(→df) |
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|target=m | |target=m | ||
|startup=i15 | |startup=i15 | ||
|notes=DF+1,1... extensions are not allowed with df+1 input | |notes={{Plainlist| | ||
* Alternate input df+1 | |||
* DF+1,1... extensions are not allowed with df+1 input}} | |||
}} | }} | ||
{{Move7 | {{Move7 |
Revision as of 11:59, 19 September 2023
Bryan (Tekken 7) |
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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
One Two Body Blow
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
Lair's Dance (3)
1,4,2
h,h,h
7,14,18
- 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
Mid Kick to Rush
3,2,1,2
m,m,m,m
14,11,10,14
-10
+19a (+10)
Combo from 3rd CH
Anaconda Bite
3,3,2
m,h,h
14,13,20
- Combo from 2nd CH
- Same move as f,n,b+2
Double Spin Tomahawk (Hold)
4,3,4*
h,m,m
15,12,25
Snake Pit
1+2,2
m,m
16,20
Combo from 1st hit with 10f delay
f
Name
Alt
Input
Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Right Left to Spin Kick
f+2,1,4
m,m,m
10,12,20
-13
+3d
i18~19
Combo from 1st hit
df
Name
Alt
Input
Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Left Body Blow
DF+1
m
8
-5
+1
i15
- Alternate input df+1
- DF+1,1... extensions are not allowed with df+1 input
Vulcan Cannon
DF+1,1,1,1
m,m,m,m
8,2,2,2
-10
-4
Combo from 1st hit with delay
Double Body Blow
DF+1,2
m,m
8,20
-15
+1
+14a (+5)
- Combo from 1st hit
- Alternate input:
- df+1,2
- 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
Crouch jab
d+1
s
5
-5
+6
i10
cs4~
t34 r24 FC
- Alternate input db+1
- Transition to r24 with f
- Transition input can be delayed 16f
Python Crush
d+2,3
m,m
17,21
- Combo from 1st CH with 12f delay
Hammer Drive
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
Hammer Driver Hatchet
d+1+2,3
m,m,l
10,15,20
Same move as Sway.3
Side Low Knucke Whip
d+3+4,2
l,m
15,23
-12
+14a (-3)
- 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
Double Back Knuckle
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
Front Kick to Rush (3)
b+3,2,1
m,h,m
12,12,10
-9
+2
- Combo from 2nd hit
- Same move as 3,2,1
Front Kick to Rush
b+3,2,1,2
m,h,m,m
12,12,10,14
-10
+19a (+10)
- Combo from 2nd or 3rd CH
- Same move as 3,2,1,2
Run for Cover
b+3,2,1,4
m,h,m,L
12,12,10,12
-11
+0
- Combo from 2nd or 3rd CH
- Same move as 3,2,1,4
Front Kick to Feint Knee
b+3,4
m,m
12,18
-12
-1
- Combo from 1st CH with 9f delay
- Move can be delayed 12f
Front Kick to Double Hammer
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
Gatling Rush (2)
ub+1+2
m,m
5,2
-16
-6
i15 i27
1st is -7 on hit, -18 on block, if 2nd whiffs (rare)
Gatling Rush (5)
ub+1+2,1,2,1
m,m,m,m,m
5,2,2,2,2
-13
-3
-3
Combo from 1st hit
Gatling Rush (6)
ub+1+2,1,2,1,2
m,m,m,m,m,m
5,2,2,2,2,2
-16
-6
-6
Combo from 1st hit
Gatling Rush (7)
ub+1+2,1,2,1,2,1
m,m,m,m,m,m,m
5,2,2,2,2,2,2
-13
-3
-3
Combo from 1st hit
Gatling Rush (8)
ub+1+2,1,2,1,2,1,2
m,m,m,m,m,m,m,m
5,2,2,2,2,2,2,2
-16
-6
-6
Combo from 1st hit
Gatling Rush (9)
ub+1+2,1,2,1,2,1,2,1
m,m,m,m,m,m,m,m,m
5,2,2,2,2,2,2,2,2
-13
-3
-3
Combo from 1st hit
Gatling Rush (10)
ub+1+2,1,2,1,2,1,2,1,2
m,m,m,m,m,m,m,m,m,m
5,2,2,2,2,2,2,2,2,2
-16
-6
-6
Combo from 1st hit
Gatling Rush (11)
ub+1+2,1,2,1,2,1,2,1,2,1
m,m,m,m,m,m,m,m,m,m,m
5,2,2,2,2,2,2,2,2,2,2
-26
-15
-15
Combo from 1st hit
Gatling Rush
ub+1+2,1,2,1,2,1,2,1,2,1,4
m,m,m,m,m,m,m,m,m,m,m,m
5,2,2,2,2,2,2,2,2,2,2,14
-35
-15a (-24)
- Combo from 1st hit
Motion input
Name
Alt
Input
Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Slash Kick (Hold)
f,F+3*
m
33
- Wall crush on block +13g
- Auto Taunt after hit
Flying Knee Kick
b,B+4
M
24
-19
-1d
i21~33
js18~
r FUFT
Usually hits on i24 on a standing opponent
Crouch
Name
Alt
Input
Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Crouch jab
hFC.1
s
5
-5
+6
i10
cs1~
t34 r24 FC
- Alternate input:
- hFC.db+1
- hFC.df+1
- Transition to r24 with f
- Transition input can be delayed 16f
Snake Rampage
FC.df+2,1
m,h
12,25
-8
+34a (+8)
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
Fisherman's Slam
ws2,f+2
m,t
18,25
- Alternate input ws2,b+2
- Available only as combo from 1st hit on front
Double High Knee Kick
ws3,4
m,m
18,25
-10
+4
+29g
- Alternate input CD.3,4
- Move can be delayed
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
Slither Step
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
Snake Spin Mach Breaker (2)
CD.4,1
m,h
13,14
- 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
Name
Alt
Input
Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Smash and Mach Kick
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
Neo Stomach Combination (3)
TNT.f+2,1,4
m,m,m
10,12,16
-161
?
- Combo from 1st hit
- Auto Taunt after hit, cannot be canceled
- Unsafe on hit due to Auto Taunt
Neo Stomach Combination (4)
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
Neo Stomach Combination (5)
TNT.f+2,1,4,2,1
m,m,m,h,h
10,12,16,5,5
-153
?
- Combo from 1st hit
- Auto Taunt after hit, cannot be canceled
- Unsafe on hit due to Auto Taunt
Neo Stomach Combination (6)
TNT.f+2,1,4,2,1,4
m,m,m,h,h,m
10,12,16,5,5,10
-155
?
- Combo from 1st hit
- Auto Taunt after hit, cannot be canceled
- Unsafe on hit due to Auto Taunt
Neo Stomach Combination
TNT.f+2,1,4,2,1,4,2
m,m,m,h,h,m,h
10,12,16,5,5,10,28
+4
+8a (+7)
Combo from 1st hit
Neo Gatling Rush
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
Neck Throw
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
Anaconda Assassin
f,F+1+2
t
40
-6
+10d
i12
- Throw break 1+2
- Side switch sometimes on hit and break
Chains of Misery
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
Parry to Mach Breaker
P.2
h
30
-10
+40d (-18)
i13~14
- Available only if left punch was parried
- Auto Taunt after hit
- Steve can evade with B
Parry to Right Body Blow
P.2
m
22
-5
+7
i15
Available only if right punch was parried