That is why i stick with sweep after atomic for now.
You get much, much more damage than that if you are able to land the mid. It resets the combo and gives a free juggle. So the reason it is so frought with peril is that I think it is the highest potential damage overhead in the game, maybe second after King’s elbow.
Saw that, have you gotten any combos off it without tagging out? It looks like you should but I couldn’t manage it. I only tried for a few minutes though.
If you can, then wouldn’t he be the only character in the cast who can combo off an alpha counter? :eek:
BTW has anyone figured out anything cool to do with Mach Breaker being the only other dash move besides Julia’s Party Crasher? Party Crasher is such a huge part of Julia’s game, not in small part due to the fact that she can CADC into it. I feel like Bryan must have some clever way to use it, but I haven’t come up with anything yet.
Well it is great for punishing back dashes and it knocks down hard, which can lead to some interesting setups, but what exactly would you like it to do? What does Julia do with party crasher?
With Julia the key to its usefulness is that you can use CADC to treat Party Crasher like a special move, namely, cancelling into it from normals. Because PC grants frame advantage on block and allows you to link more moves on hit, this becomes extremely powerful.
The difference with Mach Breaker is that it already is a special move - you don’t need CADC to cancel into it from normals. That’s why I’m having trouble seeing the benefit in CADCing into Mach Breaker. But the input is so unique and the synergy with CADC so inviting that I feel I might be missing something.
Might be known to everyone else, but even though the low followup of Bryans four hit combo hard knockdowns, it can be tag canceled and continued to combo afterwards.
a post from simsimIV in sfxtk general lead to a new technique: cross assault instant super!!
with brian second, anytime you have 3 bars if your opponent throws a fireball you can punish with super anytime anywhere on screen. simply activate cross assault and use bryans super as soon as the freeze is over.
this also works with the already posted jump back punish technique.
great for those 1/4 health chars that try to run if you dont have a fireball punish.
be careful with guile though, those booms recover fast. you have to really be on point (psychic almost) for it to work on him.
just one more thing for your opponent to think about when you have meter
Has anyone found a use for the One-Two High Kick or Low Kick strings? Is there any reason to use them?
The only thing I can see is that One-Two High Kick has quite a lot of pushback on it, so although it’s quite frame unsafe, it’s also decently difficult to punish. Going for Low Kick seems entirely pointless though, since there’s no overhead option, giving the opponent no reason not to block low.
In 95% of cases anyway, it looks like it would just be better to go for One-Two Body Blow, which you can then cancel into Fisherman’s Hook on hit or CADC backdash on block to make it safe.
One-two-Body Blow seems pretty safe if you cancel into LP Right Hook (first hit of Hook only).
One-two-Low Kick is unsafe as far as I can tell.
One-two-High Kick is difficult to punish due to its push-back, so I’d say you can use it from time to time.
Double Back-fist is also cancelable, so you can make it safe by CADC backwards or using Right Hook. It is pretty safe on block anyway, but it has huge whiff recovery, allowing opponents to jump over and punish.
Gatling to Mach Breaker is the safest follow-up to the Gatling Combo. It doesn’t give frame advantage but the pushback prevents many foes from punishing. I’d say watch out for Chun-Li’s Super Art and other Supers with its speed.
Gatling to Rush is very punishable… I’ve definitely been punished for using it. Even tag-cancelling it will get you hit by SRKs, etc.
Gatling to Low Kick is also unsafe.
The second hit of Gatling is pretty safe though, and it’s useful to close the distance.
So, not sure if it’s been said before, but in the corner…
hitconfirm - c. lp, s. lp > s. mp > s. lp xx rekka x2, s. hp xx fisherman hook M, s. hp xx mach breaker - 284 damage.
I hitconfirm off c. lp because it’s not good to just go straight into one two body blow.
AHM GOIN FOR GLORYYYY - j. hk, far s.hp > s. lp, s. hp xx heavy rekka x2, s. hp xx fisherman hook M, s. hp xx mach breaker - 456 damage.
because you do heavy rekka instead of fisherman hook to launch them, you’re able to follow with a s. hp instead of s. lk. the damage evens out, but it builds more meter.
EDIT: sadly the heavy punch doesn’t work on some characters. fuck.
Considered midair from 9th frame and on
cr. LK – Startup 5F->4F
cr. MP – Startup 11F->7F
Reduced hit stun by 4F (On hit +7)
cr. MK – Startup 11F->9F
Hurt box reduced
cr. HP – Active hit frames increased by 2 (active for 5 frames)
Hit opponents behind as well
Startup 10F->7F
cr. HK – Reduced frames by 6 (On block -9F)
Mach Breaker – Startup 13F->8F
Reduced push back on block
Hit box reduced
Reduced active hit frames by 2F (active for 3 frames)
EX Mach Breaker – Startup 17F->11F
Reduced block stun by 12F (On block -15)
Reduced push back on block
Chopping Elbow – Reduced block stun by 7F (On block -5)
M/H Fisherman’s Slam – Will not hit midair opponents
Fisherman’s Slam – Active hit frames increased by 2 (active for 6 frames)
Special move meter gain:
Mach Breaker: On hit 40->45
Snake Pit: On hit 40×2(80)->25×2(50)
Atomic Throw: Whiff 5->10/On hit 20->30
Right Left to Spin Kick 1st hit: On hit 40->25
Right Left to Spin Kick 2nd hit: On hit 40->20
Right Left to Spin Kick 3rd hit: Whiff 5->10/On hit 40->35
Flying Knee: Whiff 15->0/On hit 30+30(60)->30+40(70)
I like the buffs to his normals, especially his new and improved cr.HP and cr.MP. But I don’t get the nerf to M/H Fisherman Slam, and his meter gain capabilities.
Messing with some new combos for Bryan, at the moment. :lk:, :mp:, :hp: xx (Special) works well as a replacement for the cr.:lp: xx Fisherman’s Slam link, in the corner or in wall bounce combos.
Some examples:
Midscreen
[LIST]
[]:f::mk:>:mp:>:lp: xx EX Mach Breaker, :lk:, :mp: (walk forward), :hp: xx Mach Breaker; 372 dmg.
[]Far :hp:>:lp:, :hp: xx EX Mach Breaker, :lk:, :mp: (walk forward), :hp: xx Mach Breaker; 416 dmg.
[/LIST]
Corner
[LIST]
[]:lp:>:mp:>:lp: xx Fisherman’s Slam, :lk:, :mp:, :mp:, :hp: xx Mach Breaker; 307 dmg.
[]Far :hp:>:lp:, :hp: xx Fisherman’s Slam, :lk:, :mp:, :mp:, :hp: xx Mach Breaker; 405 dmg.
[/LIST]
This was actually my exact BnB’s the first 2 weeks the game came out, im sorry but im picking julia back up (I like her 2013 changes aswell) since everything that I liked/used bryan for is now pretty much all but gone.
So I picked up Tekken 6 to try something new and have a desire to pick up Bryan in this game now. Unfortunately - I’m not sure what’s the best partner for him and his place on a team. I was thinking maybe trading my Law/Julia team for Julia/Bryan - Thoughts?