Date: Wed, 24 Jun 1998 10:51:27 -0700 (PDT) ::::::::: :::::::::: ::::: ::::: :::::::::: :::::: ::::: :OOOOOOOOO:: :OOOOOOOOOO:: :OOOOO: :OOOOO: :OOOOOOOOOO: :OOOOOO: :OOOOO: :OOO::::OOO: :OOO:::::OOO: :OOO: :OOO: :OOO::::::OOO: :OOOOOO: :OOO: :OOO: :OOO: :OOO: :OOO: :OOO: :OOO: :OOO: :OOO: :OOO:OOO: :OOO: :OOO::::OOO: :OOO:::::OOO: :OOO::OOO: :OOO::::::OOO: :OOO:OOO: :OOO: :OOOOOOOO:: :OOOOOOOOO:: :OOOOOO: :OOOOOOOOOOOO: :OOO::OOO::OOO: :OOO::::OOO: :OOO::::OOO: :OOOO: :OOO::::::OOO: :OOO::OOO::OOO: :OOO: :OOO: :OOO: :OOO: :OOO: :OOO: :OOO: :OOO: :OOO:OOO: :OOO: :OOO: :OOO: :OOO: :OOO: :OOO: :OOO: :OOO: :OOO:OOO: :OOO::::OOO: :OOO: :OOO: :OOO: :OOO: :OOO: :OOO: :OOOOOO: :OOOOOOOOO:: :OOOOO: :OOOOO::OOOO: :OOOOO: :OOOOO::OOOOO: :OOOOOO: ::::::::: ::::: ::::: :::: ::::: ::::: ::::: :::::: __________________________________ :: BRYAN FURY Strategy Guide 0.1:: by Pablo Gallego -================================- (pablo_gallego@yahoo.com) First of all, please forgive my English. I'm Spanish and the FAQ may have some lack of expression. You could take this as a way of getting into the character :). Bryan Fury is one of the most damaging characters in Tekken3. Jack's moves are slow and King's multithrows easy to avoid. Bryan's main drawback is his lack of low attacks. An opponent can just stand and wait without being damaged. This can be avoided using throws or using his lowkicks often. The high priority of many of Bryan's moves will do the rest. So, when your opponent starts attacking it is your time to kill him in four or five hits (It's possible to finish the enemy in just two combos and I'm close to find the more than 140 string). This means that your opponent can make very few mistakes if he wants to live. MOVES: Now I'm going to comment every Bryan move. If you want a list of each move's height and damage, as well as a lot of information about Tekken3 I recommend you to read Ben Cureton's Tekken 3 Manual. You can find it at www.gamefaqs.com. 1,2,1,2 1,2,1,4 3,2,1,2 3,2,1,4 b+3,2,1,2 b+3,2,1,4 The left punch start is faster than the others, but it is high and it makes the third hit blockable. Use this version only for countering. The kick start is slower, but hits mid and has a better range. If you hit with it in counter the next opportunity to block for your opponent will be the [2_4] (and it's a mid_low guessing game). The b+3 version has both drawbacks: it's high and slow. However you can start Bryan's tenstrings from it (b+3,4...) and the second hit (4) is unreversable. All strings are dangerous to finish with the punch. If it is blocked your opponent will have a chance to throw you or something worse. 1,2,3 If you must use the punch start, you can follow with this to avoid the block in the third hit. However, the low kick is nearly as slow as if you did it out of string. 1~4,2,1 1~4,2,1 1~4,2,1 1~4,2,1 1~4,2,4 1~4,3,3 Two fast high hits followed by either the backfist string or the 3,3. The backfists are not a good idea; they're high, slow, and even if you hit with the first the second won't. If you like them, use only the 2,4 version. The 1~4,3,3 however, is a very good string. The two high hits are really fast, and if the third hits, the fourth is assured for 61 damage. Two more things. First, if your opponent blocks the third hit don't follow with the fourth because you won't hit him in any case and if he crouches under it you will feel some pain. Second, if you hit with the entire string don't let your guard down because it won't knock down your opponent. 3,3 Much worse than "3,2...". Don't use this unless you need the extended range. 1+2 A defensive move. Sways under high attacks and throws, then follows with an uppercut and a high punch. Not very good damage, but avoids any throw, even low ones, and stops many poking enemies as it throws them to the ground with the second hit allowing you time to breathe. f+4,3,4 It's not very good: if the first attack hits as a counter only the last hit will connect as a juggle, it's slow, and your opponent will be able to block every move. However, Bryan walks a step with each hit so use if you need to close the distance a little. Also, if you use the entire string as a juggle, all hits will usually connect. f+1+2 This move is unreversable, but high, really slow, risky and deals poor damage. You could use is as a substitute for f,f+2 when playing against a reversal character. However, I'd recomend you to use the f,f+2 and buffer a chicken instead. f,f+2 Overused in bad moments and underused in good ones. This power punch hits high, so you can't use as carelessly as you would with Paul's or Jin's. But is a superb move for countering, especially minor countering. You can answer with this move whenever you block an attack unless it has a really fast recovery. You can also use it to stop a running opponent or to counter a rushing string. This is a good move when facing a reversal character. Just keep pressed the second F, then tap 2+4 to avoid any reversal attempt. If you hit with this move you can try a full front dash followed by a d/f+3 as okizeme. f,f+3 One of old Bruce's moves. It's almost impossible to sidestep and if blocked it will let you block your opponent's retaliation or even attack. It's slow and it doesn't do extra damage if it counterhits so don't try to. Use as okizeme against people who always stand with an attack. If you counterhit with it you can follow with a running charge. f,f,f+3 What can I say. You must know the use of this move if you are a Tekken player. If you are used to Tekken 2 be careful with a sidestep throw. In Bryan's case this move deals enough guard stun to tack a f,f+2 as a guaranteed hit, but the timing has to be very precise. Also remember that running side kicks are unreversable in Tekken 3. D/F+1(,1,1,1),2 d/f+2 Use the first one only if you want to follow with the right punch as it stuns if blocked. These are the "fast" mid attacks for Bryan so you'll have to use them to avoid crouching turtles. d/f+3 One of the few low hits Bryan has. It's very slow, but crouches under high attacks and has a very good range. It recovers crouching so if you hit follow with WS+3,d+4,d/f+3 for between 42 and 62 damage. If it's blocked use any WS move; WS+3 is still the best as your opponent will probably try to minor counter and you can do a lot of damage (114 is enough for you?). d/f+4 For playing effects it's similar to the f,f+3 but with less range. The follow up with d/f+3 if almost assured and gives a total damage of 43. The strange timing of the kick makes it useful against countering. d+3 d+4 Bryan doesn't crouch, he just does a standing lowkick. The d+3 is slower with longer range; the d+4 is faster and shorter. Use the d+4 for okizeme as it hits even a lying opponent if you aim at his/her knee. You will have to use these moves because of Bryan's lack of low attacks so get used to their exact range and speed. d+3+4 Another low hit for Bryan. Just like d+3 but he steps back after the kick, use this if you want to keep the mid distance. d,d/f,f Bryan's crouch dash can't be followed with any special move, but it lets Bryan in WS after aproaching to his opponent. From here you have many options. - WS+ 1 : Short range for 60 damage. 2 : Slow for 91 damage. 3 : Fast with good range for up to 114 on counter. 4 : Faster with better range for a simple kick. All these are mid, so mix with lowkicks for umpredictability. You can't perform throws, but as you are already crouched you can try d,d/f,d,d/f+1+2, a wonderful throw that does 45 damage. If your dash is being countered with low kicks, a good option is u/f+3 or the u/f,4 upward kick. d,d/b,b,2 There are two uses for this move. First, you can backdash to evade an attack and then hit with 2 in minor counter to start a juggle for 51 damage (d,d/b,b,2,2,f,f+2) or an easier 46 with (1~4,3,3). The other use is to just backdash and then follow with a mid hit (3, u/f+3, d/f+3 or d/f+1) to surprise your opponent. Use the second way if you backdash and the attack doesn't come. b+2<1 b+2<1,[u_d] b+2<1,2 b+2<1,4 b+2,4 The backfists are one of the most damaging of Bryan's attacks. But they start high and then follow high and usually finish high, which, generally speaking, isn't a good thing. The turning kick can be seen a mile off and if someone crouches the first punch you are dead. However, it has it's goodies. The first punch stuns on counter and lets you follow with all the string (unlike the 1~4,2...). The second one stuns always, and you can throw it directly if you press b+2,f+1,... You can sidestep before hitting with the second punch, but it can't be followed with a SS move. If you stun you can stop the string and start it again for a max of 83 damage with b+2,1,b+2,1,4. Very hard against a good player but with this damage it's worth the try. This is the best juggle for Bryan after a high juggle starter. b+4 Use this instead of d/f+[1_2] uppercuts against a reversal character. b,b+4 More useful than it seems. It hits high and it's slow, but it's really safe (can't be reversed or minor countered and it's hard to major counter), stuns if blocked and it has good range and damage. Use it when your opponent is far away and doing something like charging up or changing stances. Use it also to avoid a charge, a rushing string or anything dangerous. It leaves you on the ground so be careful against a good okizemer. u/f+3 Good range but it's a very high mid (it won't hit a standing Gon). Use it to close distance fast and attacking. u/f+4 A bad move by itself, but it causes a good bouncing juggle. Follow with f+2,f+4,3,4 for 62 damage. Or, if you weren't prepared for a fast juggle, just d+3,d+3,d/f+3 will do. u/f,4 This is the classical jump juggling kick, but in Bryan's case, it's potential damage makes it very powerful. Use to jump over a low attack and follow with b+2,1,4 for 71 damage. WS+1 Followed by f+2,b+2,1,4 will deal a guaranteed 60 damage. Good after d+1, d+2 or the crouch dash. WS+2,f+2 Here begins the hard fighting. Follow with b+2,1,4 for 91 guaranteed damage or a much easier 1~4,3,3 for 68 also guaranteed. To crouch use d+1, d+2 or crouch dash. WS+3,4 Another two-thirds-of-the-life-bar-off string. Don't use the second move; just stun with the first as counterhit and follow with a hard to pull out u/f,4,b+2,1,4 for 96 guaranteed damage, or an easier b+2,1,b+2,1,4 for 114 damage. However, in the second string, opponent can crouch under the second backfist. If the b+2 is delayed a second it will juggle the opponent making him unable to block but with less damage (,,b+2,1,4 for 69). WS 1+2 WS 4 WS 3+4 Knowing the other chances you should not think about these moves. Maybe you could use the WS+4 for speed and range. SS,1 SS,2 SS,1,2 The first and second are fast but high. You can use a throw to grab a blocking opponent or SS,d/f+2 to hit a crouching one. But there is a much better way. Press 2 after having started the SS,1 to change the left head hunter to an uppercut that will stun your opponent as a counterhit. Follow as you would the WS+3 for up to 138 damage! (can be crouched under at one point, though). f+1+3 b+1+3 Bryan's are two of the best unblockables of the entire game. Since he is able to deal 90 damage with an easy string his unblockables couldn't be the typical slow power moves (more than 140 damage is rarely useful). Instead, Bryan's unblockables are fast and unreversable. You can use the f+1+3 whenever you want; it's very fast and crouches under high attacks. It's only drawback is that it doesn't do much damage. Bryan motion for both the unblockables is nearly the same, so when you want to use the more painful one your opponent won't probably see the difference until it's too late. Both are good for okizeme, but your opponent has to be standing or moving from the ground. Try any of them after a SS; if your opponent was prepared to block a punch he may be surprised. [d_d/b]+[1+3_2+4] Useful against Eddy Gordo, or any predictable player. If you know tenstrings by heart you can stop them but I still like to wait a high attack to crouch and hit back. Anyway, I miss the low parry whenever I play with a character that hasn't it. 4 b+3,4,1,2,1,4,2,1,4,2 3,3 The tenstrings. Not even a low hit, so your opponent just has to stand and wait to kill you. Even if he is stupid or hasn't ever fight against Bryan the damage will not go over 80 or 90 so just don't use them or use the 3,3 finish; that at least will leave you far from him. 1+3+4 The taunt. In my opinion, much better while the red bar catches up with the yellow one after a 90+ damage combo. :) STRATEGY: Bryan is one of the best characters against button mashers, but when his opponent starts thinking he is severely stopped. I write this section for matches against average to good players (Don't use Bryan against a Master, his weaknesses can be easily used by anyone who knows how to). Anyway, Bryan is a character to play for fun, and the best for releasing adrenaline. So if you use him rarely because you're stopped with easy techniques, maybe reading this will help you to know how it feels to trample someone in three seconds. An advantage for Bryan is that he can be played by reflexes. He hasn't long tricky strings or choice of heights or even multis, so you can fight without thinking about anything but to cach your opponent with a killer combo (try to play a whole round performing an endless Lei string to know what I'm talking about). First step is to make your opponent forget you are playing with Bryan. If your opponent does, he will be surprised of how fast his lifebar was finished. If not you may be in trouble. As I've already said, most of Bryan's moves moves are high or mid. This makes him very vulnerable to reversals and turtling technics. To avoid reversals you'll have to master the chickens (sounds weird :) ), and use your unreversable moves more often. (The chicken rules are very well explained in Ben Curetons Tekken 3 Manual). Turtling players can also become a problem as they can stop your attacks and answer with some fast and random heighted hits that will down your lifebar. To fight this you should use your lowkicks, but you will also need to change the style of combat. Don't just answer to your opponent attacks with a lowkick and then wait for his next move. The lowkick has a good recovery time but not good damage, so use it (no matter if you actually damage your opponent as long as you hit him), and then follow it with a fast string. If your opponent answered with an attack you will probably counter his move, and if he stays blocking he may think your next move is also low. For example: d+3 for closing distance, d+1 that will only hit in counter as it's special middle, WS+3 (even better if d+1 has been blocked). If the knee counters the damage should be 96 (assuming you want to be sure, else it can be up to 114). If it doesn't counter he won't be so sure of his turtling technique anyway. Another "advanced" way of fighting is the poking technique. Bryan is not very good at it (al least compared to Yoshi, King or Nina), but he can stop it. The way to do so is a gradual change of the moves from faster ones to slower and more powerful. Start by stopping your opponent with a d+any hit at the right moment, then follow with a d/f+2 if you started with a lowkick or WS+3 in the case of a crouching punch. Any of these will surely stop an attack or give you more room if blocked (the WS+3 could even counterhit for a 96 guaranteed damage). Then, you are at a distance where poking is not possible and it's time to avoid a new assault. Any long move like f,f+3 or b,b+4 or a string that starts with a long range attack can change your opponent's point of view over fight and changing it to an exchange of long distance attacks which Bryan can win. THANKS TO: - Ignacio de Lucas (de_lucas@yahoo.com) For helping me on the translation of this FAQ. - Ben Cureton (tragic@toxic.net) For his manual, the base of our knowledge. - Slikatel (slikatel@metro.net) For his Jin's FAQ, the best one I've ever seen. - Namco (www.namco.com) For making such a wonderful game. "He who fears not death is immortal. He who fears not pain is relentless." - Pablo Gallego