Bryan punishers (Tekken 7)

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Revision as of 02:03, 11 June 2022 by RogerDodger (talk | contribs)
Punishers for tricky moves
Various Slide {{{slide}}}
Generic FUFT.4 {{{generic-a}}}
Alisa
  • b+4,4
  • b+4,4,3+4~1
{{{alisa-a}}}
  • b+3+4
  • b+3+4,3+4
{{{alisa-b}}}
db+4
  • ssl qcb+4[1]
  • cc d+4
Asuka b+3 {{{asuka-a}}}
Claudio f+2,2 {{{claudio-a}}}
Devil Jin
  • u+4
  • u+4,U~n_1_2_3
{{{devil-jin-a}}}
R.f,n,d,df+4,3+4 {{{devil-jin-b}}}
Eddy 3~4 {{{eddy-a}}}
b+3,3 {{{eddy-b}}}
Heihachi f,F+2 {{{heihachi-a}}}
Jack-7 R.b+1+2 {{{jack-7-a}}}
d+1+2 {{{jack-7-b}}}
Law db+3+4 {{{law-a}}}
Leroy db+1+2 {{{leroy-a}}}
Lucky Chloe
  • BT.f+3+4,3+4
  • BT.f+3+4,3+4,3+4
{{{lucky-chloe-a}}}
Paul
  • d+4,2:1+2
  • qcf+2
{{{paul-a}}}
Xiaoyu BT.3 1,4,2<1[2]
BT.f+3+4,3+4 {{{xiaoyu-b}}}
AOP.4~3 {{{xiaoyu-c}}}
Standing
Enemy Move Damage Frames
-10 2,3 24 +6
-12 4,3 27 +2
-13 df+2,1 23 +8
-14 f,b+2 20 (66) +43a (+33)
-16 b+4 18 (50/79) +15
Crouching
-10 FC.d+1 5 +6
-11 ws4 16 +5
-12 ws3 18 +4
-13 FC.df+2,1 37 +34a (+8)
-15 ws1 20 (?) +35a (+25)
-19 ws2,f+2 43 (?) +54a
-23 uf,n,4 25 (?) +34a (+24)
Back-turned opponent
-8 df+2,1[3] 23 +8
-10 1,4,2,1[2] 56 (100) +55a
1,4,2,1,2[2] qcb+4 96 +19a (+2)
1,4,2,1,4[2] 70 (88) +65a (+48)
-16 3,3,2 47 (87) +43a (+33)
Grounded opponent
-15 d+4 10 +0a (-8)
-19 qcb+4[1] 18 +19a (+2)
Whiff punishers
Move Speed Range Damage Risk Hitbox
1,4 i10 2.30 21 -7 High
4,3 i12 2.24 27 -10[4] High
ws3 i12(~14) 2.32 18 -10 Mid
f,F+2 i13(~16) ~3.05 32 -9 High
ws1 i15(~17) 2.24 20 (?) -16 Mid
f,b+2 i14(~16) 2.43 20 (?) -7 High
qcb+2,4 i15(~17) 2.72 41 (59) -9[5]/-32[6] Mid
f+4,1 i18 2.71 20 (?) -13c Mid
f,F+4 i17[7](~20) ~2.9 32 (50) -9c High
  1. 1.0 1.1 qcb+4 can whiff vs FDFT and FUFA opponents unless you do a sidestep left first. Important vs moves such as King's db+4 and Bob's df+1,1+2. Against King's db+4 you can only ssl on P1 since you're crouching, so you can't in practice punish with it on P2 without taking extra time and risking that he gets up and blocks.
  2. 2.0 2.1 2.2 2.3 1,4,2,1 in the back can whiff third and fourth hit at some angles. In some cases delaying the 4th hit makes it connect when it otherwise wouldn't, such as vs Xiaoyu's caliroll.
  3. df+2,1 is guaranteed vs most characters at +8 since the first hit is an elbow. Since df+2,1 is itself +8, if you hit df+2,1 in the back you can keep doing it until they turn around.
  4. 4,3 is unsafe but can threaten extensions.
  5. qcb+2 on its own is safe at -9 and hard to challenge given the extension CH launches, and qcb+2,4 is delayable enough to hit confirm off of random whiffs (but not the hit itself).
  6. Duckable high.
  7. f,F+4 more often connects on second active frame when used at range.