Bryan strategy (Tekken 7)

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Key moves

Function
Core
Secondary
Extra
Move Poke Counter Mixup Keepout Approach Oki
1
1,2
1,2,1
1,2,3
1,2,4
4
1+2
3+4
f+3
DF+1,1,1,1,2
df+2
d+2
d+4
db+3
b+1
u+4
f,F+4
f,f,F+3
qcb+2,4
qcb+3
qcb+4
1+3+4
Tracks left
  • df+1
  • d+2
  • qcb+3
Tracks both
  • 1+2
  • df+4
  • f,F+4
  • hFC.4
  • df+3
Tracks right
  • qcb+2
1
Standard jab. Weaker hitbox due to Bryan's height.
1,2
Has more tracking than single jab and a threat of a third hit.
1,2,1
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
Helps Bryan enforce a mix from his 1,2 string. Not horribly minus on block, but is best used unpredictably.
1,2,4
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+2
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
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
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+3
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.
DF+1,2
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.
df+2,1
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 b+3,f~2,1 to work.
df+2,3
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.
df+3
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.
df+4
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+2,3
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.
db+3
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)

Move notes

1,2,4,1,2
First two hits are Bryan's main i10 punish. Rest of the string is a gimmick. Doesn't even jail after the second hit on block so this will only catch green ranks mashing.
1,4,2,4
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.
2,3
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,​1,​2
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
Only real use is a gimmick mix with the mid from Mid Kick to Rush.
4,3,4
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.
f+2,1,4
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
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
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
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+4
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+3,2
A good low with a lot of range due to Bryan taking a step forward during start-up. d+4 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.