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* '''Monstrous Damage and Wall Carry''': Bryan's damage is great across the board, and | * '''Monstrous Damage and Wall Carry''': Bryan's damage is great across the board, and he can easily carry opponents to the wall to set up his strong [[oki]]. Also, thanks to Jet Upper being i14, he can launch moves that most others cannot. | ||
* '''Counter-Hit King''': Bryan has an incredible | * '''Counter-Hit King''': Bryan has an incredible variety of counter-hit strings and launchers, some of which have good tracking and are even plus on block. He excels at conditioning opponents to press and then punishing them heavily for it. | ||
* '''Anti-Social Distancing''': Bryan's range | * '''Anti-Social Distancing''': Bryan's range and overall keepout game is solid. 3+4 pushes opponents away massively and moves like Mach Straight (qcb+1) can stuff a lot of approach attempts. Once he has them at the perfect range, he can start applying pressure with b+1, qcf+1+2, or his excellent array of poking lows. | ||
* '''Stay Down''': Extremely strong oki with Taunt, | * '''Stay Down''': Extremely strong [[oki]] with Taunt, becoming absolutely devastating and near inescapable at the wall. A proficient Bryan player can effectively end the game if they catch a tech roll in the right position. | ||
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* ''' | * '''Punishment Gaps''': While Bryan has no shortage of standing punishment options, everything between his jabs and Jet Upper is mediocre at best, giving poor damage, [[frame advantage]], and lacking [[wallsplat]] properties. | ||
* '''Weak Panic Buttons''': Bryan doesn't have a lot on the defensive side apart from a punch reversal. | * '''Weak Panic Buttons''': Bryan doesn't have a lot on the defensive side apart from a punch reversal and ''Snake Eyes'' counter. He has easily the worst [[powercrush]] in the game and his [[high crush]]es take a long time to come out. | ||
* '''Demanding Execution''': Bryan | * '''Demanding Execution''': Bryan has a large array of unforgiving execution requirements, perhaps more than any other character. None of his quarter circle motion moves can be [[buffer]]ed, as they go into a step, and many of them are useful in combos. His most rewarding Taunt follow-ups, b+4 and Jet Upper, require frame-perfect execution and are easily among the hardest techniques in the game. This makes Bryan extremely difficult to optimize. | ||
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Revision as of 18:56, 5 June 2024
Bryan |
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Bryan | |
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Heat |
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Heat Smash | Mid, i18, -1 on hit, +9 on block (+17 if at wall) |
Heat Engagers |
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Stances |
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Fastest | |
Launch |
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CH launch |
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Wall splat |
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Archetypal moves | |
Mid check |
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Orbital | uf+4 |
Stature kick |
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Snake edge | df+3 |
Slash kick | f,f,F+3 |
Generic moves | |
Remapped | d+4 → db+4 |
Missing | d+2 |
External links | |
Lore | Bryan Fury |
#T8_Bryan | |
Discord | Bryan Fury Discord |
This page is for Tekken 8. For Tekken 7, see Bryan (Tekken 7).
Bryan is very easy to define: he's a counter hit monster. He has a litany of very strong counter hit attacks, such as b+1, 3+4, f+3, and SWA.3, that he can convert into incredible damage.
The buff Snake Eyes (SNE) gives him access to several new moves and upgraded versions of standard moves. Effective use of Snake Eyes is crucial for a Bryan player's success.
His backsway gives him access to Hatchet Kick (SWA.3), one of the most chunky and oppressive lows in the game, and his new Cannonball Straight (SWA.1), a +5 on block high with blistering speed and great range. His crouchdash, a.k.a Slither Step (SLS), gives him extremely good wall carry capabilities, with multiple mixups to catch opponents trying to jab out. Bryan has strong pressure at the wall with many oppressive options such as 3+4, hold 2, which wallsplats regardless of being blocked or not, and his heat smash, which is +17 on block at the wall.
Bryan's flashiest tool is his taunt (1+3+4), an unblockable mid with 16 frames of advantage which can enable b+4 or the infamous Taunt Jet Upper (TJU) (1+3+4 f,b+2), an unblockable launcher, with the trade-off of requiring multiple frame perfect inputs. Proficiency with Bryan's taunt in okizeme and standing pressure situations is important for high-level play.
Bryan's explosive, high-damage gameplan comes with the penalty of poor standing punishment, and optimizing his punishment requires some very difficult execution. Getting the most out of Bryan requires a great deal of intermediate and high-level understanding of almost every notable mechanic in Tekken, but the reward is one of the scariest characters to press a button against in the entire game.
- Monstrous Damage and Wall Carry: Bryan's damage is great across the board, and he can easily carry opponents to the wall to set up his strong oki. Also, thanks to Jet Upper being i14, he can launch moves that most others cannot.
- Counter-Hit King: Bryan has an incredible variety of counter-hit strings and launchers, some of which have good tracking and are even plus on block. He excels at conditioning opponents to press and then punishing them heavily for it.
- Anti-Social Distancing: Bryan's range and overall keepout game is solid. 3+4 pushes opponents away massively and moves like Mach Straight (qcb+1) can stuff a lot of approach attempts. Once he has them at the perfect range, he can start applying pressure with b+1, qcf+1+2, or his excellent array of poking lows.
- Stay Down: Extremely strong oki with Taunt, becoming absolutely devastating and near inescapable at the wall. A proficient Bryan player can effectively end the game if they catch a tech roll in the right position.
- Punishment Gaps: While Bryan has no shortage of standing punishment options, everything between his jabs and Jet Upper is mediocre at best, giving poor damage, frame advantage, and lacking wallsplat properties.
- Weak Panic Buttons: Bryan doesn't have a lot on the defensive side apart from a punch reversal and Snake Eyes counter. He has easily the worst powercrush in the game and his high crushes take a long time to come out.
- Demanding Execution: Bryan has a large array of unforgiving execution requirements, perhaps more than any other character. None of his quarter circle motion moves can be buffered, as they go into a step, and many of them are useful in combos. His most rewarding Taunt follow-ups, b+4 and Jet Upper, require frame-perfect execution and are easily among the hardest techniques in the game. This makes Bryan extremely difficult to optimize.
Characters (Tekken 8) |
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