Bryan movelist (Tekken 7): Difference between revisions

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== Movelist ==
== Movelist ==


{{MoveDataHeader}}
{{Sticky|{{MoveDataHeader}}}}
{{MoveData|
{{MoveData|
|block=-22
|block=-22

Revision as of 06:05, 11 October 2022

Movelist

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

in rage (d/f+1+2_FC d/f+1+2)

m
55
-22
KND
KND
20

in rage b+1+2

m
30
+6~+7s
KND
KND
18~19

1,2

h,​h
7,​8
-2
+5
+5
10

1,​2,1

h,​h,​m
7,​8,​18
-6
+6
CS
10
A very strong jab string that lets Bryan safely enforce a mix even at i10 due to the low follow-up. The last hit counter hit launches, though angles the opponent 90 degrees to their right, so a modified combo is required. It is not something the opponent will want to mash through

1,​2,3

h,​h,​l
7,​8,​15
-12
+2
KND
10
Helps Bryan enforce a mix from his 1, 2 string. Not horribly minus on block, but is best used unpredictably. Last hit does not give a free hit on counter hit knockdown, but Bryan knocking you down is always scary.

1,​2,4

h,​h,​h
7,​8,​24
-3
KND
KND
10
A good abare tool that allows Bryan to get out of pressure with good reward. More committal than his m4 but is faster and gives good damage.

1,4

h,​h
7,​14
-7
+4
+4
10

1,​4,2

h,​h,​h
7,​14,​18
-7
+4
CS
10

1,​4,​2,1

h,​h,​h,​h
7,​14,​18,​17
+0
CS
CS
10

1,​4,​2,​1,2

h,​h,​h,​h,​h
7,​14,​18,​17,​22
-9
KND
KND
10
First two hits are Bryan's main i10 punish. Rest of the string is a gimmick. If you're playing T5 you can use this as a combo option off of ch B+1 if you delayed it, I guess? Doesn't even jail after the second hit on block so this will only catch green ranks mashing.

1,​4,​2,1~(d_u)

h,​h,​h
7,​14,​18
-10
+1
CS
10

1,​4,​2,4

h,​h,​h,​m(TJ)
7,​14,​18,​21
-5~-4
KND
KND
js16~
No real use other than to maybe catch people mashing. Anyone with half decent match up knowledge will know to not mash against Bryan so don't use this.

1,​4,​2,​1,4

h,​h,​h,​h,​m(TJ)
7,​14,​18,​17,​21
-5~-4
KND
KND
js16~

1,​4,3

h,​h,​m
7,​14,​15
-10
+1
+1
16~

1,​4,​3,3

h,​h,​m,​h
7,​14,​15,​18
-7
+7
KND
16~

2,3

h,​m
10,​14
-10
+6 (KND if 1st hit CH)
+6
10
A higher risk and higher reward block punish. Better in every way than his 1, 4 except for frames as this is punishable on block.

3,2

m,​m
14,​11
-10
+1
+1
16

3,​2,1

m,​m,​m
14,​11,​10
-9
+2
+2
16

3,​2,​1,2

m,​m,​m,​m
14,​11,​10,​14
-10
KND
KND
16
A not entirely awful string that can catch antsy opponents on occasion. Very few reasons to use this over f+3 but it has a single use at the very least, which can't be said for a lot of his string.

3,​2,​1,4

m,​m,​m,​l
14,​14,​10,​12
-11
+0
+0
16
Only real use is a gimmick mix with the mid from Mid Kick to Rush.

3,3

m,​h
14,​13
-6
+6
+6
16

3,​3,2

m,​h,​h
14,​13,​20
-7~-6
Launch
Launch
16

3,​3,4

m,​h,​m
14,​13,​25
-12
KND
KND
16

4,3

h,​m
15,​12
-10~-9
+2~+3
+2~+3
12

4,​3,4

h,​m,​m
15,​12,​16
-12
KND
KND
12
The first two hits are Bryan's i12 punish, though it doesn't offer much more than 2, 3 does save for range. First hit is his m4 counter hit launcher. The pick-up is very execution heavy if you don't commit to the rest of the string. Can also be used in combos.

4,​3,4*

h,​m,​m
15,​12,​25
-9~-8
KND
KND
12

4,​3,f+4

h,​m,​h
15,​12,​18
-5~-4
+6~+7
Launch
12

1+2

m
16
-7~-6
+6~+7
+6
17~18
A deceptively good homing move. It does not knockdown but it is very fast. Does not give as high a reward as mach kick, but is still good as a homing move for "small Tekken". People won't be trying to duck the high, but you really only need the first hit of this move anyway. The full string is used in Bryan's optimal combos, though it may put you off axis in some situations so keep that in mind.

1+2,2

m,​m
16,​20
-14
KND
CS
17
Bryan's mid follow-up from 1+2. No real use except for trying to catch people trying to take their turn, but is quite punishable and a good handful of characters can launch it.

3+4

m
20
-13
KND
Launch (CS)
18
r33
One of Bryan's best moves. Period. Few if any characters can punish it, even at point blank. Pushes the opponent into the space where Bryan likes to play neutral if one feels so inclined to. One of Tekken's premier keep out tools with amazing reward on counter hit. If the opponent does not tech roll, then Bryan can dash up and float the opponent with db+2 for a mini combo, though this is unlikely to happen if the opponent knows how to tech roll.

f+2,1

m,​m
10,​12
-10
+1
+1
15

f+2,​1,4

m,​m,​m
10,​12,​20
-13~-12
KND
KND
15
Not many uses outside of taunt set-ups. Can be used as a close-range whiff punish due to only being i15. If Bryan lets taunt play through all the way, this is one of the moves that gets enhanced. It gives him more damage, though still has not much use. The input for the enhanced version is 2, 1, 4, 2, 1, 4, 2

f+4,1

m,​m
10,​10
-13~-12s
JG
JG
18
A not too fast but not too slow mid whiff punish. Is most players best bet to get a launch punish in neutral thanks to its range. Is almost sure to catch an opponent's extended limb in neutral. Being at -13, some characters will get a full launch such as Kazuya, Eddie, and Josie and others will get a not-so-great reward compared to other characters with average block punishment such as Hwoarang.

f+1+2

h
22
+8~+9
KND
KND
22~23
Rather slow and linear but very plus. Although it is a high, Bryan has many reasons to make the opponent not want to crouch against him. Can be used to trap the opponent in plus frames for a counter hit in neutral or for a b+4 at the wall. Best used sparingly at most. It is a good gimmick at absolute best outside of combos.

f+1+4

m!
21
-12
-12
-12
28
Though it is -12, it is unreactable much like Taunt. It is best used to close out rounds in neutral due to its range and relative speed as an unblockable. It is also possible that the opponent may not know that it is unsafe on hit and panic and let you keep pressuring them. Still best used to end rounds every so often, though. It is unreactable, but it is very easy to get poked out of.

D/F+1,1

m,​m
8,​2
-10
-4
-4
15

D/F+1,​1,1

m,​m,​m
8,​2,​2
-10
-4
-4
15

D/F+1,​1,​1,1

m,​m,​m,​m
8,​2,​2,​2
-10
-4
-4
15

d/f+1,​...,2

m*?,​m
?,​20
-15
+1
KND
15
A very good tool used to lockdown the opponent or to hitconfirm for damage. Each hit can be delayed for quite a long time. Due to the delay and the second through fourth hits being -10, there are mindgames as to whether Bryan will continue the string or if he will stop, giving the opponent the choice to punish them or not. The last hit is -15, but maybe your opponent DOES want to punish the fourth hit? Very good move to close out a round with as most players will not want to risk dealing with the move past making sure they block all the hits.

d/f+2,1

m,​h
12,​11
-4
+8
+8
13
A VERY stubby i13 mid. Possibly one of the worst in the game due to its range and very poor tracking. Even at +4, anyone with a half-decent sidestep can step this to Bryan's right. Even more can step this to Bryan's left. Best used as a mid check or to float the opponent onto the wall after a corkscrew if you're too close for b3~f, 2, 1 to work.

d/f+2,3

m,​m
12,​20
-13
KND
Launch
13
No much use other than to get a counter hit knockdown from df+2 or to catch antsy opponents pressing after df+2 on block. The mid follow-up is identical in every way to 3+4 but pushback, so nearly every character can comfortably punish it.

d+2,3

m,​m
14,​21
-10
KND
Launch
14~15
The first hit is very good at locking down the opponent or stopping the opponent from stepping to Bryan's left. The second hit can be used to fish for a counter hit if the opponent likes to push a lot of buttons. Second hit is not very unsafe, so it has a much more skewed risk/reward in some matchups.

d+3,2

l,​h
10,​22
-7
KND
KND
16
A good low with a lot of range due to Bryan taking a step forward during start-up. D+3 is better in every other way except range, but still a good low to harass people with. The full string can be used as a consistent combo ender if the opponent is off axis.

d+1+2_FC 1+2

m,​m(TC)
10,​15
-10
+3
+3
17,i35 cs6~16

d+1+2_FC 1+2 (2nd hit whiff)

m
10
-28
-17
-17
17 cs6~16

d+1+2,3

mm,​l
10,​15,​20
-13~-12
+4~+5
KND
17 cs6~16

d+1+2~f

m,​(QCF)
10
-1
+10g
+10g
17 cs6~16

d+1+2~b

m,​(QCB)
10
-8
+3
+3
17 cs6~16

d+1+2~2

m
24
+7
Launch
Launch
45

d+3+4

l
15
-12
-1
+4
19

d+3+4,2

l,​m
15,​23
-12
KND
KND
19

d+3+4,2~d/b

l,​(Special)
15
-23
-12
-7
19s

d/b+1+2

mh
14,​25
-13
KND
KND
15,27

b+2,1

h,​h
18,​17
+0
CS
CS
17

b+2,​1,2

h,​h,​h
18,​17,​22
-9
KND
KND
17

b+2,​1,u or d (Cancel)

h
18
-10
+1
CS
17

b+2,4

h,​m(TJ)
18,​21
-5
KND
KND
js16~

b+2,​1,4

h,​h,​m(TJ)
18,​17,​21
-5~-4
KND
KND
js16~

b+3,F or d/F

m,​(Special) (TC)(CD)
12
+1
+12g
+12
19

b+3,2

m,​h
12,​12
-4
+7
+7
19

b+3,​2,1

m,​h,​m
12,​12,​10
-9
+2
+2
19

b+3,​2,​1,2

m,​h,​m,​m
12,​12,​10,​14
-10
KND
KND
19

b+3,​2,​1,4

m,​h,​m,​l
12,​12,​10,​12
-11
+0
+0
19

b+3,4

m,​m
12,​18
-12
-2
-2
19

b+3,1+2

m,​m
12,​25
-6
+4s
KND
19

b+3,​1+2,D

m,​m
12,​25
-6
+4s
KND
19s

b+1+3 or b+2+4

Absorbs 1 h/m hit
-
-
+3
-
2~10

Parry 1

h
30
-10~-9
KND
KND
13~14

Parry 2

m
22
-5
+7
+7
15

b+1+4

!
45
KND
KND
KND
53

u/b+1+2

mm
5,​2
-16
-6
-6
15,27

u/b+1+2 (Second hit miss)

m
5
-18
-7
-7
15

u/b+1+2,1

mm,​m
5,​2,​2
-13
-3
-3
15

u/b+1+2,​1,2

mm,​m,​m
5,​2,​2,​2
-16
-6
-6
15

u/b+1+2,​1,​2,1

mm,​m,​m,​m
5,​2,​2,​2,​2
-13
-3
-3
15

u/b+1+2,​1,​2,​1,2

mm,​m,​m,​m,​m
5,​2,​2,​2,​2,​2
-16
-6
-6
15

u/b+1+2,​1,​2,​1,​2,1

mm,​m,​m,​m,​m,​m
5,​2,​2,​2,​2,​2,​2
-13
-3
-3
15

u/b+1+2,​1,​2,​1,​2,​1,2

mm,​m,​m,​m,​m,​m,​m
5,​2,​2,​2,​2,​2,​2
-16
-6
-6
15

u/b+1+2,​1,​2,​1,​2,​1,​2,1

mm,​m,​m,​m,​m,​m,​m,​m
5,​2,​2,​2,​2,​2,​2,​2
-13
-3
-3
15

u/b+1+2,​1,​2,​1,​2,​1,​2,​1,2

mm,​m,​m,​m,​m,​m,​m,​m,​m
5,​2,​2,​2,​2,​2,​2
-16
-6
-6
15

u/b+1+2,​1,​2,​1,​2,​1,​2,​1,​2,1

mm,​m,​m,​m,​m,​m,​m,​m,​m,​m
5,​2,​2,​2,​2,​2,​2
-32
-15
-15
15

u/b+1+2,​1,​2,​1,​2,​1,​2,​1,​2 1,4

mm,​m,​m,​m,​m,​m,​m,​m,​m,​m,​m
5,​2,​2,​2,​2,​2,​2
-35
KND
KND
15

f,F+2

h
32
-9
KND
KND
13(14~) pc6~12

f,F+3

m
25
-13~-12
KND
KND
22~23 (23~)

f,F+3*

m
33
+11g (13g)
KND
KND
34~35 (35~)

f,F+4

h
32
-9~-6s
KND
Launch (S!)
16~19 (17~)

f,b+2

h
20
-7~-6
Launch
Launch
14~15 (14~)

b,d/f+4

l
25
-13
+14g
KND
29(29~)

b,B+4

m(h)
24
-19~-7
KND
KND
21~33d js18~ (24~)

f,​f,f+3

m
30
+9~+12g
KND
KND
22~25 (25~) js3~

WS 2,(f_b)+2

m,​(throw)
18,​25
-10
Throw(KND)
Throw(KND)
19

WS 3,4

m,​m
18,​25
-10
+4
+29G
12

FC d/f+2

m
12
-9
+4
+4
13

FC d/f,​d,d/f+1+2

h
45
-6
KND
+4
11

FC d/f+2,1

m,​h
12,​25
-8
KND
KND
13

FC d/f+4

m
21
-10~-9
+13~+14kg
Launch (S!)
15~16 cs1~14

ss 1

h
23
-5~-4
CS
CS
17~18 (26~)

ss 2,3

m,​l
20,​20
-13~-12
+5~+6
KND
20~21 (29~)

qcf

(Special) (TC)(CD)
-
-
-
-
s

qcf+1

m
20
-16~-15
JG
JG
15~16 (17~)

qcf+2

h
18
-6
+4
+4
15 (17~)

qcf+2,1

h,​m
26
-11
KND
KND
15 (17~)

qcf+1+2

m?
28
-12~-11
KND
KND
15~16 (17~)

qcf+3

m
18
-10
+4
KND
12(14~)

qcf+3,4

m,​m
18,​25
-10
+4
KND
12(14~)

qcf+4

m
13
-5
+1
+3
18(20~)

qcf+4,1

m,​h
13,​14
+0
CS
CS
18(20~)

qcf+4,​1,d_u (Cancel)

m,​(Special)
13
-11
-5
-3
18(20~)

qcf+4,​1,2

m,​h,​h
13,​14,​22
-9
KND
KND
18(20~)

qcf+4,​1,4

m,​h,​m(TJ)
13,​14,​21
-5~-4
KND
KND
js16~

qcb (to SWAY)

(SWAY)
-
-
-
-
16~

qcb+2

m
16
-9~-8
+6~+7
+6~+7
15~16 (17~)

qcb+2,4

m,​h
16,​25
-9~-6s
KND
KND
15~16 (17~)

qcb+3

l
23
-13~-12
+5~+6
KND
19~20 (21~)

qcb+4

m
23
-12~-11
Launch
Launch
17~18 (19~)

1+3+4

m!
+0
+16~+19
+16~+19
+16~+19
28~31

After TNT f+2

m
10
-10
+1
+1
15

After TNT f+2,1

m,​m
10,​12
-10
+1
+1
15

After TNT f+2,​1,4

m,​m,​m
10,​12,​16
-161~-160
CS
CS
15

After TNT f+2,​1,​4,2

m,​m,​m,​h
10,​12,​16,​5
-140
CS
CS
15

After TNT f+2,​1,​4,​2,1

m,​m,​m,​h,​h
10,​12,​16,​5,​5
-134
CS
CS
15

After TNT f+2,​1,​4,​2,​1,4

m,​m,​m,​h,​h,​m(TJ)
10,​12,​16,​5,​5,​5
-136~-137
KND
KND
15~

After TNT f+2,​1,​4,​2,​1,​4,2

m,​m,​m,​h,​h,​m(TJ),​h
10,​12,​16,​5,​5,​5
+4
KND
KND
15~

After TNT f,F+2

h
44
+4
KND
KND
13(14~) pc6~12

After TNT u/b+1+2,​,

mm
5,​2\uff5e
\u2013
KND
KND
15,27

f+1

h
7
+1
+8
+8
10

d/b+4

l (TC)
7
-13
-2
-2
12s cs4~

u/b_u_u/f+1

m(TJ)
12
-8
+3
+3
18 js9~

u/b_u_u/f+2

h
17
-12~-11
+9~+10g
+9~+10g
15~16

u/b+3

m (TJ)
18
-13
-2
KND
18

u_u/f+3

m (TJ)
15
+0~+1
KND
KND
27~28 js9~

u/b+4

m (TJ)
10
-19~-17
-8~-6
-8~-6
15~17

u_u/f+3+4

m (TJ)
25
-17
KND
KND
21 js9~

u/f,n+4

m
25
-11(-13)
Launch (JG?)
Launch (JG?)
23(29,35) js9~33

WS 3+4

h
28
-16
KND
KND
16

FC 1

Sm (TC)
5
-5
+6
+6
10s cs1~

FC 2

Sm (TC)
8
-4
+7
+7
11s cs1~

FC d/f+3

l (TC)
12
-17
-3
-3
16s cs1~

1+3

h
35
-3
KND
-
12

2+4

h
35
-6
KND
-
12

f+1+3

h
35
-3
KND
-
15

f+2+4

h
35
-6
KND
-
15

f,F+1+2

h
40
-6
KND
-
12

left side 1+3

h
40
-3
KND
-
12

right side 1+3

h
40
-3
KND
-
12

back side 1+3

h
60
!
KND
-
12

1

h
7
+1
+8
+8
10
Standard jab. Weaker hitbox due to Bryan's height.

2

h
10
+1
+7
+7
10

3

m
14
-4
+7
+7
16

4

h
15
-7
+6
Launch (JG?)
12

f+2

m
10
-10
+1
+1
15

f+3

m
18
+0~+2
+4~+6
CS
16~18
An amazing mid that's only slightly held back by its strange hitbox. Despite coming from Bryan's left, it can still be stepped rather easily to his left even at +4. Despite that, it is still an integral tool to Bryan's close-range game. Leaving him at 0, it allows Bryan to scout the opponent's tendencies. Leaves Bryan pretty plus on hit, but +4 is not enough to make Bryan really scary even up close. Still an incredibly useful tool with great reward.

f+4

m
10
-9
+0
+0
18

d/f+1

m
8
-5
+1
+1
15

d/f+2

m
12
-6
+5
+5
13

d/f+3

l (TC)
27
-26
KND
KND
29 cs6~
The infamous Snake Edge. Its only real use is as a move to throw out to catch an opponent trying to get in too recklessly. Any other time anyone can crouch this on reaction if they know to look out for it.

d/f+4

m
23
-6~-4
KND
KND
22~24
A slower but good homing move. Gives a free run up Kick Off on hit. Likely won't need it over 1+2 or Mach Kick in most cases.

d+2

m
17
-2~-1
+8~+9s
+8~+9s
14~15

d+3

l
10
-11
+0
+0
16
A deceptively good low capable of chipping the opponent out over the course of a round. Pushes the opponent to just past round start at point blank and some characters can have trouble punishing it on block if done from range.

d+4

l
13
-11
+0
+0
15

d/b+2

m?
13
-6~-4
+8~+10g
+8~+10g
15~17

d/b+3

l (TC)
11
-12~-11
-1~0
+4~+5
16~17s cs6~
Another good low to harass people with. Its high crush lets you obviously go under highs, but it's also safer than a generic db+4 if only because it is slower. Bryan recovers crouching but he can catch people trying to push buttons on counter hit with North Cross (fc df+4)

b+1

m
21
+4
+7s
JG
20

b+2

h
18
-7
+4
CS
17

b+3

m
12
-7
+4
+4
19

b+4

m
18
-10
+15
+15
16

u+4

m (TJ)
21
-5~-3
KND
KND
24~26 js9~

u/f+4

m (TJ)
22
-5~-3
KND
KND
24~26 js9~

WS 1

m
20
-16~-15
Launch (JG?)
Launch (JG?)
15~16

WS 2

m
18
-10
+1
+1
19

WS 3

m
18
-10
+4
uKZD
12

WS 4

m
16
-6~-5
+5~+6
+5~+6
11~12

WS 1+2

m
12
-5~-4
+6~+7
+6~+7
10~11

ss 2

m
20
-6~-5
KND
KND
20~21 (29~)

1+2,1

m,​h
16,​16
-1
+6
+6
17~18




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