(→Taunt) |
(→df) |
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{{Move7 | {{Move7 | ||
|block=-5 | |block=-5 | ||
|id=Bryan- | |id=Bryan-DF+1 | ||
|name=Left Body Blow | |name=Left Body Blow | ||
|input= | |input=DF+1 | ||
|damage=8 | |damage=8 | ||
|hit=+1 | |hit=+1 | ||
|target=m | |target=m | ||
|startup=i15 | |startup=i15 | ||
|note=DF+1,1... extensions are not allowed with df+1 input | |||
}} | }} | ||
{{Move7 | {{Move7 |
Revision as of 11:54, 19 September 2023
Bryan (Tekken 7) |
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Movelist & frame data (Tekken 8) |
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Rage
Input
R.df+1+2
- Alternate input R.FC.df+1+2
- Auto Taunt after hit, cannot be canceled
n
Input
1,2,1
- Combo from 1st CH
- Combo from 2nd CH with 7f delay
- Move can be delayed 10f
1,4,2
- Same move as b+2
- 1,4,2,1,2 is called "Lair's Dance" in-game
- 1,4,2,4 is called "Whipping Fury" in-game
- 1,4,2,1,4 is called "Cremation" in-game
3,2,1,2
3,3,2
- Combo from 2nd CH
- Same move as f,n,b+2
4,3,4*
1+2,2
f
Input
f+2,1,4
df
Input
,1
Error querying parent: Move with id = 'Bryan-df+1' not found. If you've added 'Bryan-df+1' in this edit, try saving the page twice. There is a known issue when looking up a move made in the same edit.
DF+1,1,1,1
,2
- Combo from 1st hit
- Alternate input:
- DF+1,1,2
- DF+1,1,1,2
- DF+1,1,1,1,2
Error querying parent: Move with id = 'Bryan-df+1' not found. If you've added 'Bryan-df+1' in this edit, try saving the page twice. There is a known issue when looking up a move made in the same edit.
d
Input
d+1
- Alternate input db+1
- Transition to r24 with f
- Transition input can be delayed 16f
d+2,3
- Combo from 1st CH with 12f delay
d+1+2
- 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
d+3+4,2
- Combo from 1st CH
- Cancel and transition to -12 FC with DB
db
Input
b
Input
b+2,1
- Move can be delayed
- Cancel to +2 SS with d_u
- Alternate input:
- b+2~f+1
- CD.4,1
b+3,2,1
- Combo from 2nd hit
- Same move as 3,2,1
b+3,2,1,2
- Combo from 2nd or 3rd CH
- Same move as 3,2,1,2
b+3,2,1,4
- Combo from 2nd or 3rd CH
- Same move as 3,2,1,4
b+3,4
- Combo from 1st CH with 9f delay
- Move can be delayed 12f
b+3,1+2
- Combo from 1st CH with 8f delay
- Move can be delayed 12f
- Transition to FC with D
u
Input
ub+1+2
ub+1+2,1,2,1
ub+1+2,1,2,1,2
ub+1+2,1,2,1,2,1
ub+1+2,1,2,1,2,1,2
ub+1+2,1,2,1,2,1,2,1
ub+1+2,1,2,1,2,1,2,1,2
ub+1+2,1,2,1,2,1,2,1,2,1
ub+1+2,1,2,1,2,1,2,1,2,1,4
- Combo from 1st hit
Motion input
Input
f,F+3*
- Wall crush on block +13g
- Auto Taunt after hit
b,B+4
Crouch
Input
hFC.1
- Alternate input:
- hFC.db+1
- hFC.df+1
- Transition to r24 with f
- Transition input can be delayed 16f
FC.df+2,1
- Combo from 1st hit with delay
- Move can be delayed
WS
Input
ws2,f+2
- Alternate input ws2,b+2
- Available only as combo from 1st hit on front
ws3,4
- Alternate input CD.3,4
- Move can be delayed
SS
Input
CD
Input
qcf
- Recovers in FC after CD
- Cancel to SS with u
- Cannot go to SS with d
- Alternate input d,df,n
CD.4,1
- Combo from 1st CH
- Cancel to -5 SS with d_u
- Same move as b+2,1
- CD.4,1,2 is called "Snake Spin Mach Breaker" in-game
- CD.4,1,4 is called "Snake Spin Middle Kick" in-game
Sway
Input
Sway.2,4
- Combo from 1st hit with 11f delay
Taunt
Input
1+3+4
- 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
- Combo from 1st hit
- Auto Taunt after hit, cannot be canceled
- Unsafe on hit due to Auto Taunt
TNT.f+2,1,4,2
- 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
- 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
- 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
TNT.ub+1+2,(1,2(x9)),1,4
- On block it ends with high punch
Other
Input
Throws
Input
Back throw
- Throws opponent at a 180+ degree angle clockwise (backwards and then some)
- 40 damage and wallsplat if hits a wall
f,F+1+2
- Throw break 1+2
- Side switch sometimes on hit and break
FC.df,d,df+1+2
- Throw break 1+2
- Side switch sometimes
b+1+3
- Alternate input b+2+4
- Parries high or mid punches
- +35 on successful parry
P.2
- Available only if left punch was parried
- Auto Taunt after hit
- Steve can evade with B
P.2