Bryan Fury Thread

Oh, good stuff KingHippo. I actually found that out myself like an hour after you posted when trying to squeeze out 400 damage off of Gatling xx EX Mach Breaker, and I also found you can it that off of a launcher, doing 361 off a raw launcher. It just goes to show how under-explored the characters really are, huh?

On another note, I’m going to get working on getting a Bryan combo thread going since we really need one so that people stop asking for combos and a better place to discuss finding new and improved combos than in a general thread to make it easier for everyone, so expect that sometime in the next few days. If anyone has any combos you think no one else as done or have ideas on how to layout the thread(I’ve already got a pretty good idea, but feel free to give your opinion), feel free to message me and I’ll give you credit at the top of the thread.

Sounds good man.

Also, him and Law do ridiculous damage. Basically, Bryan can always get his cl.mp, cl.mp, c.hp xx cawwww off of any Shaolin Kick tag cancel, which is very damaging. Let’s say you have Bryan have a power gem activate after a launcher, have Law come in and do cl.hp xx hk flipkicks, c.hp xx Shaolin Kick, TC, cl.mp, cl.mp, c.hp xx cawwwwwww and that will be close to 500 damage. Very very damaging team off of any situation.

Nominate “Fighting Seriously: The CAAAAAAWWWWWWWWWMBO Thread

Anybody know some good bnb’s for bryan now? I’m picking up this game again and trying out Alisa/Bryan.

Just wondering. Do people want me to write out the names of the specials and chains e.g. One Two Body Blow xx M/H Fisherman’s Slam, write it out like st.lp~st.mp~st.lp xx dp+mp/hp, or write out the names of the specials and put normal notations for the chains?

Just bought the dlc today and I feel bryan ( and sakura) is the character im most interested in.
Just wanted to ask a few questions.

How are you guys getting Gatling combo to mach breaker on grounded opponent? Do you stop at lp?
Is Gatling combo (mp) to mach breaker his strongest juggle combo? I was going to look at cr.HP > cadc > cr.HP> flying knee and other stuff later
Also, if iirc, when I was practicing combos off his ground bounce j.HP I could link a HP fisherman slam. This would mean he gets his old bnb off a ground bounce now right?

Edit.okay, so he gets fisherman slam > cr.lp > Mk caaaawwww off a ground bounce
For reference, j.HP > fisherman slam > atomic grab > cr.lp > Mk knee does 356.

f + mk, mp, lp f f+mp

I’d be surprised if it is. however, it builds up decent meter and it’s easy to perform so I do it. Also note that if you tag someone in the air with f + mk you can do the whole combo + the mp launch and still have juggle points left so you can probably do a c hp mach or c hp flying knee or something after.

Does this work even though they’ve nerfed his mp and hp fisherman’s to not hit airborne opponents?

Yeah it definitely works. I’ve been doing it all yesterday. Its a little hard to time though. You cant hit them while they are in the air of the bounce. Think of it like the link of fishermans > cr.lp you have to hit when there low-ish to the ground

Another thing is that you can still do is EX Fisherman’s Slam xx Atomic Throw into M/H Fisherman’s Slam xx Atomic Throw, I found this out when messing around yesterday, which is a nice thing to still have.

oh yeah, i knew that too. I didnt mention it because it doesnt seem worth the meter imo.

ypu can always do his old bnb’s for one bar though.

something like:
st.lp > st.mp > st.lp > Fishermans EX > Atomic Slam > HP Fisherman > Atomic Slam > cr.lp > MK Knee
or Launcher > Cr.H > Fishemans EX > Atomic SLam > HP FIsherman > Atomic SLam > Cr.lp > MK Knee

What do you guys do off of launcer now?
I’m having trouble connecting Gatling off of a launcher (Kazuya’s). SO far its just been Cr.Hp > Knee. Im sure you can get a lp fishermans > tag combo off of launcher also.

I think we need to look at lp Fisherman more. Its 120 damage, and with mp and hp fisherman nerfed there has to be another way to get damage off of AA confirms / launcher. Im hoping an AA lp fisherman at the right height can link to a normal (cr.HP). Or maybe in the corner we could do mp/hp fisherman > lp fisherman > cr.hp > knee.

High (above ur head) AA lp fisherman can sometimes be followed up by standing or cr lp, but I find it so unreliable that I don’t even try. If I know I’m going to get a counterhit AA I just tag cancel it.

Off of launcher I still feel that Gatling is the best…once you get the timing it’s easy, builds good meter, and pushes them towards the corner. Alternatively, you might want to try the previously highest damage combo and see if it’s worth it in terms of difficulty, damage, and meter gain (assuming it works w/ a lp fisherman’s substitution) :
[partner abc launch], early lp fisherman’s hook, c lp, gatling into mach breaker
I can’t check right now or I would, I don’t usually like posting untested combos :confused:

That’s cool. I hope it can lead into something.

I’m really upset though that the supposed reason they took out mp/HP fisherman AA was because it takes too much time off the clock. (From the patch videos)

Whatever. I’ll experiment with that next time I play. So far I’m hoping:

Fisherman’s > cr.lp > lp fisherman’s. > mach breaker but I don’t know. Might have to test a little.

Bryan seems like a terrible terrible character. For someone who looks a mean and big as he does, he doesn’t do that much damage from anything other than a raw jump in, to make it worse, his jump game is just abysmal. J.MK could have been good, but there’s not enough active frames, and block stun to it. His air to air game is about as terrible as Marduk’s.
They coulda made Fisherman>c.LP>CAW easier since often times the CAW will come out if you accidentally whiff the c.LP.

Also is he the only character that is actually worse when comboing in the corner?

Well fisherman’s > lp isn’t really a hard link. At least IMO. And tbh I don’t think he needs to do that much damage. He is a midscreen footsie based character. Hitting ~250 off of a 1/2 screen poke is almost a god send. With meter that same 250 becomes ~350.

Mach breaker gives him pressure from a many where on screen. And you can space it to be safe on block. His tag combos are absurdly strong since HP fisherman still hits on ground bounce.

Off of a confirm from 1/2 screen, he can go into launcher or solo 300 damage.

So simply, yes he doesnt do much damage in most situations. But if he did, in the places he excels IMO, then he would be pretty OP.

New bryan player here, how does bryan approach lily? I feel once I’m closing in then she seems to slip away and I dont want to jump in against her.

What would be an optimal Double Back Knuckle combo, preferably meterless? Ive just been going into rekkas, but I feel like there has to be more I can do.

double back knuckle, st.fp xx ex mach breaker, st.mp, cr.hp xx knee I would imagine does the most…<br>

<p class=“MsoNoSpacing”><span lang=“EN-US”>Just picked up SFXT few days ago with Bryan/Paul.</span><span lang=“EN-US”><o:p></o:p></span></p>

<p class=“MsoNoSpacing”><span lang=“EN-US”>These are some things I have picked up with him while
playing ranked:<br>
<br>
As for <b><u>combo’s</u></b>, I’ll list
them without naming the strings, I’ll just put them with ( ) as strings.<o:p></o:p></span></p>

<p class=“MsoNoSpacing”><span lang=“EN-US”>His damage is only good when u use EX.<br>
<br>
<b><u>Combo’s on point blank:<o:p></o:p></u></b></span></p>

<p class=“MsoNoSpacing”><span lang=“EN-US”>(St.lp – St.mp – St.lp) xx srk.HP + PP, sweep<o:p></o:p></span></p>

<p class=“MsoNoSpacing”><span lang=“EN-US”>(St.lp – St.mp – St.lp) xx qcb LP x3                          <= Most usefull
imho, qcb+LP is hard to punish.<o:p></o:p></span></p>

<p class=“MsoNoSpacing”><span lang=“EN-US”>(F.mk – St.mp – St.lp – St.mk)<o:p></o:p></span></p>

<p class=“MsoNoSpacing”><span lang=“EN-US”>(F.mk – St.mp – St.lp) xx FF+mp<o:p></o:p></span></p>

<p class=“MsoNoSpacing”><span lang=“EN-US”>(St.HP-St.lp) xx srk.H + PP, sweep<o:p></o:p></span></p>

<p class=“MsoNoSpacing”><span lang=“EN-US”>(St.HP-St.lp) xx qcb L x3                                              <= Most usefull
imho, qcb+LP is hard to punish.<o:p></o:p></span></p>

<p class=“MsoNoSpacing”><span lang=“EN-US”> </span></p>

<p class=“MsoNoSpacing”><b><u><span lang=“EN-US”>Combo’s with
EX (Mid screen, fullscreen only)<o:p></o:p></span></u></b></p>

<p class=“MsoNoSpacing”><span lang=“EN-US”>Due to the wall bounces, these combo’s cannot be
performed in the corner.<o:p></o:p></span></p>

<p class=“MsoNoSpacing”><span lang=“EN-US”> </span></p>

<p class=“MsoNoSpacing”><span lang=“EN-US”>(St.lp – St.mp – St.lp) xx qcb + pp x3, st.mp, cr.mp
xx qcb+MK<o:p></o:p></span></p>

<p class=“MsoNoSpacing”><span lang=“EN-US”>(St.lp – St.mp – St.lp) xx FF+PP, cl.mp, cr.mp xx
qcb+MK<br>
(St.lp – St.mp – St.lp) xx hcf+pp, (St.HP-st.lp) xx qcb+MK <o:p></o:p></span></p>

<p class=“MsoNoSpacing”><span lang=“EN-US”>(F.mk – St.mp – St.lp) xx FF+PP, cl.mp, cr.mp xx
qcb+MK<o:p></o:p></span></p>

<p class=“MsoNoSpacing”><span lang=“EN-US”>(St.HP-St.lp) xx qcb + pp x3, st.mp, cr.mp xx qcb+MK<o:p></o:p></span></p>

<p class=“MsoNoSpacing”><span lang=“EN-US”>(St.HP-St.lp) xx FF+PP, cl.mp, cr.mp xx qcb+MK<br>
(St.HP-St.lp) xx hcf+pp, (St.HP-st.lp) xx qcb+MK<o:p></o:p></span></p>

<p class=“MsoNoSpacing”><span lang=“EN-US”> </span></p>

<p class=“MsoNoSpacing”><span lang=“EN-US”>All of these EX combo’s deal just below 400 damage.<o:p></o:p></span></p>

<p class=“MsoNoSpacing”><span lang=“EN-US”>As for supers, its possible to replace the qcb+MK ender
with a super. (Costs 3 bar, deals around 500 damage)<o:p></o:p></span></p>

<p class=“MsoNoSpacing”><span lang=“EN-US”> </span></p>

<p class=“MsoNoSpacing”><b><u><span lang=“EN-US”>Combo’s
after launcher<o:p></o:p></span></u></b></p>

<p class=“MsoNoSpacing”><span lang=“EN-US”>Launcher - Cl.mp, cr.mp xx qcb+MK<o:p></o:p></span></p>

<p class=“MsoNoSpacing”><span lang=“EN-US”>Launcher - Cl.mp, cr.mp xx super<o:p></o:p></span></p>

<p class=“MsoNoSpacing”><span lang=“EN-US”> </span></p>

<p class=“MsoNoSpacing”><b><u><span lang=“EN-US”>Anti air’s<o:p></o:p></span></u></b></p>

<p class=“MsoNoSpacing”><span lang=“EN-US”>Srk LP/MP/HP (Depends on range, dont recommend, hitbox
on 2013 is weird)<o:p></o:p></span></p>

<p class=“MsoNoSpacing”><span lang=“EN-US”>Cr.HP xx qcb+mk (hold) ON COUNTER only.<o:p></o:p></span></p>

<p class=“MsoNoSpacing”><span lang=“EN-US”> </span></p>

<p class=“MsoNoSpacing”><b><u><span lang=“EN-US”>Air to air
counter hit<o:p></o:p></span></u></b></p>

<p class=“MsoNoSpacing”><span lang=“EN-US”>On land: cl.mp, cr.mp xx qcb+MK/super<o:p></o:p></span></p>

<p class=“MsoNoSpacing”><span lang=“EN-US”> </span></p>

<p class=“MsoNoSpacing”><b><u><span lang=“EN-US”>Links<o:p></o:p></span></u></b></p>

<p class=“MsoNoSpacing”><span lang=“EN-US”>Cl.mp, cr.mp<o:p></o:p></span></p>

<p class=“MsoNoSpacing”><span lang=“EN-US”>Cr.lp, cr.lp<o:p></o:p></span></p>

<p class=“MsoNoSpacing”><span lang=“EN-US”>Overhead – st.lp 
                                           <=
I think its his BEST tool, its <b><u>safe</u></b>
on block and has a huge range.<o:p></o:p></span></p>

<p class=“MsoNoSpacing”><span lang=“EN-US”> </span></p>

<p class=“MsoNoSpacing”><b><u><span lang=“EN-US”>On counter
hit<o:p></o:p></span></u></b></p>

<p class=“MsoNoSpacing”><span lang=“EN-US”>Cr.mp, st.lp<o:p></o:p></span></p>

<p class=“MsoNoSpacing”><span lang=“EN-US”> </span></p>

<p class=“MsoNoSpacing”><span lang=“EN-US”>As for <b><u>playing</u></b>
with Bryan;<o:p></o:p></span></p>

<p class=“MsoNoSpacing”><span lang=“EN-US”>-Bryan really likes being in the range of the Gatling
combo starter. I think this is where his game is.<o:p></o:p></span></p>

<p class=“MsoNoSpacing”><span lang=“EN-US”>-Super punishes <b><u>fullscreen</u></b>
fireballs<o:p></o:p></span></p>

<p class=“MsoNoSpacing”><span lang=“EN-US”>-Gatling combo into overhead or low is really risky.
This is really unsafe if blocked. I could only connect a far standing mp when
the overhead hits. So the risk/reward is most certainly not worth doing it. In
the corner however, its possible to do a cl.mp, cr.mp xx qcb+MK<o:p></o:p></span></p>

<p class=“MsoNoSpacing”><span lang=“EN-US”>-Bryan really loses to neutral jumpers, his air to air
mp is his best, but the hitbox is really high and does not hit below his fist.<o:p></o:p></span></p>

<p class=“MsoNoSpacing”><span lang=“EN-US”>-His j.mk has really short amount of active frames.
This makes it harder to time it on crouching characters.<o:p></o:p></span></p>

<p class=“MsoNoSpacing”><span lang=“EN-US”>-Overhead is safe thus a really good tool. Probably
his best to opening people up.<o:p></o:p></span></p>

<p class=“MsoNoSpacing”><span lang=“EN-US”> </span></p>

<p class=“MsoNoSpacing”><span lang=“EN-US”>-His dashes is almost as good as makoto’s on sf4. <o:p></o:p></span></p>

<p class=“MsoNoSpacing”><span lang=“EN-US”>-When trying to tag out, mach breaker tag is pretty
good, but unsafe on block. He has NO safe tag outs on block.<o:p></o:p></span></p>

<p class=“MsoNoSpacing”><span lang=“EN-US”>-QCB+PP has armor and can be followed up if used
fullscreen with cr.mp xx QCB+MK<o:p></o:p></span></p>

<p class=“MsoNoSpacing”><span lang=“EN-US”>-cr.lk chained into st.mp is safe I believe.<o:p></o:p></span></p>

<p class=“MsoNoSpacing”><span lang=“EN-US”>-J.HP on counter hit causes a ground bounce.<br>
<!–[if !supportLineBreakNewLine]–><br>
<!–[endif]–><o:p></o:p></span></p>

<p class=“MsoNoSpacing”>Let me know what u think, I’mma post match videos when I
feel comfortable with Bryan.<o:p></o:p></p>

<p class=“MsoNoSpacing”>Whoops double post</p>

<a href=“http://i.imgur.com/ksX5mkC.png”>So this is the main reason why the Bryan combo thread isn’t up yet.</a> I wrote the draft in Notepad, pasted it over to here and apparantly the new SRK doesn’t like that. The only solution I can think of is to re-write the whole thing again in one go on SRK which I really can’t be bothered to do right now. So unless someone knows a solution or someone sorts out the forums, it’ll have to be put on hold. Sorry guys.