[ Most Damaging Juggles ]
Juggles starting with a CH launcher will have damage listed for the juggle without launcher, followed by what the end result is off of the supercharger (1+2+3+4), which is also the minimum damage for the juggle. The juggle can do more if a more damaging move is interrupted (basically, if you can get the initial CH to do more than 120% of the standard damage).
Any juggle listed with multiple dash jabs (f,f~n+1) can be done with less of them at -3 damage per jab lessened by for an easier juggle. If only one is listed, it is usually required to make the juggle work.
Juggles may have special notes after their damage ratings. These are (*L), (*R), and (PB); (*L) and (*R) mean that the juggle is only reliable with a 1/3 to 2/3 step to either the left or right; (PB) applies to his f,b+2 launcher, and signifies that a point-blank launch is needed to hit the first hit of the juggle; even a little distance will cause it to whiff.
A juggle with Sssl or Sssr in their notations requires a very slight side-step left or right; this is a 1/4 to 1/2 sidestep, depending on the juggle, and cannot be omitted for reliability purposes unless the launcher initially impacts from (*L) or (*R), respectively.
Finally, there are two stunning moves that should be noted when discussing juggles. CH ss 1~2 can be followed by f,b+2 or iws+1 if not broken, and adds a minimum of 28 damage. CH ws+3 can be followed with f,b+2, b+1, u/f+4, iws+1, or iws+2 if not broken, and adds a minimum of 26 damage..
b+1 (21 dmg base)
f+3, d/b+2, f,f~d+3,2, f,f+2 = 75 dmg
u+4_u/f+4 (21_22 damage base; all juggles will use u/f+4)
f+3, d/b+2, f,f~d+3,2, f,f+2 = 76 dmg
ws+1 (18 dmg base)
b+3~f~ws+3,4, f,f+2 = 70 dmg
ws+2~f+2 (39 dmg base)
f+3, d+3,2, f,f+2 = 84 dmg
qcb,n+2 (21 dmg base)
d+3,2, 1, f,f~n+1,2, f,f+2 = 64 dmg
d/f+3 (22 dmg base)
u/f+3, d+3,2, f+1, ff+2 = 73 dmg
b+4 (18 dmg base) - launch only on OC
b+3~f~ws+3,4 f,f+2 = 70 dmg
f+1+2 (26 dmg base) - only reliable from slight SSL
d+3,2, f,f~d+3,2, f,f+2 = 74 dmg]
(b+2),1_b+2~f+1 (17 dmg base)
Sssl~u+3, d+3,2, f+1, f,f+2 = 68 dmg
U/F,n+3 (25 dmg base)
b+2,1~ssr~d/b+2, f,f~d+3,2, f,f+2 = 78 dmg
u/f,n+4 (25 dmg base)
b+3~f~ws+3, 1, f,f~n+1,2, f,f+2 = 75 dmg
f,b+2_CH (3),3,2 (17 dmg base, plus optional CH (3),3 dmg)
b+3~f~u~b+3~f~ws+3, f+1, f,f+2 = 71 dmg (PB)
f+1+2, f,f+1, 3,3,4 = 64 dmg
CH (1,2),1 (dmg variable, minimum 21)
SSR, d/b+2, d+3,2, f,f+2 = 42 dmg, supercharge total 63
CH b+2,1 (17 dmg base plus variable from CH b+2, minimum total 41)
f+3, d/b+2, f,f~d+3,2, ff+2 = 54 dmg, supercharge total 95
CH f+4 (dmg variable, minimum 19)
f,f~n+1, d+3,2, f+1, f,f+2 = 38 dmg, supercharge total 57
PLD B+4~3 (20 dmg base)
1, d/b+2, f+1, f,f~n+1, f,f+2 = 55 dmg (I think f,f~n+1 x2 is possible)
1, 3,3, f,f+2 = 54 dmg
GENERAL MOVES AND STRINGS
3+4
Everything about it is the EXACT same as his normal 3 EXCEPT: 1) it does 10 more damage 2) you cant start strings from it and 3) it knocks back. This is great for creating wall stuns.
The best use for this is to knock someone into a wall for a wall combo. This move is guaranteed after hitting with a taunt!
d/f+1, 2
A simple one two punch that walks you slightly forward as it hits. If the first hits the second is guaranteed. It's a solid poke if you dont abuse it.
This move is good to throw out once in a while to bring momentum away from
your opponent. Its sometimes nice to use after a forward dash if they duck.
D/F+1, 1, 1, 1, 2
This starts the same as the above but you can throw out several quick punches before the big finishing one. You can delay the input between all the 1's.
Great when your opponent is against the wall or when you see them dashing in for a power hit. Its delayable between every hit, which is, in my opinion, the best part of the move. Works good for get-up games, too - whiff the first one and delay the rest unti they stand up.
(FC_d_N)+1+2\
This move is awesome! It dodges jabs/throws (and often counterhits the jabber) and even some other types of short-range high hits. You can do it from a crouch or standing, too. I love this.
I use this all the time. Whenever I'm in close with someone and we're going back and forth with pokes, I'll throw this out if I anticipate a jab attack. It smacks them face down on counter hit. Its quite punishable if it whiffs though, to be fair. Used well, however, this move is a KILLER. Crush those jabs!
f+1+2
A little sidestep comes with this move which is nice. Its also fairly quick.
This gets ducked a lot if you dont set it up properly. Its good in some juggles though. If blocked, your opponent will have some guard stun. 1,4 or d+2 are both decent followups for this if you think someone is going to attack/duck. A note: you can also land 1,4 after a successful hit - it juggles! I rarely see anyone else do this, and you can pop em right into a wall.
2, 3
This is his right punch with a quick left kick afterwards. This is a true combo - if you land the punch you'll always land the kick.
This is a great new move. I use this is my bulldogging. Good for punishing whiffs. I notice that after a successful 2, 3, if your opponent tries to attack you can almost always land another 2, 3.
1, 2
The standard one two punch everyone has. Nice and quick and a main part of Bryan's offense. He has the following strings from it:
1, 2, 1
This is the MID ender. It gives you advantage if its blocked as far as I can tell, and definitely gives you advantage on a hit as well as slightly sideturning the opponent. The last 1 is delayable a little bit.
This is great. On a counter hit, it all goes through AS LONG AS YOU PRESS f+1 for the first hit. So, to be clear, f+1,2,1 is how to guarantee this on counter. The last 1 on counter, by itself, causes a nice stun you can juggle from.
1, 2, 3
This is the LOW ender. People tend to see it coming and I dont really use it much since if people block or low parry, you're stuck in a hard place.
I think doing 1,2 d/b+3 may be a quick way to do the same type of mixup. Either that or do 1,2 then d+3,2 to get tricky.
1, 2, 4
This is the HIGH ender. The last kick will send the opponent flying to the ground.
This will all go through on counter just like the 1,2,1, as long as you press f+1 for the first hit! If you know you've CH with the first punch, this may be better than 1,2,1 since it knocks down. This works pretty well in juggles, too.
1~4
This is a great move... very fast, and both will hit if you get the first. Use this whenever you need to counter or just plain poke em. Has more options.
I love this move. Its a main part of Bryan's game. Most people dont expect 1,4 then d/b+3.
1~4, 3, 3
A great followup for the first two quickies. Dont throw out that last 3 unless you know its gonna land or you're juggling, because most people will duck it.
I use 1~4,3 a lot, sometimes 2-3 times in a row very quickly. Throw in the last 3 once in a while, because opponents will be used to NOT seeing it and eat it on CH.
+
* * *
1~4 also leads into the following moves. If you want to do 1~4 into it, you dont need the initial b on the b+2. Now on with the show.
* * *
b+2, 1, 2 or b+2, 1, 4 (NOTE: You can use f+1 instead of 1 for a fake)
Yeah, I know every little variation has a different name but I'm not listing em. These are slow to start but you have a LOT of options out of this and it has really good damage as well.
OK, heres the in-depth on these babies:
These hits are delayable. Giddyup.
The first b+2 creates a stun on counter.
The 1 will create a stun regardless, as long as it hits.
You can hit up or down after the 1 to do a sidestep in the middle of this
combo. You can then hit the 2 or 4 to finish it! I tend not to do that,
instead going right into a grab. Most people are expecting hits and so
they wont react quick enough to break the throw. Works wonders.
Lately I've also been throwing in d/b+3 as a mixup.
Like I said, this move set is slow to start up but can turn the tide in your
favor. A lovely and simple little number is b+2, 1, then b+2, 1, 4. Mad damage.
b+1
Yeah baby! This move has a nice guard break property to it and juggles if it hits. Slam em!
I use this after a WS+3 on counter, or whenever I need some breathing space since it kills momentum. Great after sidestepping jabs, and since he leans back it seems to dodge certain highs. Overall, definitely one of the main parts of Bryans offense.
f+2, 1, 4
If one hits they all hit, period. After the last hit there is a delay while Bryan laughs. Be aware; dont whiff. This is nice to use when you're right next to someone on the ground. I start throwing it out, and thinking I've stupidly whiffed they begin to get up, only to eat the last 4 while they're rising. Booyah. Also good after sidesteps.
d/b+2
Creates a short lift stun, mostly good for juggles.
I throw this out sometimes to interrupt, but overall its a tad slow. Definitely still has uses though. Its excellent for juggles as it pops em up and moves you forward. You'll lean back when you throw this and SOMETIMES can dodge high hits... Lastly, if someone is rolling on the ground to get up, this can pick em up.
d/f+2
Its fast. Its safe. Its great. It creates a short stun. Please, use this move.
A great poke, possibly his best single hitter. As I said before, good to use after 1,2 instead of the 3 as a fake. Really good range, too. Theres not that much I can say here. All I can tell you is to use this and through experience you'll find all the right places.
d+2
What a move. Bryan needed this. It has a short range, so be careful not to just throw it out, but its fast. Possibly his fastest mid now. This is possibly Bryan's best new move. Gives you advantage on normal hit. Slams down on counter for a guaranteed d+4. Safe on block as long as you dont attack right afterwards. 1,2, d+2 is a great new mixup you can use now, though I tend to poke with 1, 1, 1, 1 until I think they're gonna duck, then d+2.
qcb
Bryan sways back. Dodges highs if timed well.
You have to be pretty well spaced for it to dodge moves but it works. Play around with it... its important to be a master of Bryans movement options.
qcb, 2
Yeah, it hits high even though it doesnt look it. Ah well. Still great.
DONT use this every time you sway. They'll expect it and block it, and its punishable on block. It juggles though, and if you've dodged and they whiff by all means put em in the air.
f, b+2
What a great new move. Its safe on block and it juggles on hit!
This seems to be good for baiting and punishing whiffs. It can come out buffered from a forward dash by simply doing f,f,b+2. This allows you to close a gap and juggle very quickly. Afterwards, f+1+2 will connect to start your choice of juggle. Guaranteed after Steve's WS+1,2 is blocked.
f+3
Its quick, its mid. Its safe on block - both players are at even frames. Creates a hunch stun.
Hits crouchers. If blocked, creates no disadvantage. Slight advantage on a hit. 1,2, f+3 is one of my favorite strings. I used to underestimate this move, but its GREAT. It does 2/3 the damage of the Mach Breaker and its safe?... hell yeah!
3, 2, 1, 2
A bunch o' mids that comes out with pretty fair quickness. Its a safe move to throw out if blocked and on counter everything but the last hit is guaranteed. If they block it all, you should probably block so you dont get counter hit.
I use this a LOT. It may be his best string. Remember that if you use his 3+4 kick you CANT go into this string though. Use this in your mixups.
3, 2, 1, 4
Same as the above with a low ender. Mix the two up for best results. Careful, people will parry the last low if they know its coming. But hell, people will parry any low if they know its coming. Just dont be stupid, I guess!
Mix it up. Dont throw this one out as often - save it for an unexpected moment. Often times if I want to confuse people I'll stop this and the above strings on the 3rd hit.
3, 3
Nice kicks. Both land on counter. Fair speed.
I use these a LOT. The distance you have to be at for these to hit seems to be the perfect distance to play Bryan from.
3, 3, 4
Same as above with a mid ender. Great for ending juggles.
Best used to end juggles. Careful, you can be jabbed between the last 3 and 4.
3, 3, 2
The kicks with a high launching uppercut. Safe on block, far as I know.
You can NOT get jabbed between the last 3 and 2, hence the mixup with the one above. Good for juggles to send people spinning into the wall.
u/f+4
This is GREAT. Dont TOTALLY abuse it but man, this is one of my favorites. It juggles and hits mid.
I use this move a LOT. It creates a neat little juggle. Sometimes I'll throw this move out far away from someone to make them think I screwed up, then do it again right away - by that time they're charging in to punish me and WHAM! The other great time for it is when you're running up to a downed opponent. If you're charging in and they're getting up, sometimes they duck when they do. BAM. Juggled! Also, if they try to throw a low get up kick when you approach, they'll eat this move. Works great for bulldogging, too.
b+3 ~f
This is a great new option! The b+3, on hit, gives you enough advantage now that you can use this to crouchdash forward and pull out his WS options - or Chains of Misery! Hell, be creative.
b+4
This rocks. Its fast and juggles crouching opponents!
Not entirely safe on block... I think you'll eat jabs. Good for when they get up crouching to rejuggle them.
b, b+4
This move is AWESOME. It has insane reach, and is great for hitting grounded opponents. It causes guard break so its safe on block as long as you dont whiff it.
I use this all the time. Its guaranteed after f,f+2 if they dont jump up from it. It hits Christie and Ling when they're in their stances. It hits Marduk from his, too. Hits Lee, Steve, Paul, Jin, Kazuya, etc out of their crouch dashes. This move is amazing.
qcf
This got a LOT better in tekken 5! Its faster, has more range and ducks under high attacks a lot better!
Your while-standing moves can come out of this. You can pretty much do WS moves instantly if you input the attack right after your start this dash. A great tool.
THE WHILE STANDING MOVES (You can substitute a crouch dash, qcf, for the WS)
WS+1
Pretty quick, but the range is pretty poor. This move is great for when you're ducking under an opponents jabs or high strings - something thats moving them forward and right next to you. Great for launching them during the recovery, or hell, even mid-string.
WS+2 (f+2 on hit for a throw)
If this hits, use f+2 right away to execute a great throw that juggles! I love this move. Great after blocking low hits that stagger the opponent. After the bounce, d/b+2, 3,3,4 is an easy juggle.
WS+3
MY GOD I LOVE THIS MOVE! I throw this out ALL the time in my bulldogging. Its quick, safe on block, and it creates a stun on counter. If you're real fast, you can throw out a b+1 to juggle them during the stun. I'm pretty sure if you're quick enough you can also get a WS+2 with the f+2 as well for MASSIVE damage, but I've never personally done it. If you fail to do it quick enough they'll just get knocked away. f,f+2 is fine after this connects as well if you want something simple.
WS+4
Its fast and it has good range. Even if blocked its fine, you're safe.
A great move - a good way to get up from a crouch.
THE LOW ATTACKS
d/f+3
This is the biggy. Somewhat slow but its your heavy hitter. Has a lot of good points: it hits grounded opponents and causes a float juggle. It also recovers crouching. This means right after it you can do WS moves! However, you get a trip stun on block and a lot of people block this on reaction.
To make this work you really need to set it up well. It ducks under high hits and creates a great juggle opportunity afterwards. d/f+3, u/f+3, 1, 3,3 works.
d+3, 2
This is nice!
This will pick up people from a roll, and also pop people up high if you're already doing a juggle.
d+4
This seems like it's a bit slower now than it was in previous games. Maybe its just me.
I use this a lot when opponents are grounded - it has great range and always hits when they're laying down.
d+3+4
I love this one. Quick and good range since he throws his closest foot out.
Nice due to its range.
d/b+3
Bryan has needed this for a long time. Its a fast low that ducks under high hits.
I use this a lot. I'm not entirely sure if its safe on block.
THE DASH MOVES
These moves all come out of and can buffered into a f,f forward dash motion.
f, f+2
Bryans signature hit, if I had to pick one. Very improved from previous games, since opponents are knocked so far away on block that you're safe!
No reason not to use this a bunch! It seems to have good priority, too. A b,b+4 is guaranteed afterwards if they dont spring up. If they do, another f,f+2 is guaranteed!
f, f+3 (can hold down 3 to delay this hit and increase damage)
This is his only mid from f,f but its also slower than his other moves. If you charge this all the way and its blocked they get side-turned.
This is nice to use in your forward-dashing mixups. Train people to duck by throwing mach breakers then let this rip to punish their crouching. I often run up to a grounded opponent and whip this out with a giant delay as sometimes they'll get up into it. Wont work every time so be careful.
f, f+4
If they block this, the opponent recovers in a crouching block. It hits high so dont whiff it though, you'll likely eat a while standing move because they'll probably duck it, not block it.
This is one of the best moves Bryan has. It fast and has a small built-in sidestep. If you and an opponent attack at the same time, you'll almost ALWAYS win out and hit them.
THE PARRY
b+1+2, followup with 2 if its successful
This is Bryan's punch parry and it WILL save your life and win you battles. Time this with your opponents punch attack and follow up for an auto-beating. He will throw a different hit depending on which opponent's arm he parried. Beware... Steve can auto-dodge his mach breaker follow up by holding back when it happens. This also allows Steve to get a hit in.
Use this whenever you know your opponent is throwing out punches! Kazuya's 1,1,2 and 1,2,2 string are great to parry, as are the godfists. Stops some of Jin's cheap hits as well.
The defense when playing against this, of course, is to bait them into trying a parry. Dash in and pause a moment. They'll parry and be frozen while the parry animation runs. Let em have it before they recover!
THROWS
Bryan's throw game has gotten a lot better with the 1+3 and 2+4 returning. Make good use of the long range throws.
FC d, d/f, d, d/f+1+2
This throw has good range and great damage. Best off, you can use it out of
a crouch dash. Simply do the crouch dash - now, the d/f and crouching parts
of the command are 'buffered' into the game already. Simply do d, d/f+1+2 and
you'll whip out the throw out of the crouch dash. Excellent for mixups.
f,f+1+2
What a great new throw! This thing is wonderful and has a double punch escape.
The opponent is left on the ground in front of you, face up and feet away. If they try to stand straight up to get out of it, d+3, 2 --> f+1,2,4 is ALL guaranteed if you time it right and do it quickly, and takes off almost their entire lifebar.