Introduction
Bryan is a unique and rewarding character, boasting a large amount of CH launchers, extremely high combo damage, space control and keepout, and an unorthodox, but strong poking game
Bryan's flexible combo game, taunt setups, space control and large arsenal of CH launchers set him apart from other characters
Bryan can be difficult to learn and play, but he is a highly rewarding character who rewards the player for good timing, keepout, and an optimized combo game. Play Bryan if you like big hits, fishing for counterhits, and putting on pressure both up close and at range
Top 10 Moves
Bryan's jab has excellent range, but a poor hitbox. His jab is a key part of his keepout and offensive game due to the extensions. 1,2,1 is natural on counterhit, as is 1,2,4, which is also a heat engager. Both of these moves offer you panic options up close. 1,2,3 can be used to add mental stack and annoy the opponent, forcing them to think about the 1,2,3. The third hit of 1,2,1 is also a counterhit launcher, and safe, so you can use 1,2 to start your offense since the opponent is likely to respect the third hit.h, i10, +1 oB, +8 oH
Bryan's two main mid pokes, both of which boast counterhit launching extensions in df+2,3 and d+2,3. You can use these to keep your opponent in check up close, as well as try to set up the CH launching second hits. Though d+2 is -2 and df+2 is -6, you can play out of turn with these moves due to the extensions, keeping your pressure going.m, i13, -6 oB, +5 oH
An excellent low poke. It is very safe on block at only -11, has very long range and excellent tracking, and is 0 on hit, essentially returning to neutral. However, the low spaces out on hit, putting distance between you and the opponent. You can use this to set up spacing traps while getting damage from the low at the same time.L, i15, -11 oB, +0 oH
Bryan's high-crushing low. Very fast, great tracking, and only -12 on block. It is -1 on hit, but it is difficult for the opponent to check you due to WS 3 and FC df+4. If the opponent is respecting these options, you can return to standing and keep your offense going.L, i16~17, -12 oB, -1 oH, +4 oCH
One of the strongest lows in the game. Huge range, tracking, damage and +5oH. Use this low to start your offense, or just get some damage. l, i19~20, -13 oB, +5 oH, +26a oCH
df+1,1,1,1,2
Very powerful hitconfirmable mid that tracks to Bryan's weak side. The first hit of the string is safe, and every 1 afterwards is -10, with the final 2 being -15. Every 1 is delayable, giving you ample time to confirm the full string, as well as keeping the opponent guessing when you will stop, putting them in a punish mixup.Extremely fast, high CH button. Use this at range, up close, really whenever you want. It is +5 on block and has very good whiff recovery. One of Bryan's strongest buttons for controlling the opponent. You should use this all the time. Also gives a free qcb+4 or qcf+1+2 on hit.h, i13~14, +5 oB, +36a (+28) oH, +72a (+56) oCH
Extremely long range, evasive, and very difficult to step while being safe on block, this is Bryans' go-to heat engager. You can throw it out very similarly Jin or Kazuya's ff2, however, this move boasts better tracking than both. It's a very easy way to get into heat. Use it in combination with qcb+1 at the midrange.m, i15~16, -9 oB, +23a (+13) oH
Relatively fast, mid CH launcher that is 0 on block. It's a great move to use up close to fish for a CH, while still staying 0 on block, giving you a plethora of options. It has wonky tracking and very poor range, so be careful not to overuse it.m, i16~18, +0~+2 oB, +4~+6 oH, +50a oCH
Mid CH launcher, +4oB with great range. It's an excellent way to start your offense, as well as fish for a CH at the same time. Be careful using it too often, as the tracking on the move is almost nonexistent.m, i20~21, +4 oB, +7c oH, +78a (+58) oCH
Combos
f,b+2F,B+2 → Dash iWS3,4 → B21~F24, → dash b3~f21
WS 1WS+1, → iWS3,4 → B21~F24, → dash b3~f21
CH qcb+1qcb1, → Dash B2,4 → Dash 1, → B21,F24
CH f+3F3 → SSR iWS3,4 → Dash 1 → B3~F24, → Dash b3~f21
CH b+1B1 → B2~F4, → B21,F24 → dash b3~f21
Low parryLow parry → B2,4 → dash 1, → B21,F24
CH 3+43+4 → dash iWS3,4 → dash 1 → B3~F24, → dash b3~f21
Defensive Move Handling
df+2,3 is -13 with pushback, and d+2,3 is -10.m, m, i13, -13 oB, +8 oH, +59a oCH
df+1,1,1,1,2
Last hit is -15, all 1's after the first are -10.Two hit homing mid string, second hit is -14m, m, i17~18, -14 oB, +51d (+20) oH
Second hit is highm, h, i15~16, -9 oB, +15a oH
Second hit is highm, h, i13, -8 oB, +34a (+8) oH
-12 mid launcher, hits grounded.M, i17~18, -12 oB, +31a (+21) oH
-13, leaves you crouchingm, m, i18, -13c oB, +40a (+32) oH