Let's Die Together! An ongoing resource for Bryan players

<font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>Mike Ross’ neighborhood ep 4 featured a nice match where Combofiend used Bryan against Viscant. Funny enough, it was the only match of many that Combofiend or Mike Ross won against Viscant. </span></font><div style=“font-family: Arial, Verdana; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”>I don’t see a vid thread so I’ll just put the link here in case anyone wanted to watch it. The match starts at 24:30.</div><div style=“font-family: Arial, Verdana; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”><br></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>http://www.youtube.com/watch?feature=player_embedded&v=CM2kCm5WV4Y#!</span></font><br><div style=“font-family: Arial, Verdana; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”><br></div><div style=“font-family: Arial, Verdana; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”><br></div></div>

I have a few questions about Bryan <div>1:Is the “Double Back Knuckle”(Hard punch,Light punch) string safe?</div><div>2:Is the “One Two Body Blow” (Light punch, Medium punch, Light punch) string safe?</div><div>3: Is the “Chopping Elbow” (Forward Medium punch) safe?</div><div>4: Does Bryan have any safe special moves?</div><div>5: Does Bryan have a reversal?</div><div><br></div><div>Sorry if this comes out messy if anyone can answer these I’d be very thankful and thanks in advance.</div>

  1. No. The second hit is -5 on block, and there is a gap between the hits, but you can cancel the second hit into his Flying Knee and CADC backwards to be relatively safe against most characters.<div><br></div><div>2. Yes, it’s -1 on block.</div><div><br></div><div>3. Yes, again it’s -1 on block.</div><div><br></div><div>4. The first rekka of EX Right Left to Spin Kick is his only truly safe special, at 0 on block. His Mach Breaker is super unsafe at -15 on block, but can push most characters out of punish range when it’s not done at point blank.</div><div><br></div><div>5. EX Mach Breaker, EX Right Left to Spin Kick and I believe EX Snake Pit have one hit of armour and his EX Fisherman’s Slam is strike invincible, but unfortunately you can be grabbed out of all of these options. LP Fisherman’s Slam crushes air attacks so you can hit people doing bad jump ins on your wake up. Face Crusher (His super) is also invincible, but whiffs on crouching opponents just like his regular Flying Knee so it’s a very bad option.</div>

How does Bryan handle grapple characters. So far the way I’ve been playing, it might as well be free for Zangief or Marduk. The short forward range on his dp really hurts him against Zangief’s empty jumps. Even on the ground game grapplers play too defensive to get hit by Bryans long range strings, or they just punish the gaps in between the strings. It feels like grapplers have way better close range footsies than Bryan. I’m at a loss of what to do.

I was actually playing against a Zangief last night when I was playing ranked with a friend. As far as I know, he can’t punish max range Mach Breaker and when they try to build meter with whiff Lariats, you can (dash) f.mk punish for some solid damage. Backdashing helps a lot too unless they start reading it with a Green Hand (Or even worse an EX Green Hand). That’s all the info I’ve got on him really since I only played like three games against him. Bryan still has huge problems with grapplers though, albeit he has a huge problem against pretty much everyone. Your best bet is to just not use Bryan edit: against grapplers, this is a team game after all.

What’s the deal with Fisherman’s Slam into Atomic Throw not allowing the bounce follow up combo ender? Its like sometimes I’ll get it and others I don’t. What am I doing wrong here?<div><br></div><div>Thanks in advance</div>

The link is very very tight and I think it has to be cr.LP (maybe cr.LK). It’s rough, but really it’s just practice to make it perfect.

Anyway, I recently discovered the cl.MP, cr.HP link and have basically been doing that on a jumpin into flying knee for a brief but damaging combo. For a more extended combo, using a bar, I’ve been doing:

cl.MP, cr.HP xx EX Snake Pit, st.hp > st.LP xx Flying Knee - Does 412-ish damage. Not shabby.

Also, what’s Bryan’s optimal boost combo?

I’ve seen a couple of variations for boost, but here are the best ones IMO.

  • Cl. MP, Cl. MP, Cr. HP xx M Flying Knee (Best damage? Not sure, need to test it)
  • Cr. LP, Mid Kick to Mach Breaker (Hard knockdown, good damage, and maintains direction/corner positioning/ My go-to.)

Also, you can get a Fisherman’s Slam after the Cl. MP, Cr. HP link you mentioned, so you can do this:

  • Cl. MP, Cr. HP xx H Fisherman’s Slam, cr. LP, Mid Kick to Mach Breaker. I think the damage is around 377.

The cl.mp, walk forward, cl.mp, cr.hp xx mk Flying Knee is his best damage off of a boost chain.

You can also do cl.mp into f.mk~mp~lp xx Mach Breaker for a bit better damage than with lp if you can’t do the first combo.

I think this is partner specific, depending on launch height, but you can get F + MK, MP, LP, MP, Mach Breaker sometimes. It’s pretty tight, but from my testing it seems you can only get it with average- to high-height launchers.

I’m pretty sure that’s been posted in the Bryan thread before, and I mentioned it in the combo thread under post launcher.

You know how everyone has been saying Cr. MK is useless? Well, conventionally it is. However, I have found that in certain matchups, it makes a great counter-poke when buffered into Snake Pit for a damaging tag-cancel combo. It catches some of Law’s forward-moving attacks, like Junkyard Kick, during startup.

So I am actually having a good deal of success with Bryan against the less knowledgable sf x t players in my tier simply by playing a bit back and punishing their mistakes getting in or whiffs and occasionally throwing a f.HP out (kinda like in Tekken lol). Thing is, I am terrible against people who hang back and make me take the first moves. My partner normally covers this but sometimes Bryan just has to be in.

So what are some of the easier ways of pressuring with Bryan? His cl.lpxxcl.mp helps a little but that is really all I know in the way of safety. Can he force the opponent to make moves at a further distance like where I want him to be? Can he use CADC to make some moves safe/more pressurey (never seen players use it but his dashes are so strong I feel it might work).

Getting in:
His dashes are good. If you are playing against someone with no meter and bad reversals, his gatling can offer you 50/50, but again cross counter or invincible reversal can escape.
Max distance mach breaker is hard to punish for most characters, but it is punishable. Against characters who can’t punish, this is a good zoning/frustration tool. Against characters who can punish this is better used as a counter poke.
Forward dashes, gatling (stop at 2 blocked hits), or walk forward s lp. Note that some characters are too short for this, like cammy after a blocked qcf + k.
I have NOT had success with f + mp as a tool to get in. The range on it is such that it seems many players like to empty jump, which tends to blow up both f + mp and f+ mk. f + mp is particularly vulnerable to empty jump since there is zero chance they’ll land on your hit. If they are empty jumping, dash in c hp or dash in fisherman’s is not a bad option.
If you are afraid of shoto c mk zoning, it was mentioned before s lk is surprisingly good at stuffing that.

Staying in:
s lp, s mp, s mk is safe while s lp, s mp, s lp has a gap in it so I use the latter sparingly or only against specific characters. Using the first string to train them that they can’t interrupt the string is good, then do dash cancels after the s mp for throw or frame trap (cl mp is good).
walking s lp is good too for frustration.
Throw in the occasional s lk, cl mp for good measure, that hits low into possible boost chain or ex move of your choice. Once they are trained to block low, you only have 2 real options: f + mp or flying knee (not counting the gatling 50/50 above that you want to use sparingly). If you’re in there already, I would say f + mp is safer and leads to bigger damage but can be avoided on reaction if they’re not somehow stuck whereas flying knee cannot.

Hope this helps.

OMG the editing on the face crusher! awesome.

You have to be really, really careful with Mach Breaker. Personally, I don’t find the risk/reward ratio to be worth it. If you get it wrong, as in he blocks or neutral jumps (a lot of people neutral jump against Bryan because Gatling, Chopping Elbow and Mach Breaker are his options at that range), then you eat a full combo. If you hit, then it’s not much damage and not great positioning.

Also, the st.lp, st.mp, st.mk chain isn’t safe, it’s -7, or -9 if you go for the low option. Against fearless people with reversals, the truth is Bryan really doesn’t have great ways to stay in. They all leave gaps or are unsafe. If someone knows the Bryan matchup and knows where to punish, it’s going to be really, really tough.

That said, st.lk > cl.mp being totally safe is a great and easy to use tool.

It has a huge amount of pushback, which is what makes it hard to find a 6 frame move that will cover that much distance. I guess maybe fast supers? I have never been punished with it though.

Does Bryan have any safe jumps? I’m watching Yukimura play and it looks like he is safe jumping after AAir Fisherman or the second hit of his rekka.

I’ve also found that a far s lp, mp, mk chain followed up by mach breaker is a good punish for the counter that a lot of people try to throw out. You have to be far though otherwise you’ll be interrupted.

Backthrow, walk back a bit j mk if you want to cross up or be ambiguous, j hp if you just want to safe jump in front.

You can safe jump after a mp/hp fisherman’s slam, c lp, cl mp (chain), c hk I think, but I’m not at my console so I can’t test this out.

I’m away from my game now has anyone tested if Bryan gets a safe jump after his juggle sweep? If it works in that situation then it should also work with sweeps after AA Fisherman and after his Mid reset right?