He can look like Necro all he wants.
Necro is the best. :smokin:
He can look like Necro all he wants.
Necro is the best. :smokin:
Necro is an awesome character, so no slander on him when I say I don’t see them being similar.
And if I squint I guess, and stretch there are some similarities. However, it’s not enough for me to say a “merger” or anything of that nature. They aren’t that serious.
it is enough for me to say “merger” but people are different like that lool
Bryan’s a rekka character! Oooooh boy…
He looks to play sooo differently from his Tekken counterpart.
Still, I’m kinda liking how he’s turning out. Not necessarily gameplay-wise, but at least his stance doesn’t scream some random white haired kickboxer.
does anyone know what his damage output is looking like? Number wise?
Fun character, just some thoughts /quicky review on him:
Normals:
5lp: hits far and fast
5hp: really good range, hits from very far
5mk: another good long range attack for footsies
5hk: works similarly to juri’s 5hk, except better range on bryan’s!
6mp: an overhead that links to 5lp (maybe even more normals) and forces stand on hit.
Nothing amazing from a low that find. He does have a number of tekken styled strings that seem to be very good, 5lp 5mp 5lp in particular seems great for his mix up game as it combos from his overhead.
Specials:
214P x 3: Rekka attack combos from a few different normals, good damage.
623P ~ PP on hit: Upper cut style attack and then the fisherman slam follow up after. Seems good for oki and the jab version hits really high in the air, even though it has no invincibilty it will be useful as an aa because you will hit people before most normals have a chance to become useful in the air.
214K: A comboable throw attack that hits standing opponents only. This move can be used as a way to cover space as well if used smartly. Works really well in conjunction with 6mp and is probably his mix up game for the most part.
Of all the Tekken characters I expected to have some sort of projectile, I thought it would be Bryan with his Shotgun. Why the heck didnt Capcom put that in?! It would have been awesome.
man bryan’s links are brutal well then again i was never a street fighter player so i’m not used to these things.
lol @ bryan’s unblockable super, when he gets released soooo many people gonna get caught by it
good stuff but why use numbers ? st.lp or f.mp would be easier to understand for new comers also can flying knee be blocked and does his super share the same properties as his flying knee e.g does it only hit standing opponents. I’m also wondering how safe are his normals, have you jump tested any of them to give an estimate on frame adv ?
flying knee is his charged move into super and they both share the same properties of only hitting standing opponents but breaking block, above post is wrong it is not a throw the block animation clearly shatters. as for his normals the only thing that stands out as “unsafe” more than anyone else his his sweep. the recovery on it is crazy long and god forbid you whiff it.
Say whaaa???
HELL YES.
Does he has his unblockable taunt cancel?
thanks, just need this info for my theory fighters mind lool and in my mind it seems like bryan is going to be a strong character but I haven’t really seen much of his lows.
EDIT: I don’t think many people will get caught by the super as most people cr.block on reaction to things they don’t know or they jump away which raises another question, does flying knee and super hit airborne opponents?
if the hit box connects with an opponent whether airborne or not the move will work… it’s not like King’s grab where he just moves into them but nothing happens, the move doesn’t work on crouch because the hit box whiffs.
The hit box on his Super seems pretty aweful… Seems like it only hits below his crotch… Similar to T. Hawks U2.
This is the only thing I don’t like about Bryan at the moment. I played him for quite a while at friends house; played some games then tried his Trials.
One of his Trials involves EX-Something (Wall bounce, can’t remember name) into Super and it was driving me mad. So many times just flew through the character. At first I assumed Super was unfinished (Didn’t have enough Juggle Points or something) but then my friend jumped on and landed it on the second or third attempt so it definitely works and I just suck. But fact is going straight through a character and not hitting at various different angles and positions (Mid-screen/Corner/Back to Corner) is frustrating as hell. I’m thinking that it will probably be better to tag-cancel instead of comboing into Super. Again this is just my early thoughts of it. Saying that though it is really good for whiff punishing and just random surprise damage from full-screen but I can see it losing that potential once he is actually available.
On the less negative side of things he feels really nice to play and his combo’s vary quite a bit. His Rekka’s are good but feel really unsafe (Didn’t get any real test time on that sort of thing). They have good range so with correct spacing should be safe.
His QCF+P has huge range and I think that EX is his wall bounce.
Hopefully add to this later.
Not to split hares but the move functions similarly to alex from 3s, king in this game with HIGH ONLY throws that can tag standing characters but if you are crouching you are unable to be thrown. If it looks like a grab and quacks like a grab…yeah.
His lows aren’t anything to be amazed about. I can’t find any links from them, 2lk or 2mk don’t link to any other normal. Admiral is completely right with the 2rh assessment, don’t whiff that thing and don’t have it blocked…yikes. Frame advantage estimates are not my forte, I can experiment with block strings and such if you want though.
please do, thanks. If I don’t get a character to hold me on to this game I’m going to have to sell it lool so far there’s nothing really fun or hype about this game imho but at the same time I don’t want to go back to ssf4ae2012 and various fighting games today have bad netcodes.
Alright, I’ll experiment for awhile tonight and see what I can come up with. It sort of looks like his jab rekka is safe on block (for the first rekka hit and it is pretty easily confirmable). If that is safe then going for like c.mk to jab rekka confirm or not, overhead to link to knockdown with knee throw or super etc will probably be his go too options up close. He does seem to have a decent (possibly good) poke game from mid range due to 5hp ~ 4lp which lets you two in one a special from it after 4lp. Anyways yeah, Ill experiment with him haha
does he have his orbital heel anywhere?