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    Bryan by JCulbert

    Version: 1.5 | Updated: 05/30/98 | Search Guide | Bookmark Guide

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             |   |   \______\ \__|  \___\ \__|  \___\ \______\|   |  \___|
             |   |  ___________    __________    ___________  |   |
             |   | / _________/   /          \   \_________ \ |   |
              \  |/ /            /    ____    \            \ \|  /
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    ASCII art copyright 1997 Galen Komatsu (Thanks :)
    TEKKEN 3 [Sony Playstation and Arcade]
    version 1.5
    By John Culbert <tigeraid@geocities.com> <tigeraid@fighters.net>
    May 1998
    This FAQ and all my others can be accessed at the following sites:
    http://www.geocities.com/SiliconValley/Heights/1910 (my page)
    Wanna talk? You can contact me on IRC (Internet Relay Chat) as tigeraid, on
    channels #capcom, #fighters.net, #vfhome, #tkn, #cars and #musclecars :)
    Version 1.5- Just a little update, added vs. section against opponent's I
    have played often.
    I'm getting sick of the bullshit going around with others stealing FAQ
    writer's hard work without permission or credit. A certain unmentionable
    gaming mag stole MSH stuff from me a while ago (*ahem*EGM*cough*hack), and
    on-line people who don't want to put effort into doing this stuff also
    copied from me (this means you, Davis!!) So here it is:
    All work and information contained within this document Copyright 1998
    John Culbert <tigeraid@geocities.com><tigeraid@fighters.net> unless otherwise
     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. Any information used from this document, quoted or no,
     should have this author's name somewhere clearly as acknowledgement. Feel
     free to distribute between others, but this FAQ is not to be used for
     profitable/promotional purposes; this includes being used by publishers of
     magazines, guides, books, etc. or being incorporated into magazines, etc. in
     ANY way.
     This document was created by John Culbert <tigeraid@geocities.com>
     <tigeraid@fighters.net>. Give credit where it is due.
    Tekken 3 and all characters are (c) Namco.
    NOTE: this may look a lot like someone elses, and that's because I based it
    on Kao Megura's well-put copyright. NOTICE that I just gave him credit ;).
    Well, sad but true, Tekken 3 finally made it up here to North Bay in the
    arcade. Interestingly enough however, it showed up a week before the game
    arrived for Playstation :). Thus, I got a little bit of practice on the
    arcade version, and since then have been playing the PS version a lot.
    Anywho, it may be just from my boredom, but I find Tekken 3 a refreshing play
    from the fighting game fare as of late, i.e. shit like MvSF (though I find
    this somewhat playable), MvC, etc... VF3 was good but JUST as it was leaving
    our arcade, I started to get bored of it, thus I don't miss it much. Bloody
    Roar still gives me some fun however... but I'm babbling. Tekken 3 is a great
    sequel to Tekken 2, and I'm happy to see the advent of the Side Step to make
    it more of a 3D game, adding much more depth. The character designs are
    beautiful and the BGM is AWESOME (especially the PS remixed version). There
    are still a huge variety of characters counting the time-release and secret
    ones, and not many of these are direct copies of the regulars now, so it is
    TRUE variety. Though there is definetely still tiers, with fighters like Nina
    and Paul at the top, I find the game fairly balanced, enough to be well worth
    I'm glad to see that Bruce's legacy is ALMOST faithfully carried over in
    Tekken 3. Bryan Fury, character wise, is certainly much cooler than Bruce,
    however he lacks some of the things I really liked about Irvin (eg. Knee
    Combos, his Crouch Dash multi-throw). Still, Bryan is an extremely powerful
    character used in the right hands, and has many advantages (see below). Since
    the only Bryan "FAQs" on the net are in fact only moves lists (there is one
    other half-decent guide, but it's small), I figure I'd whip a guide up for
    this sometimes underestimated character.
    Name: Bryan Fury
    Catch copy: Snake-eye
    Nationality: American
    Fighting style: Muay Thai
    Age: 29
    Height: 186cm
    Weight: 80kg
    Job: Collecting brain data
    Hobby: Collecting Lighters
    Likes: Being Alone, Haircuts
    Hates: Sunshine
    Brian Fury, a former International policeman, was killed during a gun-fight
    in Hong-Kong. Instead of going to a coffin however, his body was taken by
    Dr. Abel, an 87-year old rival of Dr. Bosconovitch. Dr. Abel was about to
    finish the creation of his invention, "Replicant Troopers", but was missing
    a key component possessed by Bosconovitch. Thus, he re-animated Bryan and
    sent him to retrieve this part from Dr. Abel's rival. Bryan Fury is also a
    fierce rival of Lei WuLong.
    (1) Bryan performs two spin kicks and assumes a Muay Thai stance 
    (2) Bryan throws two jabs and a spin kick
    (3) Bryan performs a full Bruce Rush
    (4) Bryan leans back, performs his cool laugh, then beckons his opponent
    - good ability to mix up attack levels
    - GREAT single-hit power moves (eg. f,f+2, f,f+3, etc...)  
    - GREAT juggle combos
    - good crouch-dashing attacks that lead to big damage
    - SUPERIOR ability with Side Stepping attacks (eg. SS+1~2 !!! :)
    - he's got a kick-ass laugh
    - neat ending too :)
    - possesses only one truly effective low attack (d/f+3)
    - works best only at close range, lacking any really good long-range moves
    - compared to others, relatively low Throw ability (I _WISH_ they had given
      him at LEAST one more frontal Throw)
    - No good, long strings (IMO not THAT big a disadvantage)
    - SERIOUSLY has problems against opponents who change axis and Side Step a
      lot (not many good tracking attacks)
       JOYSTICK      ______________Left Punch (1)
                    |  ____________Right Punch (2)
       U/B U U/F    | |
          \|/       | |
        B--N--F     | |
          /|\       O O
       D/B D D/F    O O
                    | |
                    | |
                    | |
                    | |
                    | |
                    | ------------Right Kick (4)
                     -------------Left Kick (3)
    (Note: the graphical legend applies to default arcade settings; the PS will
     of course have a different layout, and can be set up in many different ways)
     b     = back (on joystick or d-pad)
     f     = forward (on joystick or d-pad)
     d     = down (on joystick or d-pad)
     u     = up (on joystick or d-pad)
     B     = HOLD back (on joystick or d-pad)
     F     = HOLD forward (on joystick or d-pad)
     D     = HOLD down (on joystick or d-pad)
     U     = HOLD up (on joystick or d-pad)
     /     = denotes diagonal (eg. d/f = down/forward, D/F = HOLD down/forward)
     +     = enter commands simultainiously
     RUN   = can only be done in a run (f, hold f) 
     H     = HIGH level attack
     M     = MID level attack
     L     = LOW level attack
     HT    = high THROW attack
     LT    = Low THROW attack
     BT    = Back THROW attack
     LS    = Left Side (Side Step to opponent's left)
     RS    = Right Side (Side Step to opponent's right)
     CH    = Counterhit (see below)
     FC    = From Crouching
     SS    = SideStep
     WS    = While Standing (return joystick to N from a crouch)
     JG    = move will float the opponent for a juggle
     DS    = Double-Over Stun
     CS    = Crumple Stun
     KS    = Drop-Knee Stun
     GS    = Guard Stun
     TS    = Turn Stun
     OS    = if unblocked, will turn opponent's side to you
    NOTE: for MUCH more in-depth explanations of these, refer to Ben Cureton's
    Tekken 3 Manual: ACT 1.
    -Low Sweep: 3
    -Rising Roundhouse: 4
    -Roll Forward: hold F (Note: after the Roll you can do the Sweep or
    -Roll Away: hold B (Note: after the Roll you can do the Sweep or Roundhouse)
    -Roll Aside (onto stomach): 1 (Note: You can then do any Recovery Move while
                                         on your stomach)
    -Roll Forward/Cross-chop: hold F+1+2
    -Roll Backward/Cross-chop: hold B+1+2
    Thanks to tragic <tragic@tekken.net> for this information.
    A tech roll, also known as a Quick Rise, is a move which breaks your fall
    and rolls you to the side immediately after being knocked down. A tech
    roll can only be performed if you are knocked down and you land on your back.
    Landing any other way (on your head, side, face, knees...) will strip you of
    the ability to tech roll. To perform a tech roll, you must press any button
    within 3 frames of hitting the ground. By pressing either punch (1 or 2), your
    character will land and roll towards the background. By pressing either kick
    button (3 or 4), the character will land and roll towards the foreground.
    There are a few other special tech roll options. If your character is thrown
    by Jin's Stonehead, Law's Knee Lift, King's Giant Swing, Kuma & Panda's
    Stonehead, Gun Jack's Lift Up-Megaton Hit, and Heihachi's Stonehead, you can
    tech roll as you hit the ground.
    These are Special Moves that cannot be blocked, only avoided. They are
    usually EXTREMELY powerful but mostly slow, so they should be used sparingly
    and tactfully. You can usually tell when an Unblockable has been initiated by
    some form of sparks or flashes coming from the character. Bryan possesses
    two Unblockables, the Meteor Smash and the Gravity Blow.
    These are unblockable moves that can do good damage and are spectacular to
    see performed. They must be done fairly close. In addition, each character
    can also perform Throws from either side and back as well. NOTE: for those
    who may not know, one of the easiest ways to pull off a Throw is to hold one
    of the buttons (if it requires two) then hit the second while still holding
    the first when you want to Throw.
    Unlike Tekken 2, all Throws (with a few exceptions) can be broken out of,
    however these escapes vary as far as commands go. To escape a 1+3 Throw hit
    1, and to escape a 2+4 Throw, hit 2. Escapes vary for Special Throws (see
    moves list).
    To Dash forward, tap f twice. To run forward tap f,F (only from over a half
    creen distance away). To Dash Back do the same in the opposite direction
    (except you can't run backwards, only quickly step back.) 
    Many different things can be done when dashing forward; Each character has a 
    specific set of Running Moves at this time. As well, if the opponent is on
    the ground, you can quickly dash over to them and step on them. Depending
    on where you are, where they are and the position of your character's feet,
    you will step on different parts of their body, even their groin! If the
    opponent is moving as you Dash into them from a long distance, you will do
    a shoulder slam for 30 pts. of damage (37 as a major counterhit). This is
    the most powerful of the normal Running moves. If you dash at them from a
    distance and they do nothing, you will tackle them to the ground. Before you
    get up you can perform a variety of attacks (see moves list).
    A new character movement that is now fully incorporated into Tekken 3, a
    Side Step allows your character to step to either side of their
    opponent, and in some cases attack directly from the SS. To Side Step into
    the screen, briefly tap u, and to Side Step away from the screen, tap d
    briefly (on the PS buttons can be assigned for Side Stepping). Side Stepping
    is an excellent defensive move and can confuse the opponent. It is best done
    relatively close, so the enemy is vulnarable to a Side Throw or sometimes
    juggle combo. Every character can also Side Stepwith their back turned.
    This is done in the same fashion as a normal Side Step. The back-turned
    Side Step is quick and doesn't cover as much distance as a normal Side Step.
    It will also turn your character back around to face your opponent, except
    Ling who remains standing with her back turned. Side Stepping is
    particularily importawnt to Bryan, who posesses many quick SS attacks.
    Each character has two regular Pounces: u+2 and U+2. The first one is a
    quick but weak attack where the fighter only hops slightly then punches.
    This one should be used more often, especially after knocking them down with
    a simple attack. The second Pounce is a higher jump followed by a more
    damaging punch, but since the character jumps much higher, it is slower and
    allows more time for the enemy to recover. In addition to these two, there 
    are many other ways to hit a fallen opponent, see moves analysis for more
    In Tekken 3 there are two forms of blocking; high and low (or crouching).
    There are three basic attack ranges; High, Mid, and Low. A High attack that
    is blockable must be blocked while standing (simply by holding back), but can
    also be ducked. A Mid range attack can only be blocked high PERIOD, and
    cannot be ducked at all. And a Low range attack must be blocked low (by
    holding D/B.) Blocking a normal attack will produce a grey flash.
    If someone attacks you and you hit them with an attack first, what results is 
    a counterhit. It can result in more damage and a more dramatic hit, a series
    of attacks becoming an unblockable combo when it shouldn't be, or something
    of the like. Certain moves like Bryan's SS+1~2 are made for this. When this
    connects while the opponent is attacking, the opponent will be stunned and
    allow a follow-up attack. Oviously, these counterhits must be used by a
    player to play effectively, ESPECIALLY with Bryan; they increase the move's
    power by 50%.
    Minor Counterhit: this is attacking the opponent when they are recover from
    an attack. This is often done after block an attack. This results in a 25%
    damage increase.
    A form of dizzies. Some moves cause the reciever to be momentarily stunned,
    sometimes when blocked, ready for a follow-up attack. There are different
    types of stuns (thanks to tragic <tragic@tekken.net> for these definitions:
    -double-over stunned (DS): opponent grabs his/her stomach and slowly falls to
    the ground. During this time, opponents can be thrown, you are guaranteed at
    least one quick strike, and quick combos can be initiated. Double-over stuns
    are probably the deadliest of all stuns. Certain double-over stuns can be
    escaped by holding forward on the joystick as soon as you are stunned.
    Bryan's SS+1~2 is one such attack.
    -crumple stun (CS): a faster version of a double-over stun. When characters
    are hit with a crumple stun they will immediately fall to the ground. Even
    though characters fall to the ground, some combos can be initiated from a
    crumple stun.
    -drop-knee stun (KS): happens when your opponent fails to guard a drop stun
    move correctly. If they are hit with a drop-knee stun maneuver while guarding
    the incorrect way, they will be forced down to their knee. This gives the
    stunning character a small advantage. Characters caught guarding the incorrect
    way against a drop-knee stun will recover crouching (RC).
    -guard stun (GS): any move which strips your opponents ability to guard for
    a short period of time. Any character hit with a guard stun will be unable to
    control their character, thus giving the character initiating the guard stun a
    small advantage.
    -turn stun (TS): is any move which knocks your opponents position out of
    alignment. These stuns have basically the same property as a guard stun, with
    the added ability to force your opponent to turn slightly away from you.
    -Stagger: another style move which renders your opponent helpless for a
    short period of time, except they do have an option. A stagger knocks your
    opponent backwards, giving you a short advantage time. If you are staggered
    you can hold down and your character will fall to the ground. This is very
    useful for avoiding guaranteed stagger follow-ups.
    Floating refers to knocking the opponent into the air, where they can be
    juggled with more attacks until they fall. For example, Bryan can float the
    opponent with WS+1, and follow with a quick juggle. See combos for more info.
    These are defensive moves that grab the opponent's attacking limb and counter
    them. For example, if you throw a punch at Jin Kazama and he hits b+1+3
    before your attack reaches him, he will grab your fist, drag you to the
    ground and punch you. Bryan does not possess a reversal. See tragic's Tekken
    3 Manual: ACT 1 for more information.
    These are defensive moves that knock an opponent's incoming attack away,
    leaving them vulnerable for a brief moment. Byran can parry Low attacks
    only, by hitting d+1+3 or 2+4. A Low Parry against a low punch will give a
    14 frame advantage, and a 26-frame advantage in recovery against a Low kick.
    NOTE: this Low Parry can also parry rising Sweeps and Lightning Kicks :).
    See tragic's Tekken 3 Manual: ACT 1 for more information.
    Thanks to tragic <tragic@tekken.net> for this information.
    If you know that your opponent is going to reverse one of your attacks, you
    can use an attack-reversal reversal, also known as a "chicken". To perform a
    chicken, you must be aware of the limb you are using to attack. If you attack
    with a left limb (left punch, left kick, or most moves in which a left limb is
    being used to attack) you must chicken with f+1+3. If you attack with a right
    limb (right punch, right kick, or most moves in which a right limb is being
    used to attack) you must chicken with f+2+4. To explain it better, here is a
    scenario: Nina performed her Bad Habit (f,f+3), and Jin reverses (b+2+4), Nina
    must chicken with f+1+3 because the Bad Habit is a left kick. It is probably
    near impossible to perform chickens on reaction, so it is best just to perform
    them immediately after you perform any move you think might be reversed. Law's
    and King's reversal cannot be chickened. See tragic's Tekken 3 Manual: ACT 1
    for more information.
    An importawnt part of Bryan's technique, a Crouch Dash causes your character
    to crouch and lunge forward a little, then rise back up. To perform a Crouch
    Dash with Bryan, roll QCT (d,d/f,f). From here he can performa variety of
    moves. NOTE: some may call this style of Crouch Dash a "Rolling Dash"
    because of its motion, since other Crouch Dashes are done f,N,d,d/f.
    Essentially a backwards Crouch Dash done by rolling QCB (d,d/b,b). this move
    is posessed only by Bryan, Paul and Nina. Bryan can perform certain moves
    after the Sway.
    Note: damage in parenthesis indicates damage done when holding forward.
         " _ " indicates that either command can be used.
    Throw Name            Command             Position   Damage     Escape
    Snap DDT:             1+3                 throw      30         1
    Reverse Belly Suplex: 2+4                 throw      30         2
    Chains Of Misery:     FC,d/f,d,d/f+1+2    throw      10,8,27    1+2
    Sidearm Slam:         [1+3 or 2+4]        ls-throw   40         1
    Knee Blast:           [1+3 or 2+4]        rs-throw   40         2
    Neck Throw:           [1+3 or 2+4]        b-throw    60         -
    Move Name              Command            Lev.    Damage             NOTES
    Jab-Straight:           1,2                hh      6,8
    Bruce Rush:             1,2,1,2            hhmm    6,8,11,14(8,8,11,14)
    Rush-Low Kick:          1,2,1,4            hhml    6,8,11,12
    Jab-Straight-Low Kick:  1,2,3              hhl     6,8,15
    Hammer Driver:          FC_b+_d+_1+2       mm      14,21              KS
    Punch-Double Spin Kick: 1~4,3              hhm     6,15,17
    Running Blind:          1~4,3,3            hhmh    6,15,17,16
    Dashing Changeup:       1~4,2,4            hhhm    6,15,21,26         GS
    Lair's Dance:           1~4,2,1,2          hhhhh   6,15,21,21,21      
    Dance Of Doom:          1~4,2,1,4          hhhhm   6,15,21,21,26      GS
    Double Spin Kick:       3,3                mh      16,16
    Bruce Special-Elbow:    3,2,1,2            mmmm    18,11,10,14
    Bruce Special-Low Kick: 3,2,1,4            mmml    18,11,10,12
    Triple Roundhouse:      f+4,3,4            hmh     18,14,18
    Mach Breaker:           f,f+2              h       30
    Dashing Slicer:         f,f+3              m       36
    Slice Elbow:            f+1+2              h       26
    Slash Kick:             f,f,f+3            m       36                 GS
    Back Knuckle:           b+2                h       21                 DS
    Double Back Knuckle:    b+2,1              hh      21,21              DS
    Hands Of Doom:          b+2,1,2            hhh     21,21,21           
    Rush Of Doom:           b+2,1,4            hhm     21,21,26           GS
    Backfist-Side Stunner:  b+2,4              hm      21,26              GS
    Front Kick:             b+3                h       20
    Front Kick-Rush Elbow:  b+3,2,1,2          hhmm    20,12,11,14
    Front Kick-Rush L.Kick: b+3,2,1,4          hhml    20,12,11,12
    Front Kick-Knee:        b+3,4              hm      20,12
    Spinning Heel Kick:     b,b+4              h       25
    Low Instep:             d+3+4              l       15
    Left Body Blow:         d/f+1              m       10
    Right Body Blow:        d/f+2              m       16
    Double Body Blow:       D/F+1,2            mm      10,16              GS
    Vulcan Body Blow:       D/F+1,1,1,1,2      mmmm    10,15,12,11,16     GS
    Rolling Driver:         [u_u/f]+3          m       25
    Orbital Heel Kick:      [u_u/f]+4          m       21
    Snake Edge:             d/f+3              L       17                 JG
    Power Axe:              d/f+4              m       26                 GS
    Sway-Slash Elbow:       QCB,N+2            h       21                 JG
    Left Uppercut:          WS+1               m       18                 JG
    Right Uppercut:         WS+2               m       18
    Fisherman's Slam:       WS+2[f_b]+2        m       18,21              
    Power Knee:             WS+3               m       22                 DS
    Double Power Knee:      WS+3,4             mm      22,16
    Short Uppercut:         WS+1+2             m       12
    Rising Kick:            WS+3+4             h       28
    Headhunter:             SS+1               h       33
    Cheap Trick:            SS+1~2             m       28                 DS
    Shell Shock:            SS+2               h       26
    Taunt:                  1+3+4             n/a      0
    Low Parry:              [d_d/b]+[1+3_2+4] n/a      n/a
    Gravity Blow:           f+1+4             unb      21
    Meteor Smash:           b+1+4             unb      60
    Thanks to tragic <tragic@tekken.net> for the string flowchart format.
    @ - indicates points in which the opponent can block.
    Note: moves that branch out from the top or bottom indicate variations in the
              ::Command Flowchart::                          ::Statistics::
     _______________________________________        _____________________________
    |_1_|_2_|_3_|_4_|_5_|_6_|_7_|_8_|_9_|_10|      |_1|_2|_3|_4|_5|_6|_7|_8|_9|10|
                                |   |
                                @ 4 |          Lev:                       m
                                |___|          Dam:                       7
     _________________________|_____________   -----------------------------------
    |   |   |   |   |   |   |   |   |   |   |
    |b+3@ 4 @ 1 | 2 | 1 | 4 @ 2 | 1 | 4 | 2 |  Lev:  h  m  m  m  h  h  h  h  m  h
    |___|___|___|___|___|___|___|___|___|___|  Dam:  8  6  6  6  6  6  6  7  8 25
                             _|_____           -----------------------------------
                            |   |   |
                            @ 3 @ 3 |          Lev:                    m  h
                            |___|___|          Dam:                    7 10
     _______________________________________        _____________________________
    |_1_|_2_|_3_|_4_|_5_|_6_|_7_|_8_|_9_|_10|      |_1|_2|_3|_4|_5|_6|_7|_8|_9|10|
    -Jab Punch-
    (Bryan throws a quick left jab to the opponent's face)
    An effective and quick attack that cannot easily be countered. Its main use
    is to basically pester the opponent until he leaves himself open without even
    realizing it. This should be mixed up with the Low Jab (crouching 1), both
    Body Blows (d/f+1 or d/f+2), etc... to keep the opponent on their toes, and 
    eventually they'll block at the wrong level and get nailed. For example, if 
    you come at them with the Jab Punch a few times, they will either block high, 
    or crouch. If they block high persistantly, quickly switch to a low hitting 
    attack (i.e. Low Jab, Roundhouse Sweep (crouching 3), etc...), and if they 
    crouch immediately switch to a mid level attack; for example, the Double Body
    Blow, or any of his mid-attack-starting string combinations. The Jab Punch
    can continue into various combinations as well. Another important use for
    the single Jab Punch is to interrupt a LOT of attacks from the opponent,
    often it is best used in this defense as it is a low risk quick counter.
    See Tactics for more info.
    -Right Straight-
    (Bryan throws a right straight punch to the opponent's face)
    Basically a slower, more powerful version of the Left Jab. This has greater
    range than the Jab, but has the disadvantage that it cannot be chained into
    any other attacks. It is also easier to see coming, and can be countered if
    blocked or ducked with ease. In addition it can be reversed easily, so all in
    all it's pretty much useless unless after a connected Jab for the
    Jab-Straight (1,2).
    (Bryan spins around and brings his left heel into the enemy's side)
    The most powerful of your single kicks, this looks pretty cool when it
    connects and will usually knock down. Its range is fairly good, so if you
    like keeping it simple this is a good counterhit. Don't just pull it out of
    nowhere however, because its speed coming out is slow enough that the enemy
    can quickly block and counter. Basically you should just be making sure this
    always connects. This will also chain into a variety of combinations.
    -High Instep Kick-
    (Bryan brings his leg up from the side, connecting against the side of the 
     enemy's head with the instep of his right foot)
    The weaker of the two standing kicks, its recovery is slightly better than
    the left kick, but it cannot be continued into a combo with the exception of
    the Triple Roundhouse. 
    -Low Jab-
    (Bryan throws a quick left jab from a crouch, connecting with his foe's shin
    A weak but nonetheless effective attack. This should be mixed up with the
    standing 1 and various mid level attacks. If the opponent has a tendancy to
    block this low, pull out a Left Uppercut after a few low punches and that
    may surprise them. Like the standing Jab this is also highly useful for
    interrupting a lot of offensive attacks, and from this position you can move
    into one of Bryan's excellent WS attacks (eg. Left uppercut, Fisherman's
    -Low Straight-
    (Bryan throws a right straight punch from a crouch, connecting with his foe's
     shin area)
    A more powerful and longer reaching version of the Low Jab, this should be
    one of your least-used attacks. It's slow enough to see coming most of the
    time, rendering it useless as a pestering attack. It cannot be chained into
    anything, and it is much better to counter a ducked high attack with a Rising
    Uppercut or Fisherman's Slam and a juggle. Basically, it's useless.
    (Bryan spins on one bent leg and comes back around to sweep the enemy's feet
     with his heel)
    One of the best moves in Bryan's arsenal, its damage isn't all that good, but
    is essential to connecting with an attack on a downed enemy. Whenever the 
    opponent is lying down this should be your main attack, and it can also be
    used if you anticipate a high attack, as you will immediately go into a
    crouch to perform it. Again, don't bring this out just anywhere, because it
    comes out fairly slow and if blocked it can be quickly countered.
    -Shin Kick-
    (Bryan throws an outward kick from a crouch to hit the enemy in the shins)
    Basically used in the same fashion as the Sweep, it comes out and recovers
    faster, but has less range and is weaker.
    -Snap DDT-
    (Bryan grabs the opponent in a front headlock and snaps them back quickly,
     dropping them on their head)
    -Reverse Belly Suplex-
    (Brian grabs the opponent by the arms and draws them close, then spins around
     and flips them over his head into their back)
    Both great-looking slams, but they are easily escaped by a single button
    press. They both do a decent 30 pts. of damage. Mixing up between the two is
    your best option, as these are his only, truly, instant standing Throws from
    the front. The Reverse Belly Suplex usually allows a crouching 3 to connect,
    if the opponent is even a little bit slow. This is also possible after the
    DDT, but less likely. The Belly Suplex is also the better of the two for
    setting up Okizeme, but again both will work to an extent.
    -Chains Of Misery-
    (Brian grabs the opponent and, with a cackle, performs a knock-away uppercut
     combo on the opponent)
    Sometimes a Low Pounce (u+P) will connect afterwards. This does a good deal
    of damage, but has one of the most difficult motions in the game. PERSONALLY,
    I don't use it that often but, when I do, I tend to roll from D to d/f to d
    and back to d/f very quickly ala a Super DP motion from the SF series; I get
    it about 85% now. The only truly good use for this Throw is after a crouch
    dash, since it can be combined with one to counter missed High attacks.
    However, even though I LOVE Throws, the Fisherman's Slam or Left Uppercut
    are both better choices here. This can set up some decent Okizeme with the
    Snake Edge, among other things.
    -Sidearm Slam-
    (Bryan grabs the opponent around the waist and holds them at his side with
     their back down, twirls, and drops them to the ground)
    -Knee Blast-
    (Bryan grabs the opponent and knees them in the head)
    Both GREAT looking Side Throws (esp. the Knee Blast ;). They both do good
    damage and should be utilized when you have Side Stepped close to the
    opponent. Oftentimes however the Cheap Trick can be more worth your while.
    -Neck Throw-
    (Bryan wraps his arm around the opponent's neck and tosses them over his
    Not the biggest damage on a Back Throw, like Yoshi's for instance. However,
    still good damage. Depending on the situation (and your mood?) you can use
    a juggle combo instead.
    (Bryan performs a Jab followed by a right straight punch)
    Despite its meager appearance and weak damage, the Double Punch is 
    nonetheless a VERY important move. This is because the recovery is 
    exceptional if blocked, making it a very safe technique for pestering. It
    can be chained into a Low Kick, or various punch combinations.
    Mixing the Double Punch techniques up with crouching Jabs, Double Body Blows,
    Bruce Specials and occasional Front Kick combos, as well as Crouch Dashing
    attacks, comprise Bryan's offensive strategy. Basically, if they block, chain
    into a Low Kick; if they duck it, chain into a mid-level attack. There's
    more to it than just that, of course. See Tactics for more info.
    -Bruce Rush-
    (Bryan performs a left jab into right straight followed by a mid-forearm shot
     and ends with a big swinging punch)
    Good damage on all the hits, the greatest asset of this attack is its ability
    to deal with crouchers and, if blocked, recover safely (often I find it best
    in this case to stop at the 3rd hit as the 4th is fairly easy to reverse or
    block and sometimes counter). Also good as a juggle. Be sure to mix this up
    with other different combinations, it can be ducked part-way through and
    countered BEFORE the mid attack comes out. See Tactics for more info.
    -Rush-Low Kick-
    (Bryan performs a left jab into right straight followed by a mid-forearm shot
     and ends with a quick shin kick)
    Also an excellent offensive move, basically if the opponent blocks the first
    punches the shin kick can catch them. Mix this in heavily with your offense.
    See Tactics for more info.
    -Jab-Straight-Low Kick-
    (Bryan performs a left jab into right straight followed by a quick shin kick)
    A great move to mix up with 1,2,1,4, because you can confuse the opponent as
    to what move will hit next; throw this out first to condition them into
    blocking low against the Low Kick, then whip out the Rush-Low Kick or Bruce
    Rush the next time--they'll duck expecting the Shin Kick and you'll nail them
    with the 3rd hit of the Rush. See Tactics for more info.
    -Hammer Driver-
    (Bryan hits quickly with a mid-punch followed by a fast overhead)
    Has a slight built-in evade, and can be done pressing b, d or from a
    crouching position. Good damage with both hits, an all-around good counter to
    slower high attacks. The most important factor is that the 2nd hit will
    induce a Drop-Knee Stun for a quick follow-up, and as a CH it will connect
    for a full Drop Stun! Altogether one of Bryan's best defensive attacks. See
    Tactics and Combos for more info.
    -Punch-Double Spin Kick-
    (Bryan performs a left jab followed by a high instep into a spin kick)
    -Running Blind-
    (Bryan performs a left jab followed by a high instep into a spin kick and
     finishes with another spin kick to knock away)
    IMO these are just for show, the enemy can reverse them with some
    anticipation and can often counter after ducking before the spin kick comes
    out. Good as juggles tho.
    -Dashing Changeup-
    (Bryan performs a left jab followed by a high instep into a right straight
     and finishes with a mid-level kick)
    -Lair's Dance-
    (Bryan performs a left jab followed by a high instep into a right straight
     followed by a another punch and finishes with a big hook punch)
    -Dance of Doom-
    (Bryan performs a left jab followed by a high instep into a right straight
     followed by a mid-forearm shot and finishes with a quick shin kick)
    These three techniques mix up the attack levels well, but again the first
    hits are high and, unlike the Jab-Straight, are a little slower and can often
    be countered before the rest of the combination comes out. However if they
    are slower, or they block the initial two hits, you can then mix it up
    depending on wether they duck or continue to block standing.
    -Double Spin Kick-
    (Bryan performs a quick mid-roundhouse and chains into a high spin kick)
    Even if the first hit connects, the second can be ducked. Altogether not
    much of an attack for general strategy, but works in juggling fairly well.
    -Bruce Special-Elbow-
    (Bryan performs a mid-roundhouse into a right straight followed by a
     mid-forearm shot and ends with a big swinging punch)
    -Bruce Special-Low Kick-
    (Bryan performs a mid-roundhouse into a right straight followed by a
     mid-forearm shot and ends with a quick shin kick)
    Basically the first hit of the Bruce Rush now changes to the standing 3. An
    excellent offensive attack, provided those with reversals do not anticipate
    the standing 3 first. Depending on whether they duck or not, vary your last
    hit; if they block high, chain into the quick shin kick. See Tactics for more
    -Triple Roundhouse-
    (Bryan performs a high instep kick into a spinning mid-roundhouse and ends
     with a high spin kick)
    GREAT damage and excellent in juggles, but apart from that not too useful.
    Easy to block, easy to duck, easy to counter, easy to reverse. 'Nuff said.
    -Mach Breaker-
    (Bryan dashes forward with a vicious straight punch to the head)
    EXTREMELY fast attack, and even the recovery isn't bad. However its real
    disadvantage is that it hits high, making it prime bait for a crouching
    counter. However, it does GOOD damage, especially on CH, thus it should be
    used in two occasions: a) when you notice a standing attack you can interrupt
    in time for a CH b) to counter blocked or missed attacks. It is also somewhat
    useful in juggles. If this connects it can set up a good running Okizeme.
    -Dashing Slicer-
    (Bryan lunges forward, spins on his axis, and comes back around with a 
     devastating backheel Mid-roundhouse)
    One of Bryan's most powerful single attacks, this totally smashes the 
    opponent, and as a major counterhit it will send the opponent rolling away
    across the screen! It doesn't come out very fast and telegraphs, and if
    blocked this will leave you open for an eternity, allowing a perfect
    counter for the opponent. The only real place you should be using it is
    as a counterhit from mid-distance, and DAMN, does it hurt! If this connects,
    run after the opponent for Okizeme.
    -Slice Elbow-
    (Bryan slides forward, spins around and brings his elbow across at head 
    I really STILL don't know about this move, even when Bruce had it. When Bryan
    spins he appears to change his axis, which MAY avoid some attacks, but all in
    all this is pretty useless because it can be ducked, easily blocked and
    countered, and isn't really fast. Use if you want as a counterhit from mid
    distance, but the Mach Breaker (f,f+2) or Dashing Slicer (f,f+3) is better,
    by far. One good thing about it is that it's unreversable.
    -Slash Kick-
    (Bryan dashes forward and performs a jump kick)
    Despite its appearance, this is a great pestering and setup technique. Try to
    use it from a distance constantly, especially after knocking them far away
    (see Okizeme section). This is because if it connects it does good damage, and the opponent will find it 
    difficult to hit it before it reaches them, and if it is blocked it'll stun,
    where you can follow up with a Crouch Dashing attack to suprise them if they
    try to throw a high attack as they come out of the stun. I find this sets up
    well for his Chains of Misery (FC,d/f,d,d/f+1+2). If this connects you can
    usually follow with a Low Pounce.
    -Back Knuckle-
    (Bryan spins around to connect with the back of his fist)
    -Double Back Knuckle-
    (Bryan spins around to connect with the back of his fist and follows through
     with the back of his other fist)
    -Hands of Doom-
    (Bryan spins around to connect with the back of his fist and follows through
     with the back of his other fist, then comes around AGAIN and connects with
     his Mach Breaker :)
    -Rush of Doom-
    (Bryan spins around to connect with the back of his fist and follows through
     with the back of his other fist then continues into a mid-level kick)
    -Backfist-Side Stunner-
    (Bryan spins around to connect with the back of his fist and follows through
     with a spinning mid-level kick)
    The Backfist combinations are used mainly as counterattacks, or against
    opponents who like to stand and block a lot, because the initial attacks hit
    high; if you find the opponent blocking, continue into the entire combination
    ending with the mid-level kick, for a small Guard Stun. If they duck
    sometimes the mid-level kick can connect, but it's not too quick. One of the
    more important features of these combinations is the fact that b+2 or b+2,1
    will induce a drop stun; the opponent will stagger and crumple to the ground
    slowly. This gives you more than enough time to connect with the canned Mach
    Breaker (b+2,1,2) or any other juicy follow-up (see Combos). 
    -Front Kick-
    (Bryan steps forward with a straight kick to the abdomen)
    -Front Kick-Rush Elbow-
    (Bryan performs a front kick and goes into a right straight followed by a
     mid-forearm shot and ends with a big swinging punch)
    -Front Kick-Rush Low Kick-
    (Bryan performs a front kick and goes into a right straight followed by a
     mid-forearm shot and ends with a quick shin kick)
    -Front Kick-Knee-
    (Bryan performs a front kick followed by a quick knee thrust to the torso)
    Essentially the same as the Bruce Specials, except that the Front Kick is
    a fair bit slower coming out, making it somewhat easier to counter.
    Alternately it seems the Front Kick has more range than his standing 3, but
    either way I generally find the Bruce Specials better. See tactics for more
    -Spinning Heel Kick-
    (Bryan flips forward with his foot downard onto the opponent's head)
    Knocks the opponent down and does decent damage, but can be ducked and
    recovers slowly, with Bryan landing on the ground. A decent attack to
    counter slower attacks, as it has a small backward evade built-in from its
    motion. The Mach Breaker is a better choice, but of course it will not hit
    crouching opponents, so in some cases this IS the better choice.
    -Low Instep-
    (Bryan steps forward and performs a quick low kick to the enemy's shin)
    Basically a pestering attack, it does little damage but allows you to hit
    low and hit quick without much fear of retaliation.
    -Left Body Blow-
    (Bryan throws a quick left punch to the enemy's stomach)
    -Right Body Blow-
    (Bryan throws a quick right punch to the enemy's stomach)
    -Double Body Blow-
    (Bryan throws a quick left punch to the enemy's stomach, followed by another)
    -Vulcan Body Blow-
    (Bryan throws a flurry of body blows to the enemy's torso)
    The Double Body Blow is one of Bryan's more important attacks IMO. While it
    does not float ala other d/f+1,2 combinations, it will induce a small Guard
    Stun if blocked, allowing a quick follow-up. This is IMO Bryan's best single
    way of dealing with crouching opponents. The Vulcan Body Blow rarely appears
    to connect with all hits, though the last hit will induce GS as well. If you
    vary the timing on the last hit you can sometimes nail the opponent on CH,
    or GS if they block longer. See Tactics for more info.
    -Rolling Driver-
    (Bryan hops into the air with a spinning kick)
    -Orbital Heel Kick-
    (Bryan hops into the air and performs a high backheel roundhouse)
    Personally I see no use for the Rolling Driver. However the Orbital Heel
    Kick will float, and is pretty good for taking out most low attacks. Choose
    between this and the Low Parry.
    -Snake Edge-
    (Bryan stoops low and spins around for a sweep to the enemy's legs, knocking
     them off their feet)
    VERY important attack, it does not come out fast compared to most other
    attacks, but it is really his only single Low attack. It will knock the enemy
    down easily for good damage, and is quite good at countering High attacks. In
    addition it has good range and, most importantly, it floats slightly
    allowing for a few select juggles. VERY important move for Bryan in both
    defense and offense. See Tactics for more info.
    -Power Axe-
    (Bryan performs a quick spinning side kick)
    Not his BEST mid-level attack, but pretty quick with decent recovery. An
    excellent attack after a Stun, especially after b+2 or b+2,1.
    -Sway-Slash Elbow-
    (Bryan performs a sway (backward crouch dash) then dashes forward with a big
     elbow, knocking the opponent into the air)
    An EXCELLENT attack against overly offensive opponents who tend to come in
    with a lot of varying strings; provided these strings don't end up following
    into a big long-range attack, the Sway-Slash Elbow will avoid and counter
    them for a BIG float.
    -Left Uppercut-
    (Bryan rises from a crouch to deliver a big left uppercut)
    Actually, this can be done FC, from a Crouch Dash or from standing by rolling
    a solid QCT. This will float the opponent sky high for a big combo, and is
    essential for doing damage with Bryan, as it is one of his two primary
    counters to High attacks. See tactics and combos for more info.
    -Right Uppercut-
    (Bryan rises from a crouch to deliver a big right uppercut)
    -Fisherman's Slam-
    (Bryan rises from a crouch to deliver a big right uppercut, but follows
     through by grabbing the opponent, cackling and slamming them into the
     ground over his head)
    The Fisherman's Slam, along with the Left Uppercut, are Bryan's two main ways
    to deal with High attacks, and is also his biggest damage maker. This does a
    great 31 pts. of damage by itself and the best part is, the opponent bounces
    pretty high after being slammed into the ground, allowing a juggle afterward!
    Note that the recovery on the single Right Uppercut is a little longer than
    the Left Uppercut and can often be countered with a Throw.
    -Power Knee-
    (Bryan rises from a crouch with a quick knee to the torso)
    -Double Power Knee-
    (Bryan rises from a crouch with a quick knee to the torso, and follows
     through with another knee)
    The first Power Knee will deliver a Drop Stun, allowing the second Knee to
    connect, or a quick follow-up of some sort. Note however that, IMO, if you're
    in a position to connect with this, you're in a position to connect with the
    Left Uppercut or Fisherman's Slam for more damage anyways.
    -Short Uppercut-
    (Bryan rises from a crouch to deliver a small, fast uppercut)
    Weak, but also fast coming out and in recovery. As 1TruKing pointed out, due
    to its great speed, it is an ideal juggle that will keep the opponent in the
    air, allowing more follow-up hits. See combos for more info.
    -Rising Kick-
    (Bryan rises from a crouch to deliver a spinning high kick)
    Pretty useless, comes out pretty fast but easy to counter if ducked.
    -Head Hunter-
    (Bryan quickly side steps and throws a big straight punch)
    Good damage off of this, but IMO the Cheap Trick is overall most useful (see
    -Cheap Trick-
    (Bryan quickly side steps, begins his straight punch, but fakes out and
     smacks them down with an overhead)
    An excellent attack all-around, really making up Bryan's main defense, and
    for confusion. Condition them into thinking the Head Hunter is coming, and
    when they duck perform the Cheap Trick to catch them with the second hit. To
    top it off, the second hit on CH will make a nice slow Drop stun for a big
    combo follow-up. The Cheap Trick will knock down when hitting normally. The
    Cheap Trick if blocked seems to be Throw counterable.
    -Shell Shock-
    (Bryan sidesteps quickly and throws an uppercut)
    Hits high, which really hurts it. Kinda useless when you have the other two
    SS attacks. The only advantage to this is that if it connects, it will turn
    the opponent so their side is to you, leaving them prime fodder for a Side
    (Bryan laughs and then leans forward, beckoning the opponent)
    An excellent humiliation move to get under the opponent's skin. One funny
    place to use it is after connecting with a Drop Stun. Of course, you will
    give up a valuable chance for a combo, so use it when you're sure you can
    afford it. Also excellent after knocking the opponent down and you don't
    think you need to use Okizeme.
    -Gravity Blow-
    (Bryan performs a big overhead blow)
    The second-fastest Unblockable in the game. This works in some select combos
    but, more than anything, it is excellent as an Okizeme technique. See Okizeme
    for more info.
    Meteor Smash-
    (Bryan hauls back and releases a big swinging punch)
    Much more damage than the Gravity Blow, but alternately its start-up is much
    slower. Again good in some select Okizeme.
    Brief Rundown:
    -Attack using a variety of mix-ups: Bruce Rush, Bruce Special, Front Kick
     combos, Jab-Straight combos and Double Body Blow.
    -Condition/Anticipate Low attack: Low Parry or Orbital Heel Kick
    -Condition/Anticipate High attack: Crouch Dash attack or d/f+3
    -Anticipate/Condition standing Guard: Throw or d/f+3
    -Anticipate/Condition crouch/crouching Guard: Double Body Blow, Bruce Special
    Bryan must rely on mixing up the attack levels, even more so than others, and
    NEEDS a balance of offense and defense to work well. Try as much as possible
    to stay within a few steps of the opponent, that is where you work best. The
    majority of Bryan's offensive strings can be varied in their first hit, i.e.
    come in first with Front Kick combinations (starting b+3), then mix it up by
    following next with a simple Bruce Rush, then next time start with a Bruce
    Special (starting with 3), etc... etc... Try VERY hard not to develop a
    pattern, especially against an opponent with a reversal, make it so they
    won't know what's coming. If the opponent tends to block a lot, mix up your
    various strings to prevent them from blocking at least one hit. For a basic
    example, perform a Bruce Special and finish with the shin kick (3,2,1,4).
    Maybe do it once or twice in the round, then next time you will have
    conditioned the opponent into expecting the shin kick; now, perform the Bruce
    Special with the swinging punch finish (3,2,1,2), which will catch the enemy
    when they go to block low. You can also mix up times at which specific
    attacks come out. You can perform a Bruce Rush and finish with the Shin Kick
    (1,2,1,4) mixed in with the normal Bruce Rush (1,2,1,2). Once they are
    conditioned with that attack, switch to the shorter Jab-Straight-Low Kick
    (1,2,3) to catch them at the third hit instead of the fourth. Also if you
    anticipate reversals after certain points, condition them into thinking a
    certain attack will come out that they will reverse, than throw a different
    one out, or don't throw one out at all THEN counter the whiffed reversal.
    See Vs. Strat for more info on dealing with specific characters, especially
    Following somewhat in the footsteps of VF3 FAQs, here is a sort of flow-chart
    setup for Bryan:
    -Jab-Straight (1,2)
         Opponent blocks          -> chain into Low Kick (1,2,3)
         Opponent blocks          -> stop immediately and Throw
         Opponent ducks           -> chain into full Bruce Rush (1,2,1,2)
         Opponent Sidesteps       -> chain into full Bruce Rush which may track
    -Bruce Special- (3,2,1,2)
         Opponent blocks          -> chain into Low Kick (3,2,1,4)
         Opponent blocks          -> stop immediately and Throw
         Opponent ducks           -> chain into full Bruce Special (3,2,1,2)
         Opponent Sidesteps       -> chain into full Bruce Special which may track
    -Front Kick Rush Elbow (b+3,2,1,2)
         Opponent blocks          -> chain into Low Kick (b+3,2,1,4)
         Opponent blocks          -> stop immediately and Throw
         Opponent ducks           -> chain into full Rush Elbow (b+3,2,1,2)
         Opponent Sidesteps       -> chain into full Bruce Special which may track
    In addition to these basic offensive tactics, you should also mix in the
    Double Body Blow heavily, as it comes out faster than any other of his
    mid-level attacks. The Low Instep is also an excellent single pecking attack,
    however again don't get monotonous with it.
    Other Possibilities: another offensive possibility that should NOT be used
    often is the Backfist combos (b+2, etc...). If the initial Backfist is
    blocked then yes, you can go through various attack level combinations. This
    will work, however bear in mind that the Backfist does hit HIGH and does
    not come out or recover all that fast. IF the opponent gets hit or blocks it,
    THEN you're all right. Just remember that this attack is available, and throw
    it in once in a while when the enemy won't expect it. The worst thing
    you can do with this is telegraph.
    In order to play effectively with Bryan, you must play REACTIONARY. This
    means being offensive and poking with the above strategies, but always being
    ready to anticipate/notice and counter the opponent's offense or attempted
    counter. Bryan has 4 major ways to do this. If you anticipate a High attack,
    perform a Crouch Dash and CH with the Left Uppercut or Fisherman's Slam for
    big damage. If the opponent rushes offensively quickly, BEST with High
    attacks, perform the Sway-Slash Elbow for a juggle combo. Against anticipated
    Low attacks (eg. you notice the opponent loves to perform Nina's Double Low
    Kick (d+4,4) ) then wait until you notice the second or even first attack,
    then tap d+1+3 or d+1+4 to knock it away (see *Using the Low Parry* below).
    The Low Parry is Bryan's main defense against Low attacks, and the Double
    Body Blow is probably his only other REALLY fast attack to interrupt most Low
    attacks. Against most offensive rushes or occasionally to confuse the enemy,
    use Bryan's Side Step along with his excellent SS attacks. This is especially
    true as a counter to a rush, because the Cheap Trick will Drop Stun on CH :).
    Note however that you should beware to know your opponent's strings, because
    fast, long strings can track you during the SS and nail you anyways.
    The final way to defend yourself is when you notice a STANDING attack coming
    at you (usually fairly slow, or if anticipated), and you can counter in time.
    The ideal way to do this of course is with the Mach Breaker :). Just beware
    that you KNOW the enemy is standing during the attack because it hits High.
    So obviously if the opponent is coming in offensively with a Crouch Dash,
    this will often miss. In the case of a Crouch Dashing opponent, the Bruce
    Special will often halt them if done early enough, and push them back to
    start your offensive rush. Against really slow attacks the enemy just
    neglectingly throws out, you can use the Mach Breaker, or if they are in a
    crouching position, use f,f+3. :) When you have blocked an attack by the
    opponent with some recovery time, counter with a Throw, Mach Breaker or
    Double Body Blow. See below for more complete options for defense.
    -If Opponent Comes in with High String:
            -Crouch and Throw (1+3 or 2+4)
            -Crouch Dash and Left Uppercut+juggle
            -Crouch Dash and Fisherman's Slam+juggle
            -Crouch Dash and Chains of Misery :)
            -1+2, follow-up stun
            -d/f+3, possible juggle
            -Sway-Slash Elbow+juggle
    -If Opponent Comes in with Anticipated High Attack:
            -Crouch and Throw (1+3 or 2+4)
            -Crouch Dash and Left Uppercut+juggle
            -Crouch Dash and Fisherman's Slam+juggle
            -Crouch Dash and Chains of Misery :)
            -1+2, follow-up stun
            -d/f+3, possible juggle
            -Sway-Slash Elbow+juggle
            -Cheap Trick
            -SS, Side Throw if close enough
    -If Anticipating Low Attack:
            -SS and counter (if a linear Low attack, eg. Law's Dragon Slide)
            -Low Parry (see below)
            -Double Body Blow (FAST)
            -Orbital Heel Kick
    -Opponent Comes in with indeterminate string (i.e. HMLMH, etc...)
            -Possibly Mach Breaker
            -Possibly SS
            -From a fair distance, f,f+3
            -attempt to snuff with Bruce Rush
            -CH with d/f+3
            -CH with b,b+4
    -If Anticipating Any slower standing attack:
            -Mach Breaker on CH
            -Slash Kick on slower moves
            -dash up, 1+3 or 2+4
    *From a Distance*
    From a distance Bryan really suffers, with his only real distance attack
    being the Dashing Slicer, which can be interrupted by a FAIRLY quick attack.
    The Slash Kick works as well, but is much slower and pretty easy to see
    coming. Basically if you are at a distance, try to edge your way back with
    Crouch Dashes and safe controlled dashes. If the opponent likes to come at
    you fool-heartedly, smack 'em back with the Mach Breaker :). (Just watch for
    dashing slides!)
    *Using the Low Parry*
    The Low Parry definetely works on the same principle as the reversal in TK3;
    you have to BAIT the opponent into throwing a low attack, or you must
    recognize a slower Low attack in time. Condition the opponent into it, and
    notice what combinations the opponent uses where. Obviously, if the opponent
    loves to use Lei's d/b+4,4 when up close (god knows why) then you'll know
    when it's coming and Parry it. A Low Parry against a low punch will give a
    14 frame advantage, and a 26-frame advantage in recovery against a Low kick.
    Thus, Parrying a Low Kick gives you a good deal of time to connect with
    something nasty. I recommend Left Uppercut+juggle, or a simple Double Body
    Blow. After Parrying a Low Punch, there is only a 14 frame advantage, so in
    this case I tend to stay with the Double Body Blow. The damage is quite good
    anyway. Throws can also connect after each of the parries but it is definetely
    not guarenteed. However when you parry a lot in your match, the opponent
    may simply hold back after you parry to block... since nothing is truly
    guarenteed in most cases, Throw 'em :). Again remember, it is ESSENTIAL to
    know your opponent, and know their moves to use the Low Parry effectively,
    or for that matter, to PLAY effectively.
    Until lately I have not been much into Okizeme, but after playing TK3 in the
    arcade for a while, I've come to rely somewhat on Okizeme to defeat a lot of
    human opponents (most notably, cka with Hwoarang), and it is truly a great
    way to do some damage and frustrate your opponent in the process. Firstly,
    let's look at the options an opponent has when they have fallen, and how to
    deal with them:
    Opponent Rolls Forward:
            *Notes: remember, the opponent is basically crouching in this case,
                    many high attacks will miss them completely.
    -Dashing Slicer (from a short distance, they may be able to rise and hit you
     before it comes out)
    -Snake Edge (usually no juggle possible, but keeps them on the ground)
    -Power Knee (quick, but weak of course, only works at close range)
    -Low Instep (quick, often guarenteed, pestering attack)
    -Spinning Heel Kick (as with Dashing Slicer, from a short distance; can
     follow with Rising Sweep after you land for further hits)
    -Gravity Blow or Meteor Smash (early :)
    Opponent Rolls Backward:
            *Notes: remember, the opponent is basically crouching in this case,
                    many high attacks will miss them completely.
    -Dashing Slicer (be sure to be in range, especially against opponents who
    can rise with a flying cross-chop to counter it when missed)
    -Run after them (from far distances, see below)
    -Snake Edge (again, be sure to be in range for it)
    Anticipate Opponent Rising w/Low Kick (with or without rolling):
    -Snake Edge (VERY early of course, or it will be interrupted)
    -Low Parry (obviously the best option, this will stop even LIGHTNING KICKS :)
    -Low Instep (quick, often guarenteed to interrupt the rising attack)
    -Orbital Heel Kick/Rolling Driver (NOTE: for some reason, hop kicking low
     attacks, at least for me, is MUCH more difficult than it is in VF3...
     perhaps I just can't get the timing down. Either way, the Low Parry all
     around is a better choice)
    Anticipate Opponent Rising w/Mid Kick (with or without rolling):
    -Snake Edge (VERY early or it will be interrupted)
    -Sway-Slash Elbow (timing is critical, but well worth it if it connects)
    -Low Instep (quick, often guarenteed to interrupt the rising attack)
    -dash back, Mach Breaker (again, timing critical or they will recover and
     duck the Breaker)
    -SS, Cheap Trick (not so early that the kick has time to track, and not so
     late that the kick connects first)
    Opponent Rolls to the Side:
    -Snake Edge (tracks somewhat, all-around best option)
    -Crouching 3
    From a Distance:
    -Run (will stomp opponent if still lying down (Even if they roll to the side)
     or interrupt them with the HIGH-priority Shoulder Block if they rise)
    -Run, stop short if possible, Low Parry (if anticipating Low attack)
    -Slash Kick (will stun if opponent stands and blocks, will take out rising
     attack often)
    -Dashing Slicer (if within range, of course)
    Of course, anticipation and QUICK reflexes play a big part in this. In
    general your best Okizeme attack that will often pay off well is the Snake
    Edge; it will usually track a Side-Rolling opponent, and will definetely hit
    rolling Forward opponents. It will also, if done early enough, interrupt most
    rising attacks. The one thing that will work against it is a Lightning Kick
    (again, because the Snake Edge is not THAT fast) or a Backward Roll. In the
    event that the opponent Rolls Backwards and avoids the Snake Edge, they can
    then dive forward with the Cross Chop (those who can do it, of course).
    Basically the name of the game is to pester the grounded opponent with quick
    attacks when they attempt to just get away from you, and punish rising
    attacks when you anticipate them. The attacks you should focus on in Okizeme
    are 1) MOST IMPORTANT, the Snake Edge, 2) Running moves (from a distance),
    3) Low Parry (against anticipated Low rising attacks, it will STOP A
    LIGHTNING KICK!! :), 4) Low Instep (pestering, excellent for keeping them
    down) 5) Dashing Slicer (from a shorter distance).
    The following attacks give you the possibility of a juggle:
    1. Left Uppercut (WS+1)
    2. Fisherman's Slam (WS+2,f_b+2)
    3. Orbital Heel Kick (u_u/f+4)
    4. Snake Edge (d/f+3)
    5. Sway-Slash Elbow (QCB,N+2)
    Left Uppercut:
    Pretty much your highest juggle starter, this is the move that will set up
    the big ones. It also has better recovery than the Fisherman's Slam,
    however it does less damage by itself.
    a) WS+1, 1,2, d+3
    b) WS+1, WS+3, 1, f,f+2
    c) WS+1, b+2,1,2
    d) WS+1, b+2,1,4
    e) WS+1, 1, b+2,1,2
    f) WS+1, 1, f,f+2
    g) WS+1, d/f+3
    h) WS+1, 1,4, f,f+2
    i) WS+1, 1, 1,2, f,f+2
    j) WS+1, 3,2,1, f,f+2
    k) WS+1, WS+1+2, 1, f,f+2
    l) WS+1, 1,2,1, d/f+3
    m) WS+1, 3,3
    n) WS+1, d/f+4
    o) WS+1, WS+1+2, d/f+1,2
    Fisherman's Slam:
    Great damage potential here, you can do great juggles but on top of that the
    Fisherman's Slam does 31 pts. damage by itself!! The opponent will hit the
    ground after the slam then bounce upward; the bounce varies, usually the lighter
    opponents bounce higher. Thus, if a combo you're trying isn't workin, try
    it on lighter or heaviers opponent, depending. For Example, combo "d", for
    some reason, is very difficult to time on light enemies like Ling, but very
    easy on Jin. IMO the Backfist combos are the best juggles to this one.
    a) WS+2,f_b+2, b+2,4
    b) WS+2,f_b+2, b+2,1,4
    c) WS+2,f_b+2, 1,2, d+3
    d) WS+2,f_b+2, d/f+1,2
    e) WS+2,f_b+2, 1,4, f,f+2
    f) WS+2,f_b+2, 1,4,3,3
    g) WS+2,f_b+2, f,f+2
    h) WS+2,f_b+2, f+4,3,4
    Orbital Heel Kick:
    Not an amazing juggler starter, but the Orbital Heel Kick will evade slower
    Low attacks for the float.
    a) u_u/f+4, 1,2, f,f+2
    b) u_u/f+4, 1, f+4,3,4
    c) u_u/f+4, f,f+2
    d) u_u/f+4, 1,2,1, f,f+2
    e) u_u/f+4, 2,2,2, f,f+2
    f) u_u/f+4, d/b+3, d/b+3
    g) u+u/f+4, d/f+3
    h) u_u/f+4, 2,2, d/f+2
    i) u_u/f+4, WS+3, 1, f,f+2
    Snake Edge:
    only BARELY floats the opponent, but often enough to connect a juggle. Quite
    useful due to the use of the Snake Edge to counter High attacks.
    a) d/f+3, WS+3, f,f+2
    b) d/f+3, d+1, WS+3,4
    c) d/f+3, WS+1+2, 1,2, f,f+2
    Sway Slash:
    Obviously a useful juggle starter, it floats on CH, but that is its primary
    use anyway, as a counterhit.
    a) QCB,N+2, d/f+3
    b) QCB,N+2, 1,2, 2, f,f+2
    c) QCB,N+2, d/f+1,2
    d) QCB,N+2, WS+1+2, f,f+2
    e) QCB,N+2, 1,2,1
    f) QCB,N+2, 1, 4
    The following attacks will Stun the opponent in some way:
    1.  Hammer Driver (FC_b+_d+_1+2)
    2.  Dashing Changeup (1~4,3,4)
    3.  Dance Of Doom (1~4,2,1,4)
    4.  Slash Kick (f,f,f+3)
    5.  Back Knuckle (b+2)
    6.  Double Back Knuckle (b+2,1)
    7.  Rush Of Doom (B+2,1,4)
    8.  Backfist-Side Stunner (B+2,4)
    9.  Double Body Blow (d/f+1,2)
    10. Vulcan Body Blow (d/f+1,1,1,1,2)
    11. Power Axe (d/f+4)
    12. Power Knee (WS+3)
    13. Shell Shock (SS+2)
    1.  FC_b+_d+_1+2, WS+1, 1, f,f+2
    2.  FC_b+_d+_1+2, WS+1, b+2,1,2 
    3.  FC_b+_d+_1+2, d/f+1,2
    4.  FC_b+_d+_1+2 (CH), d/f+3
    5.  blocked f,f,f+3, f,f+2
    6.  blocked f,f,f+3, b+3, etc...
    7.  blocked f,f,f+3, d/f+1,2
    8.  blocked f,f,f+3, dash+1+3 or 2+4 or FC,d/f,d,d/f+1+2
    9.  blocked f,f,f+3, SS+1~2 (if MC)
    10.  WS+3, b+2,1, b+2,1,4
    11. b+2, f,f+2
    12. b+2, f,f+3
    13. b+2, 1, f,f+2
    14. b+2, b+2,1,2
    15. b+2, b+2,1,4
    16. b+2,1 (CH), f+1+4
    17. b+2,1 (CH), f,f+2
    18. b+2,1 (CH), f,f+3
    19. b+2,1 (CH), 1, f,f+2
    20. b+2,1 (CH), b+2,1,4
    21. b+2,1 (CH), WS+1, 1, f,f+2
    22. b+2,1 (CH), d/f+1,2
    *Vs. Jin Kazama*
    Strong Moves:
    -White Heron Combos
    Of course, Jin has many other great strengths, but those two offensive moves
    and his reversals are what should directly concern you. When Jin goes
    offensive you will have to deal with a barrage of single punches, body blows
    and uppercuts, and of course, his White Heron Combos. But arguably his best
    offensive technique is the b,f+2 combinations. The last hit is interchangable
    from a Power Punch or an Uppercut, which will float for a juggle. To make
    matters worse, these hits are all delayable to trick you into countering,
    only to be hit by them. So what do you have against an offensive Jin? Your
    Sway-Slash Elbow and your Jackhammer should be two very used attacks on
    defense, because they will avoid High attacks altogether and can often
    counter mid-level moves too. Sidestepping works well too, but ALWAYS be weary
    of u/f+4,4,4,4 which tracks EVERYWHERE and WILL hit you in these cases, or
    be blocked if you're ready for it. In order to defeat Jin you should
    definetely try your best to be on offense, even with his reversals.
    CONSTANTLY mix things up between the Bruce Rush, Bruce Special, Body Blows,
    Snake Edge, Crouch Dash attacks and Sidestepping moves. Jin can reverse most
    of your attacks, so it's not as simple as throwing a certain attack out all
    the time in your pressuring--you HAVE to keep mixing it up. Be VERY
    unpredictable, throw in moves you wouldn't use all that often PERIOD (eg.
    Low Instep). Once you get him on the ground, go HIGHLY offensive with Okizeme
    to keep him there.
    THROW ESCAPES: most Jin players will mix up the Bitch Kicks, Shoulder Toss
    and especially the Stone Headbutt. The former two can be escaped with a
    simple 1 or 2, respectively. The Stone Headbutt is escaped with 1+2. Try to
    anticipate this--Jin will use the Stone Headbutt in places where its range is
    needed and you're blocking or otherwise leaving yourself open (eg. after he
    blocks your Dashing Slicer).
    *Vs. Ling Xiaoyu*
    Strong Moves:
    -Phoenix Stance attacks
    -Cartwheel and Sidesteps
    -Back Turned Attacks
    -Juggling ability
    Not much experience here, she's a FAST bitch. The one thing to remember is
    that she has a great move, the Phoenix Stance, which ducks her so low that
    she avoids ALL high attacks and MOST Mid-level attacks. From this position
    she can strike with a number of damaging attacks, so the most important thing
    to remember in this match is not to throw out attacks recklessly. She has
    the largest advantage too, in the fact that she can dance circles around you
    with Sidesteps and Cartwheels, and do NOT be fooled by attacks that leave
    her with her back to you--they set up for an array of back-turned moves. As
    I said, I have not had much experience here, additions?
    THROW ESCAPES: Ling is DEFINETELY not a Throwing character. Her two regular
    Throws will probably be used most often when the opportunity is provided to
    her. Her most-used Throw for those who play with Throws more often would of
    course be f+2~1, because it required 1+2 to escape.
    *Vs. King*
    Strong Moves:
    -Throws in general
    -Ultimate Tackle
    -Turning Elbow-Turning Punch
    Scrub Kings will try to Throw as often as possible; GOOD Kings will try to
    Throw as often as possible. The difference? Good Kings will make sure to do
    it in the right place. King has AMAZING Throws and they ARE his true
    strengths, however landing them takes timing and proper setup. A scrub King
    will simply try again and again to Throw, maybe mixing in an attack now and
    then. When fighting a good King, he will go offensive with single punches and
    overhead Elbows, and mix in the Ali Kicks HEAVILY, attempting to stun you or
    cause you to block in a way that he can Throw. The big advantage you have in
    this fight is the Low Parry, as it will stop anticipated Ali Kicks. Note that
    this doesn't mean they are useless, 'cause if you block one, he can switch to
    the Uppercut and hit you when you think you're gonna Parry a second Kick.
    Above all else, you have to interrupt as often as possible, counter as often
    as possible. Too many of King's attacks allow him to follow up a blocked
    attack or single swift move with a Throw, which always spells huge damage.
    When going offensive, you have to worry VERY much about mixing up your
    offensive strings, due to the fact that King possesses a WICKED set of kick
    reversals (thus, limiting your use of the Bruce Special and Front Kick
    combos), and of course more than usual you must be careful not to telegraph
    things like the Dashing Slicer and Power Axe. Thus, stick to your Bruce Rush
    and other various punch strings. Another good way to deal with King is using
    the Sidestep, due to the fact that he does not have a WHOLE lot he can track
    you with. The Sidestep attacks, most obviously the Cheap Trick, are probably
    your most used defensive moves to counter his offensive spurts.
    THROW ESCAPES: When not using his multi-throws, the Muscle Breaker (qcb+1+2)
    and Mine Sweeper (f,HCT+1), will probably be his two most used Throws. They
    are broken with 1+2 and 1, respectively. The big advantage King has here,
    obviously, is his huge variety of Throws, so often you have to rely on
    knowing your opponent's taste in Throws. Personally when playing King, I tend
    to overuse the Muscle Breaker, for example ;). Oh and BTW, beware those who
    can pull off the Tombstone Piledriver (d/b,f+2) consistantly, it does almost
    as much damage as the Mine Sweeper but comes out quicker if the motion is
    down pat. Escape with 2.
    Multi-Throw Escapes:
    *Vs. Paul Phoenix*
    Strong Moves:
    -Power Fist!
    -Good mix of Throws
    -Falling Leaf Combinations
    -Hammer Fist
    -Crouch Dash Techniques
    Paul of course is a difficult opponent, as he is for everyone. An offensive
    Paul will mix up the Falling Leaf Combinations with simple Punches, uppercuts
    and the Hammer Fist, altogether providing great pressure. One good defense is
    your Sidestep, with only the Falling Leaf sweep being able to track you well
    enough. The Sway-Slash Elbow, provided it's done EARLY, is also a good
    counter to these combinations (I say early because the last hits (eg. Elbow)
    have good range and can often interrupt the Elbow in time). In the event that
    you block the Power Fist, or Double Jump Kick, or Falling Leaf-Elbow, that
    is your opportunity to counter with a Throw or Mach Breaker. Also remember
    that, with anticipation, the Low Parry will take out the Falling Leaf sweep
    and open him up to a combination. When going offensive, you must deal with
    two major problems: reversals and the Crouch Dash. Paul can use either, so
    it is imperitive that you mix up the attack levels heavily, mixing in the
    Snake Edge, Bruce Rush and Bruce Special constantly so that, hopefully, you
    won't telegraph enough for him to Crouch Dash under you, or reverse an
    attack. If you see him start his unblockable, flatten the biker biatch with a
    Mach Breaker ;).
    THROW ESCAPES: Overall Paul's best Throw is his Knock-Away Shoulder
    (f,f+1+2), and any fairly slow recovering move he blocks from you, he will
    most likely counter with this due to its range, or the Double Jump Kick. The
    escape is 1+2. Other than that, his regular Shoulder Throw (1+3) provides the
    opportunity to hit you on the ground or set up Okizeme, so he will use that
    often as well. Escape with 1. Also beware the Ultimate Tackle, escape with
    *Vs. Forest Law*
    Strong Moves:
    -mid-level Punch combos (b+2,3,4, b+1,2,1)
    -Dragon's Tail
    -Low/High Parries
    The number one advantage Law has over you is speed. Not much mind you, as
    Bryan is one of the fastest as well. However when up close you have to pick
    and choose your moves carefully--he can out-prioritize you with his punches
    and parry many of your own. You're going to have to mix it up with single
    small attacks--constant use of your mid-level combos (b+2,1,2, 1,2,1,2,
    3,2,1,2 etc...) will result in many parries and counters. So, mix up d+3,
    d/f+3 and d+3+4, and especially the 1,2,1,4 and 1,2,3--don't give him the
    chance to anticipate an attack, because you can't chicken parries. Law also
    doesn't track sidestepping very well, which plays into Bryan's technique
    well :)--Mix in the Cheap Trick well too. NOTE: any advanced defense tactics
    against Law's okizeme would be greatly accepted here :).
    THROW ESCAPES: Law has a great mix of Throws. The most common will tend to
    be 1+3, since it does the good damage and sets up running okizeme. Also be
    ready to escape his Dragon Knee (f,f+3+4) as it has good range.
    *Vs. Hwoarang*
    Strong Moves:
    -good Throw variety
    -attack level mix
    Hwoarang is one of the more difficult opponents, provided the opponent is
    experienced enough. Your three greatest weapons are the Low Parry, Double
    Body Blow and the Mach Breaker. Hwo's low attacks tend to lead to good
    strings, and the d+4,4 is an excellent attack--if the first low attack
    connects, the juggle starter will connect. So always try and anticipate the
    first attack so it won't lead to a big juggle. Likewise, Hwoarang has many
    excellent attacks out of his Phoenix Stance and, more importantly, it
    allows him to sidestep an extra distance. Try very hard to prevent him from
    serious sidestepping around you--the Mach Breaker is quick enough to knock
    him out of the stance provided you see it fast enough. Other than that, I
    personally find the Double Body Blow an excellent attack up close to counter
    Hwo's kicks--they are fast enough to interrupt most of his attacks from this
    range. The Sway-Slash Elbow also works excellently against his reaching
    kicks. Another thing to watch for: Hwoarang's f,f+4, if it connects, leaves
    him at your back to follow-up. I find the best way to avoid the follow-up
    is to simply dash away, avoiding a Back Throw almost for sure, and most
    other attacks. If you block f,f+4, Hwo will have his back turned to you.
    I personally do NOT go for a Back Throw, because I usually get caught with
    Hwo's excellent turn-around kicks. Instead, I connect with the Double Body
    Blow or the Mach Breaker, if the opponent tends to stay standing.
    THROW ESCAPES: All of Hwo's Throws are devastating. f,f+2 is commonly used
    after Hwo blocks your attack, as it can buffer a dash. Also, Hwoarang's
    QCB+3 is his common Special Throw, so be ready for this.
    Firstly a big thanks to Ben Cureton <tragic@tekken.net> for a perfectly
    comprehensive Tekken Manual: ACT 1, moveslist, legend and conventions. Also
    thanks to AL-X <al-x@fighters.net> for his juggle combo FAQ, and Jason
    Jamieson <cka@fighters.net> for some good Hwoarang comp ;). Thanks also goes
    out to Rick Schroeder (DEvice) for a good Bryan Beginners FAQ, and
    phate_ems@hotmail.com for the first Bryan FAQ. Be sure to check out
    You can access this FAQ and many others at my homepage:
    You can e-mail me at:
    SF3 EX Alpha Code v5.0
    { A+(++vs.ARK)Al+CJ+Cr+G+(++SSF2)S++Se[I]Z++ }
    [ac-- ch@ cn c+ cc@ 2- g+ m+ n+:++ o@ os@ p r s+ sp-- st+ ta t+ tm-:+ th-
     tr-:+ v+]
    "I said it before and I'll say it again--democracy simply doesn't work!"
                                              -Kent Brockman, the Simpsons

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