Street Fighter X Tekken/Bryan

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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 pestering the opponent with pokes and dominating the neutral at midrange.


Strengths Weaknesses
  • 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+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+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 Chain version is only -1, giving him a safe Low.png 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.png
Speccancel.png
Standing Medium Punch
Mp.png
Standing Hard Punch
Hp.png
Standing Light Kick
Lk.png
Speccancel.png
Standing Medium Kick
Mk.png
Standing Hard Kick
Hk.png
Standing (close) Medium Punch
Mp.png
Speccancel.png
Standing (close) Hard Punch
Hp.png
Speccancel.png Forces Standing
Standing (close) Light Kick
Lk.png
Speccancel.png
Standing (close) Medium Kick
Mk.png
Speccancel.png
Standing (close) Hard Kick
Hk.png
Crouching Light Punch
D.png + Lp.png
Speccancel.png
Crouching Medium Punch
D.png + Mp.png
Speccancel.png
Crouching Hard Punch
D.png + Hp.png
Speccancel.png Forces Standing
Crouching Light Kick
D.png + Lk.png
Speccancel.png
Crouching Medium Kick
D.png + Mk.png
Speccancel.png
Crouching Hard Kick
D.png + Hk.png
Hardknockdown.png
Angled Jump Light Punch
Ub.png / Uf.png + Lp.png
Angled Jump Medium Punch
Ub.png / Uf.png + Mp.png
Neutral Jump Hard Punch
Uf.png / U.png / Ub.png + Hp.png
Groundbounce.png vs Airborne or Counterhit.png
Angled Jump Hard Punch
Uf.png / U.png / Ub.png + Hp.png
Groundbounce.png vs Airborne or Counterhit.png
Angled Jump Light Kick
Ub.png / Uf.png + Lk.png
Angled Jump Medium Kick
Ub.png / Uf.png + Mk.png
Angled Jump Hard Kick
Ub.png / Uf.png + Hk.png

Unique Attacks

Name
Command
Notes
Chopping Elbow
F.png + Mp.png
High.png Forces Standing
Mid Kick to Rush
F.png + Mk.png ---.png Mp.png ---.png Lp.png ---.png Mp.png
High
Floats
Can Cancel.png Lp.png into Mach Breaker
Gatling Combination
F.png + Mk.png ---.png Mp.png ---.png Lp.png ---.png Mk.png
Hardknockdown.png
Double Back Knuckle
(far) Hp.png ---.png Lp.png
Speccancel.png
One Two Body Blow
Lp.png ---.png Mp.png ---.png Lp.png
Speccancel.png
One Two Low Kick
Lp.png ---.png Mp.png ---.png Lk.png
Low.png Hardknockdown.png
One Two High Kick
Lp.png ---.png Mp.png ---.png Mk.png


Throws

Name
Command
Notes
Knee Blast
F.png or N.png + Lp.png + Lk.png
Throw.png
Anaconda Assassin
B.png + Lp.png + Lk.png
Throw.png

Special Moves

Name
Command
Notes
Snake Pit
Hcf.png + P.png
Knockdown.png
Lp.png Upper Body Projectile Invul (1-17f)
Mp.png Upper Body Projectile Invul (1-19f)
Hp.png Upper Body Projectile Invul (1-22f)
Ex.png Full Invul (1-5f)
(All Versions) Strike Invul (32-51f)
Mach Breaker
F.png f + Mp.png
Hardknockdown.png
Ex.png Wallbounce.png 1 Point of Armor
Fisherman’s Slam
Dp.png + P.png
Knockdown.png
Lp.png Air Crush (1-11f)
Mp.png / Hp.png Whiffs vs Airborne
Ex.png Strike/Projectile Invul (1-11f)
Atomic Throw
P.png P during Fisherman’s Slam Mp.png, Hp.png, or Ex.png
Groundbounce.png
Right Left to Spin Kick (RLSK)
Qcb.png + P.png
Can follow up with “Left” or “Spin Kick”.
Ex.png 1 Point of Armor (1-15f)
“Left”
Qcb.png + P.png during RLSK
Float
“Spin Kick”
Qcb.png + P.png during “Left”
Knockdown.png
Groundbounce.png on Ex.png
Flying Knee
Qcb.png + K.png
Hardknockdown.png Ex.png Chrg.png
Projectile Invincible
Whiffs vs Crouching
Ex.png Tracks Opponent


Super Combo

Name
Command
Notes
Face Crusher
Qcb.png + 3k.png

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


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