(add navbox) |
(wr1+2) |
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|startup=i13 | |startup=i13 | ||
|crush=pc6~12 | |crush=pc6~12 | ||
}} | |||
== Other == | |||
{{MoveDataHeader}} | |||
{{MoveData| | |||
|block=+0 | |||
|id=Bryan-wr1+2 | |||
|input=wr1+2 | |||
|damage=24 | |||
|hit=+14a (+23) | |||
|target=M | |||
|startup=i18~36 | |||
|crush=js | |||
|notes=Cannot iwr1+2 | |||
}} | }} | ||
Revision as of 18:30, 1 June 2023
Bryan (Tekken 7) |
---|
Movelist & frame data (Tekken 8) |
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Rage
Name
Alt
Input
Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Rage Art
R.df+1+2
m
55
-22
+5d
i20
pc8~
- Alternate input R.FC.df+1+2
- Auto Taunt after hit, cannot be canceled
n
Name
Alt
Input
Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
1,2,1
h,h,m
7,8,18
- Combo from 1st CH
- Combo from 2nd CH with 7f delay
- Move can be delayed 10f
3,3,2
m,h,h
14,13,20
- Combo from 2nd CH
- Same move as f,n,b+2
f
Name
Alt
Input
Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
df
Name
Alt
Input
Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
df+1,2
m,m
8,20
-15
+1
+14a (+5)
i15
- Combo from 1st hit
- Alternate input:
- DF+1,1,2
- DF+1,1,1,2
- DF+1,1,1,1,2
d
Name
Alt
Input
Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
d+1+2
m,m
10,15
-10
+3
i17 i35
cs6~
- Cancel 2nd and transition to +10g CD with f
- Cancel 2nd and transition to +8 Sway with b
- Cannot buffer sidestep with d
- 1st is -17 on hit if 2nd whiffs (rare)
- Alternate input FC.1+2
d+3+4,2
l,m
15,23
-12
+14a (-3)
i19
- Combo from 1st CH
- Cancel and transition to -12 FC with DB
db
Name
Alt
Input
Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
b
Name
Alt
Input
Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
b+2,1
h,h
18,17
- Move can be delayed
- Cancel to +2 SS with d_u
- Alternate input:
- b+2~f+1
- CD.4,1
b+3,2,1,2
m,m,m,m
14,11,10,14
-10
+19a (+10)
i19
- Combo from 2nd or 3rd CH
- Same move as 3,2,1,2
b+3,2,1,4
m,m,m,L
14,14,10,12
-11
+0
i19
- Combo from 2nd or 3rd CH
- Same move as 3,2,1,4
b+3,1+2
m,m
12,25
- Combo from 1st CH with 8f delay
- Move can be delayed 12f
- Transition to FC with D
u
Name
Alt
Input
Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
ub+1+2,(1,2(x4)),1
m(x10),m
5,2(x9),2
-26
-15
-15
i15
Combo from 1st hit
ub+1+2,(1,2(x4)),1,4
m(x11),m
5,2(x10),14
-35
-15a (-24)
i15
Combo from 1st hit
Motion input
Name
Alt
Input
Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Crouch
Name
Alt
Input
Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
hFC.1
s
5
-5
+6
i10
cs1~
r FC
- Alternate input:
- hFC.db+1
- hFC.df+1
- Transition to standing with F
FC.df+2,1
m,h
12,25
-8
+34a (+8)
i13
i22~23
- Combo from 1st hit with delay
- Move can be delayed
WS
Name
Alt
Input
Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
ws2,b+2
m,t
18,25
- Alternate input ws2,f+2
- Available only as combo from 1st hit on front
SS
Name
Alt
Input
Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
CD
Name
Alt
Input
Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Crouch Dash
qcf
cs
r CD
- Recovers in FC after CD
- Cancel to SS with u
- Cannot go to SS with d
- Alternate input d,df,n
CD.4,1
m,h
13,14
- Combo from 1st CH
- Cancel to -5 SS with d_u
- Same move as b+2,1
Sway
Name
Alt
Input
Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Sway.2,4
m,h
16,25
- Combo from 1st hit with 11f delay
Taunt
Name
Alt
Input
Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Taunt
1+3+4
m!
0
- Cancel with any move or direction
- Cancellable before 32f or after laugh
- If cancelled after laugh, TNT is still active
- Can be done only from standing or forward dash
- Cannot be done out of backdash or sidestep - results in 1+3 throw
TNT.f+2,1,4
m,m,m
10,12,16
-161
?
i15
- Combo from 1st hit
- Auto Taunt after hit, cannot be canceled
- Unsafe on hit due to Auto Taunt
TNT.f+2,1,4,2
m,m,m,h
10,12,16,5
-160
?
i15
- Combo from 1st hit
- Auto Taunt after hit, cannot be canceled
- Unsafe on hit due to Auto Taunt
TNT.f+2,1,4,2,1
m,m,m,h,h
10,12,16,5,5
-153
?
i15
- Combo from 1st hit
- Auto Taunt after hit, cannot be canceled
- Unsafe on hit due to Auto Taunt
TNT.f+2,1,4,2,1,4
m,m,m,h,h,m
10,12,16,5,5,5
-155
?
i15
- Combo from 1st hit
- Auto Taunt after hit, cannot be canceled
- Unsafe on hit due to Auto Taunt
TNT.f+2,1,4,2,1,4,2
m,m,m,h,h,m,h
10,12,16,5,5,5
+4
+8a (+7)
i15
Combo from 1st hit
TNT.ub+1+2,(1,2(x9)),1,4
m(x21),m
5,2(x20),21
+4
+32a (+6)
i15
On block it ends with high punch
Other
Name
Alt
Input
Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Throws
Name
Alt
Input
Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Back throw
t
60
+1d
- Throws opponent at a 180+ degree angle clockwise (backwards and then some)
- 40 damage and wallsplat if hits a wall
Parry
b+1+3
ps2~10
t35
- Alternate input b+2+4
- Parries high or mid punches
- +35 on successful parry
(1 parry).2
h
30
-10
+40d (-18)
i13~14
- Auto Taunt after hit
- Steve can evade with B