Bryan Fury w Tekkenie 6 - wszystko co dotyczy tej postaci: strategie gry, juggle, gwaranty, combosy, filmiki, setupy itp. z wyjątkiem historii postaci, gdyż fabuła Tekkena ma swój osobny temat. Podstawy systemu oraz legendę (oznaczenia) znajdziecie tutaj, natomiast spis technik postaci (wszystkie ciosy) tutaj.
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Bryan Fury
Moderator: ModTeam
- Dumian
- Administrator
- Posty: 2944
- Rejestracja: 20-02-2006, 18:13
- Lokalizacja: Bydgoszcz
- Kontakt:
Bryan Fury
Ostatnio zmieniony 01-01-1970, 01:00 przez Dumian, łącznie zmieniany 1 raz.
"Using no way as way, having no limitation as limitation"
IE nadaje się do neta jak klawa do Tekkena, nie zwlekaj - Firefox
IE nadaje się do neta jak klawa do Tekkena, nie zwlekaj - Firefox
- Komandos
- Grand Master
- Posty: 1615
- Rejestracja: 08-12-2006, 21:35
- Lokalizacja: Amsterdam
- Kontakt:
Re: Bryan Fury
juggle:
df+3 or SS (2),3
FILLER 1, FILLER 4, f+1, b+1 B!
FILLER 1, FILLER 4, f+1, b+3~f,4,1,2
CH b+1 or d+1+2~2 or uf~N+4
FILLER 2, FILLER 4, f+1, b+1 B!
FILLER 4, 2, 1, b+3~f,4,1,2
uf+4
FILLER 3, FILLER 4, f+1, b+1 B!
FILLER 4, 2, 1, b+3~f,4,1,2
QCB+4
db+2, FILLER 4, f+1, b+1 B!
db+2, 2, 1, b+3~f,4,1,2
fb+2
f+1+2, FILLER 4, f+1, b+1 B!
dash b+3~f,3, f+1, b+1 B!
ff+4 B!, uf+3, 1, b+3~f,4,1,2
f+1+2, 2, 1, b+3~f,4,1,2
dash b+3~f,3, f+1, b+3~f,4,1,2
WS 1
b+3~f,3, f+1, b+1 B!
fb+2_FILLER 2, FILLER 4, f+1, b+1 B!
ff+4 B!, uf+3, 1, b+3~f,4,1,2
b+3~f,3, f+1, b+3~f,4,1,2
WS 2~f+2 or BT launch
ff+4_b+1 B!, db+2, db+2, ff+2
b+3,1+2 B! dash db+2, 1, ff+2
b+3,1+2 B!, dash d+3+4,2
CH 4
deep dash f+1, b+3~f~u~f+1, ff+4 B! uf+3, dash d+3,2_taunt/db+2 50/50 *
deep dash f+1, b+3,1+2 B!, b+3~f,4,1,2
ff+2
CH 3+4
uf+3, db+2, f+1, b+1 B!
uf+3, db+2, f+1, b+3~f,4,1,2
CH f+3
SSR, db+2, FILLER 4, f+1, b+1 B!
SSR, db+2, 2, 1, b+3~f,4,1,2
CH (d+2),3
dash db+2, FILLER 4, f+1, b+1 B!
dash db+2, 2, 1, b+3~f,4,1,2
CH WS 3
db+2, FILLER 4, f+1, b+1 B!
db+2, 2, 1, b+3~f,4,1,2
CH WS 3,4
db+2, 1+2, d+3,2
db+2, 1, ff+2
CH (1,2),1
df+2,1, f+1, b+1 B! d+3,2_db+1+2
df+2,1, f+1, b+3~f,4,1,2
b+1 B!, uf+3, 1, dash d+3,2
FUFT/FDFT 3
WS 3, db+2, f+1, b+1 B!
WS 3, db+2, f+1, b+3~f,4,1,2
low parry B!
u+3, db+2, f+1, b+3~f,4,1,2
db+2, 2, 1, b+3~f,4,1,2
---
B! moves
b+1
b+3,1+2 (second hit)
ff+4
POST-B!
uf+3, dash taunt/db+2 50/50 *
uf+3, 1, ff+2
uf+3, 1, dash d+3,2
uf+3, db+2
db+1+2
b+3~f,4,1,2 (after b+3,1+2 B!; after ff+4_b+1 B!, Kuma only)
Wall Carrying Strings
b+3~f,4,1,2
b+3~f>3>4
3,3,2
b+2,1,2
f+1,2,4
f+1,4
---
* taunt/db+2 50/50
This 50/50 setup deals more damage than the usual B! ender, but is dependent on your opponent's decision to techroll or not to techroll. Don't worry if you guess wrong, both options are safe.
If they don't tech
db+2, 2, 1, b+3~f,4,1,2
If they tech
taunt
---
WALL COMBOS
W!, b+3,1+2 B!
u+3, f+2,1,4 (Kuma only)
iWS 3,4
d+1+2~f,1+2
d+3,2
d+3+4,2
f+2,1,4
W!, ff+4 or b+1 B!
d+1+2~f,3,4
d+1+2,3
all options under W!, b+3,1+2 B!
W! without B!
b+3~f,3,4
d+1+2~f,3,4
1, f+2,1,4
1, d+3,2
fb+2 W!
UF~N+4, b+3,1+2 B!
UF~N+4, ff+4_b+1 B!
4,3, b+3,1+2 B!
4,3, ff+4_b+1 B!
ff+2 W!
bb, db+2 W!, b+3,1+2 B!
bb, db+2 W!, ff+4_b+1 B!
---
Other misc. combos
launch, filler, 1, b+3,1+2 B!, b+3~f,4,1,2
launch, b+1 B!, uf+3, 1, b+3~f,4,1,2
---
Off-axis
Quote Originally posted by Mr. NAPS
Speaking of which, this combo thread needs axes info.
To the right axis (like after ssr launch, more facing their left leg):
Don't:
-b+1 B!, u/f+3, because u/f+3 will whiff (unless only slightly off axis)
Do:
-d+3,2, works all the time if you were to hit the u/f+3
-b+3~f, 4,1,2, works no matter how bad the axis looks (as long as you don't flip them over)
-ff+4 as a bound, because ff+4 has auto-ssl, making the axis better
-f+1+2 after f,b+2, for the same reason above
To the left axis (like after ssl launch, more facing their right leg):
Don't:
-b+3~f, 4,1,2 (unless only slightly off axis), the 4 will whiff
-B!, u/f+3, d+3,2 (unless only slightly off axis, or if there were only two hits before the bound), the 2 will whiff
-taunt_d/b+2 50/50, the taunt option will whiff in certain cases
Do:
-3,3,4, it looks ugly, but it's the max damage off of bounding in this axis
-B!, u/f+3, d/b+2
-B!, u/f+3, ff+2
---
taunt follow-ups (from easiest to hardest)
f+1,4 (24 dmg, +4)
2,3 (28 dmg, +1)
4 (18 dmg, +6)
df+2,1 (26 dmg, +2)
1+2,2 (39 dmg, +0)
f+2,1,4 (50 dmg, KD)
b+4 (22 dmg, +15)
fb+2 (20 dmg, JG)
combo video-
frame data- http://www.tekkenarena.com/forum/viewto ... 81#p192688
df+3 or SS (2),3
FILLER 1, FILLER 4, f+1, b+1 B!
FILLER 1, FILLER 4, f+1, b+3~f,4,1,2
CH b+1 or d+1+2~2 or uf~N+4
FILLER 2, FILLER 4, f+1, b+1 B!
FILLER 4, 2, 1, b+3~f,4,1,2
uf+4
FILLER 3, FILLER 4, f+1, b+1 B!
FILLER 4, 2, 1, b+3~f,4,1,2
QCB+4
db+2, FILLER 4, f+1, b+1 B!
db+2, 2, 1, b+3~f,4,1,2
fb+2
f+1+2, FILLER 4, f+1, b+1 B!
dash b+3~f,3, f+1, b+1 B!
ff+4 B!, uf+3, 1, b+3~f,4,1,2
f+1+2, 2, 1, b+3~f,4,1,2
dash b+3~f,3, f+1, b+3~f,4,1,2
WS 1
b+3~f,3, f+1, b+1 B!
fb+2_FILLER 2, FILLER 4, f+1, b+1 B!
ff+4 B!, uf+3, 1, b+3~f,4,1,2
b+3~f,3, f+1, b+3~f,4,1,2
WS 2~f+2 or BT launch
ff+4_b+1 B!, db+2, db+2, ff+2
b+3,1+2 B! dash db+2, 1, ff+2
b+3,1+2 B!, dash d+3+4,2
CH 4
deep dash f+1, b+3~f~u~f+1, ff+4 B! uf+3, dash d+3,2_taunt/db+2 50/50 *
deep dash f+1, b+3,1+2 B!, b+3~f,4,1,2
ff+2
CH 3+4
uf+3, db+2, f+1, b+1 B!
uf+3, db+2, f+1, b+3~f,4,1,2
CH f+3
SSR, db+2, FILLER 4, f+1, b+1 B!
SSR, db+2, 2, 1, b+3~f,4,1,2
CH (d+2),3
dash db+2, FILLER 4, f+1, b+1 B!
dash db+2, 2, 1, b+3~f,4,1,2
CH WS 3
db+2, FILLER 4, f+1, b+1 B!
db+2, 2, 1, b+3~f,4,1,2
CH WS 3,4
db+2, 1+2, d+3,2
db+2, 1, ff+2
CH (1,2),1
df+2,1, f+1, b+1 B! d+3,2_db+1+2
df+2,1, f+1, b+3~f,4,1,2
b+1 B!, uf+3, 1, dash d+3,2
FUFT/FDFT 3
WS 3, db+2, f+1, b+1 B!
WS 3, db+2, f+1, b+3~f,4,1,2
low parry B!
u+3, db+2, f+1, b+3~f,4,1,2
db+2, 2, 1, b+3~f,4,1,2
---
B! moves
b+1
b+3,1+2 (second hit)
ff+4
POST-B!
uf+3, dash taunt/db+2 50/50 *
uf+3, 1, ff+2
uf+3, 1, dash d+3,2
uf+3, db+2
db+1+2
b+3~f,4,1,2 (after b+3,1+2 B!; after ff+4_b+1 B!, Kuma only)
Wall Carrying Strings
b+3~f,4,1,2
b+3~f>3>4
3,3,2
b+2,1,2
f+1,2,4
f+1,4
---
* taunt/db+2 50/50
This 50/50 setup deals more damage than the usual B! ender, but is dependent on your opponent's decision to techroll or not to techroll. Don't worry if you guess wrong, both options are safe.
If they don't tech
db+2, 2, 1, b+3~f,4,1,2
If they tech
taunt
---
WALL COMBOS
W!, b+3,1+2 B!
u+3, f+2,1,4 (Kuma only)
iWS 3,4
d+1+2~f,1+2
d+3,2
d+3+4,2
f+2,1,4
W!, ff+4 or b+1 B!
d+1+2~f,3,4
d+1+2,3
all options under W!, b+3,1+2 B!
W! without B!
b+3~f,3,4
d+1+2~f,3,4
1, f+2,1,4
1, d+3,2
fb+2 W!
UF~N+4, b+3,1+2 B!
UF~N+4, ff+4_b+1 B!
4,3, b+3,1+2 B!
4,3, ff+4_b+1 B!
ff+2 W!
bb, db+2 W!, b+3,1+2 B!
bb, db+2 W!, ff+4_b+1 B!
---
Other misc. combos
launch, filler, 1, b+3,1+2 B!, b+3~f,4,1,2
launch, b+1 B!, uf+3, 1, b+3~f,4,1,2
---
Off-axis
Quote Originally posted by Mr. NAPS
Speaking of which, this combo thread needs axes info.
To the right axis (like after ssr launch, more facing their left leg):
Don't:
-b+1 B!, u/f+3, because u/f+3 will whiff (unless only slightly off axis)
Do:
-d+3,2, works all the time if you were to hit the u/f+3
-b+3~f, 4,1,2, works no matter how bad the axis looks (as long as you don't flip them over)
-ff+4 as a bound, because ff+4 has auto-ssl, making the axis better
-f+1+2 after f,b+2, for the same reason above
To the left axis (like after ssl launch, more facing their right leg):
Don't:
-b+3~f, 4,1,2 (unless only slightly off axis), the 4 will whiff
-B!, u/f+3, d+3,2 (unless only slightly off axis, or if there were only two hits before the bound), the 2 will whiff
-taunt_d/b+2 50/50, the taunt option will whiff in certain cases
Do:
-3,3,4, it looks ugly, but it's the max damage off of bounding in this axis
-B!, u/f+3, d/b+2
-B!, u/f+3, ff+2
---
taunt follow-ups (from easiest to hardest)
f+1,4 (24 dmg, +4)
2,3 (28 dmg, +1)
4 (18 dmg, +6)
df+2,1 (26 dmg, +2)
1+2,2 (39 dmg, +0)
f+2,1,4 (50 dmg, KD)
b+4 (22 dmg, +15)
fb+2 (20 dmg, JG)
combo video-
frame data- http://www.tekkenarena.com/forum/viewto ... 81#p192688