Move in combos. Second hit is a ch launcher(very delayable string). Great move when fishing for wall splats. Some characters cannot punish df+2,3 due to pushback. High damage, long range homing move that can be used as a wallsplat or a S! Gigas doesn’t have a lot going for him but at least he has long arms!
PART MAN, PART COP... ALL ZOMBIE. Hard to punish on whiff. The only way to get guaranteed damage afterwards is by buffering a EMGF very early, which isn’t that hard but will require a bit of practice to get used to. The stance itself goes over a lot of attacks (many mids and highs included); certain attacks can be cancelled into DFLIP to keep the pressure going. Bryan is brutish, unfeeling, and overall psychotic.
Spinstuns on NH. Bryan’s fastest mid poke. Steves 11 frame WS punish and arguably one of the best WS-punishers in the game. r/Tekken is a community-run subreddit for Bandai Namco Entertainment's Tekken franchise. Standard i13 mid poke that tracks to Dragunov’s left. Keepout launcher. Leads to a full combo. Also usable as damage filler and a wall carry in combos. As a ws 14 frame punisher, it’s a natural combo that knocks down. i14 launcher. Her hop kick. Learn this from a Wavedash and be the master of his Wavedash mix-up. Special cancelable, second hit mid, NC on hit, on block can cancel into special to frametrap/restart pressure. Primary whiff punisher. Leaves you right in their face. Looks like you're using new Reddit on an old browser. Same as Marduk’s QCF+2, except easier/quicker to input and worse on block (launch punishable); however, on CH it will KND for follow-ups. A bit slow to hit but has great range.
Complementary to b+1 but also grants STB on hit. TIGER UPPERCUT!! Very strong panic tool and was made safe in T7 from -12 in TTT2. Ending Description: Bryan is walking in a forest with a Gatling gun in his hand. Enough said.
Safe to throw out, but very linear. Grants a juggle on CH and evades under highs during the startup.
+3 on hit, in case you want to turn the tides.
Very dangerous near the wall, mixup with u+3+4 near wall after knd is best. Ground grabs: d/b+1+3 (1 break) or d/b+2+4 (2 break) against an opponent on the ground. Much slower and riskier compared to his other lows, but gives a combo on CH. Also referred to as “Jet Upper.” The last 4 being delayable means you can opt to do 2,1 followed by a low, a throw or what have you, and mix it up with the delayed 4 followup. A good mid poke which is -1 on block making it safe and +6 on hit. It is very easy to check the opponent’s offense as the string is hard to punish ending in a safe mid. Combos from d+3 for big damage from a low in the corner. Learn your iWR. Excellent range and can punish deathfist and hei ff+2. Extension is now -13 in Tekken 7. Tekken 3Tekken 4Tekken 5Tekken 5: Dark ResurrectionTekken 6Tekken 6: Bloodline RebellionTekken 7Tekken 7: Fated RetributionSpin-off: Tekken 3D: Prime EditionTekken Tag TournamentTekken Tag Tournament 2Tekken RevolutionTekken MobileOthers: Street Fighter X TekkenFull Bokko Heroes X
If you can do the instant version this is a good poke to look for CH’s.
Tick throws, lows, EWGF setup, SS to give up your turn if you’re expecting buttons, or the like. Bryan has a new winning pose that has him punch the opponent he fought in the face, in this game, he punches the opponent in the face 10 times and while he does that, he does his trademark evil laugh and says "Die", but in later games, it is increased to 13 and he does not say anything. Some characters cannot punish df+2,3 due to pushback. https://docs.google.com/document/d/1yqgxbES6su4clpQou2hzlZN40rpPBtwmMRKWfexbj3g/preview, https://www.youtube.com/watch?v=Nbewxse8DlI, Sidestep primer: http://tekkengamer.com/2017/06/14/heres-direction-sidestep-characters-tekken-7-pdf-download-also-available/. When done on face down opponent’s these can’t be broken. -13, so use with caution. Alive One of the fastest non-reversal Rage Arts in the game at i13. First hit is a 10f jab that is +1 on block and +7 on hit. Decent ranged whiff and block punisher, where hopkick and df+2 would whiff.
Bryan is defeated and killed by Jin.
Unsafe, but since it’s the startup for his 10-hit it can be mixed up with f+1,1,2(1) to catch ppl pressing buttons after the 1,1.
i17 (fastest input, but don’t try to use it as a 17f punisher ).
With f,N,d/f+2 input, it is the fastest launcher in the game at 13f. A straight screw on normal hit like ewhf leading into massive damage. Bryan returned in the sequel, Tekken Tag Tournament 2 as a playable character. Gray After 1,2,2 you also have the option to punish eager retaliation by finishing the string (1,2,2,2,2) with another set of h,m. The regular b+2 is unsafe on block. Kickboxing is a popular combat sport that saw fruition in Japan in the 1960s. Special cancellable. Alignment Good for mixing up opponents from BT. It is a mid hitting poke that slightly tracks both ways. Use this move if opponents are not standing up and are just laying on the floor, chilling. #2359 In both Yoshimitsu's and his endings, he wields a Gatling gun and a back-up handgun which he uses to shoot Yoshimitsu in the head at the end of his ending. This is a conditioning move. Bryan then detonates the bomb on Yoshimitsu's arm using a button he dropped during battle. 2 Hit 13f mid mid safe string that is a NC and can be delayed as well as hit confirmed. Power Crush with unique properties: can be cancelled by inputting f,f or b,b either before it hits or after. While your standard juggle from it is 4 b+1 d/f+1,1 b+322, you’ll need to omit the b+1 if you’ve launched after a sidestep left. Jack’s low pokes (d/b+1, FC d/b+1, and d+4) leave him in crouch state and with frame advantage on hit, so from there his while standing attacks are a good way to continue offense. Mid CH launcher elbow that’s + on block. 14 frame launcher with great range.
The hitbox is now improved so you can use it during juggles as as tailspin. Safe close-range mid poke. Big + frames on block, KND on hit. Bryan Fury is a dab hand at making enemies. Long range i17 punish, causes flipover on hit leaving opponent face down head towards. An unbreakable throw out of Kazumis fly stance (f+3+4). Good tool to use in a Wavedash mix-up. #2319 Df+2,1 is the mid,high extension and safe but the mid is duckable. Followups are NCC.
Can wallsplat. ‘3’ is a homing attack, ‘4’ is a linear + on block divekick, ‘1+3_2+4’ is an unbreakable throw, and no input during DFLIP gives a knockdown low. Has a pseudo hitconfirmable followup in uf+4,4. Also, prior to his death, Bryan held the title as the 'current' King of Iron Fist Tournament. Note: While all the moves mentioned are good as a starting point, be aware that Hwoarang constantly switches between 3 different stances excluding his defualt stance, and playing him well requires using many different moves from his arsenal. Good ch launcher non charged or ws punish for incredibly punish blocked lows like snake edge or Xiaoyu’s SS3 in a mirror match by charging the WS2 all the way. Short ranged hopkick, well, hop knee actually. Power Bomb: done with WR2+4, but can also be done by Jaguar Step and 1+4/2+3. Be careful with this move vs chars with quick vs launchers, however can be hard to punish when from max range. Good range, can be done out of df+1,b for pressure. 1+2 m i17 -7. Counter Hit, WS 1 , b 2 1 4 , dash , b 3 ~ f 4 1 2, Requires #SEASON PASS 3 UPDATE
Linear, but safe with good pushback. Tracks to his left. The move is strong to use up close but don’t get too greedy. Great in conjunction with the sidestep’s evasiveness. Safe mid,mid string that KNDs and wallsplats. Combos into dp+1 on normal hit for a full combo. A knockdown low that guarantees a F2 at the wall and rage drive in open.
A very good safe mid from any of his stances, from crouchdash or from while standing. Knocks down and wall splats on hit. King’s many command throws require the correct button to break. Not as fast as a lot of other df+1s, but in return it’s 0 on block.
df+1,2/df+1,2(u/d)/df+1,2,3/ect. Above-average hopkick. Vastly improved Jack-7’s list myself (Novril). Fast low poke, can be cancelled into Akuma’s special attacks.
Can be utilized with SS+4 for launching SS mixups, but range is short. Full launch on hit and safe on block. Duck highs in a string and hit WS2 to ensure a screw, 15f fast thus his WS punisher too. While it’s -14 without any followup, it puts you in Switch Stance which has a bunch of great followups and can be cancelled into crouch dash, great hitbox (hits Ling’s AOP) and can be used for resets. Bryan then laughs maniacally. 23 damage, +5 on block. Devil Kazuya can extend it by inputting f,n,d,d/f+1,u/f before 2nd hit connects, making him do a tgf+heaven’s door out of CD4,1 and dealing a total of 49 damage.
Now gives a techable stun on CH. 2nd hit gives full combo on CH. He later fights Jin and although he has the upper hand through most of the fight, Jin flashes back to his mother's training and follows her advice by exploiting Bryan's weak spots. A Mid that screws on NH as well as in a combo, 20 damage. Pushes Kat away making it very safe. d/f+1,2 (mid,mid, -13 on block) serves as a mixup. Another good whiff punisher.
Fast mid, tracks slightly to his left. Will do wall impact to the front of Gigas. Safe mid launcher, low crush. EnglishDavid SchaufeleKeith Silverstein (SFxTK)JapaneseTomokazu Seki (SFxTK)
He uses his cyborg eyes to find the invisible Yoshimitsu. 1+2 is a homing mid, safe on block, and can cause float into a bnb combo, 1+2,2 is also mid however it is NOT safe on block at -13~-14 and could possibly be side stepped after 1+2 is blocked/whiffed, New comments cannot be posted and votes cannot be cast. Insanely quick recovery and a lot of active frames. Bryan’s fastest mid poke.
Guaranteed stomp (d+3+4) on hit.
Homing move with good reach. When he spots him, he fires his Gatling gun but Yoshimitsu disappears again. Can be hit confirmable to uf+3, 3+4 that transitions into fly for mixups on block (careful with Jack, he can option select float for a juggle on block). He also has good pressuring capabilities, keeping opponents on tilt. Safe mid launcher, low crush. This can sometimes be abused. Otherwise it’s just a poking tool. On block you can side step or try to interrupt opponent with d+1 or d+2. Unsafe, but long range mid launcher and the source of Kuma/Pandas most damaging combos. Only -12 on block,+4 on hit, +12 on visually confirmable CH with guaranteed followups (d+1+2 or b+1,2). A good panic button as it comes out i8 when the generic fastest button for characters is i10. With the world turned upside down by the constant fighting, Bryan was in his element. Her i11 ws punish. Wallsplats, hits grounded and knocks down standing opponents. f+2 and f+2,f+1 give combo on CH. 2nd hit can be ducked on block and launched. Be wary about using as poke/punisher as it’s high. Along with this new strength, Bryan developed an almost uncontrollable rage that also manifested itself in his outward physical appearance.
Bryan Fury, a replicate created by Dr. Abel, entrusted himself to Dr. Bosconovitch to receive technological upgrades.
As he trained, Bryan sensed that his death was quietly approaching.
Puts him into STB if it hits too.
Helps Akuma hold his ground. Mix between the 2 options. Lei panics and fires shots several times, all of which Bryan is unaffected by. Devil Jin can also do this move from his Wavedash.
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