Bryan combos (Tekken 7): Difference between revisions

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== Bread n' butter ==
== Bread n' butter ==


{{BNB}}
{{Combolist|columns=1|
; 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 ==
{{Combolist|columns=9em|<!-- see https://wavu.wiki/t/Template:Combolist for usage -->}}
https://docs.google.com/spreadsheets/d/1vFC3JJTBGRH2cjUi3-wLJCeVXRr097ZphW5pmgiI1fw/edit#gid=1769796951
== Staples ==


{{BNB}}
{{Staple}}


{| class="wikitable valign-middle"  
{| class="wikitable valign-middle"  
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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.
== Mini-combos ==
{{Combolist|columns=9em|<!-- see https://wavu.wiki/t/Template:Combolist for usage -->}}
https://docs.google.com/spreadsheets/d/1vFC3JJTBGRH2cjUi3-wLJCeVXRr097ZphW5pmgiI1fw/edit#gid=1769796951
== Staples ==
{{Staple}}
== Wall ==
== Wall ==



Revision as of 09:24, 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 § 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
Launcher type Example(s) Juggle
Type #1
  • 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 - More challenging combo that needs a more precise run-up to hit the ender
Type # 2
  • qcb+4
  • CH (1.2).1
d/b+2 1.2.4 S! dash d+3.2
Type # 3
  • 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
Type #4 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
Type #5 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
Type #6 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

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.

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

External links