Taunt Jet Upper guide — Bryan's taunt cancel on frame 29
The Taunt Jet Upper lands the knee of Bryan's taunt (1+3+4), cancels the taunt and links a Jet Upper into a combo. Pick Bryan in Mishima Dojo's character selector to practice it.
What it is
Bryan's taunt (1+3+4) has a knee in the middle of it. The knee hits on frame 28 and cannot be blocked. It leaves the opponent stuck for a moment; cancel the taunt in that moment and a Jet Upper (f,n,b+2, 14 frames) combos. That is the Taunt Jet Upper.
The catch is that there is no slack at all. The knee is +16 on hit, so only a move that lands by frame 44 combos. A 14-frame Jet Upper lands on 44 only when b+2 is on frame 31, and the f and n in front of it get one frame each: f on 29 · n on 30 · b+2 on 31 is the only order that works.
The frames in this guide were measured by the operator in Tekken 8 Ver.3.02.02 practice mode, from the input history and the combo counter. The frame the taunt is pressed on is frame 1. Patches can change them.
The taunt, frame by frame
| Frame | What happens |
|---|---|
| 1 | 1+3+4 pressed on one frame: the taunt starts |
| 1–28 | the first input cancels the taunt, but before the knee comes out, so the knee never hits |
| 28 | the knee hits (unblockable, active 28–31) |
| 29–32 | the first input cancels the taunt after the knee hit and its move comes out |
| 33–77 | inputs are ignored and the taunt plays out (−34 when never cancelled) |
| 29–44 | the knee's +16: a move that lands by 44 combos |
Other fast moves combo too. In the measurements, 10–13 frame moves combo when pressed on 29–32, 14 frames on 29–31, 15 frames on 29–30, and 16 frames (the taunt's b+4 knee) only on 29. It is always the same rule: land by frame 44. A 17-frame move does not combo even on 29.
Inputs and how they are judged
| Input after the taunt | Mishima Dojo verdict | In the game |
|---|---|---|
| f 29 · n 30 · b+2 31 | Taunt Jet Upper (lands 44) | combo |
| f on 30 or later | Guarded (lands 45 or later) | blocked |
| f on 28 or earlier | Cancelled before the knee | no knee, so the Jet Upper is blocked |
| f or n held 2 frames or more | Guarded | blocked |
| f → b+2 with no n | b+2 (17 frames) | b+2 comes out |
| 2 before the b | RP first (10 frames) | a different move comes out |
| b 1–3 frames before the 2 | starts that much later | the Jet Upper is late and blocked |
| first input on 33 or later | Input ignored | the taunt plays out |
The judge counts one cell of the shared 60Hz grid as one frame, like the EWGF. As in the game, a frame reads only one direction, so f → n → b inside one cell never had its n. On a keyboard, adding b while f is still held gives a frame with both, which reads as neutral (n); the game did the same on a keyboard.
A Jet Upper on its own is far more lenient: measured, f for 1–5 frames, n for 1–6 frames, and b up to 3 frames before the 2 all still give the 14-frame Jet Upper. Mishima Dojo judges a f,n,b+2 without a taunt as well and shows its f and n frames; f 1 · n 1 · b+2 together is the fastest Jet Upper, landing 16 frames after the f.
A double taunt (a second 1+3+4 inside the cancel window, up to frame 32) is not a second taunt: the first one plays on and only the move becomes the double taunt. It kept the first press's frames in the measurements, so it is judged the same way. A success means the input condition was met; it does not reproduce a real hit or the opponent's situation (tech roll, wall).
Reading the timeline
The timeline on the Taunt Jet Upper tab draws one taunt with the press as frame 1. Frames 13–34 get one cell each, so the count to the knee and the cancel window are wide; 2–12 and the ignored 35–77 are folded into one cell each.
- Top row: where an input cancels (up to 32) and where it is ignored (33–77).
- Frame cells: the input read on each frame. Red 28 is the knee, gold 29 · 30 · 31 are the targets (→ · ★ · ←+RP), green 44 is the last frame that combos (a green tick inside the folded 35–77 cell).
- +16 bar: the knee's advantage over frames 29–44.
- Bottom bars: the move you actually pressed, its command and its startup. Green when it lands by 44 (combo), red when it runs past (blocked).
Common mistakes
- The f one frame late: f on 30 makes the Jet Upper land on 45 and it is blocked. Waiting to see the knee is too late; count the beat from the taunt press.
- The f too early: an input on 28 or earlier cancels the taunt before the knee comes out.
- Losing the neutral: going straight from f to b gives b+2. Let go for one frame, or on a keyboard add b while still holding f.
- Splitting 1, 3 and 4: all three buttons must land on one frame for the taunt. As in the game, the settings can put 1+3+4 on one key (keyboard L and gamepad RB/R1 by default).
How to practice
- On the practice screen, press the Character button left of the mode tabs and pick Bryan.
- Start on the Fastest Jet Upper tab with the Jet Upper alone, no taunt. The f is frame 1 and a 15-frame timeline draws your input; f 1 · n 1 · b+2 together (a 3-frame input) is the fastest. When no Jet Upper comes out it tells you why (no f, a diagonal in between, too slow).
- On the Taunt Jet Upper tab, press the taunt and line the f up with frame 29 using the timeline and the first-input (cancel) frame.
- When it sticks, run the 10-try challenge. With a nickname the result goes to the "Taunt Jet Upper ×10" leaderboard.
- Bryan has no wavedash and no Mishima moves like the EWGF, so those modes are hidden; Backdash 10s is still there.
Practice it now in Mishima Dojo
Read next
- EWGF Input Guide — the f,N,d,d/f+2 Just Frame
- Wave Dash Guide — 6N23 6 N and the Cancel Forward
- Wave-Cancel WS Upper Guide — Back on Frame 8–10, Then RP
- Korean Backdash Guide — 414 N and Cancel Timing
- d/f+2 → EWGF Link Guide — EWGF by Frame 49
- JF Sky Rocket guide — Hwoarang f,n,df:4
- Frames and Input Judging — the 60Hz Grid and Input Lag