || +8
|-
|-
| colspan="4" class="table-cat" | Back-turned opponent
| -14 || f,b+2 || 20 ([[Bryan combos#Staples|66]]) || +43a (+33)
|-
|-
| -10 || 1,2,3<ref name="p"/> || 40 || +10a (+1)
| -16 || b+4 || 18 ([[Bryan combos#Mini-combos|50]]/[[Bryan combos#Wall|79]]) || +15
|-
|-
| colspan="4" class="table-cat" | Grounded opponent
| colspan="4" class="table-cat" | Crouching
|-
|-
| -16 || d+3<ref name="p"/> || 9 || -3a (-11)
| -10 || FC.d+1 || 5 || +6  
|}
 
{| class="punishers" style="clear: both"
| colspan="6" class="table-cat" | Whiff punishers
|-
|-
! Move !! Speed !! [[Movelist#Range|Range]] !! Damage !! Risk !! Hitbox
| -11 || ws4 || 16 || +5
|-
|-
| 1,2<ref name="p">Example. Remove after substitution.</ref> || i10 || 2.00 || 15 || -1 || High<ref>Use references to add more extensive notes or details. Don't add new columns and don't fill them out with entire paragraphs.</ref>
| -12 || ws3 || 18 || +4
|-
|-
|}
| -13 || FC.df+2,1 || 37 || +34a (+8)
 
<references/>
 
== Old table (TODO: copy to above) ==
 
<div style="display: flex; flex-flow: row wrap; gap: 0 1em;>
 
{| class="wikitable"
|+ Standing
|-
|-
! Enemy !! Move !! Damage !! [[Movelist#Hit|Frames]]
| -15 || ws1 || 20 ([[Bryan combos#Staples|?]]) || +35a (+25)
|-
|-
| rowspan="2" | -10
| -19 || ws2,f+2 || 43 ([[Bryan combos#Staples|?]]) || +54a
| 1,4 || 21 || +4
|-
|-
| 2,3 || 24 || +6
| -23 || uf,n,4 || 25 ([[Bryan combos#Staples|?]]) || +34a (+24)
|-
|-
| -12 || 4,3 || 27 || +2
| colspan="4" class="table-cat" | Back-turned opponent
|-
|-
| -13 || d/f+2,1 || 23 || +8
| -8 || df+2,1<ref>df+2,1 is guaranteed vs most characters at +8 since the first hit is an elbow. Since df+2,1 is itself +8, if you hit df+2,1 in the back you can keep doing it until they turn around.</ref> || 23 || +8
|-
|-
| -14 || f,b+2 || 20 (66) || [[Bryan combos#Staples|+43 (+33a)]]
| rowspan="3" | -10
| 1,4,2,1<ref name="bt-1421"/> || 56 ([[Bryan combos#Back-turned opponent|100]]) || +55a
|-
|-
| -16 || b+4 || 18 (50) || [[Bryan combos#Mini-combos|+15]]
| 1,4,2,1,2<ref name="bt-1421"/> qcb+4 || 96 || +19a (+2)
|-
| -23 || u/f,n,4 || 25 (?) || [[Bryan combos#Staples|+34a (+24a)]]
|}
 
{| class="wikitable"
|+ Crouching
|-
|-
! Enemy !! Move !! Damage !! [[Movelist#Hit|Frames]]
| 1,4,2,1,4<ref name="bt-1421">1,4,2,1 in the back can whiff third and fourth hit at some angles. In some cases delaying the 4th hit makes it connect when it otherwise wouldn't, such as vs Xiaoyu's caliroll.</ref> || 70 ([[Bryan combos#Back-turned opponent|88]]) || +65a (+48)
|-
|-
| -10 || FC.d+1 || 5 || +6
| -16 || 3,3,2 || 47 ([[Bryan combos#Back-turned opponent|87]]) || +43a (+33)
|-
|-
| -11 || ws4 || 16 || +5
| colspan="4" class="table-cat" | Grounded opponent
|-
| -12 || ws3 || 18 || +4
|-
| -13 || FC.d/f+2,1 || 37 || [[Bryan combos#Staples|+34a (+8a)]]
|-
|-
| -15 || ws1 || 20 (?) || [[Bryan combos#Staples|+35a (+25a)]]
| -15 || d+4 || 10 || +0a (-8)
|-
|-
| -19 || ws2,f+2 || 43 (?) || [[Bryan combos#Staples|+52a]]
| -19 || qcb+4<ref name="qcb4-grounded">qcb+4 can whiff vs FDFT and FUFA opponents unless you do a [[sidestep]] left first. Important vs moves such as King's db+4 and Bob's df+1,1+2. Against King's db+4 you can only ssl on P1 since you're crouching, so you can't in practice punish with it on P2 without taking extra time and risking that he gets up and blocks.</ref> || 18 || +19a (+2)
|-
| -23 || u/f,n,4 || 25 (?) || [[Bryan combos#Staples|+34a (+24a)]]
|}
|}


{| class="wikitable"
{| class="punishers" style="clear: both"
|+ Extra range
| colspan="6" class="table-cat" | Whiff punishers
|-
|-
! Enemy !! Move !! Damage !! [[Movelist#Hit|Frames]]
! Move !! Speed !! [[Movelist#Range|Range]] !! Damage !! Risk !! Hitbox
|-
| 1,4 || i10 || 2.30 || 21 || -7 || High
|-
|-
| -15 || f,F+2 || 32 || +41d (-17d)
| 4,3 || i12 || 2.24 || 27 || -10<ref>4,3 is unsafe but can threaten extensions.</ref> || High
|}
 
{| class="wikitable"
|+ Back-turned opponent
|-
|-
! Enemy !! Move !! Damage !! [[Movelist#Hit|Frames]]
| ws3 || i12(~14) || 2.32 || 18 || -10 || Mid
|}
 
{| class="wikitable"
|+ Grounded opponent
|-
|-
! Enemy !! Move !! Damage !! [[Movelist#Hit|Frames]]
| f,F+2 || i13(~16) || ~3.05 || 32 || -9 || High
|}
 
{| class="wikitable"
|+ Whiff
|-
|-
! Move !! Damage !! [[Movelist#Hit|Frames]] !! Risk
| ws1 || i15(~17) || 2.24 || 20 ([[Bryan combos#Staples|?]]) || -16 || Mid
|-
|-
| f,F+2 || 32 || +41d (-17d) || Duckable
| f,b+2 || i14(~16) || 2.43 || 20 ([[Bryan combos#Staples|?]]) || -7 || High
|-
|-
| f,F+4 || 32 (50) || [[Bryan combos#Mini-combos|+15a]] || Duckable
| qcb+2,4 || i15(~17) || 2.72 || 41 ([[Bryan combos#Mini-combos|59]]) || -9<ref>qcb+2 on its own is safe at -9 and hard to challenge given the extension CH launches, and qcb+2,4 is delayable enough to [[hit confirm]] off of random whiffs (but not the hit itself).</ref>/-32<ref>Duckable high.</ref> || Mid
|-
|-
| f+4,1 || 20 || [[Bryan combos#Staples|+39a]] || -13 on block, forced crouch
| f+4,1 || i18 || 2.71 || 20 ([[Bryan combos#Staples|?]]) || -13c || Mid
|-
|-
| f,b+2 || 20 (66) || [[Bryan combos#Staples|+43 (+33a)]] || Duckable
| f,F+4 || i17<ref>f,F+4 more often connects on second active frame when used at range.</ref>(~20) || ~2.9 || 32 ([[Bryan combos#Mini-combos|50]]) || -9c || High
|}
|}
<references/>

Revision as of 02:03, 11 June 2022

Punishers for tricky moves
Various Slide {{{slide}}}
Generic FUFT.4 {{{generic-a}}}
Alisa
  • b+4,4
  • b+4,4,3+4~1
{{{alisa-a}}}
  • b+3+4
  • b+3+4,3+4
{{{alisa-b}}}
db+4
  • ssl qcb+4[1]
  • cc d+4
Asuka b+3 {{{asuka-a}}}
Claudio f+2,2 {{{claudio-a}}}
Devil Jin
  • u+4
  • u+4,U~n_1_2_3
{{{devil-jin-a}}}
R.f,n,d,df+4,3+4 {{{devil-jin-b}}}
Eddy 3~4 {{{eddy-a}}}
b+3,3 {{{eddy-b}}}
Heihachi f,F+2 {{{heihachi-a}}}
Jack-7 R.b+1+2 {{{jack-7-a}}}
d+1+2 {{{jack-7-b}}}
Law db+3+4 {{{law-a}}}
Leroy db+1+2 {{{leroy-a}}}
Lucky Chloe
  • BT.f+3+4,3+4
  • BT.f+3+4,3+4,3+4
{{{lucky-chloe-a}}}
Paul
  • d+4,2:1+2
  • qcf+2
{{{paul-a}}}
Xiaoyu BT.3 1,4,2<1[2]
BT.f+3+4,3+4 {{{xiaoyu-b}}}
AOP.4~3 {{{xiaoyu-c}}}
Standing
Enemy Move Damage Frames
-10 2,3 24 +6
-12 4,3 27 +2
-13 df+2,1 23 +8
-14 f,b+2 20 (66) +43a (+33)
-16 b+4 18 (50/79) +15
Crouching
-10 FC.d+1 5 +6
-11 ws4 16 +5
-12 ws3 18 +4
-13 FC.df+2,1 37 +34a (+8)
-15 ws1 20 (?) +35a (+25)
-19 ws2,f+2 43 (?) +54a
-23 uf,n,4 25 (?) +34a (+24)
Back-turned opponent
-8 df+2,1[3] 23 +8
-10 1,4,2,1[2] 56 (100) +55a
1,4,2,1,2[2] qcb+4 96 +19a (+2)
1,4,2,1,4[2] 70 (88) +65a (+48)
-16 3,3,2 47 (87) +43a (+33)
Grounded opponent
-15 d+4 10 +0a (-8)
-19 qcb+4[1] 18 +19a (+2)
Whiff punishers
Move Speed Range Damage Risk Hitbox
1,4 i10 2.30 21 -7 High
4,3 i12 2.24 27 -10[4] High
ws3 i12(~14) 2.32 18 -10 Mid
f,F+2 i13(~16) ~3.05 32 -9 High
ws1 i15(~17) 2.24 20 (?) -16 Mid
f,b+2 i14(~16) 2.43 20 (?) -7 High
qcb+2,4 i15(~17) 2.72 41 (59) -9[5]/-32[6] Mid
f+4,1 i18 2.71 20 (?) -13c Mid
f,F+4 i17[7](~20) ~2.9 32 (50) -9c High
  1. 1.0 1.1 qcb+4 can whiff vs FDFT and FUFA opponents unless you do a sidestep left first. Important vs moves such as King's db+4 and Bob's df+1,1+2. Against King's db+4 you can only ssl on P1 since you're crouching, so you can't in practice punish with it on P2 without taking extra time and risking that he gets up and blocks.
  2. 2.0 2.1 2.2 2.3 1,4,2,1 in the back can whiff third and fourth hit at some angles. In some cases delaying the 4th hit makes it connect when it otherwise wouldn't, such as vs Xiaoyu's caliroll.
  3. df+2,1 is guaranteed vs most characters at +8 since the first hit is an elbow. Since df+2,1 is itself +8, if you hit df+2,1 in the back you can keep doing it until they turn around.
  4. 4,3 is unsafe but can threaten extensions.
  5. qcb+2 on its own is safe at -9 and hard to challenge given the extension CH launches, and qcb+2,4 is delayable enough to hit confirm off of random whiffs (but not the hit itself).
  6. Duckable high.
  7. f,F+4 more often connects on second active frame when used at range.