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    Bryan by ChOoMaG

    Version: 0.5 | Updated: 01/01/70 | Search Guide | Bookmark Guide

    BRYAN FURY FAQ ver 0.5
    by ChOoMaG <choomag@mailcity.com>
    This FAQ is for private and personal use only.  It can only be reproduced 
    electronically, and if placed on a web page or site, may be altered as long 
    as this disclaimer and the above copyright notice appears in full. This BRYAN 
    FURY FAQ was created by ChOoMaG <choomag@mailcity.com>. All copyrights and 
    trademarks are acknowledged that were not mentioned in this FAQ. 
    for comments,suggestions, etc. mail me !
                     ***THIS FAQ IS BEST VIEWED USING NOTEPAD***
      1.   Bio
      2.   Controls
       2.1 Basic Moves
       2.2 Throws
       2.3 Combos
       2.4 Juggles
       2.5 Kewl Stuff
      3.   Versus Opponents
       3.1 Human 
       3.2 Computer
      4.   X-tra Stuff
       4.1 Costumes
       4.2 Winning Poses
      5.   Credits
            ON WITH THE FAQ!
    1.  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
    Hobby          :  Collecting Cigarette Lighters
    Like           :  Alone, Hair-cutting
    Hate           :  Sunlight
    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. ThoTHISugh 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. 
    2.  CONTROLS
        These conventions will be used throughout this FAQ, so better read on...
        f -  tap forward        F -  hold forward
        b -  tap back           B -  hold back
        u -  tap up             U -  hold up
        d -  tap down           D -  hold down
        d/f - tap down+forward  D/F - hold down+forward
        d/b - tap down+back     D/B - hold down+back
        u/f - tap up+forward    U/F - hold up+forward
        u/b - tap up+back       U/B - hold up+back
        QCF - quarter circle forward (d,d/f,f)
        QCB - quarter circle back    (d,d/b,b)
        HCF - half circle forward    (b,d/b,d,d/f,f)
        HCB - half circle back       (f,d/f,d,d/b,b)
        left punch = 1  (O) (O)  2 = right punch
        left kick =  3  (O) (O)  4 = right kick
        l  - move hits low range                       
        m  - move hits mid range                       
        h  - move hits high range                      
        Sm - move hits special mid range              
        ! - move is unblockable
        ~  - immediately followed by
        +  - moves on both sides must be done simultaneously
        N  - Neutral (return joystick in center position)
        SS - Sidestep
        WS - While Standing
                                Command              Damage             Level
        One-Two Punches         1,2                  6,8                h,h
        Bruce Rush              1,2,1,2              6,8,11,14          h,h,m,m
        Rush Low Kick           1,2,1,4              6,8,11,12          h,h,m,l
        One-Two Low Kick        1,2,3                6,8,15             h,h,l
        Punch-Double Spin Kick  1~4,3                6,15,17            h,h,m
        Running Blind           1~4,3,3              6,15,17,16         h,h,m,h
        Dash Changeup           1~4,2,4              6,15,21,26         h,h,h,m
        Lair's Dance            1~4,2,1,2            6,15,21,21,21      h,h,h,h,h
        Dance of Doom           1~4,2,1,4            6,15,21,21,26      h,h,h,h,m
        Quick Spin Kick         3,3                  16,16              m,h
        Bruce Special-Elbow     3,2,1,2              18,11,10,14        m,m,m,m
        Bruce Special-Low Kick| 3,2,1,4              18,11,10,12        m,m,m,l
        Triple Roundhouses      f+4,3,4              18,14,18           h,m,h
        Mach Breaker            f,f+2                30                 h
        Spinning Roundhouse     f,f+3                36                 m
        Side-Step Elbow         f+1+2                26                 h
        Light Back Knuckle      b+2                  21                 h
        Double Back Knuckle     b+2,1                21,21              h,h
        Hands of Doom           b+2,1,2              21,21,21           h,h,h
        Rush of Doom            b+2,1,4              21,21,26           h,h,m
        Backhand-Side Stunner   b+2,4                21,26              h,m
        Front Kick              b+3                  20                 h
        Front Kick-Rush Elbow   b+3,2,1,2            20,12,11,14        h,h,m,m
        Front Kick-Low Kick     b+3,2,1,4            20,12,11,12        h,h,m,l
        Front Kick-Knee         b+3,4                20,12              h,m
        Flying Knee Kick        b,b+4                25                 h
        Thin Low Kick           d+3+4                15                 l
        Left Body Blow          d/f+1                10                 m
        One Two-Body Blow       D/F+1,2              10,16              m,m
        Vulcan Body Blow        D/F+1,1,1,1,2        10,15,12,11,16     m,m,m,m,m
        Right Body Blow         d/f+2                16                 m
        Snake Edge              d/f+3                17                 l
        Power Axe               d/f+4                26                 m
        Sway                    QCB,N                -                  -
    Sway-Slash Elbow            QCB,N+2              21                 m 
        Left Upper              WS+1                 18                 m 
        Right Upper             WS+2                 18                 m
        Power Knee              WS+3                 22                 m
        Double Power Knee       WS+3+4               28                 m,m
        Short Uppercut          WS+1+2               28                 m
        Headhunter              SS+1                 33                 h
        Cheap Trick             SS+1,2               28                 m
        Shell Shock             SS+2                 26                 h
        Taunt                   1+3+4                -                  -
        Low Parry               d/b+1+3              -                  -
        Gravity Blow            f+1+4                21                 !
        Meteor Smash            b+1+4                60                 !
    2.2 THROWS
                               Command          Damage      Position      Escape
        Swing DDT              1+3              30          f-throw       1
        Gravity Suplex         2+4              30          f-throw       2
        Chains of Misery       FC,d/f,d,d/f+1+2 10,8,27     f-throw       1+2
        Gravity Elbow          [1+3 or 2+4]     40          ls-throw      1
        Knee Blast             [1+3 or 2+4]     40          rs-throw      2
        Neck Wringer           [1+3 or 2+4]     60          b-throw       -
    2.3 8 to 10-HIT COMBOS
                                Level                   Damage          
    b+3,4,1,2,1,4,2,1,4,2       h,m,m,m,h,h,h,h,m,h     20,12,5,7,3,8,5,5,10,21
    b+3,4,1,2,1,4,2,4           h,m,m,m,h,h,h,m         20,12,5,7,3,8,5,26
    b+3,4,1,2,1,4,3,4           h,m,m,m,h,h,m,h         20,12,5,7,3,8,17,16
    2.4 JUGGLES
    (d,d/f,f or WS)+2,b+2,f,F+2                 
    (d,d/f,f or WS)+2,b+2,1,4,3,3               
    (d,d/f,f or WS)+2,b+2,1,4,f,f+2             
    (d,d/f,f or WS)+2,b+2,b+2,1,4              
    (d,d/f,f or WS)+1,1,b+2,1,4               
    2.5 KEWL STUFF
    Supercharger (1+2+3+4), Double Back Hands (b+2,1), Wolf Bite(b+2,3,4)
    for 70 percent damage.
    Supercharger (1+2+3+4), Double Back Hands(b+2,1), Taunt (1+3+4), Wolf
    Bite (b+2,3,4) for 70 percent damage.
    Supercharger, High Knee Kick (WS+3), Front Neck Full Swing (1+3) or Gravity
    Brain Buster (2+4)
    Power Axe (d/f+4), and while they're getting up Slash Kick(f,f+3) 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.
    3.1 Human
    LING XIAOYU-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.
    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 
    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 whatever 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!
    YOSHIMITSU-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 
    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 apply for Kuma, apply 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.
    BRYAN 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.
    3.2 COMPUTER
    Use the MACH BREAKER a lot.  Make this your primary move.  You must be a good 
    dasher to be able to do the move plenty-o-times.  Also use the (3,2,1,4_2) 
    combo coz it does good amount of damage. Use 10-hit strings also.  End of 
    4.  XTRA STUFF
    4.1 COSTUMES
        RP or LP  ---->  A vest, camoflauge pants, combat boots
        LK or RK  ---->  Snake skin pants, boots
        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.
    5. CREDITS
       NAMCO ---> for making a great game!
       other Bryan Lovers ---> long live Bryan Fury!!!
                               ***FOR UPDATES, CHECK GAMEFAQS***

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