Bryan punishers (Tekken 7)

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Revision as of 08:15, 8 October 2023 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
-102,324+6
1,421+4
-124,327+2
-13df+2,123+8
-14f,n,b+220 (77/98)+43a (+33)
-16b+418 (50/80)+15
-18f+4,120 (72)+40a (+32)
R.b+1+230 (89)+83a
-23uf,n,425 (82/104)+34a (+24)
Crouching
-10hFC.15+6
-11ws416+5
-12ws318+4
-13FC.df+2,137 (64)+34a (+8)
-15ws120 (77/98)+35a (+25)
-19ws2,f+243 (87)+54a
-23uf,n,425 (82/104)+34a (+24)
Back-turned opponent
-8df+2,1[3]23+8
-101,4,2,1[2]56 (100)+55a
1,4,2,1,2[2]78 (96)+41d (-17)
1,4,2,1,4[2]70 (88)+40a (+14)
-163,3,247 (87)+43a (+33)
Grounded opponent
-15d+410+0a (-8)
-19qcb+4[1]18+19a (+2)
Whiff punishers
Move Speed Range Damage Risk Hitbox
1,4i102.3021-7High
4,3i122.2427-10[4]High
df+2,1i132.2323-4[5]Mid
ws3i12(~14)2.3218-10Mid
f,F+2i13(~16)~3.0532-9High
ws1i15(~17)2.2420 (77)-16Mid
b+4i162.1818 (50/80)-10Mid
f,n,b+2i14(~16)2.4320 (77)-7High
Sway.2,4i15(~17)2.7241 (59)-9c[6][7]Mid
f+4,1i182.7120 (72)-13cMid
f,F+4i17(~20)[8]~2.932 (82)-9cHigh
ss1i17(~26)~3.123 (75)-5High
  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. 2nd hit is a duckable high at -22.
  6. 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.
  7. 2nd hit is a duckable high at -32.
  8. f,F+4 more often connects on its second active frame (i17) when used at range.