Bryan (Tekken 7)

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Revision as of 03:26, 24 January 2021 by SewerSwans (talk | contribs)

Bryan is an extremely CH focused, timing based and intimidating character. His massive counter hits can easily lead into one of the best wall games in Tekken, taking the round by storm. He's no slouch at mixups or his own unique pressure either, and his range 2 neutral game is excellent.

He pays for this in standing punishment that's some of the most unimpressive in the game until his i14 launcher. He also lacks a typical i13 DF1. With an extremely steep execution curve on his magic 4 combo, he's encouraged to counter hit from neutral rather than poke situations where possible, varying his timing & stoking his opponent's level of tension to land a devastating 3+4 (i18) or F3 (i16) instead.

This is further encouraged by his only strong low being quite slow at i22. Bryan cannot let his timing become predictable, but with his weak punishment, neither should he be too passive.

Strengths:

° Big wall carry and high combo damage off a variety of launchers, including i14 standing launch punish.

° If it doesn't CH launch, it probably has a CH-confirmable follow-up.

° Damaging mids and good tools to pressure blocking players, including one of the best 12 strings in the game.

° Strong keepout for every situation in QCB2-4, 3+4, Mach Kick and Orbital Heel.

° Good whiff punishers like F4-1 and FF2.

° One of the best wall games, including his unique Taunt, a high-execution unreactable unblockable.

° Really good i13 WS punish in DF2-1.

° Chunky low with a strong +5 situation on hit.

Weaknesses:

° Poor standing block punishment until i14.

° Execution and hitconfirming are frequent demands. As a backsway character, requires clean korean backdash.

° No i13 DF1; i13 mid substitute is -6 on block, although his i14 D2 is strong.

° Linearity on some pokes, anemic frames on others. His buffed homing move helps with this, but he must mix up his timing.

° Lack of panic moves and evasive tools, requiring good defense and spacing. Overall demanding to play.

° i14 standing launch punish has a slightly fiddly input and no easier alternatives until i18, will require practice to launch short blockstun moves with it. Pushback punish FF2 also requires a precise buffer from blockstun in exchange for good range.