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    Bryan by Phate

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    update 2
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    I've gotten really fed up with the lack of interest in Bryan Fury, so I decided
    to write a FAQ.  This is my first atempt at a FAQ, so please bear with 
    the mistakes, and help me where you can.  This is slowly evolving from a 
    move list into a FAQ.
    I now have damame for most of the moves.
    The most up to date version can be found at;
    http://www.geocities.com/TimesSquare/Lair/7000/fury.txt
    If you have anything of value, please e-mail me at, phate_ems@hotmail.com, 
    thank you.
    
    What's new in update 2
      While playing the #1 guy in the Northwest, I learned a couple new juggles,
    and I've added them. The first is in the Juggles section, off of the Snake Edge
    (df+LK), then do a WS+LK (the WS comes automaticaly out of the Snake Edge) then
    Running Blind (LP,RK,LK,LK).  The second is an add on to something in the Fun 
    Stuff to Play With section, the Double Back Hands (b+RP,LP) on a counter 
    hit, then Wolf Bite (b+RP,LP,RK).  You can do his taunt for an extra 
    no-damage hit, but it looks really cool.  So the whole combo is, b+RP,LP
    (on counterhit),LP+LK+RK,b+RP,LP,RK .
    
    I. Moves
     a. Throws
     b. Basic Moves
     c. Bigger Combos
     d. Juggles
     e. Fun Stuff To Play with
    
    II. Strategies
     a. Move Evaluation
      *Single Attacks
      *Sidestepping Attacks
      *Juggle Starting Moves
      *Combos and Strings
     b. Against Characters
      *Ling Xiaoyu
      *Eddy Gordo
      *Nina Williams
      *Paul Phoenix
      *Forrest Law
      *Jin Kazama
      *Lei Wulong
      *King
      *Yoshimitsu
      *Hwoarang
      *Kuma
      *Julia Chang
      *Gun Jack
      *Mokujin
      *Bryan Fury
      *Heihachi Mishima
      *Ogre
      *True Ogre
     c. Against the Computer
    
    III. Extra Stuff
     *Bio
     *Story
     *Costumes
     *Winning Stances
    
    IV. Credits
    
    
    And now, on with the FAQ!
    
    
    I. Moves
    
    Player 1                         Player 2
    
    ub   uf                          uf   ub
      \ /    LP-O O-RP                 \ /    LP-O O-RP
    b- o -f                          f- o -b
      / \    LK-O O-RK                 / \    LK-O O-RK
    db   df                          df   db
    
    a. *Throws*
    
    Name                                Movement
                                         (escape)(damage)
    ----                                -----------------
    Front Neck Full Swing               LP+LK
                                         (LP)(30)
    Gravity Brain Buster                RP+RK
                                         (RP)(30)
    Gravity Elbow(on opp L side)        RP+RK or LP+LK
                                         (LP)(40)
    Knee Blast(on opp R side)           RP+RK or LP+LK
                                         (RP)(40)
    Neck Throw(opp back)                RP+RK or LP+LK
                                         (none)(60)
    Reverse Throw(YOUR back to opp)     RP+RK or LP+LK
    Chains of Misery                    D,df,d,DF+RP+LP
                                         (LP+RP)(45)
    Low counter                         db+(LP+LK_RP+RK) or d+(LP+LK_RP+RK)
    
    *Basic Moves*
    
    Name                                Movement
                                         (Location,Comments)(Damage)
    ----                                ------------------------------------
    Side Step Elbow                     f+RP+LP
                                         (h)(26)
    1-2 Low Kick                        LP,RP,LK
                                         (h,h,l)(6,8,15)
    Front Kick                          b+LK
                                         (h)(20)
    Front Kick to Knee                  b+LK,RK
                                         (h,m)(20,16)
    Mach Punch                          f,F+RP
                                         (h)(30)
    Slash Kick                          f,f+LK
                                         (m)(36)
    Flying Heel Kick                    b,B+RK
                                         (h)(25)
    Bruce Special                       LK,RP,LP,RK
                                         (m,m,m,l)(18,11,10,12)
    Bruce Special to Rush               LK,RP,LP,RP
                                         (m,m,m,m)(18,11,10,14)
    Front Kick to Punch                 b+LK,RP
                                         (h,h)(20,12)
    Rush Punches                        LP,RP,LP,RP
                                         (h,m,m,m)(6,8,11,14)
    Rush Punches to Low Kick            LP,RP,LP,RK
                                         (h,m,m,l)(6,8,11,12)
    High Kick to Rush                   b+LK,RP,LP,RP
                                         (h,h,m,m)(20,12,11,14)
    Run for Cover                       b+LK,RP,LP,RK
                                         (h,h,m,l)(20,12,11,12)
    Quick Spin Kick                     LK,LK
                                         (m,h)(18,16)
    Triple Spin Kicks                   f+RK,LK,RK
                                         (h,m,h)(18,14,18)
    Left Body Blow                      df+LP
                                         (m)(10)
    Vulcan Body Blow                    DF+LP,LP,LP,LP,RP
                                         (m,m,m,m,m)(10,15,12,11,16)
    Right Body Blow                     df+RP
                                         (m)(16)
    1-2 Body Blows                      DF+LP,RP
                                         (m,m)(10,16)
    Light Back Knuckle                  b+RP
                                         (h)(21)
    Double Back Knuckle                 b+RP,LP
                                         (h,h)(21,21)
    Hands of Doom                       b+RP,LP,RP
                                         (h,h,h)(21,21,21)
    Wolf Bite                           b+RP,LP,RK
                                         (h,h,m)(21,21,26)
    Right Upper                         WS+RP or QCT+RP
                                         (m)(26)
    Fishermans Slam                     b+RP or f+RP
     (do before Right Upper connects)    (throw if right upper connects, juggles)
                                         (18 or 21)
    Left Upper                          WS+LP or QCT+LP
                                         (m,juggles)(18)
    Short Upper                         WS+RP+LP
                                         (m)(12)
    Shell Shock                         SS+RP
                                         (h)(26)
    Headhunter                          SS+LP
                                         (h)(33)
    Cheap Trick                         SS+LP,RP
                                         (m)(28)
    Hammer Driver                       LP+RP or (d_D_b)+LP+RP
                                         (m,m,evades high hits)(14,21)
    Rolling Driver                      (u_uf)+LK
                                         (m)(25)
    Orbital Heel Kick                   (u_uf)+RK
                                         (m,juggles)(21)
    High Knee Kick                      WS+LK
                                         (m)(22)
    Double High Knee Kick               WS+LK,RK
                                         (m,m)(22,16)
    Low Kick                            d+LK
                                         (l)(9)
    Thin Low Kick                       d+LK+RK
                                         (l)(15)
    Shin Kick                           d+RK
                                         (l)(9)
    Power Axe                           df+RK
                                         (m)(26)
    Snake Edge                          df+LK
                                         (l,juggles)(17)
    Lair's Dance                        LP,RK,RP,LP,RP
                                         (h,h,h,h,h)(6,15,21,21,21)
    Cremation                           LP,RK,RP,LP,RK
                                         (h,h,h,h,m)(6,15,21,21,26)
    Running Blind                       LP,RK,LK,LK
                                         (h,h,m,h)(6,15,17,16)
    Sway                                d,db,b
                                         (evades high attacks)
    Sway and Slash                      d,db,b,N,RP
                                         (h,juggles on counter)(18)
    Taunt                               LP+LK+RK
                                         (hits but does no damage)
    Supercharge                         LP+RP+LK+RK
                                         (makes next hit a counter hit)
    Meteor Strike                       b+LP+RK
                                         (unblockable)(60)
    Gravity Blow                        f+LP+RK
                                         (unblockable)(21)
    
    *Bigger combos*
    b+LK,RK,LP,RP,LP,RK,RP,LP,RK,RP     10 hits
      H  M  M  M  H  H  H  H  M  H
      20 12 5  7  3  8  5  5  10 21
    
    b+LK,RK,LP,RP,LP,RK,RP,RK           8 hits
      H  M  M  M  H  H  H  M
      20 12 5  7  3  8  5  26
    
    b+LK,RK,LP,RP,LP,RK,LK,RK           8 hits
      H  M  M  M  H  H  M  H
      20 12 5  7  3  8  17 16
    
    *Juggles*
    (d,d/f,f or WS)+RP,b+RP,f,F+RP              3 (48%)
    (d,d/f,f or WS)+RP,b+RP,LP,RK,LK,LK         6 (43%)
    (d,d/f,f or WS)+RP,b+RP,LP,RK,f,f+RP        5 (?%)
    (d,d/f,f or WS)+RP,b+RP,b+RP,LP,RK          5 (61%)
    (d,d/f,f or WS)+LP,LP,b+RP,LP,RK            5 (50%?)
    u_u/f+RK,LP,RP,f,F+RP                       4 (33%)
    u_u/f+RK,LP,LP,f,F+RP                       4 (31%)
    d/f+LK,WS+LK,RK                             3 (35%)
    d/f+LK,WS+LK,LP,f,F+RP                      4 (?%)
    d/f+LK,WS+LK,LP,RK,LK,LK                    6 (50%?)
    
    *Fun Stuff to Play With*
    The first two require the slow Supercharger to get a counter hit on the first
    hit.
    
    -Supercharger (LP+RP+LK+RK), Double Back Hands (b+RP,LP), Wolf Bite(b+RP,LP,RK)
     for 70 percent damage.
    
    -Supercharger (LP+RP+LK+RK), Double Back Hands(b+RP,LP), Taunt (LP+LK+RK), Wolf
     Bite (b+RP,LP,RK) for 70 percent damage.
    
    -Supercharger, High Knee Kick (WS+LK), Front Neck Full Swing (LP+LK) or Gravity
     Brain Buster (RP+RK)
    
    -Power Axe (df+RK), and while they're getting up Slash Kick(f,f+LK) then Run at
     them (f,f,F) for about 100 damage if they try to get up before you run over 
     them.  Only really works against the comp.
    
    II. Stratagies
    a.Moves evaluation
    
    *Single Moves*
    Bryan has fast and strong single attacks, most of them have good recovery time
     also.
    
    -Mach Punch (f,f+RP)
    
     This move is fast and strong.  It is very good to pull out after they wiff a 
    move or after they finish a combo.  It's also fast enough to interupt some 
    combos, but trying to break up Ling's stuff is very hard, be careful!  The 
    recovery time isn't too good, so be carefull about just pulling it out.
    
    -Slash Kick (f,f+LK)
    
     This move has pretty good range.  It's kinda slow, but a lot of people miss 
    judge the speed, try to counter it and get the crap knocked out of them.  It's
    also fun to use when they're getting up from any of Brian's moves that knock 
    them down.
    
     It also counters most sidestep happy opponents on the way around.
    
    -Flying Heel Kick (b,b+RK)
    
     One big advantage of this move is it's range, and it's suprise factor to
     opponents.  A major disadvantage is the fact that you lay on the ground
     afterwards with no chance of quick rising.  It is also impossible to attack
     reverse.
    
    -Side Step Elbow (f+LP+RP)
    
     I've found this move works pretty well against opponents getting up.  It 
    doesn't do too much as a side stepping move, but does work occasionally.  A 
    big problem is the hitting high part, otherwise it's a pretty good move.
    
    -Hammer Driver (LP+RP or b+LP+RP or d+LP+RP)
    
     This move is fairly fast and if you're close enough it hits twice.  It's good
     against people that turn their backs (eg. Lei and Ling), crouching opponents
     and Eddy players that start their combos half a screen away (which is most of
     them). I have also found that this move goes under high hits if done at the 
     right time.
    
    -Power Axe (df+RK)
     This move is kinda slow, but does nice damage, and knocks them down pretty 
     close to you, so you can do a Slash Kick (f,f+LK) while they're getting up to
     do even more damage.
    
    -Low Kick (d+LK)
    
     Why am I talking about such a simple move?  Because it's one of Bryan VERY few
     low attacks. This move works nice to knock Eddy players out of combos and to 
     just get in a little bit of damage.
    
    -Thin Low Kick (d+LK+RK)
    
     This move seems like it has more range than the regular low kick, and does a
     little bit more damage too.
    
    -Gravity Blow (f+LP+RK)
    
     This unblockable is one of the fastest in the game.  It's great to pull out on
     turtles or anyone that will fall for it but doesn't do that much damage.  Do a
     combo like the Bruce special, end in the middle, and pull this out if they 
     keep blocking your strings, it's fun.
    
    -Meteor Strike (b+LP+RK)
    
     This one does WAY more damage than the gravity blow, but as a result is much
     slower.  Try doing the Gravity Blow a few times, and when they stop trying to
     hit you out of it, do the Meteor Strike, by the time they realize it's too 
     late, they're getting the crap knocked out of them.
    
    -Low Counter (d_db+LP+LK or d_db+RP+RK)
    
     Only try this move if you can see it coming.  Some moves like Law's Dragon
     Tail (db+RK) are a pain in the ass to try to time.  This move is VERY efective
     against Eddy players who go for the Slippery kick (LK~RK,RK,LK) a lot, which
     unfortuantly can really mess you up if you miss.
    
    *Sidestepping Moves*
    Bryan has a pretty good sidestep and good moves that come out of it.
    
    -Headhunter (SS,LP)
    
     This move is fast, does quite a bit of damage and and comes out of a sidestep,
     so it's pretty easy to get a major counter.  The big disadvantage is the 
     hitting high part, if they see it coming, they can duck and juggle your ass 
     for a while.
    
    -Shell Shock (SS,RP)
    
     I don't really use this move much, it's hits high just like the Headhunter,
     but does less damage.  One thing it will do is shows the opponents side when
     it hits, setting up a possible side throw.
    
    -Cheap Trick (SS,LP,RP)
    
     This move surprises most people because it starts out exactly like the
     Headhunter, but he stops his left arm then hits mid with the right, and on
     a counter hit it stuns, which sets you up to throw them or juggle them.
    
    
    *Juggle starting moves*
    Bryan doesn't have too many juggles, but he does have his fair share, here are
    his starters.
    
    -Snake Edge (df+LK)
    
     I'm rather fond of this move for a few reasons.  One, it hits low, and that
     is a rarity with Brian unfortunantly.  Two, it juggles if it connects close to
     your opponent, that is really nice to have a low juggle starter.  And three, I
     have found that a lot of people miss time it, and get hit by it, another plus.
     The main problem is the very limited juggles following.
    
    -Right Upper into Fishermans Slam (WS,RP,F_B+RP)
    
     This is a really good starter, for a couple of reasons.  One, it does 34
     damage BEFORE you start juggling and it's easy to get at LEAST two hits in.
     The best juggle to do after you get this is Running Blind (LP,RK,LK,LK).
    
    -Left Upper (WS,LP)
    
     Another good juggle starter, only does about 18 damage, but launches them
     very high, without having to try to get the second part of the starter.
     To finish this one off, do a Wolf Bite (b+2,1,4).
    
    -Orbital Heel Kick (u_uf,RK)
    
     This is a pretty fast juggle starter, but the juggles afterwards are pretty
     limited, it's good to get a few hits in that they can't do a thing about. Most
     of the juggles with the Orbital Heel kick are ended with the Mach Punch.  This
     move also has pretty good priority, and stops quite a few moves if done at the
     right time.
    
    -Sway and Smash (d,db,b,N,RP)
    
     This starter only juggles on a counter hit, but since it starts with the sway
     it can evade high hits making it pretty easy to get the required counter.
    
    *Combos*
    This is where Bryan is probably strongest, his abilty to string hits together
    and switch where the last hit goes on most of them.
    
    -Rush Punches/Rush Punches to Low Kick (LP,RP,LP,RP_RK)
    
     This combo and the Bruce special are good because of the ability to mix up the
     last hit between mid and low, which is nice to fake people out.
    
    -Bruce Special/Bruce Special Alt (LK,RP,LP,RK_RP)
    
     Again, it's the ability to mix up the last hit that makes this strong, the
     advantage of this one over the Rush Punches is that this one never goes above
     mid, where the Rush punches start high, but this one starts a little slower.
    
    -Lair's Dance/Cremation (LP,RK,RP,LP,RP_RK)
    
     This is not that good of a combo at all, it hits ALL high, except for the last
     hit of the Cremation.  One thing you could do is get people to duck under the
     whole thing a couple of times, and then start doing the RK at the end to 
     surprise them.
    
    -Hands of Doom/Wolf Bite (b+RP,LP,RP_RK)
    
     This move does a lot of damage, and on a counter hit, all three connect.  This
    
     one, just like the Lair's Dance/Cremation, has the last hit switchable from H
     to M, so if they just duck under the Hands of doom, go to Wolf Bite to get a 
     26 point hit in on them.  It's okay to use this combo until you get sick of 
     it, it's very affective in versus play, but not against the comp.  Use the 
     Wolf Bite to juggle whenever possible, it does quite a bit of damage.
    
    -Vulcan Canon to Body Blow (DF+LP,LP,LP,LP,RP)
    
     This is pretty fast, but is blockable after the first hit.  Lay off doing the
     RP the first couple of times, and when they start taking block off right 
     after the last LP, start doing the RP.
    
    -Ten String (b+LK,RK,LP,RP,LP,RK,RP,LP,RK,RP)
    
     This is probably one of the worst tens in the game, it start out slow, but 
     does get pretty fast towards the end.  This ten string hits all high and mid,
     which makes it so even most Eddy players can block it.
    
    
    b. Against Characters
    
    Ling Xiaoyu-I've had quite a bit of experience against her, and didn't enjoy it
     most of the time.  Always avoid doing moves that hit high because of the 
    Phoenix Stance and the Sunflower (WS+RP).  She'll just go under and mess you 
    up bad. If she turns around and starts to move in closer, do a Hammer Driver 
    when she's in range to knock her out.
    
    Eddy Gordo-Always remember your low counter and low kicks (d+LK,d+RK+LK,d+RK) 
    to get him out of his combos, then punish him with some juggle starter or 
    Slash Kick.
     
    The Hammer Driver works well when they start their combos away from you,
     especialy the handstand.  Don't do high moves because most of his stuff makes
    him evade high hits, and he MC's you.  The best starter to use is the Left 
    Upper, because the Right Upper to Fishermans Slam won't launch him if he's in 
    a stance or crouching.
    
    Nina Williams-She is really fast and strong as hell, if you get stunned or 
    juggled, I feel sorry for you, watch out for the boot kick, and the divine 
    cannon mainly. She will also do quick little 2 or 3 hit combos that switch 
    between H,M, and L.
     One example of these is d+RK,LP.  These are really annoying because you can't
     guess on them because they're so fast.  Try to find out where the breaks in 
    their attack are, and jab her out of it.
    
    Paul Phoenix-Try to block anything that comes, especialy the Death Fist 
    (QCT+RP), and do a Mach Breaker or what ever your favorite big damage move is.
    If they do tile spliters all day long, try to hit them out of it right after 
    the tile spliter with a jab.  His Sidestepping Shoulder (f+LP+RK) could also 
    give you some trouble due to the straight forwardness of Bryan's attacks.
    
    Forest Law-The main thing most Law players do is the Junkyard combo(b+RP,LK,RK)
     or his other juggle starting combo (b+LP,RP,LP).  If all they do is the 
    Junkyard, then try to low counter the second hit and slam him or juggle him.  
    If he does flipkicks on you, DO NOT EVER do a Mach breaker after he finishes, 
    he recovers crouching so you'll just go right over him and he gets a second 
    shot to flip kick you, instead try a Power Axe (df+RK), Slash Kick (f,f+LK) or
    the Left Upper.
    
    Jin Kazama-If they try to uppercut all the time with f,N,d,d/f+RP duck it 
    because it hits high, and juggle them with the Right upper into Fishermans 
    Slam if possible. If they really don't know what there doing, and all they do 
    is the Roundhouse to the Spin Kicks (uf+RK,RK,RK,RK), block the first, and try
    to low counter one of the next two hits, then do a Left Upper.
    
    Lei Wulong-Good Lei players are a pain in the ass.  If he lays down, don't go
     running up to him, it will hurt.  If he goes for the low kick to high kick,
     either low counter the first hit or block low and stay crouching and when he 
    goes over your head, do a Right Upper into Fisherman's Slam, or a Left upper.
    Also learn what stances do what and where they hit if you can.  One thing 
    almost all good Lei players do is the Rush punches (f,N,LP,RP,LP,RP) after you
    whif a move.
     Try to stay away from the slow stuff with bad recovery time.  The Mach punch
     isn't a good idea unless they miss with a combo because his Cannon Ball 
    (b+LP+RP) evades high hits. And yet another thing you have to be careful of, 
    is when he has his back turned. If they turnaround a ways away from you, do a 
    Mach Breaker, but if they do it close, just try to jab, because blocking what 
    ever comes next is really hard thanks to the ease with witch he can switch 
    between L an M.
    
    King-The main thing is to stay out of throw range.  Do this by doing Mach 
    Breakers, Slash Kicks,  and the Flying Heel Kick.  Another thing to do is when
    he tries to throw, duck it, then do a Left Upper or Right Upper into 
    Fishermans slam and happy juggling!
    
    Yoshimistu-I'm finding that Yoshi is really annoying.  Don't do too many slow
     obvious moves because of his d/f+RK, it's one of his fastest attacks, and it 
    has very high priority.  Be careful of the Sword Flash (b+LP+RK) when doing 
    most of your high and mid attacks or while trying to sidestep in, it will hit 
    you.
    
    Hwoarang-Be patient.  Wait for him to do one of his juggle starters, block it,
    and mess him up good.  If he's dumb and just juggles out the Bird Hunter 
    (d+RK,RK), block low, stay ducking, and then juggle him with with the Left 
    Upper or Right Upper into Fishermans Slam.  Learn where the hich hits are, 
    duck them, then do a Left Upper, or Right Upper to Fishermans Slam.
    
    Kuma-Kuma isn't hard to fight.  Just block his slow ass moves and kick his big
    bear butt, you have a MAJOR speed advatage if you didn't know already. The 
    Mach Breaker is fairly safe against fat boy, so enjoy!
    
    Julia Chang-She has a lot of combos that are unblockable after the first hit.
    If you block one of her moves, hurt her bad!  She has REALLY bad recovery 
    time, use this to your advantage.
    
    Gun Jack-The same things that aply for Kuma, aply for Gunny too, but his stuff
    is a little faster, and he has more low hits.
    
    Mokujin-Just try to figure out who the hell he is in the round you're in and 
    use the strategy listed here for the character if it's up.
    
    Brian Fury-It's a real pain to fight against yourself.  Watch out for his 
    combos, and big damage moves like the Mach Breaker.  That's how I've 
    been beat by Bryan, is with the combos.  Since most of his good attacks hit 
    high, try to duck them, and then juggle with the Right Upper to Fishermans 
    slam or the Left Upper.
    
    Heihachi Mishima-DON'T GET JUGGLED!!!  To avoid this horrible fate, keep your
    distance with the Flying Heel kick and the Slash Kick.  The Mach Breaker is 
    again, pretty unadvisable unless he whifs an uppercut.  His Hell Sweeps
     (f,N,d,DF+RK,RK,RK) are really annoying, but if they don't hit on a 
    counterhit, you can block after the first one.
    
    Ogre-Don't really know him.
    
    True Ogre-Don't even ASK on this one!
    
    
    c. Against the computer
    
            All I have to say is MACH BREAKER (f,f+RP).  This single move is about
     all you need to beat the computer, and a little skill at dashing.  Open the
     round with a Mach Breaker, or you can take a step back, then do it.  Doing
     a right jab sets up the Mach Breaker perfectly.  After you knock them down,
     dash up to them, and then dash back out of sweep range, and if they do a
     shin kick, or roll then sweep, do a Mach Breaker right after they do the
     move, then repeat.
    
    
    III. Extra stuff
    
    *Bio*
    
    Name :Bryan Fury
    Catch copy :Snake-eye
    Nationality :USA
    Fighting style :Kick boxing
    Age :29
    Height :186cm(about 6 feet)
    Weight :80kg
    Blood type :AB
    Job :Collecting brain data
    Hoby :Collecting Cigarette Lighters
    Like :Alone, Hair-cutting
    Hate :Sunlight
    
    *Story*
    
     Bryan Fury, of the International Police Organization, had a reputation as a
     skillfull detective with a dark side. A case involving Lei Wulong, of the Hong
     Kong PD, pointed to a connection between Bryan and the drug trade. At 29 Bryan
    was killed in a Hong Kong shoot out. Instead of his body going to the grave, it
     was brought to the laboratory of a reputed underworld scientist, Dr. Abel. 
    Bryan's body was reanimated by Dr. Abel for special future projects. Though 
    much of Dr. Abel's research was pioneered by Dr. Boskonovitch, he could be the
    first to complete an AI controlled "Cyborg Army". But first he needs Bryan to 
    collect the perfect brain data from none other than Dr. Boskonovitch himself. 
    Bryan successfully sneaks into the tournament and targets Yoshimitsu because 
    of his close ties with Dr. Boskonovitch.
    
    *Costumes*
    
    -RP or LP
     A vest, camoflauge pants, combat boots
    
    -LK or RK
     Snake skin pants, boots
    
    *Winning Stances*
    
    LP-Quick Spin Kick to Taunt
    
    RP-Two jabs then Slash Kick
    
    LK-Rush Punches
    
    RK-Crouches down and does a "come over here" motion with his hands.
    
    
    IV. Credits
    
    The other couple of FAQ's on Bryan, making me want to make a much better one.
    
    Psylence(Evan) for getting me motivated to do this and the help by playing a 
    very annoying everyone!
    
    Kaiser for liking my FAQ enough to post it in TIC, because I'm too damn lazy.
    
    Namco for the moves and for making a damn good game that I'm very addicted to.
    
    Anyone who takes the time to read this far, and taking an interest in Bryan 
    Fury and Tekken 3 in General.
    
    

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