In general, Bryan seems like he’ll be capable of some nice reset possibilities with a good partner. A lot of his specials can leave someone standing and in significant hit stun.
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Some quick frame data estimates using training mode to punish and be punished by anything 3 frames or more:
[LIST]
[]:lp:, cr.:lp: and :lk: seem to i5. Could be i4, but I couldn’t punish Green Hand ( :lp: ) for the life of me.
[]cr.:lk:, and close :mp:, :mk: and :hp: seem to be i6.
[]Sweep seems to be i8. Extremely negative, punishable by Akuma far :hp: after walking forward a bit.
[]Fisherman’s Slam ( :lp: )seems to be i6, but could be i5 (I couldn’t find anything that didn’t push me too far to punish). Bit of invincibility, This is probably my preferred AA right now. Fisherman’s Slam :mp: and :hp: are a few frames slower.
[*]First hit of Rekka seems to be -5, and gets progressively worse afterwards (much worse).
[/LIST]
I’ll post some more stuff later, if anyone already hasn’t.
thanks for that. Didnt know you could juggle after 214a 214a. Led me to j.hk double back fist, s.mp, lp mp lp, 214a, 214a, c.lp, 623 hp, pp, 2.hk. 325 damage for no meter potentially off a midscreen poke.
Has any one checked to see if it has his 134 combos?
EX fisherman into atomic throw does less damage than normal but the ground bounce after gives you MUCH more time to link another attack - enough to hit cr. HP after the bounce. Screwing around late last night I was punishing obvious jumpins or ending simple bodyblow strings with EX fish xx atomic throw, cr. HP xx MK flying knee (HK whiffs). ~280 damage for the anti-air. Certainly not great but it’s braindead easy.
not only that but full strike invincible too
also try: EX fish xx atomic throw, F+MK,MP,LP xx mach breaker. more dmg (if i remember correctly) and still piss easy.
I had been shying away from mach cancels because I had heard they were coming out unreliably and then I just sort of forgot to use that move most of last night. Will give this a try, thanks.
cant mess this one up because its the only move that will cancel off the LP in that string. no fear of getting something you dont want.
Havent bought the dlc yet, just wanna know if his m/h fisherman slam can be tag cancelled early enough to get a free charge to Ex or Ex to super charge for the incoming character?
Oh mugetsu… Are you Rougeyoushi??? The one with the old bomb ass M.O.T.W. Hotaru AV.?? The one I used to talk TvC all the time with… LOL
Like minds think alike… I am almost sure that it does give you the time to get a charge, (unless everyone charges faster/slower than each other) and by charge I mean 0-50 or 51-100, not 0-100. (normal to ex or ex to super, not normal to super)
I have not played with him yet because my Lan center does not have him yet… but I am almost sure that you will come out on the original side, (i.e. tagging on the second part/hit of raven’s dash through move) so I do not know exactly how that will work out since the opponent will not actually be sandwiched between your team and charge moves do not auto correct while charging…
I am glad someone else is thinking about it because with the ground bounce and the time it takes for the throw to finish and the potential damage output for the combos leading up to the actual throw (200-340) this is an easy 460+ damage off one bar and a wall bounce partner (Abel with the ex shoulder charge, Sagat with ex tiger knee, Paul with ex smasher…) Those are the three I play right now and I do not know what Dudley’s charge move is… but I know there are more charge moves that get wall bounce on ex I just can not think of them… Hwoarang… Rufus… I know there are more… but you get the picture.
Like I said, the only problem I see is where your teammate will actually end up and if he/she will actually be able to hit them, or if they will wiff the hit because they will be looking the wrong way…
Sorry to go all long post on you and not actually answer the question… LOL
My bnb at the moment is pretty much anything into rekka 1 rekka 2, cr.lp - fisherman slam - atomic throw, sweep.
My other bnb is cr.hp, such a godly anti air.
Is cr.HP really that good as the anti-air? I feel my reactions are pretty good, but I usually get stuffed by Heihachi and Kazuya j.RH.
I have an easier time hitting Fisherman’s Slam (LP).
Bryan cr.hp has a slower start up than most, like Ryu or Sakura cr.hp. The hitbox on it is incredible though, I barely get stuffed with it.
Try not to use it against most Tekken characters though, since their jumps are airborne for less time than Street Fighter characters. Since Bryan cr.hp is already on the slower side, it’s harder to anti air them.
When anti airing with Bryan cr.hp, try to hit with his wrist. Wrist over fist.
His cr.hp is nothing special as an AA. Mediocre if anything. Characters with good jump ins (like Vega’s j.hp) can stuff it easy. Best use his actual AA, lp fisherman. It never trades and i’m assuming it has “air crushing” properties.
I’m finding out that a lot of his normals/target combos are unsafe on block. He doesn’t seem like a character with a solid (safe) pressure against defensive, blocking opponents. His hp~lp target combo is at least -4 on block. He has a lot of slow starting normals (his jab game seems relatively weak) His mach breaker seems rather safe against a lot of characters but it’s at least -4 on block (was able to punish with Vega cr.mp when Mach breaker was blocked up close). Best used with proper spacing.
I can’t wrap my head around him just yet. He doesn’t seem to shine as an offensive, frame/trap pressure character. No solid way of staying.
He can zone well with mach breaker + lp fisherman as AA but well else does he have going for him? How are you guys approaching this character?
Wow, I never actually knew that lp fisherman had crush frames, that’s great. I still think cr.hp is a great anti air, even if it’s outclassed. It doesn’t lose to Vega j.hp btw, blame the slow start up, that’s only unreliable part about it.
His mach breaker is actually really unsafe, from frame data perspective atleast. I was able to punish it with Marduk st.hp, so it’s -12 or worse.
Continuing with earlier Startup and Recovery (on block) estimations:
:f::mk:, :mp:, :lp:, :mp: or :mk:
[LIST]
[]:f::mk:: i10, -3
[]:mp:: -3 (I was only able to punish this if I blocked it standing)
[]:lp:: -5
[]:mp:: -12 or worse, :mk:: -7 (maybe -8)
[/LIST]
Note: I had no idea that the last MP in this string was an overhead. f.MK, MP is a true block string.
Far :hp:, :lp:
[LIST]
[]Far :hp:: slower than 12 frames, -9
[]:lp:: -5
[/LIST]
Note: I wasn’t able to mash anything other than an invincible attack between the 2 hits.
:lp:, :mp:, :lp: or :lk: or :mk:
[LIST]
[]:lp:: i5, +1 (maybe +2)
[]:mp:: -3
[*]:lp:: -2 (maybe -3), :lk:: -9, :mk:: -5 (maybe -6)
[/LIST]
Close :mp: seems to be +4. :f::mp: is probably -2 – I was only able to punish with Julia’s Super.
Those numbers don’t look so good. Being able to punish Mach Breaker with Marduk’s st.hp is heartbreaking.
played the most annoying Bryan ever tonight, literally DB’d the entire game except to mash jab into rekka lol
wowow this dude is badass
looks like he has quite a few properties on his EX moves. as mentioned already, EX fisherman’s slam has invincibility and can be used as an anti-air. EX snake pit is also invincible and leads to really high damaging combos*. and then we have armor frames on EX mach breaker and EX rekka.
…some of these have rather slow startup though. and i’m pretty sure he can be thrown out of all of them (despite what was said on one of the blogs about EX fisherman being throw invincible), or even safe meatied on wakeup, which is a bit unfortunate. but at least he’s not completely free on defense
*j.HP, cr.HP xx EX snake pit, cr.HP xx fisherman’s slam xx atomic throw, cr.LP xx flying knee = 507 damage
f+MP overhead, cr.LP xx EX snake pit, cr.HP xx fisherman’s slam xx atomic throw, cr.LP xx flying knee = 407 damage
btw anyone notice bryan’s overhead is like half-screen??