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bryan Tekken 8 Guide

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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

Strengths

  • Some of the best combo damage and wall carry in the game
  • Strongest arsenal of counterhit tools in the game
  • Incredible assortment of low pokes for any situation
  • Taunt makes his wall game one of the most threatening when mastered

Weaknesses

  • Unorthodox poking game can lead to difficulty keeping up with some characters up close
  • Susceptible to pressure due to lack of good powercrush
  • Movement is slightly below average

Heat System

  • In heat, you permanently have your snake eyes install, and can do snake eyes moves several times in a row. However, each snake eyes move will drain your heat bar slightly

Top 10 Moves

1 (with extensions)

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

df+2 | d+2

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

d+4

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

db+3

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

qcb+3

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.

qcb+1

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

SLS.1+2 (qcf+1+2)

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

f+3

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

b+1

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

Punishers

Standing
10f 1,4 (your go-to 10f punisher)
10f 2,3 (more + and does more damage, but has poor range and pushes them back very far.)
12f 4,3
13f uf+2,2,2,3 (Use snake eyes version if you have it)
13f df+2,1
14f f,b+2 (Launch)
15f f+2,1,4
Crouching
10f FC d+1
11f ws4
12f ws3
15f WS 1
19f WS 2 (Time F+2 during hit to gain blue spark)
Whiff punishers
1,4 (Fast punisher)
f,b+2 (Main fast whiff punish)
qcb+2,4 (Two hit mid-mid with very long range. Gives a free qcb+4 on hit)
f+4,1 (Very long range mid launcher)

Combos

f,b+2
F,B+2 → Dash iWS3,4 → B21~F24, → dash b3~f21
WS 1
WS+1, → iWS3,4 → B21~F24, → dash b3~f21
CH qcb+1
qcb1, → Dash B2,4 → Dash 1, → B21,F24
CH f+3
F3 → SSR iWS3,4 → Dash 1 → B3~F24, → Dash b3~f21
CH b+1
B1 → B2~F4, → B21,F24 → dash b3~f21
Low parry
Low parry → B2,4 → dash 1, → B21,F24
CH 3+4
3+4 → dash iWS3,4 → dash 1 → B3~F24, → dash b3~f21

Beginner Combos

f,b+2
F,B+2 → F1+2, → D3+4,2 → dash b3~f21
WS 1
WS+1, → D3+4,2 → dash b3~f21
CH f3
F3 → DB2, → D3+4,2 → dash b3~f21
CH 3+4
3+4 → dash db2 → 1 → b3~f24 → dash b3~f21
CH b+1
B1 → DB2 → 1 → B21,F24 → Dash b3~f21

Combo Enders

Carry
qcf+2,1
b+3~f+2,1
Floor break
qcf+2,2
Wall break
qcf+1+2

Wall Combos

Normal
1+2,1 → uf+2,2,2,3
b+2,1~f+1+2
With tornado
uf+3+4, 1+2,1 → uf+2,2,2,3
d+3+4,2 → uf+3 → uf+2,2,2,3

Small Combos

qcb+2,4 | CH qcb+3 | f,f+4
qcb+4
qcb+1
qcb+4 or qcf+1+2

Notable Moves

3+4

This move is what makes Bryan's mid-range game so scary. A long range mid CH launcher, -13 on block, but it has extreme pushback, which makes it safe. However, be wary, some moves can still punish it very rarely (Jun's heat smash for example), but this is an excellent move to control space and make the opponent hesitate on attempting to close the gap
m, i18, -13 oB, +8 oH, +59a oCH

u+4

Safe mid launcher that evades lows, while also having some cheeky high evasion built in. This move is great to throw out from the mid-range, to catch someone coming in, or as a hard read on a low. It has good whiff recovery, making it hard to punish at times. Be sure to use u+4 rather than uf+4, as u+4 has far better high evasion.

f,n,b+2

Bryan's i14 launcher. Great whiff punish after a successful sidestep or backdash, and is one of the few i14 launchers in the game.
h, i14~15, -7 oB, +43a (+33) oH

uf+1+2

Bryan's main command throw. Can be used to break the floor, or trigger floor blast on certain stages.
t, i12, -6 oB, -5d oH

Panic Moves

f+1+2

Safe high power crush. Would not recommend using this, but it is there.
h, i20~21, -9 oB, +44d (-14) oH

1,2,1 | 1,2,4

Counterhit natural jab strings. 1,2,1 is safe on block, but the final hit of 1,2,4 can be ducked. However, it is a heat engager, and wallsplat.
h, h, m, i10, -6 oB, +6 oH, +65a oCH

u+4

Can be used to read a low, or fish at range to attempt to catch them dashing in or whiffing.

b+1+3

Punch parry, must press 1+2 after for followup
+31 oH

SNE f,f+1+2

'Reversal' that can reverse any move, even weapon attacks. Also plus on block and wallsplats.
h, i13, +5 oB, +33a (+7) oH

Frame Traps

b+1 df+2
qcb+1 d+2
qcb+3 1,2,1

Knowledge Checks

df+3

Snake edge, reactable low launcher
L, i29~30, -26 oB, +70a (+54) oH

SS 2,1

Mid-high duckable string
M, h, i17~18, -5 oB, +43d (-15) oH

d+3,2

Low-high string, duckable even on hit
l, h, i16, -7 oB, +35a (+9) oH

db+3 > WS 3 or FC df+4

Both options unsafe, low rank Bryans flowchart these often

3+4,2 & 3+4,2 (hold)

Uncharged beats anything (step, attack, etc.) Charged is a wallsplat guardbreak that can be interrupted on reaction

Defensive tips

Do not techroll at the wall

At the wall, roll on the floor without getting up to avoid taunt. If you techroll after a combo, you may die to taunt which gives unblockable followups.

Be careful at the midrange

Trying to attack or move too much at the midrange is risky, due to his large plethora of midrange CH buttons, as well as heat engagers like QCF1+2 which will catch you stepping

Don't be passive, try to be aggressive

Bryan is much stronger when his opponent is passive, and he can run his offense. If you stay in his face and avoid the CH buttons, he can struggle to fight with you up close.

Defensive Move Handling

df+2,3 | d2,3

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.

1+2,2

Two hit homing mid string, second hit is -14
m, m, i17~18, -14 oB, +51d (+20) oH

qcb+2,4

Second hit is high
m, h, i15~16, -9 oB, +15a oH

FC df+2,1

Second hit is high
m, h, i13, -8 oB, +34a (+8) oH

qcb+4

-12 mid launcher, hits grounded.
M, i17~18, -12 oB, +31a (+21) oH

f+4,1

-13, leaves you crouching
m, m, i18, -13c oB, +40a (+32) oH

External Resources