Bryan movelist (Tekken 7): Difference between revisions

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(wr1+2)
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|startup=i22~25
|startup=i22~25
|crush=js3~
|crush=js3~
|notes=Alternate input wr3
}}
}}



Revision as of 18:31, 1 June 2023

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
Rage Drive

R.b+1+2

m
30
+6c
i18~19
  • +35d on airborne hit
  • Auto Taunt after hit

n

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

1

h
7
+1
+8
i10
  • Alternate input:
    • f+1
    • Sway.1

1,2

h,​h
7,​8
-2
+5
i10
Combo from 1st hit

1,​2,1

h,​h,​m
7,​8,​18
-6
+6
  • Combo from 1st CH
  • Combo from 2nd CH with 7f delay
  • Move can be delayed 10f

1,​2,3

h,​h,​L
7,​8,​15
-12
+2
i10
Combo from 1st and 2nd CH

1,​2,4

h,​h,​h
7,​8,​24
-3
+21a (+12)
i10
Tailspin
  • Combo from 1st and 2nd CH

1,4

h,​h
7,​14
-7
+4
i10
Combo from 1st hit

1,​4,2

h,​h,​h
7,​14,​18
-7
+4
i10
Same move as b+2

1,​4,3

h,​h,​m
7,​14,​15
-10
+1
i10
Combo from 2nd CH

1,​4,​3,3

h,​h,​m,​h
7,​14,​15,​18
-7
+7
i10
Combo from 3rd CH

2

h
10
+1
+7
i10

2,3

h,​m
10,​14
-10
+6
i10
  • Combo from 1st hit
  • +16a (+7) from 1st CH

3

m
14
-4
+7
i16

3,2

m,​m
14,​11
-10
+1
i16
Combo from 1st CH

3,​2,1

m,​m,​m
14,​11,​10
-9
+2
i16
Combo from 2nd hit

3,​2,​1,2

m,​m,​m,​m
14,​11,​10,​14
-10
+19a (+10)
i16
Combo from 3rd CH

3,​2,​1,4

m,​m,​m,​L
14,​14,​10,​12
-11
+0
i16
Combo from 3rd CH

3,3

m,​h
14,​13
-6
+6
i16
Combo from 1st CH

3,​3,2

m,​h,​h
14,​13,​20
-7
i16
i22~23
  • Combo from 2nd CH
  • Same move as f,n,b+2

3,​3,4

m,​h,​m
14,​13,​25
-12
+37a (-21)
i16

4

h
15
-7
+6
i12
t38

4,3

h,​m
15,​12
-10
+2
i12
i24~25
Combo from 1st hit

4,​3,4

h,​m,​m
15,​12,​16
-12
+14a (+5)
i12
i25~26
Tailspin

4,​3,4*

h,​m,​m
15,​12,​25
-9~-8
+35a (+9)
i12
i40~41
Tailspin

4,​3,f+4

h,​m,​h
15,​12,​18
-5
+6
i12
i24~25

1+2

m
16
-7
+6
i17~18
Homing

1+2,1

m,​h
16,​16
-1
+6
i17~18
i23~24
Combo from 1st hit

1+2,2

m,​m
16,​20
-14
+51a (+20)
i17~18
i26~27
Combo from 1st hit with 10f delay

3+4

m
20
-13
+54a (+23)
i18
t50 r33

f

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

f+2

m
10
-10
+1
i15

f+2,1

m,​m
10,​12
-10
+1
i15
Combo from 1st hit

f+2,​1,4

m,​m,​m
10,​12,​20
-13
+3a
i15
i18~19
Combo from 1st hit

f+3

m
18
+0
+4
i16~18
t45

f+4

m
10
-9
+0
i18

f+4,1

m,​m
10,​10
-13c
i18
i25~26
Combo from 1st hit with 6f delay

f+1+2

h
22
+8
i22~23
t50

f+1+4

m!
21
-12
i28

df

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

df+1

m
8
-5
+1
i15

DF+1,1

m,​m
8,​2
-10
-4
i15
Combo from 1st hit with delay

DF+1,​1,1

m,​m,​m
8,​2,​2
-10
-4
i15
Combo from 1st hit with delay

DF+1,​1,​1,1

m,​m,​m,​m
8,​2,​2,​2
-10
-4
i15
Combo from 1st hit with delay

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

df+2

m
12
-6
+5
i13

df+2,1

m,​h
12,​11
-4
+8
i13
Combo from 1st hit

df+2,3

m,​m
12,​20
-13
+54a (+23)
i13
Combo from 1st CH with delay

df+3

L
27
-26
i29~30
cs6~
r FC
Homing

df+4

m
23
-6
i22~24
Homing
Tailspin

d

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

d+1

s
5
-5
+6
i10
cs4~
r FC
  • Same move as hFC.1
  • Alternate input db+1

d+2

m
17
-2
+8c
i14~15

d+2,3

m,​m
14,​21
-10
+16a (-1)
i14~15
Combo from 1st CH with 12f delay

d+3

l
10
-11
+0
i16

d+3,2

l,​h
10,​22
-7
+35a (+9)
i16
Combo from 1st CH

d+4

L
13
-11
+0
i15

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+1+2,3

m,​m,​l
10,​15,​20
-13
+5
i17 i35
i27~28
Same move as Sway.3

d+1+2~2

m
24
+7
i45

d+3+4

l
15
-12
-1
+4
i19

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

db+2

m
13
-6
+8
i15~17

db+3

L
11
-12
-1
+4
i16~17
cs6~
r FC

db+4

l
7
-13
-2
i12
cs4~
r FC

db+1+2

m,​h
14,​25
-13
+12a (+11)
i15 i27

b

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

b+1

m
21
+4
+7c
i20~21

b+2

h
18
-7
+4
i17
t43
Alternate input 1,4,2

b+2,1

h,​h
18,​17
+0
i17
  • Move can be delayed
  • Cancel to +2 SS with d_u
  • Alternate input:
    • b+2~f+1
    • CD.4,1

b+2,​1,2

h,​h,​h
18,​17,​22
-9
+41d (-17)
i17

b+2,​1,4

h,​h,​m
18,​17,​21
-5
+40a (+14)
i17
i30~31
js16~
Tailspin
  • Same move as b+2,4

b+2~f+1

h
17
-5
i29
Same move as b+2,1

b+2,4

h,​m
18,​21
-5
+40a (+14)
i17
i30~31
js16~
Tailspin
  • Same move as b+2,1,4

b+3

m
12
-7
+4
i19
Transition to +12g CD with f_df

b+3,2

m,​h
12,​12
-4
+7
i19
Combo from 1st CH

b+3,​2,1

m,​h,​m
12,​12,​10
-9
+2
i19
  • Combo from 2nd hit
  • Same move as 3,2,1

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+3,4

m,​m
12,​18
-12
-1
i19
  • Combo from 1st CH with 9f delay
  • Move can be delayed 12f

b+3,1+2

m,​m
12,​25
-6
+4c
i19
  • Combo from 1st CH with 8f delay
  • Move can be delayed 12f
  • Transition to FC with D

b+4

m
18
-10
i16
t45

b+1+4

m!
45
+7a
i53

u

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

ub+1

m
12
-12
-1
i18
js9~
  • Alternate input:
    • u+1
    • uf+1

ub+2

h
17
-12
+9
i15~16
  • Alternate input:
    • u+2
    • uf+2

ub+3

m
18
-13
-2
+18a (+8)
i18
js9~

ub+4

m
10
-19
-8
i15~17
js9~

ub+1+2

m,​m
5,​2
-16
-6
i15 i27
1st is -7 on hit, -18 on block, if 2nd whiffs (rare)

ub+1+2,1

m,​m,​m
5,​2,​2
-13
-3
-3
i15
Combo from 1st hit

ub+1+2,​1,2

m,​m,​m,​m
5,​2,​2,​2
-16
-6
-6
i15
Combo from 1st hit

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

u+3

m
15
+0
i27~28
js9~
Alternate input uf+3

u+4

m
21
-5
i24~26
js9~
t48

u+3+4

m
25
-17
+14a (+4)
i21
js9~
Alternate input uf+3+4

uf+4

m
22
-5
i24~26
js9~
t48

uf,n,4

m
25
-11
i23~25
js9~

Motion input

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

f,F+2

h
32
-9
+41d (-17)
i13
pc6~

f,F+3

m
25
-13
+28a (-7)
+39a (-7)
i22~23
Tailspin

f,F+3*

m
33
+11g
i34~35
Tailspin
  • Wall crush on block +13g
  • Auto Taunt after hit

f,F+4

h
32
-9c
i16~19
Homing
Tailspin

f,n,b+2

h
20
-7
i14~15
t45

b,df+4

l
25
-13
+14g
i29
Cancel with b for 26f total

b,B+4

M
24
-19
-1d
i21~33
js18~
r FUFT
Usually hits on i24 on a standing opponent

f,f,F+3

m
30
+9
+13a (+3)
i22~25
js3~
Alternate input wr3

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

hFC.2

s
8
-4
+7
i11
cs1~
r FC
Alternate input hFC.db+2
Crouch Side Kick

hFC.3

L
12
-17
-3
i16
cs1~
r FC
Alternate input hFC.db+3

hFC.4

l
10
-15
-4
i12
cs1~
r FC
Alternate input hFC.db+4

FC.df+2

m
12
-9
+4
i13

FC.df+2,1

m,​h
12,​25
-8
+34a (+8)
i13
i22~23
Tailspin
  • Combo from 1st hit with delay
  • Move can be delayed
Crouch Spin Kick

FC.df+3

L
12
-17
-3
i16
cs1~
r FC

FC.df+4

m
21
-10
+13g
i15~16
cs1~
Tailspin

WS

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

ws1

m
20
-16
i15~16
Alternate input CD.1

ws2

m
18
-10
+1
i19
+31a (+21) on sides and back

ws2,b+2

m,​t
18,​25
i19
  • Alternate input ws2,f+2
  • Available only as combo from 1st hit on front

ws3

m
18
-10
+4
i12
Alternate input CD.3

ws3,4

m,​m
18,​25
-10
+4
+29g
i12
  • Alternate input CD.3,4
  • Move can be delayed

ws4

m
16
-6
+5
i11~12

ws1+2

m
12
-5
+6
i10~11
Mostly connects on i11 due to range

ws3+4

h
28
-16
+15a (+5)
i16

SS

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

ss1

h
23
-5
i17~18
t47
Tailspin

ss2

m
20
-6
+18a (+9)
i20~21

ss2,3

m,​l
20,​20
-13
+5
i20~21
i27~28
Move can be delayed

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.2

h
18
-6
+4
i15~16

CD.2,1

h,​m
26
-11
+33a (+18)
i15~16
i15~16
Combo from 1st hit

CD.4

m
13
-5
+1
+3
i18

CD.4,1

m,​h
13,​14
+0
i18
  • Combo from 1st CH
  • Cancel to -5 SS with d_u
  • Same move as b+2,1

CD.1+2

m
28
-12
+11a (+2)
i15~16
Wall Bounce

Sway

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Sway

qcb

cs
r Sway
  • Cancel to SS with u
  • Buffer to SS with d

Sway.2

m
16
-9
+6
i15~16

Sway.2,4

m,​h
16,​25
-9c
i15~16
i22~25
Tailspin
  • Combo from 1st hit with 11f delay

Sway.3

l
23
-13
+5
i19~20

Sway.4

M
23
-12
i17~18

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
i28~31
r TNT
  • 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

TNT.f,F+2

h
44
+4
+23a (+6)
i13
pc6~12

Other

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

wr1+2

M
24
+0
+14a (+23)
i18~36
js
Cannot iwr1+2

Throws

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

1+3

t
35
-3
+2d
i12
Floor Break
  • Throw break 1 or 2

f+1+3

t
35
-3
+2d
i15
Homing
  • Same throw as 1+3

2+4

t
35
-6
+0d
i12
Floor Break
  • Throw break 1 or 2

f+2+4

t
35
-6
+0d
i15
Homing
  • Same throw as 2+4

Left throw

t
40
-3
+1d
Floor Break
  • Throw break 1

Right throw

t
40
-3
+6d

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

f,F+1+2

t
40
-6
+10d
i12
Floor Break
  • Throw break 1+2
  • Side switch sometimes on hit and break

FC.df,d,df+1+2

t
45
-6
+1d
i11
  • Throw break 1+2
  • Side switch sometimes
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

(2 parry).2

m
22
-5
+7
i15

External links