I thought I’d get the ball rolling with some Week 1 combos, frame data approximations, and observations about Bryan. I’ll be updating regularly, so please contribute below and I’ll update!
Normals
First off, after spending some time in the lab figuring out Bryan’s normals, here’s what I think rises to the top:
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[]His quickest normals are his st. :lp: and cr. :lp:, both with 5f startups. I tested this by punishing Abel’s :lp: COD.
[]Although the cr. :lp: is just mediocre, the st. :lp: is one of Bryan’s best normals, mostly due to its insanely long range and easy combo potential. Both are safe on block.
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[]His next quickest normals are cl. :mp:, cl. :hp:, and cr. :lk:, each with a 6f startup. I tested these by punishing Abel’s :mp: COD.
[]Cr, :lk: is a bad low poke; it has poor range and awful speed for a normal of that type. Bryan is not a character who effectively applies low pressure.
[]cl. :hp: is a good, fast close fierce that forces standing, allowing you to combo into Flying Knee for good damage, if you’re looking for simple combos. It doesn’t give frame advantage on block.
[]cl. :mp: is an excellent normal. Decent startup for a point blank normal, it also gives huge frame advantage on block, so much so that you’re still totally safe if you use it as part of a cross rush (tested vs. 3 frame DPs). This makes cr. :lp: x cl. :mp: your go-to cross rush hit confirm string at point blank range. You can link st. :lp: off it as well to continue a combo. This is a good go-to button after a jump in if you want to put some frame pressure on the opponent.
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[*]His other normals are really nothing to write home about. Cl. :mk: is safe and you can link off it, but it’s slower than cl. :mp:, cr. :hk: is a good, fast sweep (7f startup) but has enormous frame disadvantage on block. Cr. :hp: has longer range than cl. :hp:, so it’s sometimes necessary off a neutral jump fierce. The rest of his normals is generally a mess of slow, unsafe moves.
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Target Combos and Unique Moves
Bryan has some fantastic target combos which form the crux of his game.
*One Two Body Blow *(st. :lp: x st. :mp: x st. :lp:)
This is the most common one you’ll be using, and it starts from his st. :lp:. This has long range, starts quickly, and the last hit is special cancelable. It can also lead straight into a cross rush launcher instead of going for the Body Blow. See the combo section below for how to get the most damage out of this combo.
The first two hits are unsafe, but because of the long range your opponents will often find it difficult to punish this.
Mid-Kick To Rush/Gatling Combination (:f: :mk: x st. :mp: x st. :lp: x st. :mp:/:mk:)
This is a canned high-low mixup, with the Rush ending being a non-combo mid hit, and the Gatling ending being an in-combo low hit. The third hit of this target combo can also be cancelled into Mach Breaker, making it almost completely safe (except to certain supers). The second hit is also completely safe, and leaves you much closer than Mach Breaker (in ideal cl. :mp: range).
*Double Back Knucle *(st. :hp: x st. :lp:)
A long range target combo starting from his far standing fierce, on hit you can link this into st. :lp: and go into the One Two Body Blow combo. If you’re close enough (but still far enough to get the standing fierce instead of the close fierce), you can link a cl. :mp: from this, and then link the One Two combo.
*Chopping Elbow *( :f: :mp:)
This overhead is fairly slow, but it has enormously long range and you can link your One Two combo from it. This move is an important part of setting up your Flying Knee mid-range game, as it encourages your opponent to stand.