Bryan Fury Thread

I will sometimes use this if I’m close-range against someone who’s not massively quicker than Bryan (no use trying to jab-jab against Ken or Ryu). Sometimes I’ll do a jump in, and on block I’ll go into cl. MP for huge frame advantage, cr. LP, and then go into overhead. The spacing is ok, not ideal but enough to put them on notice. Certainly not something to do more than once per match.

I like your ideas for setups too, I’ll try them tonight or tomorrow!

^I was just going to come in here and ask about this and got the answer! Thanks! lol

Ran into a roadblock called really good Chun Li Player and suggestions?

Edit: I’m currently Using Sakura on Point with Bryan as Anchor(Don’t feel comfortable using him on Point yet, though that is my goal, what do you guys think about this team? Other characters I’m Trying to work in with Bryan are Guy & Jin.)

From what I can tell so far Bryan is a character who is dominant at the range of his st. :lp:, and is also good at the range of his :f: :mk:. Ideally you’d want a character who can cover the other ranges, most notably point-blank, which is more relevant than fullscreen and is the range where Bryan is weakest. Someone with fast, 3-frame normals and invulnerable reversals would be good here. In my opinion Ryu, Cody, Sakura, Chun and Sagat would all be good matches for Bryan, just off the top of my head. Gief would also be interesting, since he’s a character no one wants to be near.

As far as Chun goes, I can see why you’d have trouble. I’ve not gone against any good Chuns yet with Bryan, so I haven’t worked out any specific strategies, but I’d say generally try to keep the pressure on with One Two Body Blow combos, and look for the tag in. Chun’s not amazing on wakeup and with anti-air, so try some meaty jump-ins as well.

Great stuff! Thanks! Gonna try that Gief experiment sounds like it could be Beast!

The Chun player was getting me with alot of tricky little things I wasn’t ready for with Bryan I kind of lost control of the match and became heistant to push buttons, also mistimed some key attacks that pretty much ended it for me, gonna see the replays and see where I can imporve.

I’ve also experienced the hesitation to push buttons with Bryan, given that so many of his attacks are slow. Risk of punishment isn’t Bryan’s problem - it’s disruption before you can even set up your offence.

I think the way forward is to be really smart about using your mobility, jumping wisely, and not being afraid to alpha counter or use EX Fisherman’s Hook or EX Right Hook as “get off me” moves. Bryan needs to be at that jab range, he gets taken apart at closer ranges.

Now that I mention it, Bryan needs that meter for defence at close range so badly that it might also be a good idea to pair him with a good battery character, like Guile or Alisa. I’m using Guile x Bryan now, and I think it’s going to work out fairly well.

Is Alisa comfortable point blank? I imagine she is not.

I mained Cody in what little I played of AE, so maybe I can give him a try. Man, I do not like to@ many close range characters.

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Is this in regards to pairing with Bryan? If so if you read above Bryan isn’t close range per se, so its a good balance if paired with Alisa, Cody, Alisa also has a pretty decent projectile.

Yeah, I was thinking of characters with strong close range games to compliment Bryan’s lack of one. Maybe Hwoarang.

Though I am trying something a little different now. Jack/bryan to dominate the mid and far range so that no one gets in, rather than have a character to make up for short range. Making sure a team is not free to close combat is important, but if Bryan is being rushed down with no meter a close range specialist on reserve is not gonna help.

Lots of Bryan’s moves knock the opponent fullscreen, but do any guarentee a safe raw tag, specifically safe enough to tag into Jack and get an uninterrupted c.lp if they roll? That would seal this as my team.

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In terms of raw tag, I would try the snake pit. On hit it sends them fully away from you, and that’s as much time as you’re ever going to get. Otherwise his forward throw sends them back a LONG way, and another good one to try is his Gatling Combination ending with Mach Breaker, which again, sends them pretty much full screen. I don’t know if it’ll be enough to leave you at a good distance even if they roll, but it’s as good as you’re going to get.

How bad is Jack at close range, though? I’ve been hearing really good things about his invincible DPs and instant jumping overheads.

Oh, he is all right, but he is still not a close range character given the speed of his moves. He has tools there, but ideally he wants to be far away to zone people into oblivion. The goal off his close range seems to be getting them or him out asap, while doing big damage.

Have people discussed Bryan’s oki game yet, especially off a hard kd? It will be crucial if his is strong. He has so many hard kd opportunities and many leave him in different positions to confuse opponent: knockback kd, sweep/tc low ending, knee, and ex knee all lead to different situations.
With strong oki, we can make his low ending almost as dangerous a reset as his mid-ender, so they cannot just think “i can take the sweep then roll out.”

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Will work on oki thoroughly next chance, but in little practice these are my options after their roll on my sweep, bthrow, or low ender:

General: they wake up into fmk shenanigans.
Block low: meaty f.mp. bthrow.
Block high: low into rekka bnb. Bthrow.
Reversal: block, Fisher bnb punish (can ex fisher beat shoryukens?).
Jabs: ex fisher bnb
N.jump: fisher
B.jump: mach breaker (reaction)

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I think his EX Right Left is better than EX Fisher as a counter to jabs, since it’s safe on block if you guess wrong, and you get mostly the same followups from it.

I’d be happy for you to do some research into what oki opportunities he’s god. I looked into getting some sort of safe jump off of his back throw last night, as it leaves them right next to you, but without much luck. Let me know what you discover!

Personally, tonight I’m going to look into meter usage for Bryan. I’m going to try to cover things like when to use EX Fisherman’s Hook as an anti-air, when to use EX Right Left to counter frame trap pressure, when to tag cancel Snake Pit, and when and how to charge Flying Knee both for meter gain and to punish the opponent for walking forward.

Oh also going to be looking at how to use EX Mach Breaker. I’ve been having a lot of ideas. :slight_smile:

Yeah, do not have too much to work so I appreciate others working on oki.
Added counterjump options. Mach breaker seems to beat out Ryu’s b.j RH but did not test enough to be sure.

Again, I think just how close the opponent is will be a big part of Bryan’s oki because it changes options on stand and roll. so far i cannot do any corpse hopping forward rolls with the knee since its recovery is so big. Maybe a light or medium from a sweep?

So far rolls from most knockback moves put them right in his st.
Heavy ranges and fmk, which is cool.
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Played a lot of matches today and have started using f.mp a lot. Once my opponents caught on to the fact that I was at frame advantage on block, they quit falling for CH jabs. This leads to me to ask this question. What do you guys do when the opponent just blocks the follow ups? I’ve contemplated kara grabbing (mk~lp+mp) afterwards. I couldn’t actually hit it during my matches and didn’t actually test it in training mode, but I will tomorrow, but do any of you have blocked f+mp set-ups? Another option is flying knee but opponents can just crouch block afterwards and bryan is boned.

Well the follow up to f.mp on block is just a jab or two right, so you should be safe. Just blockstring a few until you are at a nice safe distance and then try something different: outpoke with bryan’s great range on heavies, try an ex invincibility move, jump in, whatever. I wonder if you conditioned an opponent to block the f.mp followed by 2-3 jabs, it might be easy to do c.lk after the f.mp and catch them off guard. Not a true link or anything but should work and much safer than whiffing a knee.

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I’m not so sure Bryan’s kara throw is any good. It does move you forward a tiny bit, but it seems quite sluggish. I think the ideal follow up in those situations is the flying knee, if you’re training them to block high. If you feel like they’re going to crouch again, then go for the overhead again.

Frankly though, it’s not a massively quick overhead, and you can even react to Flying Knee if you’re on point, so it’s not a mixup to rely on, I think. The frame trap after overhead with jabs is good, also try the frame trap after cl. MP by jumping in and using cl. MP on block. If it hits, you can link One Two Body Blow from cl. MP anyway, and go into Fisherman’s Hook etc. If it’s blocked, it leaves you at huge frame advantage for you to go into frame trap One Two Body Blow.

How much juggle potential is there if you tag cancel a fishhook followup on the ground bounce?

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I’m not sure what you mean. If you mean doing the fish hook, then tag canceling the atomic slam, then probably very little, and I’m not sure your other character could get there before the bounce stops. If he can, you might be able to get a cr. forward into super or equivalent.

BTW Gatling Combination: don’t ever do it against anyone with a reversal. After the third hit in the string, you’re unsafe to reversals no matter what option you pick, and if you don’t do anything, you’re STILL unsafe to reversals. End it with Mach Breaker, end it after the second hit (completely safe) or don’t do it at all.

Unless you’re playing a real scrub.

Why would they give us a high-low mixup string that you can’t actually use?!

Gatling combination? I think that is a pretty good tc, especially if the first two hits are safe. do you mean that regardless of the Fourth ender it can be reversaled? I suppose to smart people you can stop after 2, but it is still great on hit.
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Yeah, if you input the third hit and they’re blocking, there is no way they can’t punish you by mashing.

The target combo is great because it has ridiculously long range, but the damage isn’t fantastic (max 252 if you end it with Mach Breaker, I think). It is a good target combo, I agree. I just wanted to let everyone know that your so, SO unsafe if you go past the second hit.

Also, guys: do not drop the cr. LP xx Flying Knee follow up to Atomic Slam. If you drop it and Flying Knee whiffs, you’ll get punished so hard.