Post by xxTakeshi on Aug 22, 2013 13:58:28 GMT
Last Updated: Friday, December 7th, 2012
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Project Updated and Maintained by: xxTakeshi
----------------------------------------------------------
This guide is a compilation of all the user submitted combos, hints, tips, and tricks. All data has been researched or resourced by the credited user(s). None of this data is final, and is susceptible to change; be it due to error, update, or request. This is not an all inclusive/exclusive guide; feel free to give your inputs, suggestions, or feedback.
----------------------------------------------------------
Getting Started:
References:
***TEKKEN Notation***
Table of Contents
1.)……………………………. Basic Analysis
2.)……………………………. Video References
----------------------------------------------------------
1.) Basic Analysis
By: Moose
1a.) Punishing
Standing Punishing:
*Note: Bryan is very simple as far as this goes.
-10: 1, 4 or 2, 3. 1, 4 giving advantage, and 2, 3 giving higher damage.
-12: Standing 4. I really don't use this much. Otherwise 1,4 and 2,3 are fine.
-14: Jet Upper. No explanation needed, really. Juggle to your heart's content.
-15: f+2, 1, 4 if you aren't comfortable hitting a Jet Upper. Otherwise, just do Jet Upper.
Full Crouch Punishing:
-10: Duck jab. (Nothing special here.)
-11: WS 4
-12: WS 3. 1 more damage than WS 4. Juggle on CH if something weird happens.
-15: WS 1. Basic WS launcher. Launch punishable on block if you mess it up.
*Special Note: Bryan has moves for SS 1 and SS 2. This means that if you try to SS punish with 1, 4 or 2, 3, you'll do these moves instead. Try SS f+1, 4 or cancel the SS before doing 2, 3.
1b.) Juggles
Worth While Launchers:
f~b+2
uf+4
WS 1
CH WS 3
CH f+3
*df+3
qcb+4
CH 4
*This is a launch option, but you’ll get launched more often than not.
Bounds:
f,f+4
qcb+2, 4
b+1
f+4, 1
b+3, 1+2
Bound Enders:
uf+3, d+3, 2
uf+3, 1, f,f+2
*b+3~F, 4, 1 ,2
*Can be used as a wall carry. Not used post-bound most of the time.
TA Fillers:
b+3~F, 4, 1, 4
db+1+2
3, 3, 2
b+3~F, SS cancel 3,3
f~b+2
Sample Juggles:
*uf+4, db+2, 1, b+1 B! uf+3, d+3, 2
**f~b+2, f+1+2, 1, b+3~F, 4, 1, 3
***f~b+2, f,f+4 B! uf+3, 1, f,f+2
CH f+3, SSR db+2, 1, f,f+4, d+3, 2
*This is the old T6 staple. You can replace "1, b+1" with f+4, 1, but uf+3 will likely whiff.
**Staple wall carry off of JU
***Another option. This is better for long TA fillers. You can replace f,f+2 with b+3~F, 4 ,1, 2 if you realigned after f,f+4.
Wall Combos:
W! (Pre B!):
B! d+1+2~F, WS 3, 4
b! f+2, 1, 4
b+3, 1+2
W! (Post B!):
b+3~F, WS 3, 4
b+3, 1+2
f+2, 1, 4
*UF, N+4, f+2, 1, 4
* High wall splat only.
**Special Note: f,f+4 causes Bryan to be off axis. Be sure to compensate for this in your juggle. Otherwise, your ender may whiff completely.
TA examples:
(Steve leads) CH b+1~B, WS 1, 2~5 B! (Bryan) b+3~F, 3, 4, (Steve) ALB 2
(Bryan Leads) uf+4, db+2, f+4, 1~5 B! (Steve) DUCK 1, (Bryan) f,f+2
1c.) Commonly Used Moves:
1, 2: I use this a lot when I'm trying to set up something else. I try not to use this too much, or it'll get ducked. Single jabs are typically safer.
1, 2, 1_1, 2, 3: Basic mid and low follow-ups. I use them occasionally, but not that great.
1, 4, 2... series: I see this used a lot, and I'm not sure why. It's slow and will likely get parried or reversed.
3, 2, 1... series: This is the same as 1, 4, 2.
3, 3, 2_3, 3, 4: The 2 extension can be used as a TA filler or for a high wall splat, and the 4 extension can be used as a combo ender. Neither should really be used on the ground.
4: Magic 4. Safe keep-out, juggle on CH. 12 frames. After a blocked b+1, this is uninterpretable and can give a CH launch if they press buttons.
1+2, 2: Homing move, 17 frames, -14 on block. Good, but risky.
3+4: No longer gives juggle on CH except at the wall. Safe. Ok keep-out if you feel like using it. (f+4, 1 will bound if this hits at the wall, due to no pushback.)
f+2, 1, 4: Good whiff punish. -13 if you mess up though, also a good wall combo ender.
f+3: Combo on CH. Neutral on block. Fairly good. Set this up and it will work more often than not.
f+4, 1: Ok whiff punish, and bounds on normal hit.
df+1 series: Good mid poke. Tracks pretty well to the left. Hit confirmable; so the last hit should rarely be blocked. If it is, you get launched. The last hit also tracks to the right.
df+2, 1_df+2, 3: Solid pokes. df+2, 1 is mid, high and can be ducked, but is safe. df+2, 3 is mid, mid and gives the same knockdown and near-wall combo as 3+4, but is -13 on block.
df+3: The infamous Snake Edge. Homing. Beyond launchable on block and very seeable. Only use this on scrubs or otherwise unskilled players. I use this once per match, if that.
df+4: Safe homing move. Mid, but kinda slow. Decent at best.
d+2, 3: Good mid poke. The 3 extension is guaranteed on CH. Jab punishable at -10 if blocked.
d+3, 2: Good round ending low, but not great otherwise. Punishable on block, and neutral on hit. The 2 extension is high. Not NC.
d+4: Same as d+3, but 1 more damage and better range. One of Bryan's better lows.
d+3+4, 2: Ok move. Low, mid. Both hits are -12 on block. 2 extension can be cancelled with db.
db+2: Good oki option. Floats backrollers for full combo. Not bad in the open either. +7 on hit.
db+3: Probably my favorite low, save for soccer kick (qcb+3). High crushes. Not too punishable at -12.
b+1: A favorite of mine. Slow, but +3 on block and juggle on CH. Can be used for Magic 4 setups, among other things.
b+4: Good at the wall. Free Jet Upper launch at the wall, and only jab punishable. I believe f,f+2 is possible in the open afterwards too.
uf+4: Orbital Heel. Mid, low crush, launch, and safe. An akward hopkick of sorts. Still good though.
f,f+2: Mach Breaker. Safe, high, and good damage. Wallsplats. Nice range with the dash input.
f,f+3: not that great. Punishable if you don't charge it, and really slow if you do.
f,f+4: Good homing move. -10, but forces crouch on block. Less range than f,f+2. Use up close to hold them still.
b, df+4: Slow, but good plus frames on hit. Only launchable by few at -13. To each his own.
f,f,f+3: Basic slash kick. Good advantage on block, but poor tracking.
f,b+2: Jet Upper. 14 frame high launch. Your go-to SS whiff and block punisher. Safe.
qcb+2, 4: Now a bound move, otherwise not used much. Hit confirmable.
qcb+3: Great low. Fast and +frames on hit. Unsafe. -14.
qcb+4: Mid. Gives face-down launch. -12. Follow with db+2, f+4, 1 B!
1+3+4: Taunt. Not as good as it used to be, but still viable. +16 and unblockable and cancellable after the hit for free follow-ups.
2.) Video References
By: Various Users
2a.) Morning Bread & Butter – ep10 – Bryan Fury - www.youtube.com/watch?v=-NWOrSGunBQ
By: LevelUpYourGame
2b.) Bryan Fury Advanced Techniques - www.youtube.com/watch?v=1rKDeVFP4E8
By: MitsuGTO885
----------------------------------------------------------
CREDITS
-Moose
-Level Up Your Game Team
-MitsuGTO885
----------------------------------------------------------
Thanks everyone for your help with this “guide”. I hope those of you reading this information find it helpful, and are able to improve your skills, or expand your knowledge. Keep an eye out for other editions of “Dissected”, to be compiled for all TEKKEN TAG TOURNEMENT 2 characters, with your help of course!
Have comments or concerns? Post them below.
-xxTakeshi
----------------------------------------------------------
Project Updated and Maintained by: xxTakeshi
----------------------------------------------------------
This guide is a compilation of all the user submitted combos, hints, tips, and tricks. All data has been researched or resourced by the credited user(s). None of this data is final, and is susceptible to change; be it due to error, update, or request. This is not an all inclusive/exclusive guide; feel free to give your inputs, suggestions, or feedback.
----------------------------------------------------------
Getting Started:
References:
***TEKKEN Notation***
Table of Contents
1.)……………………………. Basic Analysis
2.)……………………………. Video References
----------------------------------------------------------
1.) Basic Analysis
By: Moose
1a.) Punishing
Standing Punishing:
*Note: Bryan is very simple as far as this goes.
-10: 1, 4 or 2, 3. 1, 4 giving advantage, and 2, 3 giving higher damage.
-12: Standing 4. I really don't use this much. Otherwise 1,4 and 2,3 are fine.
-14: Jet Upper. No explanation needed, really. Juggle to your heart's content.
-15: f+2, 1, 4 if you aren't comfortable hitting a Jet Upper. Otherwise, just do Jet Upper.
Full Crouch Punishing:
-10: Duck jab. (Nothing special here.)
-11: WS 4
-12: WS 3. 1 more damage than WS 4. Juggle on CH if something weird happens.
-15: WS 1. Basic WS launcher. Launch punishable on block if you mess it up.
*Special Note: Bryan has moves for SS 1 and SS 2. This means that if you try to SS punish with 1, 4 or 2, 3, you'll do these moves instead. Try SS f+1, 4 or cancel the SS before doing 2, 3.
1b.) Juggles
Worth While Launchers:
f~b+2
uf+4
WS 1
CH WS 3
CH f+3
*df+3
qcb+4
CH 4
*This is a launch option, but you’ll get launched more often than not.
Bounds:
f,f+4
qcb+2, 4
b+1
f+4, 1
b+3, 1+2
Bound Enders:
uf+3, d+3, 2
uf+3, 1, f,f+2
*b+3~F, 4, 1 ,2
*Can be used as a wall carry. Not used post-bound most of the time.
TA Fillers:
b+3~F, 4, 1, 4
db+1+2
3, 3, 2
b+3~F, SS cancel 3,3
f~b+2
Sample Juggles:
*uf+4, db+2, 1, b+1 B! uf+3, d+3, 2
**f~b+2, f+1+2, 1, b+3~F, 4, 1, 3
***f~b+2, f,f+4 B! uf+3, 1, f,f+2
CH f+3, SSR db+2, 1, f,f+4, d+3, 2
*This is the old T6 staple. You can replace "1, b+1" with f+4, 1, but uf+3 will likely whiff.
**Staple wall carry off of JU
***Another option. This is better for long TA fillers. You can replace f,f+2 with b+3~F, 4 ,1, 2 if you realigned after f,f+4.
Wall Combos:
W! (Pre B!):
B! d+1+2~F, WS 3, 4
b! f+2, 1, 4
b+3, 1+2
W! (Post B!):
b+3~F, WS 3, 4
b+3, 1+2
f+2, 1, 4
*UF, N+4, f+2, 1, 4
* High wall splat only.
**Special Note: f,f+4 causes Bryan to be off axis. Be sure to compensate for this in your juggle. Otherwise, your ender may whiff completely.
TA examples:
(Steve leads) CH b+1~B, WS 1, 2~5 B! (Bryan) b+3~F, 3, 4, (Steve) ALB 2
(Bryan Leads) uf+4, db+2, f+4, 1~5 B! (Steve) DUCK 1, (Bryan) f,f+2
1c.) Commonly Used Moves:
1, 2: I use this a lot when I'm trying to set up something else. I try not to use this too much, or it'll get ducked. Single jabs are typically safer.
1, 2, 1_1, 2, 3: Basic mid and low follow-ups. I use them occasionally, but not that great.
1, 4, 2... series: I see this used a lot, and I'm not sure why. It's slow and will likely get parried or reversed.
3, 2, 1... series: This is the same as 1, 4, 2.
3, 3, 2_3, 3, 4: The 2 extension can be used as a TA filler or for a high wall splat, and the 4 extension can be used as a combo ender. Neither should really be used on the ground.
4: Magic 4. Safe keep-out, juggle on CH. 12 frames. After a blocked b+1, this is uninterpretable and can give a CH launch if they press buttons.
1+2, 2: Homing move, 17 frames, -14 on block. Good, but risky.
3+4: No longer gives juggle on CH except at the wall. Safe. Ok keep-out if you feel like using it. (f+4, 1 will bound if this hits at the wall, due to no pushback.)
f+2, 1, 4: Good whiff punish. -13 if you mess up though, also a good wall combo ender.
f+3: Combo on CH. Neutral on block. Fairly good. Set this up and it will work more often than not.
f+4, 1: Ok whiff punish, and bounds on normal hit.
df+1 series: Good mid poke. Tracks pretty well to the left. Hit confirmable; so the last hit should rarely be blocked. If it is, you get launched. The last hit also tracks to the right.
df+2, 1_df+2, 3: Solid pokes. df+2, 1 is mid, high and can be ducked, but is safe. df+2, 3 is mid, mid and gives the same knockdown and near-wall combo as 3+4, but is -13 on block.
df+3: The infamous Snake Edge. Homing. Beyond launchable on block and very seeable. Only use this on scrubs or otherwise unskilled players. I use this once per match, if that.
df+4: Safe homing move. Mid, but kinda slow. Decent at best.
d+2, 3: Good mid poke. The 3 extension is guaranteed on CH. Jab punishable at -10 if blocked.
d+3, 2: Good round ending low, but not great otherwise. Punishable on block, and neutral on hit. The 2 extension is high. Not NC.
d+4: Same as d+3, but 1 more damage and better range. One of Bryan's better lows.
d+3+4, 2: Ok move. Low, mid. Both hits are -12 on block. 2 extension can be cancelled with db.
db+2: Good oki option. Floats backrollers for full combo. Not bad in the open either. +7 on hit.
db+3: Probably my favorite low, save for soccer kick (qcb+3). High crushes. Not too punishable at -12.
b+1: A favorite of mine. Slow, but +3 on block and juggle on CH. Can be used for Magic 4 setups, among other things.
b+4: Good at the wall. Free Jet Upper launch at the wall, and only jab punishable. I believe f,f+2 is possible in the open afterwards too.
uf+4: Orbital Heel. Mid, low crush, launch, and safe. An akward hopkick of sorts. Still good though.
f,f+2: Mach Breaker. Safe, high, and good damage. Wallsplats. Nice range with the dash input.
f,f+3: not that great. Punishable if you don't charge it, and really slow if you do.
f,f+4: Good homing move. -10, but forces crouch on block. Less range than f,f+2. Use up close to hold them still.
b, df+4: Slow, but good plus frames on hit. Only launchable by few at -13. To each his own.
f,f,f+3: Basic slash kick. Good advantage on block, but poor tracking.
f,b+2: Jet Upper. 14 frame high launch. Your go-to SS whiff and block punisher. Safe.
qcb+2, 4: Now a bound move, otherwise not used much. Hit confirmable.
qcb+3: Great low. Fast and +frames on hit. Unsafe. -14.
qcb+4: Mid. Gives face-down launch. -12. Follow with db+2, f+4, 1 B!
1+3+4: Taunt. Not as good as it used to be, but still viable. +16 and unblockable and cancellable after the hit for free follow-ups.
2.) Video References
By: Various Users
2a.) Morning Bread & Butter – ep10 – Bryan Fury - www.youtube.com/watch?v=-NWOrSGunBQ
By: LevelUpYourGame
2b.) Bryan Fury Advanced Techniques - www.youtube.com/watch?v=1rKDeVFP4E8
By: MitsuGTO885
----------------------------------------------------------
CREDITS
-Moose
-Level Up Your Game Team
-MitsuGTO885
----------------------------------------------------------
Thanks everyone for your help with this “guide”. I hope those of you reading this information find it helpful, and are able to improve your skills, or expand your knowledge. Keep an eye out for other editions of “Dissected”, to be compiled for all TEKKEN TAG TOURNEMENT 2 characters, with your help of course!
Have comments or concerns? Post them below.
-xxTakeshi