I realized the his f.mk, mp, lp, lk/mach punch/mk string is hit confirmable. So if you see the f. mk, mp hit continue the string, and if it’s blocked stop right there because you’ll get punished for the rest of the string. Also, I think it can be interrupted after the mp
I really like that approach. The range on :f::mk: is amazing.
yes, I feel it necessary to use this string to get in because his walk speed is so slow. His other option is the flying knee which is useful but I wouldn’t rely on it since it is easily duckable and heavily punishable on whiff.
another note: the last mp hits mid, but doesnt combo on grounded opponents even if the rest hits. works in juggles though.
the mp ender can be used to reset an opponent in a ground combo if they dont stand to guard it.useful in tag combos that leave them standing(tatsu,spinning bird, yoshi sword spin)
i wouldnt try it all the time because it will get you killed if they block, but some times people are lazy/ fall asleep during combos. can get about 300 dmg off of MP ender,EX fisherman,atomic throw, fw+mk,mp,lp xx mach breaker (there might be better i havent got enough time in yet to find max dmg)
Yeah, I’ve only been using Flying Knee to punish fireballs mid screen.
Speaking of which, does anyone else find the Guile matchup extremely difficult right now?
Fireball characters in general are a headache. His main tool against fireballs, flying knee, is such a gamble.
far HP->LP works as a great hit confirm string too. if it hits, go into HP rekka bnb. if it’s blocked, CADC out
I like the range on that string, but the :hp: is unsafe and you can reversal DP through the 2 hits. Are you using it at max range?
Maybe I need better spacing.
ah, i didn’t realize it was punishable in between! that’s a bit of a bummer
i’m on jibbo’s stream and we’re all trying to figure out bryan data right now if anyone is interested: http://www.twitch.tv/automattock
couple of notes, ideas, and combos
fisherman slam is throwable, f.mk>mp is sexy
combo of choice atm.
hp>lp, s.mp, s.lp mp lp, ex hcf+pp, fisherman slam>pp, c.lp, qcb+lk
overhead
f.mp, lp mp lp, hcf+pp, c.lp, qcb+lk
you can combo into his super off of his lp mp lp string
anyone have any good strings that let him tag into a partner. so far the best ones I’ve found have been the first hit of his hcf+ p, and the second hit of qcb+p string
Judging from what I’ve read and played so far, Bryan feels like he is at his best mid range.
Edit: His far hp. ~ lp target combo seems like a good move to to hit confirm on hit to combo/on block to CADC (like Tatsu pointed out) but only when it’s spaced at max range. It doesn’t seem to easy to interrupt with any normal lest getting hit with a counter hit. Really good against characters with no meter.
His f.mk > mp hit confirm is boss.
some stuff we discovered on jibbo’s stream earlier today:
[LIST]
[]optimal meterless bnb for now is to cancel normals/strings into M/H fish (don’t atomic yet), cr.LP xx M/H fish xx atomic, cr.LP xx flying knee
[]specifically after the LK version of flying knee, you can hold back to keep bryan at a closer distance to the opponent
[]after EX fish xx atomic, you can combo another M/H fish xx atomic, and then finish off with cr.LP xx flying knee. looks badass, probably the optimal combo for anti-air EX fish.
[]f+MP overhead is + frames on block! contrary to vicious1024’s test, i was unable to punish it with julia super. it’s probably +1f
[]super can be used to punish fireballs and raw tags from full screen. does 330 damage which is nice
[]you can’t combo from EX mach/EX snake in the corner. so if you’re going to spend an EX, stop at the 2nd hit of EX rekka and combo with cr.HP (although the damage isn’t really worth it)
[/LIST]
bryan has been fun to mess around with. i’m a bit worried about his lack of low hitting options, and not having a reliable crossup kind of hurts him. but his mid-range game seems to have some potential, so we’ll see~
hp>lp, hcb+hp, hcb+hp, c.lp>fish hook, c.lp>knees
hitting the c.lp after the second rekka is hella hard, and on top of that hitting the fish slam off of c.lp is deceptively awkward. haven’t been able to hit this once and I’m beginning to feel like a total scrub
Good to know the overhead is +. Sorry about misleading information, I probably didn’t record enough block time to last through the Super flash.
I’m probably going to work on that combo (that jab link is annoying :() and safe jump setups tomorrow.
Has anyone experimented with Flying Knee setups, ala Hakan Oil Dive setups?
Edit: Forward throw in the corner, duck for fraction of a second and forward jump :hk:. Works against 4 frame reversals. This is really weak against rolls, though.
Mid-screen back throw, take a small step back jump forward :hk:. Works against 5 frame reversals, but I’m sure there’s room for adjustment. The good thing about this is you can see someone rolling before you land, and can easily chase them with :f::mk:>:mp:.
Some partial frame data for you guys, it’s only the startup on each move but it’s better than nothing. I’ll update as I get more info collected. Should be 100% accurate…
far normals
Spoiler
Startup
st.lp 6f
st.mp 10f
st.hp 13f
st.lk 7f
st.mk 11f
st.hk 18f
close normals
Spoiler
Startup
cl.mp 7f
cl.hp 7f
cl.mk 7f
cl.hk 12f
crouching normals
Spoiler
Startup
cr.lp 6f
cr.mp 12f
cr.hp 11f
cr.lk 7f
cr.mk 12f
cr.hk 8f
command normals and specials
Spoiler
Startup
Chopping Elbow (f+mp) 19f
midkick (f+mk) 11f
chopping elbow 19f
midkick (f+mk) 11f
lp.snakepit 14f
mp.snakepit 16f
hp.snakepit 19f
ex.snakepit 16f
mp.mach breaker 14f
ex.mach breaker 17f
Rekka’s (first hit only)
lp 13f
mp 18f
hp 22f
ex 13f
lp.fisherman 7f
mp.fisherman 10f
hp.fisherman 13f
ex.fisherman 11f
lp.flying knee 17f
mp.flying knee 17f
hp.flying knee 17f
ex.flying knee 24f
face crusher 24f (after freeze)
How are you guys handling jumpins with Bryan? I get blown up from his lack of reliable antiair(unless im missing something)
I am at work right now and I only did a few challenge trials with Bryan. Didn’t have a lot of time to practice as him. Just want to know if he has good synergy with Juri. My favourite team at the moment is Juri/Hwoarang and I would love to play as Team Cyber Psycho from time to time ;-). Does he complement her and does he work well as the anchor character? I like to rushdown and I really like Hwo’s high/low combos (st.MP xx St.LP, etc), so I would like to know if he is really good at getting up close. Also, does he have any moves that are good against zoners (Going through projectiles, punishing…)?
Bryan’s LP Fisherman’s Hook is a totally reliable anti-air. Looks like it has crush frames for aerial attacks. MP and HP are bad, don’t try them. Only problem with LP Fisherman’s hook is that it doesn’t move you forward at all, so it’s only really useful for deepish jump-ins. Your opponent’s empty jumps are very difficult to tag.
Beyond that, he has no good anti-air normals, it seems.
On a separate note, I think we should start breaking this up into threads for what we want to talk about with Bryan. We need a combo thread, a frame data thread and a video thread, at least! Maybe a beginner’s thread as well.
Thanks for this, Darkphyre! Can I ask, how did you get this data, that you’re sure it’s 100% accurate? Did you find it online or work it out in the lab? BTW I’m happy to divide work and start figuring out what frame advantage/disadvantage his moves are at on block.
It’s surprising/depressing that Bryan doesn’t have any 5f normals at all…
Also, a few words on his wakeup options. Besides roll, he can do the first rep of EX rekkas, and that’s totally safe on block and has one hit of armour. This is extremely useful for any wakeup meaty pressure, and if you hit it goes into a combo. Beats backdashes, and it looks like it might even leave you at frame advantage on block.
EX Fisherman’s Hook has full body invincibility, but it’s unsafe on block and it moves forward weirdly, such that if they neutral jump you you’re going to miss and get punished. I would only recommend it if you think they’re definitely going to throw/command grab you, or if their meaty pressure is so fast you’re going to take two hits if you use EX rekkas.
Because I don’t think Bryan really needs meter for EX in the rest of his game, I’m okay with him needing meter for reversals.
My BnB tag-in combo is currently cl. HP xx HP Fish xx Atomic, cr. LP xx Flying Knee. More damage than Julia’s optimised tag-in combo, and fairly easy to boot. You actually have ages to hit the cl. HP.
Other safe setups might include (I’m using one x to denote a target combo, and two xx’s to denote a cancel. Links and juggles are with commas, as usual):
far HP x LP, st. LP x st. MP etc. The backfist target combo looks safe on block, and might even be a frame trap. I was having some success with it online, but I need firmer data.
->MK x MP x LP xx Mach Breaker. Quite safe (mostly due to pushback, so watch out for Ryu super), true blockstring, and deals chip. This is what you should be hit-confirming into if your -> MK x MP is blocked. Alternatively you can just stop after ->MK x MP, because you’re totally safe and much closer to the opponent.
->MP (overhead), st. LP x st. MP etc. I believe that this is frame advantage on block, and it’s massively long range as well.
At the moment, it seems like Bryan is dominant from mid-range, but he’s extremely susceptible to rapid, disruptive attacks, because of his really slow normals. Rufus and Blanka are going to be tough matchups.
What is everyone using as an air-to-air? I’ve been getting beat there a lot.
EX Fisherman Slam is only strike invincible, it will lose to grabs.
Recorded each move, exported the frames and counted manually. Honestly thought I was doing something wrong until I went back and did a check against a character I already have data for… really surprising how slow his stuff is
There’s at least a 4f gap between the HP xx LP… Ryanhunter was on stream with it testing and managed to sneak ken’s cr.short in there a few times.