Psychoblue (talk | contribs) (Updated frame data for v2013) |
m (Minor text corrections; some corrections in initial move list based on frame data.) |
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Bryan is a very strange character thanks to his very unorthodox buttons. Although they're far from standard, his buttons are some of the best in the game, with most being relatively safe with incredibly long reach. This gives Bryan an excellent poking game almost unrivaled through the whole cast. He's able to make use of his several strong target combos to convert into big damage or simply to get in while remaining safe. Finding the right range with Bryan is important for playing him, but once you find that range, you can easily pester your opponent with his long and safe limbs to convert into great damage and corner carry. Pick Bryan if you like pestering the opponent with pokes and dominating the neutral at midrange. | Bryan is a very strange character thanks to his very unorthodox buttons. Although they're far from standard, his buttons are some of the best in the game, with most being relatively safe with incredibly long reach. This gives Bryan an excellent poking game almost unrivaled through the whole cast. He's able to make use of his several strong target combos to convert into big damage or simply to get in while remaining safe. Finding the right range with Bryan is important for playing him, but once you find that range, you can easily pester your opponent with his long and safe limbs to convert into great damage and corner carry. Pick Bryan if you like pestering the opponent with pokes and dominating the neutral at midrange. | ||
| | | | ||
* | *Move set is littered with fantastic pokes like st.HP, f+MK, st.MP, and Mach Breaker, which are all safe when spaced correctly, giving him very strong space control. | ||
*Great close anti airs with Fisherman's Slam (dp+ | *Great close anti-airs with Fisherman's Slam (dp+P) and cr.HP, and at a distance he can make great use of EX Mach Breaker and f+MK. | ||
* | *f+MK target combo can end in a delayed launcher, a low, or just not be finished, creating a nice mixup. | ||
* | *f+MP overhead is safe on block, has lots of range, and can start a combo on hit. | ||
*Snake Pit (hcf+ | *Snake Pit (hcf+P) is a safe tag on block. | ||
*All of his EX specials have varying amounts of armor and invincibility, giving him a strong wake up game. | *All of his EX specials have varying amounts of armor and invincibility, giving him a strong wake up game. | ||
* | *cl.MP is +4 on block and the Boost Chain version is only -1, giving him a safe {{low}} confirm and frame trap tool. | ||
*Flying Knee (qcb+ | *Flying Knee (qcb+K) goes through projectiles and hits even if the opponent is blocking, although it can be crouched. | ||
* | *st.HP > st.LP target combo can be confirmed into a full combo on hit or CADC'd for safety. | ||
* | *st.LK is a standing low. | ||
*Great corner carry and oki thanks to most of his specials having vast amounts of forward movement. | *Great corner carry and oki thanks to most of his specials having vast amounts of forward movement. | ||
| | | | ||
*Slow walk and mediocre dash. | *Slow walk and mediocre dash. | ||
* | *st.HP > st.LP target combo will whiff at max range. | ||
*Weak to jump ins right above his head and crossups. | *Weak to jump-ins right above his head and crossups. | ||
*Somewhat weak lows.}} | *Somewhat weak lows.}} | ||
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{{SFxTMoveListRow | Standing Hard Kick | {{hk}} | }} | {{SFxTMoveListRow | Standing Hard Kick | {{hk}} | }} | ||
{{SFxTMoveListRow | Standing (close) Medium Punch | {{mp}} | {{speccancel}} }} | {{SFxTMoveListRow | Standing (close) Medium Punch | {{mp}} | {{speccancel}} }} | ||
{{SFxTMoveListRow | Standing (close) Hard Punch | {{hp}} | {{speccancel}} | {{SFxTMoveListRow | Standing (close) Hard Punch | {{hp}} | {{speccancel}} Forces Standing }} | ||
{{SFxTMoveListRow | Standing (close) Light Kick | {{lk}} | {{speccancel}} }} | {{SFxTMoveListRow | Standing (close) Light Kick | {{lk}} | {{speccancel}} }} | ||
{{SFxTMoveListRow | Standing (close) Medium Kick | {{mk}} | {{speccancel}} }} | {{SFxTMoveListRow | Standing (close) Medium Kick | {{mk}} | {{speccancel}} }} | ||
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{{SFxTMoveListRow | Crouching Light Punch | {{d}} + {{lp}} | {{speccancel}} }} | {{SFxTMoveListRow | Crouching Light Punch | {{d}} + {{lp}} | {{speccancel}} }} | ||
{{SFxTMoveListRow | Crouching Medium Punch | {{d}} + {{mp}} | {{speccancel}} }} | {{SFxTMoveListRow | Crouching Medium Punch | {{d}} + {{mp}} | {{speccancel}} }} | ||
{{SFxTMoveListRow | Crouching Hard Punch | {{d}} + {{hp}} | {{speccancel}} | {{SFxTMoveListRow | Crouching Hard Punch | {{d}} + {{hp}} | {{speccancel}} Forces Standing }} | ||
{{SFxTMoveListRow | Crouching Light Kick | {{d}} + {{lk}} | {{speccancel}} }} | {{SFxTMoveListRow | Crouching Light Kick | {{d}} + {{lk}} | {{speccancel}} }} | ||
{{SFxTMoveListRow | Crouching Medium Kick | {{d}} + {{mk}} | {{speccancel}} }} | {{SFxTMoveListRow | Crouching Medium Kick | {{d}} + {{mk}} | {{speccancel}} }} | ||
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{{SFxTMoveListRow | Angled Jump Light Punch | {{ub}} / {{uf}} + {{lp}} | }} | {{SFxTMoveListRow | Angled Jump Light Punch | {{ub}} / {{uf}} + {{lp}} | }} | ||
{{SFxTMoveListRow | Angled Jump Medium Punch | {{ub}} / {{uf}} + {{mp}} | }} | {{SFxTMoveListRow | Angled Jump Medium Punch | {{ub}} / {{uf}} + {{mp}} | }} | ||
{{SFxTMoveListRow | Neutral Jump Hard Punch | {{uf}} / {{u}} / {{ub}} + {{hp}} | {{groundbounce}} | {{SFxTMoveListRow | Neutral Jump Hard Punch | {{uf}} / {{u}} / {{ub}} + {{hp}} | {{groundbounce}} vs Airborne or {{counterhit}} }} | ||
{{SFxTMoveListRow | Angled Jump Hard Punch | {{uf}} / {{u}} / {{ub}} + {{hp}} | {{groundbounce}} | {{SFxTMoveListRow | Angled Jump Hard Punch | {{uf}} / {{u}} / {{ub}} + {{hp}} | {{groundbounce}} vs Airborne or {{counterhit}} }} | ||
{{SFxTMoveListRow | Angled Jump Light Kick | {{ub}} / {{uf}} + {{lk}} | }} | {{SFxTMoveListRow | Angled Jump Light Kick | {{ub}} / {{uf}} + {{lk}} | }} | ||
{{SFxTMoveListRow | Angled Jump Medium Kick | {{ub}} / {{uf}} + {{mk}} | }} | {{SFxTMoveListRow | Angled Jump Medium Kick | {{ub}} / {{uf}} + {{mk}} | }} | ||
Line 59: | Line 59: | ||
{{SFxTMoveListHeader}} | {{SFxTMoveListHeader}} | ||
{{SFxTMoveListRow | Chopping Elbow | {{f}} + {{mp}} | {{high}} | {{SFxTMoveListRow | Chopping Elbow | {{f}} + {{mp}} | {{high}} Forces Standing }} | ||
{{SFxTMoveListRow | Mid Kick to Rush | {{f}} + {{mk}} {{---}} {{mp}} {{---}} {{lp}} {{---}} {{mp}} | High <br> | {{SFxTMoveListRow | Mid Kick to Rush | {{f}} + {{mk}} {{---}} {{mp}} {{---}} {{lp}} {{---}} {{mp}} | High<br>Floats<br>Can {{cancel}} {{lp}} into Mach Breaker }} | ||
{{SFxTMoveListRow | Gatling Combination | {{f}} + {{mk}} {{---}} {{mp}} {{---}} {{lp}} {{---}} {{mk}} | {{hardknockdown}} }} | {{SFxTMoveListRow | Gatling Combination | {{f}} + {{mk}} {{---}} {{mp}} {{---}} {{lp}} {{---}} {{mk}} | {{hardknockdown}} }} | ||
{{SFxTMoveListRow | Double Back Knuckle | (far) {{hp}} {{---}} {{lp}} | {{speccancel}} }} | {{SFxTMoveListRow | Double Back Knuckle | (far) {{hp}} {{---}} {{lp}} | {{speccancel}} }} | ||
Line 74: | Line 74: | ||
{{SFxTMoveListHeader}} | {{SFxTMoveListHeader}} | ||
{{SFxTMoveListRow | Knee Blast | {{f}} or {{n}} + {{lp}} + {{lk}} | {{throw}} }} | {{SFxTMoveListRow | Knee Blast | {{f}} or {{n}} + {{lp}} + {{lk}} | {{throw}} }} | ||
{{SFxTMoveListRow | Anaconda | {{SFxTMoveListRow | Anaconda Assassin | {{b}} + {{lp}} + {{lk}} | {{throw}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{SFxTMoveListHeader}} | {{SFxTMoveListHeader}} | ||
{{SFxTMoveListRow | Snake Pit | {{hcf}} + {{p}} | {{knockdown}} <br> {{lp}} Upper Body Projectile Invul (1-17f) | {{SFxTMoveListRow | Snake Pit | {{hcf}} + {{p}} | {{knockdown}}<br>{{lp}} Upper Body Projectile Invul (1-17f)<br>{{mp}} Upper Body Projectile Invul (1-19f)<br>{{hp}} Upper Body Projectile Invul (1-22f)<br>{{ex}} Full Invul (1-5f)<br>(All Versions) Strike Invul (32-51f) }} | ||
<br> {{mp}} Upper Body Projectile Invul (1-19f | {{SFxTMoveListRow | Mach Breaker | {{f}} f + {{mp}} | {{hardknockdown}}<br>{{ex}} {{wallbounce}} 1 Point of Armor }} | ||
{{SFxTMoveListRow | Mach Breaker | {{f}} f + {{mp}} | {{hardknockdown}} <br> | {{SFxTMoveListRow | Fisherman’s Slam | {{dp}} + {{p}} | {{knockdown}}<br>{{lp}} Air Crush (1-11f)<br>{{mp}} / {{hp}} Whiffs vs Airborne<br>{{ex}} Strike/Projectile Invul (1-11f) }} | ||
{{SFxTMoveListRow | Fisherman’s | {{SFxTMoveListRow | Atomic Throw | {{p}} P during Fisherman’s Slam {{mp}}, {{hp}}, or {{ex}} | {{groundbounce}} }} | ||
{{SFxTMoveListRow | Atomic Throw | {{p}} | {{SFxTMoveListRow | Right Left to Spin Kick (RLSK) | {{qcb}} + {{p}} | Can follow up with “Left” or “Spin Kick”.<br>{{ex}} 1 Point of Armor (1-15f) }} | ||
{{SFxTMoveListRow | Right Left to Spin Kick (RLSK) | {{qcb}} + {{p}} | Can follow up with “Left” or “Spin Kick” <br> {{ex}} 1 | {{SFxTMoveListRow | “Left” | {{qcb}} + {{p}} during RLSK | Float }} | ||
{{SFxTMoveListRow | “Left” | {{qcb}} + {{p}} during RLSK | | {{SFxTMoveListRow | “Spin Kick” | {{qcb}} + {{p}} during “Left” | {{knockdown}}<br>{{groundbounce}} on {{ex}} }} | ||
{{SFxTMoveListRow | “Spin Kick” | {{qcb}} + {{p}} during “Left” | {{knockdown}} <br> {{groundbounce}} on {{ex}} }} | {{SFxTMoveListRow | Flying Knee | {{qcb}} + {{k}} | {{hardknockdown}} {{ex}} {{chrg}}<br>Projectile Invincible<br>Whiffs vs Crouching<br>{{ex}} Tracks Opponent }} | ||
{{SFxTMoveListRow | Flying Knee | {{qcb}} + {{k}} | {{hardknockdown}} {{ex}} {{chrg}} <br> Projectile | |||
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| Crouch MK || || L || 60 || 9 || 2 || 19 || 0 || -4 || SM,EX,SA,CA || 2 || 1 || 1 || - | | Crouch MK || || L || 60 || 9 || 2 || 19 || 0 || -4 || SM,EX,SA,CA || 2 || 1 || 1 || - | ||
|- | |- | ||
| Crouch HK || || L || 90 || 7 || 4 || 25 || | | Crouch HK || || L || 90 || 7 || 4 || 25 || Hard Knockdown || -9 || - || 3 || 1 || - || - | ||
|- | |- | ||
| Jump LP || || M || 40 || 6 || 4 || | | Jump LP || || M || 40 || 6 || 4 || Until Ground + 4 || +12 || +4 || - || 1 || 1 || 1 || - | ||
|- | |- | ||
| Jump MP || || M || 70 || 8 || 5 || | | Jump MP || || M || 70 || 8 || 5 || Until Ground + 4 || +16 || +5 || - || 2 || 1 || 1 || - | ||
|- | |- | ||
| Jump Up HP || || M || 100 || 11 || 4 || | | Jump Up HP || || M || 100 || 11 || 4 || Until Ground + 4 || +20 || +8 || - || 3 || 1 || 1 || Ground bounce on Counter Hit and airborne | ||
|- | |- | ||
| Jump Diagonal HP || || M || 100 || 13 || 4 || | | Jump Diagonal HP || || M || 100 || 13 || 4 || Until Ground + 4 || +20 || +8 || - || 3 || 1 || 1 || Ground bounce on Counter Hit and airborne | ||
|- | |- | ||
| Jump LK || || M || 40 || 6 || 4 || | | Jump LK || || M || 40 || 6 || 4 || Until Ground + 4 || +12 || +4 || - || 1 || 1 || 1 || - | ||
|- | |- | ||
| Jump MK || || M || 70 || 7 || 2 || | | Jump MK || || M || 70 || 7 || 2 || Until Ground + 4 || +16 || +5 || - || 2 || 1 || 1 || - | ||
|- | |- | ||
| Jump HK || || M || 100 || 8 || 5 || | | Jump HK || || M || 100 || 8 || 5 || Until Ground + 4 || +20 || +8 || - || 3 || 1 || 1 || 1st active frame can only hit right above | ||
|- | |- | ||
| Launcher **LC || HP+HK || H || 100 || 13 || 2 || 54 || | | Launcher **LC || HP+HK || H || 100 || 13 || 2 || 54 || Switch || -34 || - || 3 || - || - || Crushes crouching attacks on frames 1-14; launches opponent while switching characters | ||
|- | |- | ||
| Cross Cancel || f+HP+HK (while blocking) || H || 120 || 16 || 6 || 39 || | | Cross Cancel || f+HP+HK (while blocking) || H || 120 || 16 || 6 || 39 || Hard Knockdown || - || - || - || - || - || Invulnerability on frames 1-21; resembles EX Mach Breaker | ||
|- | |- | ||
| Knee Blast || LP+LK || | | Knee Blast || LP+LK || Throw || 130 || 5 || 2 || 20 || Hard Knockdown || - || - || - || - || - || - | ||
|- | |- | ||
| Anaconda Assasin || b+LP+LK || | | Anaconda Assasin || b+LP+LK || Throw || 130 || 5 || 2 || 20 || Hard Knockdown || - || - || - || - || - || - | ||
|- | |- | ||
| Chopping Elbow || f+MP || M || 60 || 18 || 3 || 29 || +6 || -1 || - || 3 || 1 || 0 || Forces standing | | Chopping Elbow || f+MP || M || 60 || 18 || 3 || 29 || +6 || -1 || - || 3 || 1 || 0 || Forces standing | ||
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| - || f+MK > MP > LP || H || 60 || 14 || 3 || 23 || 0 || -5 || Mach Breaker || 3 || 1 || 0 || - | | - || f+MK > MP > LP || H || 60 || 14 || 3 || 23 || 0 || -5 || Mach Breaker || 3 || 1 || 0 || - | ||
|- | |- | ||
| Mid Kick to Rush || f+MK > MP > LP > MP || M || 80 || 15 || 2 || 28 || | | Mid Kick to Rush || f+MK > MP > LP > MP || M || 80 || 15 || 2 || 28 || Float || -14 || - || 3 || 1 || 0 || - | ||
|- | |- | ||
| Gatling Combination || f+MK > MP > LP > MK || L || 100 || 12 || 2 || 29 || | | Gatling Combination || f+MK > MP > LP > MK || L || 100 || 12 || 2 || 29 || Hard Knockdown || -9 || - || 3 || 1 || 0 || - | ||
|- | |- | ||
| Double Back Knuckle || ( | | Double Back Knuckle || (Far) HP > LP || H || 50 || 13 || 4 || 17 || +6 || -5 || SM,EX,SA,CA || 3 || 1 || 0 || - | ||
|- | |- | ||
| - || LP > MP || H || 60 || 11 || 4 || 17 || -1 || -6 || BC || 2 || 1 || 0 || - | | - || LP > MP || H || 60 || 11 || 4 || 17 || -1 || -6 || BC || 2 || 1 || 0 || - | ||
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| One Two Body Blow || LP > MP > LP || H || 30 || 10 || 4 || 12 || +1 || -1 || SM,EX,SA,CA || 2 || 1 || 0 || | | One Two Body Blow || LP > MP > LP || H || 30 || 10 || 4 || 12 || +1 || -1 || SM,EX,SA,CA || 2 || 1 || 0 || | ||
|- | |- | ||
| One Two Low Kick || LP > MP > LK || L || 50 || 12 || 2 || 29 || | | One Two Low Kick || LP > MP > LK || L || 50 || 12 || 2 || 29 || Hard Knockdown || -9 || - || 2 || 1 || 0 || - | ||
|- | |- | ||
| One Two High Kick || LP > MP > MK || H || 90 || 11 || 4 || 22 || -2 || -7 || - || 3 || 1 || 1 || - | | One Two High Kick || LP > MP > MK || H || 90 || 11 || 4 || 22 || -2 || -7 || - || 3 || 1 || 1 || - | ||
|- | |- | ||
| Snake Pit LP || hcf+LP || H || 50,70 || 13 || 2(39)3 || 29 || | | Snake Pit LP || hcf+LP || H || 50,70 || 13 || 2(39)3 || 29 || Knockdown || -6 || - || 3,3 || 0,3 || 0 || Upper body projectile invulnerability on frames 1-17; lower body strike invulnerability on frames 32-51 | ||
|- | |- | ||
| Snake Pit MP || hcf+MP || H || 50,80 || 15 || 2(39)3 || 29 || | | Snake Pit MP || hcf+MP || H || 50,80 || 15 || 2(39)3 || 29 || Knockdown || -9 || - || 3,3 || 0,3 || 0 || Upper body projectile invulnerability on frames 1-19; lower body strike invulnerability on frames 34-53 | ||
|- | |- | ||
| Snake Pit HP || hcf+HP || H || 50,90 || 18 || 2(39)3 || 29 || | | Snake Pit HP || hcf+HP || H || 50,90 || 18 || 2(39)3 || 29 || Knockdown || -10 || - || 3,3 || 1,3 || 0 || Upper body projectile invulnerability frames 1-22; lower body strike invulnerability on frames 37-56 | ||
|- | |- | ||
| Snake Pit EX || hcf+PP || H || 50,90 || 15 || 2(39)3 || 29 || | | Snake Pit EX || hcf+PP || H || 50,90 || 15 || 2(39)3 || 29 || Wall Bounce || -10 || - || 3,3 || 0,3 || 0 || Invulnerability on frames 1-5; upper body projectile invulnerability on frames 6-19; lower body strike invulnerability on frames 34-53; 1 point of armor during frames 29-55 | ||
|- | |- | ||
| Mach Breaker || f,f+MP || H || 120 || 8 || 3 || 34 || | | Mach Breaker || f,f+MP || H || 120 || 8 || 3 || 34 || Hard Knockdown || -15 || - || 5 || 5 || 0 || - | ||
|- | |- | ||
| Mach Breaker EX || f,f+PP || H || 120 || 10 || 6 || 37 || | | Mach Breaker EX || f,f+PP || H || 120 || 10 || 6 || 37 || Wall Bounce || -15 || - || 5 || 5 || 0 || 1 point of armor during frames 1-15 | ||
|- | |- | ||
| Fisherman's Slam LP || f,d,df+LP || H || 120 || 6 || 6 || 34 || | | Fisherman's Slam LP || f,d,df+LP || H || 120 || 6 || 6 || 34 || Knockdown || -18 || - || 2 || 1 || 0 || Crushes airborne attacks on frames 1-11 | ||
|- | |- | ||
| Fisherman's Slam MP || f,d,df+MP || H || 100 || 9 || 6 || 31 || | | Fisherman's Slam MP || f,d,df+MP || H || 100 || 9 || 6 || 31 || Knockdown || -20 || Atomic Throw || 0 || 0 || 0 || Whiffs on airborne opponent | ||
|- | |- | ||
| Fisherman's Slam HP || f,d,df+HP || H || 100 || 12 || 6 || 31 || | | Fisherman's Slam HP || f,d,df+HP || H || 100 || 12 || 6 || 31 || Knockdown || -22 || Atomic Throw || 0 || 0 || 0 || Whiffs on airborne opponent | ||
|- | |- | ||
| Fisherman's Slam EX || f,d,df+PP || H || 50 || 10 || 6 || 34 || | | Fisherman's Slam EX || f,d,df+PP || H || 50 || 10 || 6 || 34 || Knockdown || -18 || Atomic Throw EX || 0 || 3 || 0 || Strike and projectile invulnerability on frames 1-11 | ||
|- | |- | ||
| Atomic Throw || PP during MP or HP Fisherman's Slam on hit || - || 50 || - || - || - || | | Atomic Throw || PP during MP or HP Fisherman's Slam on hit || - || 50 || - || - || - || Ground Bounce || - || - || - || - || 1 || - | ||
|- | |- | ||
| Atomic Throw EX || PP during EX Fisherman's Slam on hit || - || 50 || - || - || - || | | Atomic Throw EX || PP during EX Fisherman's Slam on hit || - || 50 || - || - || - || Ground Bounce || - || - || - || - || 1 || Resets juggle point | ||
|- | |- | ||
| Right Left To Spin Kick LP || qcb+LP || H || 50 || 12 || 4 || 27 || +2 || -5 || "Left" || 3 || 1 || 0 || - | | Right Left To Spin Kick LP || qcb+LP || H || 50 || 12 || 4 || 27 || +2 || -5 || "Left" || 3 || 1 || 0 || - | ||
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| Right Left to Spin Kick EX || qcb+PP || H || 70 || 12 || 4 || 22 || +7 || 0 || "Left" EX || 3 || 1 || 0 || 1 point of armor during frames 1-15 | | Right Left to Spin Kick EX || qcb+PP || H || 70 || 12 || 4 || 22 || +7 || 0 || "Left" EX || 3 || 1 || 0 || 1 point of armor during frames 1-15 | ||
|- | |- | ||
| "Left" || qcb+P during Right Left to Spin Kick || H || 50 || 18 || 4 || 36 || | | "Left" || qcb+P during Right Left to Spin Kick || H || 50 || 18 || 4 || 36 || Float || -18 || "Spin Kick" || 3 || 1 || 0 || - | ||
|- | |- | ||
| "Left" EX || qcb+P during Right Left to Spin Kick || H || 70 || 18 || 4 || 28 || | | "Left" EX || qcb+P during Right Left to Spin Kick || H || 70 || 18 || 4 || 28 || Float || -10 || "Spin Kick" EX || 3 || 1 || 0 || - | ||
|- | |- | ||
| "Spin Kick" || qcb+P during "Left" || H || 90 || 19 || 4 || 40 || | | "Spin Kick" || qcb+P during "Left" || H || 90 || 19 || 4 || 40 || Knockdown || -16 || - || 3 || 1 || 0 || - | ||
|- | |- | ||
| "Spin Kick" EX || qcb+P during EX "Left" || H || 100 || 19 || 4 || 35 || | | "Spin Kick" EX || qcb+P during EX "Left" || H || 100 || 19 || 4 || 35 || Wall Bounce || -17 || - || 3 || 1 || 0 || - | ||
|- | |- | ||
| Flying Knee LK || qcb+LK || | | Flying Knee LK || qcb+LK || Unblockable || 150 || 15 || 6 || 60 || Hard Knockdown || - || - || 3 || - || - || Chargeable: 51F for EX Version and 100F for Super Art; projectile invulnerable; holding b lands closer on hit; whiffs on crouching opponent | ||
|- | |- | ||
| Flying Knee MK || qcb+MK || | | Flying Knee MK || qcb+MK || Unblockable || 150 || 15 || 6 || 60 || Hard Knockdown || - || - || 3 || - || - || Chargeable: 51F for EX Version and 100F for Super Art; projectile invulnerable; whiffs on crouching opponent | ||
|- | |- | ||
| Flying Knee HK || qcb+HK || | | Flying Knee HK || qcb+HK || Unblockable || 150 || 15 || 6 || 60 || Hard Knockdown || - || - || 1 || - || - || Chargeable: 51F for EX Version and 100F for Super Art; projectile invulnerable; whiffs on crouching opponent | ||
|- | |- | ||
| Flying Knee EX || qcb+KK || | | Flying Knee EX || qcb+KK || Unblockable || 180 || 21 || 2 || 48 || Hard Knockdown || - || - || 3 || - || - || Chargeable: 51F for Super Art; projectile invulnerable; tracks opponent; whiffs on crouching opponent | ||
|- | |- | ||
| Face Crusher || qcb+KKK || | | Face Crusher || qcb+KKK || Unblockable || 330 || 16 || 6 || 53 || Hard Knockdown || - || - || 3 || 4 || - || 66 frames of cinematic freeze before attack begins; invulnerability on frames 1-10; projectile invulnerable; whiffs on crouching opponent | ||
|- | |- | ||
| Cross Art **LC || qcf+MP+MK || H || 150+ || 9 || 2 || 57 || | | Cross Art **LC || qcf+MP+MK || H || 150+ || 9 || 2 || 57 || Switch || -37 || - || 3 || - || - || 65 frames of cinematic freeze before attack begins; invulnerability on frames 1-10 | ||
|} | |||
== Boost Chain Frame Data == | |||
{| class="wikitable" | |||
! Move !! Hit !! Damage !! Startup !! Active !! Recovery !! Hit Adv !! Block Adv !! Cancel !! "Notes | |||
|- | |||
| " | |||
|- | |||
| Far MP || H || 42 || 9 || 4 || 17 || 0 || -4 || - || - | |||
|- | |||
| Far HP || H || 63 || 12 || 3 || 37 || -15 || -20 || - || - | |||
|- | |||
| Far MK || H || 42 || 10 || 3 || 22 || -4 || -8 || - || - | |||
|- | |||
| Far HK || H || 63 || 14 || 6 || 28 || -9 || -14 || - || - | |||
|- | |||
| Close MP || H || 42 || 6 || 4 || 14 || +3 || -1 || EX,SA,CA || - | |||
|- | |||
| Close HP || H || 63 || 6 || 3 || 33 || -10 || -16 || EX,SA,CA || Forces standing | |||
|- | |||
| Close MK || H || 42 || 6 || 2 || 18 || +1 || -3 || EX,SA,CA || - | |||
|- | |||
| Close HK || H || 63 || 11 || 4 || 33 || -11 || -17 || - || - | |||
|- | |||
| Crouch MP || H || 42 || 7 || 4 || 17 || 0 || -4 || EX,SA,CA || - | |||
|- | |||
| Crouch HP **LC || H || 63 || 10 || 9 || 33 || -16 || -22 || EX,SA,CA || Forces standing | |||
|- | |||
| Crouch MK || L || 42 || 9 || 2 || 24 || -5 || -9 || EX,SA,CA || - | |||
|- | |||
| Crouch HK || L || 63 || 7 || 4 || 41 || Hard Knockdown || -25 || - || - | |||
|} | |} | ||
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* st.HP>LP, cl.MP, cr.HP xx dp+MP>PP, cr.LP~cl.MP, cr.HK (379) | * st.HP>LP, cl.MP, cr.HP xx dp+MP>PP, cr.LP~cl.MP, cr.HK (379) | ||
( | (0 bar, Medium) | ||
* f+MK>MP>LP xx f,f+MP (252) | * f+MK>MP>LP xx f,f+MP (252) | ||
( | (0 bar, Easy) | ||
Line 275: | Line 305: | ||
* st.LP>MP>LP xx dp+MP>PP, cr.LP~cl.MP, cr.HK (273) | * st.LP>MP>LP xx dp+MP>PP, cr.LP~cl.MP, cr.HK (273) | ||
( | (0 bar, Medium) | ||
* st.LP>MP>LP xx dp+MP, cr.LP, f+MK>MP>LP xx f,f+MP (298) | * st.LP>MP>LP xx dp+MP, cr.LP, f+MK>MP>LP xx f,f+MP (298) | ||
( | (0 bar, Medium) | ||
Line 284: | Line 314: | ||
* f+MK>MP>LP>MP, f,f+MP | * f+MK>MP>LP>MP, f,f+MP | ||
( | (0 bar, Easy) | ||
* cl.HP x qcb+K, CADC, cl.LK, cr.HP x qcb+MK | * cl.HP x qcb+K, CADC, cl.LK, cr.HP x qcb+MK | ||
( | (0 bar, Hard) | ||
* cl.MP, microwalk, cl.MP, cr.HP x qcb+MK | * cl.MP, microwalk, cl.MP, cr.HP x qcb+MK | ||
( | (0 bar, Hard) | ||
Line 296: | Line 326: | ||
* cr.LK~cl.MP xx hcf+PP, dp+MP, f+MK>MP>LP>MP, f,f+MP (392) | * cr.LK~cl.MP xx hcf+PP, dp+MP, f+MK>MP>LP>MP, f,f+MP (392) | ||
( | (1 bar, Midscreen, Medium) | ||
* f+MP, cr.LP xx dp+MP>PP, cr.LP~cl.MP, cr.HK (280) | * f+MP, cr.LP xx dp+MP>PP, cr.LP~cl.MP, cr.HK (280) | ||
( | (0 bar, Overhead, Medium) | ||
* f+MP, cr.LP xx dp+MP, cr.LP, f+MK>MP>LP xx f,f+MP (317) | * f+MP, cr.LP xx dp+MP, cr.LP, f+MK>MP>LP xx f,f+MP (317) | ||
( | (0 bar, Overhead, Medium) | ||
* qcb+PP>qcb+P, f+MK>MP>LP>MP, f,f+MP (354) | * qcb+PP>qcb+P, f+MK>MP>LP>MP, f,f+MP (354) | ||
( | (1 bar, Armored, Easy) | ||
* f,f+PP, f+MK>MP>LP>MP, f,f+MP | * f,f+PP, f+MK>MP>LP>MP, f,f+MP | ||
( | (1 bar, Armored, Easy) | ||
=== Combos Into Supers === | === Combos Into Supers === |
Latest revision as of 12:26, 18 March 2024


Bryan
Ideal Team Position: Point
Bryan is a very strange character thanks to his very unorthodox buttons. Although they're far from standard, his buttons are some of the best in the game, with most being relatively safe with incredibly long reach. This gives Bryan an excellent poking game almost unrivaled through the whole cast. He's able to make use of his several strong target combos to convert into big damage or simply to get in while remaining safe. Finding the right range with Bryan is important for playing him, but once you find that range, you can easily pester your opponent with his long and safe limbs to convert into great damage and corner carry. Pick Bryan if you like pestering the opponent with pokes and dominating the neutral at midrange.
Strengths | Weaknesses |
---|---|
|
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Moves
Normal Attacks






























































Unique Attacks











Floats
Can

































Throws









Special Moves







(All Versions) Strike Invul (32-51f)
































Projectile Invincible
Whiffs vs Crouching

Super Combo


Frame Data (Updated for v2013)
Move | Command | Hit | Damage | Startup | Active | Recovery | Hit Adv | Block Adv | Cancel | JP | JC | JS | "Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
" | |||||||||||||
Far\Close LP | H | 30 | 5 | 2 | 9 | +6 | +2 | SM,EX,SA,CA | 1 | 1 | 1 | - | |
Far MP | H | 60 | 9 | 4 | 13 | +4 | 0 | - | 2 | 1 | 1 | - | |
Far HP | H | 90 | 12 | 3 | 28 | -6 | -11 | - | 3 | 1 | 1 | - | |
Far LK | L | 30 | 6 | 4 | 11 | +2 | -2 | SM,EX,SA,CA | 1 | 1 | 1 | - | |
Far MK | H | 60 | 10 | 3 | 17 | +1 | -3 | - | 2 | 1 | 1 | - | |
Far HK | H | 90 | 14 | 6 | 19 | 0 | -5 | - | 3 | 1 | 1 | - | |
Close MP | H | 60 | 6 | 4 | 9 | +8 | +4 | SM,EX,SA,CA | 2 | 1 | 1 | - | |
Close HP | H | 90 | 6 | 3 | 24 | -1 | -7 | SM,EX,SA,CA | 3 | 1 | 1 | Forces standing | |
Close LK | L | 30 | 5 | 3 | 11 | +3 | -1 | SM,EX,SA,CA | 1 | 1 | 1 | - | |
Close MK | H | 60 | 6 | 2 | 14 | +5 | +1 | SM,EX,SA,CA | 2 | 1 | 1 | - | |
Close HK | H | 90 | 11 | 4 | 24 | -2 | -8 | - | 3 | 1 | 1 | - | |
Crouch LP | H | 30 | 5 | 2 | 10 | +5 | +1 | SM,EX,SA,CA | 1 | 1 | 1 | - | |
Crouch MP | H | 60 | 7 | 4 | 10 | +7 | +3 | SM,EX,SA,CA | 2 | 1 | 1 | - | |
Crouch HP | H | 90 | 7 | 8 | 24 | -6 | -12 | SM,EX,SA,CA | 3 | 1 | 1 | Forces standing | |
Crouch LK | L | 30 | 4 | 3 | 10 | +4 | 0 | SM,EX,SA,CA | 1 | 1 | 1 | - | |
Crouch MK | L | 60 | 9 | 2 | 19 | 0 | -4 | SM,EX,SA,CA | 2 | 1 | 1 | - | |
Crouch HK | L | 90 | 7 | 4 | 25 | Hard Knockdown | -9 | - | 3 | 1 | - | - | |
Jump LP | M | 40 | 6 | 4 | Until Ground + 4 | +12 | +4 | - | 1 | 1 | 1 | - | |
Jump MP | M | 70 | 8 | 5 | Until Ground + 4 | +16 | +5 | - | 2 | 1 | 1 | - | |
Jump Up HP | M | 100 | 11 | 4 | Until Ground + 4 | +20 | +8 | - | 3 | 1 | 1 | Ground bounce on Counter Hit and airborne | |
Jump Diagonal HP | M | 100 | 13 | 4 | Until Ground + 4 | +20 | +8 | - | 3 | 1 | 1 | Ground bounce on Counter Hit and airborne | |
Jump LK | M | 40 | 6 | 4 | Until Ground + 4 | +12 | +4 | - | 1 | 1 | 1 | - | |
Jump MK | M | 70 | 7 | 2 | Until Ground + 4 | +16 | +5 | - | 2 | 1 | 1 | - | |
Jump HK | M | 100 | 8 | 5 | Until Ground + 4 | +20 | +8 | - | 3 | 1 | 1 | 1st active frame can only hit right above | |
Launcher **LC | HP+HK | H | 100 | 13 | 2 | 54 | Switch | -34 | - | 3 | - | - | Crushes crouching attacks on frames 1-14; launches opponent while switching characters |
Cross Cancel | f+HP+HK (while blocking) | H | 120 | 16 | 6 | 39 | Hard Knockdown | - | - | - | - | - | Invulnerability on frames 1-21; resembles EX Mach Breaker |
Knee Blast | LP+LK | Throw | 130 | 5 | 2 | 20 | Hard Knockdown | - | - | - | - | - | - |
Anaconda Assasin | b+LP+LK | Throw | 130 | 5 | 2 | 20 | Hard Knockdown | - | - | - | - | - | - |
Chopping Elbow | f+MP | M | 60 | 18 | 3 | 29 | +6 | -1 | - | 3 | 1 | 0 | Forces standing |
- | f+MK | H | 60 | 10 | 5 | 22 | -2 | -3 | - | 3 | 1 | 0 | - |
- | f+MK > MP | H | 60 | 8 | 2 | 24 | -1 | -3 | - | 3 | 1 | 0 | - |
- | f+MK > MP > LP | H | 60 | 14 | 3 | 23 | 0 | -5 | Mach Breaker | 3 | 1 | 0 | - |
Mid Kick to Rush | f+MK > MP > LP > MP | M | 80 | 15 | 2 | 28 | Float | -14 | - | 3 | 1 | 0 | - |
Gatling Combination | f+MK > MP > LP > MK | L | 100 | 12 | 2 | 29 | Hard Knockdown | -9 | - | 3 | 1 | 0 | - |
Double Back Knuckle | (Far) HP > LP | H | 50 | 13 | 4 | 17 | +6 | -5 | SM,EX,SA,CA | 3 | 1 | 0 | - |
- | LP > MP | H | 60 | 11 | 4 | 17 | -1 | -6 | BC | 2 | 1 | 0 | - |
One Two Body Blow | LP > MP > LP | H | 30 | 10 | 4 | 12 | +1 | -1 | SM,EX,SA,CA | 2 | 1 | 0 | |
One Two Low Kick | LP > MP > LK | L | 50 | 12 | 2 | 29 | Hard Knockdown | -9 | - | 2 | 1 | 0 | - |
One Two High Kick | LP > MP > MK | H | 90 | 11 | 4 | 22 | -2 | -7 | - | 3 | 1 | 1 | - |
Snake Pit LP | hcf+LP | H | 50,70 | 13 | 2(39)3 | 29 | Knockdown | -6 | - | 3,3 | 0,3 | 0 | Upper body projectile invulnerability on frames 1-17; lower body strike invulnerability on frames 32-51 |
Snake Pit MP | hcf+MP | H | 50,80 | 15 | 2(39)3 | 29 | Knockdown | -9 | - | 3,3 | 0,3 | 0 | Upper body projectile invulnerability on frames 1-19; lower body strike invulnerability on frames 34-53 |
Snake Pit HP | hcf+HP | H | 50,90 | 18 | 2(39)3 | 29 | Knockdown | -10 | - | 3,3 | 1,3 | 0 | Upper body projectile invulnerability frames 1-22; lower body strike invulnerability on frames 37-56 |
Snake Pit EX | hcf+PP | H | 50,90 | 15 | 2(39)3 | 29 | Wall Bounce | -10 | - | 3,3 | 0,3 | 0 | Invulnerability on frames 1-5; upper body projectile invulnerability on frames 6-19; lower body strike invulnerability on frames 34-53; 1 point of armor during frames 29-55 |
Mach Breaker | f,f+MP | H | 120 | 8 | 3 | 34 | Hard Knockdown | -15 | - | 5 | 5 | 0 | - |
Mach Breaker EX | f,f+PP | H | 120 | 10 | 6 | 37 | Wall Bounce | -15 | - | 5 | 5 | 0 | 1 point of armor during frames 1-15 |
Fisherman's Slam LP | f,d,df+LP | H | 120 | 6 | 6 | 34 | Knockdown | -18 | - | 2 | 1 | 0 | Crushes airborne attacks on frames 1-11 |
Fisherman's Slam MP | f,d,df+MP | H | 100 | 9 | 6 | 31 | Knockdown | -20 | Atomic Throw | 0 | 0 | 0 | Whiffs on airborne opponent |
Fisherman's Slam HP | f,d,df+HP | H | 100 | 12 | 6 | 31 | Knockdown | -22 | Atomic Throw | 0 | 0 | 0 | Whiffs on airborne opponent |
Fisherman's Slam EX | f,d,df+PP | H | 50 | 10 | 6 | 34 | Knockdown | -18 | Atomic Throw EX | 0 | 3 | 0 | Strike and projectile invulnerability on frames 1-11 |
Atomic Throw | PP during MP or HP Fisherman's Slam on hit | - | 50 | - | - | - | Ground Bounce | - | - | - | - | 1 | - |
Atomic Throw EX | PP during EX Fisherman's Slam on hit | - | 50 | - | - | - | Ground Bounce | - | - | - | - | 1 | Resets juggle point |
Right Left To Spin Kick LP | qcb+LP | H | 50 | 12 | 4 | 27 | +2 | -5 | "Left" | 3 | 1 | 0 | - |
Right Left to Spin Kick MP | qcb+MP | H | 60 | 17 | 4 | 27 | +2 | -5 | "Left" | 3 | 1 | 0 | - |
Right Left to Spin Kick HP | qcb+HP | H | 70 | 21 | 4 | 27 | +2 | -5 | "Left" | 3 | 1 | 0 | - |
Right Left to Spin Kick EX | qcb+PP | H | 70 | 12 | 4 | 22 | +7 | 0 | "Left" EX | 3 | 1 | 0 | 1 point of armor during frames 1-15 |
"Left" | qcb+P during Right Left to Spin Kick | H | 50 | 18 | 4 | 36 | Float | -18 | "Spin Kick" | 3 | 1 | 0 | - |
"Left" EX | qcb+P during Right Left to Spin Kick | H | 70 | 18 | 4 | 28 | Float | -10 | "Spin Kick" EX | 3 | 1 | 0 | - |
"Spin Kick" | qcb+P during "Left" | H | 90 | 19 | 4 | 40 | Knockdown | -16 | - | 3 | 1 | 0 | - |
"Spin Kick" EX | qcb+P during EX "Left" | H | 100 | 19 | 4 | 35 | Wall Bounce | -17 | - | 3 | 1 | 0 | - |
Flying Knee LK | qcb+LK | Unblockable | 150 | 15 | 6 | 60 | Hard Knockdown | - | - | 3 | - | - | Chargeable: 51F for EX Version and 100F for Super Art; projectile invulnerable; holding b lands closer on hit; whiffs on crouching opponent |
Flying Knee MK | qcb+MK | Unblockable | 150 | 15 | 6 | 60 | Hard Knockdown | - | - | 3 | - | - | Chargeable: 51F for EX Version and 100F for Super Art; projectile invulnerable; whiffs on crouching opponent |
Flying Knee HK | qcb+HK | Unblockable | 150 | 15 | 6 | 60 | Hard Knockdown | - | - | 1 | - | - | Chargeable: 51F for EX Version and 100F for Super Art; projectile invulnerable; whiffs on crouching opponent |
Flying Knee EX | qcb+KK | Unblockable | 180 | 21 | 2 | 48 | Hard Knockdown | - | - | 3 | - | - | Chargeable: 51F for Super Art; projectile invulnerable; tracks opponent; whiffs on crouching opponent |
Face Crusher | qcb+KKK | Unblockable | 330 | 16 | 6 | 53 | Hard Knockdown | - | - | 3 | 4 | - | 66 frames of cinematic freeze before attack begins; invulnerability on frames 1-10; projectile invulnerable; whiffs on crouching opponent |
Cross Art **LC | qcf+MP+MK | H | 150+ | 9 | 2 | 57 | Switch | -37 | - | 3 | - | - | 65 frames of cinematic freeze before attack begins; invulnerability on frames 1-10 |
Boost Chain Frame Data
Move | Hit | Damage | Startup | Active | Recovery | Hit Adv | Block Adv | Cancel | "Notes |
---|---|---|---|---|---|---|---|---|---|
" | |||||||||
Far MP | H | 42 | 9 | 4 | 17 | 0 | -4 | - | - |
Far HP | H | 63 | 12 | 3 | 37 | -15 | -20 | - | - |
Far MK | H | 42 | 10 | 3 | 22 | -4 | -8 | - | - |
Far HK | H | 63 | 14 | 6 | 28 | -9 | -14 | - | - |
Close MP | H | 42 | 6 | 4 | 14 | +3 | -1 | EX,SA,CA | - |
Close HP | H | 63 | 6 | 3 | 33 | -10 | -16 | EX,SA,CA | Forces standing |
Close MK | H | 42 | 6 | 2 | 18 | +1 | -3 | EX,SA,CA | - |
Close HK | H | 63 | 11 | 4 | 33 | -11 | -17 | - | - |
Crouch MP | H | 42 | 7 | 4 | 17 | 0 | -4 | EX,SA,CA | - |
Crouch HP **LC | H | 63 | 10 | 9 | 33 | -16 | -22 | EX,SA,CA | Forces standing |
Crouch MK | L | 42 | 9 | 2 | 24 | -5 | -9 | EX,SA,CA | - |
Crouch HK | L | 63 | 7 | 4 | 41 | Hard Knockdown | -25 | - | - |
Move Analysis
Normal Moves
N/A
Unique Attacks
N/A
Normal Throws
N/A
Special Moves
N/A
Super Combos
N/A
The Basics
N/A
Advanced Strategy
N/A
Combos
Bread and Butters
- st.HP>LP, cl.MP, cr.HP xx dp+MP>PP, cr.LP~cl.MP, cr.HK (379)
(0 bar, Medium)
- f+MK>MP>LP xx f,f+MP (252)
(0 bar, Easy)
Hit Confirm Combos
- st.LP>MP>LP xx dp+MP>PP, cr.LP~cl.MP, cr.HK (273)
(0 bar, Medium)
- st.LP>MP>LP xx dp+MP, cr.LP, f+MK>MP>LP xx f,f+MP (298)
(0 bar, Medium)
Post-Launch Combos
- f+MK>MP>LP>MP, f,f+MP
(0 bar, Easy)
- cl.HP x qcb+K, CADC, cl.LK, cr.HP x qcb+MK
(0 bar, Hard)
- cl.MP, microwalk, cl.MP, cr.HP x qcb+MK
(0 bar, Hard)
Advanced Combos
- cr.LK~cl.MP xx hcf+PP, dp+MP, f+MK>MP>LP>MP, f,f+MP (392)
(1 bar, Midscreen, Medium)
- f+MP, cr.LP xx dp+MP>PP, cr.LP~cl.MP, cr.HK (280)
(0 bar, Overhead, Medium)
- f+MP, cr.LP xx dp+MP, cr.LP, f+MK>MP>LP xx f,f+MP (317)
(0 bar, Overhead, Medium)
- qcb+PP>qcb+P, f+MK>MP>LP>MP, f,f+MP (354)
(1 bar, Armored, Easy)
- f,f+PP, f+MK>MP>LP>MP, f,f+MP
(1 bar, Armored, Easy)
Combos Into Supers
- N/A