Bryan: Difference between revisions

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* '''Damage and Wall Carry''': Bryan's damage is great across the board, and hitting the wall is extremely easy with Bryan. Also, thanks to Jet Upper being i14, he can launch many moves that most others cannot.
* '''Damage and Wall Carry''': Bryan's damage is great across the board, and hitting the wall is extremely easy with Bryan. Also, thanks to Jet Upper being i14, he can launch many moves that most others cannot.
* '''Counter-Hit''': Bryan has an incredible set of counter-hit launchers, some of which flat out give him advantage on block.
* '''Counter-Hit King''': Bryan has an incredible set of counter-hit launchers, some of which have good tracking and are even plus on block.
* '''Keepout''': Bryan's range, particularly with his kicks, is impressive. 3+4 pushes opponents out massively and Mach Kick (f,F+4) can stuff a lot of approach attempts. Once he has them at the perfect range, he can start applying pressure with b+1, qcb+1, or qcb+3.
* '''Keepout''': Bryan's range, particularly with his kicks, is impressive. 3+4 pushes opponents out massively and Mach Kick (f,F+4) can stuff a lot of approach attempts. Once he has them at the perfect range, he can start applying pressure with b+1, qcb+1, or qcb+3.
* '''Oki''': Extremely strong oki with Taunt, which is especially prevalent at the wall. A proficient Bryan player can effectively end the game if they catch a tech roll.
* '''Oki''': Extremely strong oki with Taunt, which is especially prevalent at the wall. A proficient Bryan player can effectively end the game if they catch a tech roll.

Revision as of 04:35, 4 March 2024

Bryan
Heat
  • Gains access to Snake Eyes moves.
Heat Smash Mid, i18, -1 on hit, +9 on block (+17 if at wall)
Heat Engagers
  • 1,2,4
  • db+1+2
  • f,F+2
  • ss2,1
  • SLS.1+2
Stances
  • SLS (Slither Step) – qcf
  • SWA (Sway) – qcb
  • SNE (Snake Eyes) – 1+3+4
Fastest
Launch
  • i14 – f,n,b+2 (standing)
  • i15 – ws1 (crouching)
CH launch
  • i12 – ws3 (crouching)
  • i13(~15) – qcb+1 (high)
  • i16 – f+3 (mid)
Wall splat
  • i13(~15) – qcb+1 (standing)
  • i13(~16) – f,F+2 (standing)
  • i16 – b+4 (standing)
  • i13 – FC.df+2,1 (crouching)
Archetypal moves
Mid check
  • df+2 (standing)
  • d+2 (standing)
  • ws4 (crouching)
Orbital uf+4
Stature kick
  • qcb+3
  • d+4
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
Twitter #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. In Tekken 8, he's been given a new buff called Snake Eyes (SNE) which gives him access to several new moves, as well as some upgraded versions of previous moves. Learning how and when to activate and utilize Snake Eyes is crucial.

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 TNTb+4 or TJU, being unblockable moves that guarantee wall combos, 3+4, hold 2, which wallsplats regardless of being blocked or not, and his heat smash, which is +17 on block at the wall.

As far as flashiness goes, this all pales in comparison to his taunt (1+3+4), an unblockable mid that gives him a massive 16 frames of advantage, not only giving him the chance to hit with a normal attack, but also allowing him to hit the infamous Taunt Jet Upper (1+3+4 f,b+2), an unblockable launcher - with the trade-off of requiring multiple frame perfect inputs. Learning how to utilize Bryan's taunt in oki or standing pressure situations is necessary to use Bryan at a high level.

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.

Strengths
  • Damage and Wall Carry: Bryan's damage is great across the board, and hitting the wall is extremely easy with Bryan. Also, thanks to Jet Upper being i14, he can launch many moves that most others cannot.
  • Counter-Hit King: Bryan has an incredible set of counter-hit launchers, some of which have good tracking and are even plus on block.
  • Keepout: Bryan's range, particularly with his kicks, is impressive. 3+4 pushes opponents out massively and Mach Kick (f,F+4) can stuff a lot of approach attempts. Once he has them at the perfect range, he can start applying pressure with b+1, qcb+1, or qcb+3.
  • Oki: Extremely strong oki with Taunt, which is especially prevalent at the wall. A proficient Bryan player can effectively end the game if they catch a tech roll.
Weaknesses
  • Punishment: While Bryan has no shortage of standing punishment options (Mach Punch being a very good long-range punish), everything between his jabs and Jet Upper is mediocre at best, with none of them wall splatting cleanly and having varying damage or frame advantage issues.
  • Defense: Bryan doesn't have a lot on the defensive side apart from a punch reversal. His high crushes are sub-par (especially the notoriously bad Snake Edge) and his low crushes are pretty slow to come out.
  • Execution: Bryan's most rewarding Taunt follow-ups, b+4 and Jet Upper, require down to the frame precision, making him extremely difficult to optimize.
Taunt Jet Upper
importance
★★☆☆☆
value
★★★★★
dexterity
★★★★★
rhythm
★★★★★
Taunt b+4
importance
★★★★★
value
★★★★★
dexterity
★★★★☆
rhythm
★★☆☆☆

External links