Street Fighter X Tekken/Bryan: Difference between revisions

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{{SFxTCharacterHeader|Bryan|Bryan|
{{SFxTCharacterHeader|Bryan|Bryan|
TBW
Point
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TBW}}
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 playing at a distance and pestering the opponent with pokes.
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*Moveset 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+p) and cr.hp and at a distance he can make great use of EX Mach breaker (f<f+pp) 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+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.
*Cl.mp is +4 on block and the boost combo version is only -1, giving him a safe low confirm and frame trap tool.
*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.
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*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.
*Somewhat weak lows.}}





Revision as of 16:47, 20 June 2020

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Street Fighter X Tekken#CharactersStreet Fighter X Tekken/Character HealthStreet Fighter X Tekken/Basic ElementsStreet Fighter X Tekken/MovementStreet Fighter X Tekken/Solo OffenseStreet Fighter X Tekken/Capcom Juggle SystemSFxTHeaderButtons.png

Bryan

Sfxt Bryan face.jpg

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 playing at a distance and pestering the opponent with pokes.


Strengths Weaknesses
  • Moveset 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+p) and cr.hp and at a distance he can make great use of EX Mach breaker (f<f+pp) 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+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.
  • Cl.mp is +4 on block and the boost combo version is only -1, giving him a safe low confirm and frame trap tool.
  • 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.
  • 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.
  • Somewhat weak lows.


Moves

Normal Attacks

Name
Command
Notes
Standing Light Punch
lp
speccancel
Standing Medium Punch
mp
Standing Hard Punch
hp
Standing Light Kick
lk
speccancel
Standing Medium Kick
mk
Standing Hard Kick
hk
Standing (close) Medium Punch
mp
speccancel
Standing (close) Hard Punch
hp
speccancel forces Standing
Standing (close) Light Kick
lk
speccancel
Standing (close) Medium Kick
mk
speccancel
Standing (close) Hard Kick
hk
Crouching Light Punch
d + lp
speccancel
Crouching Medium Punch
d + mp
speccancel
Crouching Hard Punch
d + hp
speccancel forces Standing
Crouching Light Kick
d + lk
speccancel
Crouching Medium Kick
d + mk
speccancel
Crouching Hard Kick
d + hk
hardknockdown
Angled Jump Light Punch
ub / uf + lp
Angled Jump Medium Punch
ub / uf + mp
Neutral Jump Hard Punch
uf / u / ub + hp
groundbounce on airborne opponent or counterhit
Angled Jump Hard Punch
uf / u / ub + hp
groundbounce on airborne opponent or counterhit
Angled Jump Light Kick
ub / uf + lk
Angled Jump Medium Kick
ub / uf + mk
Angled Jump Hard Kick
ub / uf + hk

Unique Attacks

Name
Command
Notes
Chopping Elbow
f + mp
high forces Standing
Mid Kick to Rush
f + mk --- mp --- lp --- mp
High
Causes float
can cancel lp into Mach Breaker
Gatling Combination
f + mk --- mp --- lp --- mk
hardknockdown
Double Back Knuckle
(far) hp --- lp
speccancel
One Two Body Blow
lp --- mp --- lp
speccancel
One Two Low Kick
lp --- mp --- lk
low hardknockdown
One Two High Kick
lp --- mp --- mk


Throws

Name
Command
Notes
Knee Blast
f or n + lp + lk
throw
Anaconda Assasin
b + lp + lk
throw

Special Moves

Name
Command
Notes
Snake Pit
hcf + p
knockdown
lp Upper Body Projectile Invul (1-17f), Strike Invul (32-51f)
mp Upper Body Projectile Invul (1-19f), Strike Invul (32-51f)
hp Upper Body Projectile Invul (1-22f), Strike Invul (32-51f)
ex Fully Invul (1-5f), Strike Invul (32-51f)
Mach Breaker
f f + mp
hardknockdown
exwallbounce - 1 point of armor
Fisherman’s Suplex
dp + p
knockdown
lp air crush (1-11f)
mp / hp whiffs on airborne opponents
ex Strike/projectile invul (1-11f)
Atomic Throw
p p during Fisherman’s Slam
mp, hp or ex
groundbounce
Right Left to Spin Kick (RLSK)
qcb + p
Can follow up with “Left” or “Spin Kick”
ex 1 point of armor (1-15f)
“Left”
qcb + p during RLSK
float ex
“Spin Kick”
qcb + p during “Left”
knockdown
groundbounce on ex
Flying Knee
qcb + k
hardknockdown ex chrg
Projectile invincible
Whiffs on crouching
ex Tracks opponent


Super Combo

Name
Command
Notes
Face Crusher
qcb + 3k


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

  • N/A

Hit Confirm Combos

  • N/A

Advanced Combos

Combos Into Supers

  • N/A

Frame Data

zUkUu's Frame Data Guide for Bryan