Also I like bryan and bob, they have good switch cancels, bryan builds great meter for bob (Who btw, loves meter for ex dash for going through pokes, dissrupting pressure, possibly landing granchi cannon and looping it once or twice) and whats nice about my bob set-up is I will do a big damage launcher string with bryan like st.hp, st.lp string into chain combo, then having a big meter gem activate, do bob’s bnb, and when I get bryan back in, he has a crapload of meter for alpha counter tag cancels.
I made a huge write-up on his stragey and combo’s, basically detailing his unblockable overhead conditioning game, and about 20 different combo’s just meterless, I was going to write more, like his meter combo’s and super combo’s, even team super combo’s, advice on switching him out with cr.lp, snake pit at the end of juggles, but after about 30 minutes of doing a massive thread I went to post it and it gave me “Invalid message” over and over, I still can’t post the thread as we speak.
You should break the guide up into multiple posts.
You say Bryan/Bob, and I am excited. But from what I have seen, can Bryan work as a solid first character, and does he possess a strong reversal to address Bob’s biggest weakness? I know nothing about Bryan, but it reminds me of my current Nina/Bob. Great offensive synergy, poor defensive one.
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Not including various supers, it can be punishable by quite a bit (e.g. Vega’s cr.mp/ex walldive or Marduks far st.hp/ex tackle to name a few. I believe Akuma can walkup sweep). The push back is not as that good either. It might look like it will have a lot of push back on block but it’s mediocre. Not nearly enough to compensate for it’s horrible recovery.
The only applicable time i can see it being used would be in footsies at max range. But even then, you gotta be careful against whom you’re up against and whether you know they can punish it or not. But it’s still very punishable regardless if the opponent doesn’t give the move too much credit.
I might get by as a gimmick but doubt it would last.
Bryan is great, he has a mid-screen over head, a mid-screen meaty hp, lp string you can pressure with, he has a fast mid-screen fw.mk string that can ether lead to a over or low, the overhead leading into a meterless 350 damage, and if you hit the string before the overhead it can reset (Overhead doesn’t combo) into 500 damage meterless, and u can switch for more damage.
What you need to know about bryan is this, his AA is ridiculous, except it doesn’t have alot of forward movement, so it can wiff against very far jump-ins or far empty jumps, but its fine because bryan can possible combo off his AA into 350 damage meterless or switch if he wants to, he has decent reversal options, the main problem being that they require meter, which can be fine because bryan builds the meter into a launcher, my bob builds a crapton of meter off the gem, and before I know it im right at about 3 bars off 1 gem and a combo and some pokes. The other problem with bryans reversal is its grabbables, this can be costly because your using meter to get out… and now you have less/no meter to switch out safely and in a bigger ditch than you were before. I recommend abusing bryans extremely powerfull mid-screen game and switching off safe specials, doing a few strings like hp.lp or lp.mp.lp into snake pit switch cancel can be safe, also doing hp.recca is SUPER safe, lots of blockstun, so while bryans reversal switch cancel options are iffy compared to others like julia, what he does make up for it with is the ability to hit-confirm into safe switch cancels anytime. I think almost every bryan online dislikes him because his combo’s being diffuclt to pull off, but hey if I can consistently land cr.lk after an apres sweep with bob in the corner than I can land bryans juggles. Also alot of people don’t maxout their damage with him, I literally got a “your amazing” message (NICE BRYANN!!! word for word is the message) for doing bryans most damaging/longest BnB
hp.lp into lp.mp.lp string, reccax2, cr.lp fisherman hook, atmoic follow-up, cr.lp flying knee. This is bryans easiest combo to perfor and it involves a tight link with the first string into the lp, the juggle after recca into fisherman hook, and finally the most difficult part, the follow-up after his fisherman hook’s atomic follow-up, hes almost the exact same as bob in that hes got alot of really good stuff and everyones just passing him by for Lars or Dudley or some other super easy straight forward character.
Iv punished it with bryan’s mid-screen reaching pokes, multiple ones.
Also its kind of a great footsie tool, nothing more than something you throw out just to mix-up your options, otherwise it should be used very sparingly and from the right range
Really? I thought that Bryan was one of the most popular DLC characters.
He seems like Bob in more ways than one then, such as his hanging around the midscreen and possessing overheads there. You have inspired me to learn Bryan first out of the new DLCs, good sir, though I am worried because a lot of that post seemed to imply that he is a nightmare for bad players, and I am a bad player. Oh well, I have a month before I can go online or play people offline again, so why not practice execution?
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I disagree. I checked the punishes you were talking about, and Akuma walk forward sweep and Vega’s cr. MP doesn’t actually punish Mach Breaker at full range. It certainly does at point blank though.
The point is you’re never going to be using Mach Breaker point blank. You’ll most likely be using it off of a One Two Body Blow, or a Gatling Combination. This sets the spacing such that it’s actually very, very difficult to punish with things like that.
I will definitely concede that certain characters will have supers or moves which easily punish it (Marduk’s EX tackle is a good example). Against those characters, obviously you wouldn’t really use it except as a gimmick, as you said.
Against a lot of members of the cast though, and popular cast members like Guile, Rufus, Ryu (without Super), Raven, Ken, etc., you can use this move quite frequently for pressure and spacing.
Also let’s not assume that just because something is punishable by supers that it’s a worthless tactic. We don’t stop using any move that has frame disadvantage whenever Gief or Julia have super stocked, do we? You play around them, sure, but it doesn’t invalidate those moves.
So has anybody really gotten a good grasp of how our madman is supposed to play the neutral game area? Been experimenting and watching some videos, but a lot of the Bryan’s I see (and encounter) get blown the fuck up once pressure is laid upon them. It might be due to the fact he can’t push buttons as liberally as some of the more common characters (or Dudley/Cody) at close range, but how are you guys dealing with the whole neutral game with him? I’m trying to maintain that medium-range, f.mk-mp distance throughout the match and punishing whatever comes my way. Was kinda wondering what should he be kinda doing once he DOES get a knockdown from an inevitable Mach Breaker (or Flying Knee punish.)
I currently use Juri/Bryan in order to start off the match on a good note and get Mr. Fury into close-range pressure zone. It might be my mistake for doing that, but would love to hear opinions on how others approach him. Point? Anchor? x3
Having a hard time getting the hang of this dude, but I’m dead set on Learning him. Came across a 15,000 BP Dudley x Sakura Player on PSN (I have only 768 BP lol, don’t play this game as often as I’d like too, more of an AE guy.) I felt so helpless against him especially his Dudley every chance I took throwing something out he’d CH or do something that gave him the advantage…And then he’d make a Desk Combo Vid out of me lol Dudley may be a problem.
The more I see Bryan the more I feel he plays the way I thought Bob played for a while, and like that. Even so, bad player that I am, I feel I should lay off Bryan/Bob for a while if Bryan cannot deal with pressure meterless, because it means my whole team can blow up from early pressure, which happens to me a lot.
Though you said Bryan has a way to put Bob into his Granchi Loop?
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plop
[media=youtube]1BBoFte1We4[/media]
Hes not a nightmare, hes not gen or ibuki or viper, but he does have a difficulty that a lot of other characters don’t have, if you can’t juggle cr.lk in the corner with bob after an apres sweep follow-up consistantly than you might find bryan’s combo’s ending up the same with the exception of reccaxx2 his juggles aren’t cake-walks, and I find myself being very consistent with everything except the cr.lp after his fisherm/atomic juggle. I recommend trying bryan’s overhead/unblockable conditioning game, its alota fun making people block high and smacking them with your knee.
I read your post about this the other day, but I haven’t gotten around to trying it yet. This seems like a really good idea.
I’m experimenting with Vega(point)/Bryan(anchor) as my team. I’ll give you my general approach to the character.
One thing I gotta mention. I feel that Bryan’s *most consistent *damage output comes from his jabs (st.lp/cr.lp) since you can link and confirm them into w/e suits the moment. His damage output off a single jab hit confirm is really solid. But since his jabs are pretty slow, it’s best to take advantage of the range they provide in order to outreach other characters jabs (along with other normals). That’s why I feel his mid range game is solid if it revolves around his jab hit confirms.
With that in mind…
Neutral Game: Stay within jab range and slowly control the pace. Think of a slower, more precise, harder hitting Rolento (if that makes sense). Bryan also has a solid AA (lp fish) so no need to worry about jump ins (in fact, you should be fishing for them, no pun intended). Bryan feels like he’s all about controlling space. When in jab range, you also have access to his lp~mp~lp target combo. Safe easy hit confirm.
**Footsies: **Target combo (f+mk ~ mp…) I use in footsies and confirm to finish the target combo. It’s safe on block and i can just stop at mp.
His overhead feels better as a footsie tool than as a mix up threat (due to lack of viable, long reaching low attacks). I use his overhead at max range during footsies to get back into jab range. Against **some **characters, I take advantage of his far hp ~ lp target combo as a hit confirm into rape damage during footsies (and close range). It’s hard to punish without meter.
I also use Mach breaker as a [guaranteed] punish.
Bryan also has a fast dash. If you condition your opponents not to jump or press buttons when Bryan is in his jab range, you can sneak in a f.dash. Go for a throw or cl.mp as a frame trap.
**Weakness: **Bryans achilles heel lies in close range. Once you let them get past your jab range, you’ll get blown up for guessing wrong. He has options via ex meter but not against throws (I fear gief…). He feels rather execution heavy due to tight links and hit confirms (he’s hell playing online).
That’s just my approach to the character. Seems to be yielding results (mainly due to the damage lol).
Just my 2cents to help you brainstorm a bit lol.
On a side note, Snake pit feels like his best move to cancel into from both on block or hit. You can cancel anytime during the animation which is pretty tight. Sets up interesting combos on hit as well.
Pretty much everything there is to know. Nice vid.
Btw, against his f+mk~mp~lp~mp/mk target combo, you can interrupt with an invincible move right after lp. This way you can avoid the mix up altogether.
Much appreciated.
Also, has Bryan’s Health been mentioned? I’m not sure, but I think it’s 1050.
new secret technique: punish jumping back with bryans super on reaction anywhere on screen.
seriously, bryans super is beast. I tested this on jumping back ryu/kaz/guy/bryan. as long as you super before they reach there apex it will hit every time. i set the dummy to jump back and crouch after for 5 sec to be sure you couldnt just crouch. i also tried throwing air attacks to knock bryan out of super but none beat it.
from really close you might have to wait a split second so you dont fly under them. more testing needed…
another note: bryans super with the super art power gem does almost 400 dmg by its self, combine that with the above tech and fireballs/ jumping back becomes super risky once bryan has two meters.
It is indeed 1050, tested it this morning. It was never really going to be lower than 1000, but very little helps!
I’ve had some success with this (one of the setups I use is cr. LP twice, then overhead, then cr. LP twice again, then MK flying knee.) There are just two problems with this. If your opponent doesn’t react to your “training”, then you’ve left yourself massively open to punishment. If the opponent guesses right, then you’re likewise open to punishment.
Well I basically just condition opponnents to stand all game, then when I need it I break out the unblockable, I have caught really good players with it because if you condition anyone enough they can get hit by anything, but I will say this, his unblockable is really only usefull for when they block your overheads, if they block your overheads then you need them to start holding down with flying knee, or else having a mid-screen overhead just isn’t scary, otherwise I actually think you shouldn’t do more than 1-2 in a round.
Oh also when you do cr.lp twice then overhead? Probably not good to do that alot, people might just be able to notice it and it doesn’t become a mix-up, what I do is st.lp into overhead, or st.lp into st.mp, because if they try to stop the overhead they get hit with the mp, and so I mix st.lp’s, mp’s, back elbow string, fw.mk string, overhead, without the use of atleast 2-3 options the overhead becomes kinda stale, and people will start blocking it all day, and even catching your unblockable attempts.