Bryan: The Fists of Carrion - for Advanced and Beginners, v.5.01
- by Renick([email protected])



To check if this FAQ is organised as it's supposed to be, please check
underneath if the points and numbers line up properly:



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Disclaimer-

First of all, this guide is for personal use only. If you wanna use
this publically, you can only do that if the credit goes to me. No dirty
tricks by stealing someone elses work. If you DO try and steal my work and
use it for your own profit, you are bananis my friend, because I'll find
out, and I will shut you down. This FAQ is written officially by me, Renick,
and this whole text document is property of Renick (c). All quotes and
idea's displayed in the "Ask the experts" section are property of E-MAN,
Reverend C, Konqrr, Birch, BioXeed, Devil Lee and KOFTEKKEN, if someone
tries to use these idea's for profit, money, recognision or to open their
hanky panky of the usual frauding and plagiarism, it's illegal, and will be
punished the severely, no matter in what circumstances or with what
intentions. And for the legal blah-blah-blah, Bryan and all characters in
Tekken Tag Tournament belong officially to Namco, All rights reserved 1999,
2000.



===========
What's new?
===========

10/6/00:

- Added LOTS more Combo's
- Some adjustments on the FAQ layout that I still found dissatifying




17/4/00:
- Added More Combo’s
- Added WS execution section
- Updated Move lists section
- Made a punch parry correction
- Updated custom strings section
- Completely revamped VS character section, since the long essays really
started to irritate me.
- Added the ‘STAIRS’ tactic in THE MIXING UP SECTION

22/2/00:
- Added some combo's by devil demunyu ([email protected])   , so
credit goes out to him as well. I also added some of my own combo's as well,
as well as a few minor layout modifications. That's all for now.




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-[TABLE OF CONTENTS]-


A - Introduction

B - Conventions

C - Move Analysis

D - Blocking and Hit-ranges

E - Okizeme

F - Sidestepping

G - Dashing and Swaying

H - Versus Character Strategy

I - Tagging and Tag Strats.

J - Poking

K - Combo's/Juggles

L - Custom Strings

M - Throwing and Counters

N - Buffering

O - Recovery

P - Countering

Q - Mixing Up

R - Instant WS execution

S - Ask the Experts

T - Conclusion

U - Sites

V - Credits

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A.  INTRODUCTION

Okay, the reason why I write this FAQ is simple. Bryan is, regardless of his
weaknesses arguably  one of the stronger characters in the game. He has
combo abilty, great poking, great speed, he has parries, great powermoves
and great strings. Bryan has a great set of powermoves, he has the best WS
attacks in the game, which set up high damage, meaning that he can be deadly
from both standing and crouching positions. He has a good set of pokes,
great mixups in his short attack strings, and great counterattack ability,
where his Mach Punch is the center of attention. Bryan has the ability to
deplete your life bar by half off one counter with his WS+3 knee, and his
popular jugglestarters (ws+1, b+1 and uf+4) are all mid-level attacks. Many
see him as an offense character, but that doesn't contradict his defensive
abilities. His punchparry is a great new addition to his arsenal, and his
sway back is great since it avoids high attacks and is taggable. But Bryan
isn't without weaknesses. He still has very lacking low attacks, which means
he cannot last long against turling Julia's and Laws because he isn't really
balanced in hit ranges. He also has some moves that can be sidestepped
pretty easy, leaving him vulnerable for a backthrow or juggle.

But Bryan has probably the meanest attacks in the game, his Chains of Misery
is probably the best show off move you can imagine. He can be a formidable
treat to any character, regardless how powerful. I hope this FAQ will inform
you that Bryan is one of the most dangerous fighters in the game and can be
played well enough to boost other characters in high level competition.
There's a lot you cannot effort while playing a good Bryan.

So let's this FAQ started, if you have any questions, feedback or comments
on my work, my e-mail is [email protected], your opinions mean a
lot to me, so let me know if you have some wisdom you'd like to share. Have
fun with the FAQ...!


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B.  CONVENTIONS


Joystick Layout (facing right) :
   UB   U  UF
     \  |  /         B  - backward
      \ | /          UB - up/backward
 B ---- +  ---- F    U  - upward
      / | \          UF - up/forward
     /  |  \         F  - forward
    DB  D  DF        DF - down/forward
                     D  - downward
                     DB - down/backward


Buttons:                       Layout:
1 - left punch                 [1] - [2] - [5]
2 - right punch  ----------->
3 - left kick                  [3] - [4]
4 - right kick
5 - tag button

Other terms:
CD     -  Crouch-dash(f,n,d,df)
RD     -  Rolldash (d,df,f)
WS     -  While rising
FC     -  Full chrouch position
CH     -  Counter hit
MC     -  Major Counter
SS     -  Sidestep
QCF    -  Quarter circle forward
QCB    -  Quarter circle backward
C.O.M  -  Chains of Misery
(E)WGF -  (Electric)Wind God Fist


Small letter   - Tap button command/joystick motion
Capital letter - Hold button command/ joystick motion

Con: +  - Occurs when button commands/joystick motions have to be
pressed simultaneously.

Con: ,  - Occurs when button commands/joystick motions have to be
pressed before/after each other.

Con: ~  - Occurs when button commands/joystick motions have to be
pressed fast before/after each other.

Con: N  - Neutral motion. There should be no joystick motion for about
1/2 a second.

Con: () - If a command is shown between this convention, it means it's
optional wether or not to pull it off.

Con: _  - Occurs when there are more options possible after a certain
attack/string.

Con: >  - Occurs when hits can be delayed.


----------------------------------------------------------------------


C.  MOVE ANALYSIS:


Bryan is not a stance character with tons of attacks, like Lei or Hwoarang.
He's more of a character that relies on his damage and combo's, with basic
attack patterns and poking. You can mixup your style fairly well with Bryan,
since he can poke very well, and has nice powermoves and jugglestarters to
minor counter the opponents recovery for example. He's got more than enough
in his arsenal to keep the versatile gamer growing confortable while playing
him. I'll give you a detailed discription of how to use Bryans moves, so it
isn't a real movelist. If you are looking for movelists, Catlords awesome
FAQ and Tekken Zaibatsu will provide you all you need.

Okay, on the with the move analysis.

==================
Throws and Parries
==================

2+4:
This is one of Bryans basic throws. It's pretty vital to make use of them,
despite the single button escapes, since Bryan's throw arsenal isn't really
impressive like Kings for example. A good use is to buffer this throw with a
2 or df+2 (the blockstun allows you a throw attempt with less risk, but this
is not a low risk option) After this throw your opponent ends up grounded
with his head towards you, making this throw the least useful of the basic
front throws. Remember that the FC+3 is guaranteed after this throw.
Use-O-meter: 8 outta 10


1+3:
The second basic throw is pretty useful, it can be buffered with a 1 or df+1
very easily. Also the d+4 is guaranteed for more chipping damage once the
1+3 throw has connected, since the opponent ends up right before your
feetgiving you the chance for some up close okizeme. Pretty useful if you
ask  me, despite the 1 button escape. Also a FC+3 kick is guaranteed after
connecting the throw. And not to forget the df+3 afterwards will catch the
opponent before they can tech into safety. Use-O-meter: 8 outta 10


FC,df,d,DF+1+2:
Mad Axes-my ass, THIS is the coolest and most show off throw in the friggin'
game: The Chains of Misery. What Bryan will do is pound you three times with
a very cool way, laughing maniacally. You have to be in FC position to pull
this off successfully. You MUST try this throw once per match, it's too cool
to leave out. It has damage, you can even rush in and do small okizeme
afterwards. Besides it requires a two button escape (1+2), so you'll have a
greater chance for impact. But remember not to be too addictive to it, the
urge of pulling it off might get you into trouble. I'm not sure but the df+3
after this throw connects everytime when they techroll, not exactly sure if
it's actually guaranteed though. Use it every once or twice per round, if
you connect, laugh loud....REAL loud. Use-O-meter: 8 outta 10.


1+3/2+4 (left or right f/opponent)
Sidethrows are very useful after a successful sidestep(u,N_or_d,N). Both of
Bryans sidethrows do great damage and look flashy. This is a great
alternative to counter after you've sidestepped your opponents attack, and
it's best to buffer them befor you go into your SS. But you have to be
cautious, since it happens a lot that the opponent already recovered and
ducks, escapes or backdashes your throw attempt. You could try a sidethrow
if you successfully SS canceled after the b+2 doom knuckle starter, or after
you teched a combo. Use-O-meter: 8 outta 10


1+3/2+4(~5) - (back f/opponent)
Bryans backthrow is very useful since you can tag off it, resulting INSANE
damage. Back throwing should be used whenever the opponents back is
vulnerable, in rare moments like ducking a Hwoarang f,f+4 or sidestepping
aerial moves like Kings f,f+1+2. This throw can be teched if you don't tag
it. Use whenever you know it's safe, meaning DON'T try to backthrow attempt
backturned Lings and Lei's you'll most likely end up thrown or juggled.
Use-O-meter: 7 outta 10


B+1+2 - (when attacked by high/mid punch attack)~2:
Now this is the most awesome new addition Bryans arsenal could get. Use his
punch reversal whenever possible, since it's non-escapable and pressing 2
after reversing a punch attack will get you a GUARANTEED strike. Reversing a
left punch will Bryan do an automatic f,f+2 and a right punch reversal will
cause him to do an automatic df+2. This will make Bryan practically
invinsible against big characters like the Jacks, who rely mostly on punch
attacks. A must in Bryan's arsenal.
Use-O-meter: 10 outta 10


d+1+3/d+2+4 - (when attacked by low/special mid attack)
The lowparry is used to counter low and special midattacks. Depending on
what limb you reverse, you get a certain amount of frames advantage giving
you the chance to attack the opponent. There are no guaranteed followups
after the parry except for uf+4 maybe which gets you a juggle after a
parried right kick. Use the lowparry whenever you get the chance, it's 50%
execution, 50% timing. Use-O-meter: 10 outta 10.

====
Arts
====

1/2/d+1:
These are the basic jabs, which are one of the vital tools Bryan has. They
can be used for everything, setting up, interrupting, custom stringing,
buffering, juggles (as extensions). Despite that Bryans jabs are slow in
comparision to Law's and Yoshi's jabs these are your pecks of choice, since
poking is essential in the allround Tekken game, you cannot survive against
a skilled player without a good poking game, unless you want to be a falling
leaf/deathfist cheeser. Use-O-meter: 10 outta 10


Standing 4:
Bryans regular 4 is awesome for a couple of reasons. First it's range is
amazing, it reaches about 1 and a half character distance, making it very
useful for keep away tactics to gain some spacing. Even better is, it knocks
down  on CH, you can easily do some okizeme or tech-combo (if they techroll)
off it. This a great distancing poke for keep away tactics, since it knocks
the opponent slightly backward on non-CH to allow you to gain a little
spacing. Use-O-meter: 9 outta 10


d+3:
Shin kick. This works very well as okizeme tool on opponents who constantly
roll away from you. Especially on big characters, this can happen very
often. It still has a slight start-up so it's not a real low risk move to do
on a near opponent. But if it hits, it sets up pretty well actually. You can
follow a df+2 without much risk after connecting the d+3, maybe even a throw
attempt. Use-O-meter: 8 outta 10


FC+4:
Bryan does a low shin kick in FC position. Because of the blockstun caused
on you when this move is blocked, this move isn't really a useful poke
anymore. It hits grounded opponents, so as okizeme tool this can be
qualified. If you knocked the opponent from a distance, you can simply
rolldash (d,df,f) into range and press D to put you FC-position. If you need
a fast move to eat damage from an immobilized opponent, this has more than
enough in it to do the trick. Use-O-meter: 8 outta 10


d+4:
This is a very vital move in Bryans arsenal. It comes out fast, has range,
hits grounded opponents and best of all: it hits LOW. Bryan lacks with low
attacks, that's a known fact for everyone who is familiar with playing him,
so this moves proves to be an excelllent poke. It sets up fairly well, great
for chipping damage and has the speed to interrupt the opponents strings and
powermoves. This also works excellent for custom strings. You can also use
this without much risk as okizeme tool. Great poke all by all. Use-O-meter:
10 outta 10


ws+4:
Many tend to forget the basic rising right kick that most TTT characters
possess. It comes out very fast off the chrouch making it useful after
punishing an advancing opponent, like during a FC,df,d,DF+1+2 attempt. You
have to remember this is Bryans fastest WS move so this is your best bet to
interrupt those who try to counter your crouch. Remember you can also pull
this off a rolldash (QCF+4). Use-O-meter: 9 outta 10


d+3+4:
Shin kick. This is the same animation as Lei's and Jin's d+3. This does more
damage than the d+4, but doesn't hit grounded opponents and comes out
slower, making this move fairly risky on close quarters. I don't see why you
should use this move when the execution is harder and the alternatives have
far more priority. However due to the 2 button command, this move can be
awesome for canceling with your single button pokes. Use-O-meter: 7 outta 10


b+4:
Knee. I think it's a shame they didn't but Bruce's knee in Bryans arsenal
instead, since that has much more speed and priority. Bryans knee comes out
sort of slow, making it a bad close quarter attack, which is the use of most
knee attacks. You can use this in combo's however, but Bryan has much better
options than this in juggle extensions and finishers. The only real
advantage this move has is that it's non-reversable, but Ling can parry it
tho. Use-O-meter: 6 outta 10


1,2:
The simple 1,2 combo is a reliable set-up for Bryan. If the 1 hits the 2 is
ALWAYS guaranteed, and it sets up very well. You can buffer into a throw,
can choose from mid or low string extensions, making it great for custom
stringing and interrupts. The opponent will recover slower from the 2 once
it counters, making it great to follow up another attack, a f,f+2, a df+2 ,
a standing 4, you name it. Together with df+2, this surrounds Bryan poking
game, remember that. Use-O-meter: 10 outta 10


1,2,3:
Bryan does his punch combo, followed by a left shin kick. This can be very
useful, since the first two punches hit high, to shin kick low, so many tend
to eat the last hit. Mix this up with the 1,2,1,2_4 mixups well, since many
anticipate to block the third hit standing (after blocking the first two
hits) and eat the 3 setting you up for another fast poke like a 4 or df+2.
Still, the 3 seems to come out pretty slow after the 1,2 punches are pulled,
so the alert gamer can block/duck the first two hits and parry the third.
Use-O-meter: 8 outta 10


1,2,1,2:
This is very useful actually because once the first hit connects or is
blocked, the rest if the string is uncounterable except for the last hit,
since the opponent either has to block the whole string or gets hit. If you
are up against a turtling opponent, mix this string up with 1,2,1,4 to
confuse the opponents with the low and mid enders. You can also fake the
opponent out by doing the first three hits only, then do the 1,2,1,2 string
again, since they might try to counter you and run right into another
1,2,1,2 string. This string is very useful to minor counter the opponents
recovery attacks up close, and keep them nailed by your offense.
Use-O-meter: 9 outta 10


1,2,1,4:
The first three hits of this string are the same as the previous named move,
but it ends with a low hitting shin kick. This is a very useful move, you
have some very mean tricks with this one. When the first hit connects or is
blocks the rest of the string is uncounterable. The last kick tends to be
lowparried very often if the string is done from a small distance. A good
thing to do if you start this string from a small distance is to do the
first three hits alone, if the opponent anticipates the last hit and tries
to parry he'll whiff, leaving him open for a uf+4 or whatever attack. Mix
this up with 1,2,1,2 for wake up games, and you'll find this move a very
reasonable tool for your offense. Use-O-meter: 9 outta 10


b+2>1>2:
The Doom Knuckle mixups can prove useful if used correctly. Bryan does two
heavy backfists and finishes with a mach punch. The whole string by itself
does insane damage once it counters, and the stun caused after the second
hit can set-up a combo. Another good feature is that this string can be
delayed, but this will also give the opponent the time to duck and counter
you. The whole string hits high and the recovery isn't too good either. The
main use of this move is the fact that it's very effective in
combo's/juggles, you can take more than a half a lifebar away using this as
a juggle linker. Use-O-meter: 8 outta 10


b+2>1>4:
The first two hits of this move is the same as the previous mentioned, but
Bryan finishes with a horizontal axekick instead. The first two hits are
high and the third hits mid. This mixup does more damage than the mach punch
ender. If you use this in a combo or juggle, you'll be greeted with some
insane damage. Don't use this on a defending opponent, you will get either
countered or ducked, the last hit comes out pretty slow. Still, if the whole
string is blocked, the blockstun the last hit allows you to recover fairly
easy. Use-O-meter: 8 outta 10.


Side note on the b+2,1-mix-ups: If you press F+1~u,N_d,N after the first
hit, Bryan will sidestep around the opponent, and delay either the 2 and 4
enders. Even better, you can cleanly sidethrow your opponent without having
to worry pulling off a general move of the sidestep instead(like SS+1 i.e),
which is very useful indeed.


b+2,4:
Now this move is garbage. First of all, the last kick seems to take forever
to come out, and second, and WORST of all, if you sometimes miss-hit the
b+2,1,4 command in a combo, you'll most like pull this instead and leave you
well open to get your butt wacked till orbit. Stay away from this at all
costs. Use-O-meter: 3 outta 10


df+1>2:
Actually, this move can prove very useful at times. There seems to be a
little delay between both punches, but you shouldn't worry too much about
that, once you connect both hits, it sets up very well, a d+1 seems to
connect very often afterwards. Also, it's pretty easy to buffer a chicken
with the last hit against reversal happy opponent. It's a very solid for
minor countering or as an overhead, it can also be used as a juggle
extension. This is a great attack for pacing against opponent who are
waiting to duck your basic jab extensions al the time. Use-O-meter: 8 outta
10



df+1(tap 1 rapidly)2:
Leastly to say, this is less useful than a regular df+1,2. Pressing 1
rapidly will make Bryan do the animation of the first punch a few more times
very fast. This can be used as a keep away move to keep the opponent from
rushing in at you, you can sort of think of it as a panic button. Still, if
you do the right punch, many will just backdash away and counter your
recovery, so it's recommended to do the rapid punches alone in this case.
Use-O-meter: 7 outta 10



df+2:
Now this is one of Bryans main pokes. Most of Bryan best poking tactics
surround this move. It has range, speed, damage, it blockstuns, great to
followup after a 1,2 combo or shin kick and can punish recovery attacks
without a sweat. You can buffer this with a 2+4 throw once it's blocked, you
might catch them while they recover from the blockstun. Once it connects you
can easily follow a d+1 to tee up a throw(Chains of Misery) or WS move, and
also works well as an overhead to counter chrouches. The awesome thing about
this move is that it puts you into range by impact, basic jabs followed
after this move connect very often.  This move has the speed to counter an
advancing an opponent and force them to block. Still don't get too happy
with this move since it can be interrupted up close by basic jabs, just wait
for a chance to counter (I.E. when they tag in) or in custom strings in
order to use this move in it's full effectiveness. Use-O-meter: 10 outta 10


f+3:
A very solid midhitting kick which knocks down. This move has nice recovery
since Bryan pulls his leg slightly backward after impact. The best use of
this move is to knock the opponent down before you tag out, so you can tag
your partner in while your opponent recovers from the knockdown. This will
allow you to tag in your partner safely without having to worry to get
countered by a juggle or whatever once you tag in. Use-O-meter: 8 outta 10


3,3:
This is not really a good move by itself, since you can duck the second kick
after blocking or getting hit the first. A good use of this move maybe is
off the sway (QCB) as an anti-poke or in juggles. Still, I don't use it much
except for combo's maybe. Use-O-meter: 6 outta 10


3,2,1,2:
This is a very useful string, since it all hits mid and all hits are not
counterable once it connects (they cannot counter the string, they must
block the rest of the hits if they block the first kick, only the last hit
can be parried in this situation). If blocked the last hit is counterable
though, but that doesn’t change it’s usefulness. If you do the first two
hits by itself (3,2), it's a very good set-up move, since you are in range
to buffer a throw, you can even do a df+2 or d+4 afterwards as well without
too much risk. Be sure to mix this string up with 3,2,1,4 to confuse your
opponent with the mid and low enders. For attacking purposes, the most
common way of using this string is to is to punish whiffled throws and
crouches. Use-O-meter: 8 outta 10


3,2,1,4:
Another useful 3,2,1-string, this one ends with a right shin kick. Now this
has about the same purposes as the previous mentioned, but it doesn't knock
down, which can be a good thing, since you can keep pressure with custom
strings and throwing after this move connects. Don't go crazy with this,
since people know how to block this string by now. When the first hit
connects or is blocked the opponent has no choice but to either block the
whole string or get hit by it. Use it to minor counter the opponents
recovery or as an overhead. Buffer the first kick with a chicken is very
recommended. Be sure not to do the whole string all the time, but just the
first two or three hits, the opponent might be startled wether to block
standing or ducking, which can be a good chance for you to rush in with a
throw or juggle. Use-O-meter: 8 outta 10


1~4:
In my opinion the single 1~4 is more useful alone than all the mixups
afterwards added. It comes out fast, watch out though the second hit can
still be ducked once the first connects. This move is best as a juggle
extender where it's used with awesome effect. In custom strings this is also
a recommended attack, since it sets up very well, you can easily follow a
quick d+4 once this connects, and if you want to set up Bryans f+1+4
unblockable this is your attack of choice, you have to buffer the 1~4 into
the f+1+4 (see BUFFERING SECTION) you will be amazed how many times the
unblockable connects. I'd recommend using 1~4 more as a stand alone move
than as a string starter, since both hits are high and can be ducked. But
there are some deadly mixups off this move (explained in MIXING UP section),
so it's definately a must in Bryans arsenal. Use-O-meter: 9 outta 10


1~4,3,3:
A lot of players I've seen like this move, but I'm not really crazy of it.
If you block the third hit, you can duck the last. I recommend using the
first two or three hits alone, since that sets up just enough to connect a
d+1 lowjab, and you can follow that easily with a WS move or a Chains of
Misery. Be sure to buffer a chicken with the last two hits against reversal
oriented characters. I just wish the last hit was the same as the last hit
of the 3,2,1,4-string, than I would've seen a lot more in this move. But
using the full move  against a AoP-Ling or a crouching Ogre will get
yourself killed, since this string hits, high,high,mid,high, which doesn't
make this move exactly low  risk. I'd use it in juggles, like after a
ws+2~f+2 for instance. Use-O-meter: 7 outta 10


1~4>2>1>2:
First I thought this move was useless, but I've gotten some good info which
proved me wrong. If you mix this up with a single 1~4, opponents tend to
rush in after the 1~4 right into the doom knuckle mixup for big CH damage.
Still don't overuse this mixup since it's easily ducked or countered. This
is only useful in mixup with 1~4(3) and other 1~4 mix-ups. Thanks for
Use-O-meter: 7 outta 10


1~4>2>1>4:
Same use as the previous mentioned, good alternative for the 1~4>2,1,2, if
the opponent tends to duck the 4th hit. But like the previous mentioned,
this is easily ducked/countered, so you have to utilize it with extreme
caution. Use-O-meter: 7 outta 10


1~4>2>4:
I thought this move sucked bigtime, but it's actually if you mix this up you
can utilize this with great effect. If the opponent expects a 1~4>2,1,2_4
they will duck and get hit by the last hit of this attack string. Still not
a low risk move by itself, be cautious with it, and stick more with 1~4(3).
Use-O-meter: 7 outta 10


b+1:
This is one of Bryans new moves, and it's a good one as well since it's
stuns once blocked and juggles bigtime once hit, and it looks very flashy,
Bryan slams the opponent down with an overhead punch, who bounces up high
via the ground like a basketball. This move is also taggable. It has some
good range and speed, and due to the blockstun it causes you can buffer into
a 1+3 basic throw, but it's not guaranteed. Another good way to use this
move is as a defensive manuever, like to dashbuffer off a sway (QCB) or
backdash (b,b). A great new addition to Bryans arsenal, but use it only when
you are certain for impact. A neat feature of this move what makes it so
useful, is if you tag with it, which will make it launch higher up. And when
it’s blocked the guardstun endures longer than normally allowing guaranteed
d+1’s. The tag feature really strengthens this move up a lot, and I
recommend using this move as choice if you want to tag in your other
character. Use-O-meter: 8 outta 10


db+2:
Another new move in Bryans arsenal, a short ranged uppercut. This will put a
lift stun on the opponent, which is useful since that means guaranteed
followups. You can buffer this in a throw very easily, since you are in
range, and may catch them before they can react of time after a well placed
db+2. Like said before, it’s range really sucks which means this move can be
neutralized quite easily on a standing opponent. Another thing that's really
worth mentionable about this move is that it works extremely well as a
juggle extender, it puts up a load of opportunities for different juggles
and combo's. A very nice addition to Bryans arsenal, best for extending
juggle opportunities. Use-O-meter: 8 outta 10


f,f+2:
The hardcore player should know this one by know. The mach punch is still
one of your best moves to retaliate with after the opponents recovery
attacks, techrolling and sorts. Blocked hopkicks, flipkicks, powermoves, you
name it, the mach punch is your knockdown move of choice. You can dashbuffer
it fairly easy, and it knocks down just within distance to do some okizeme.
The machpunch is also very suited to finish juggles. Still you have to
remember not to pull this off randomly since it hits high and it still has
poor recovery time. But if used on the right moments, the mach punch can be
a feared move by anyone who has played a good Bryan. Use-O-meter: 9 outta 10


f,f+3:
This is another decent powermove, but doesn't stun like Bruce's version,
which means an advancing opponent can punish you in your recovery. Still, it
hits mid and knocks the opponent far off, allowing you to rush in for
okizeme. Still, without a guardstun, the whole use of the move is
replenished a bit. I still use it often to catch the opponent from a
distance while they techroll a knockdown. Use-O-meter: 6 outta 10


f,f+4:
Though this move is a bit slower than f,f+2, it has range is longer and
even better, it’s completely safe if blocked, allowing you to dash in, or
try a f+4, making this move awesome for pressurizing. Watch out though, it
can be ducked, so use it on standing opponents only. This move is awesome
even when blocked making it pretty vital if you want an organised offense. A
pretty solid move to throw out once in a while as a minor counter or in a
combo, since the damage is worth it as well. Use-O-meter: 8 outta 10


ws_qcf+1:
This is one of Bryans primary juggle starters, since it can be done off a
rolldash or while rising from a chrouch and launches very high. Of course,
you can easily tag in your partner to finish with a tag combo. This move is
pretty low risk by itself, speed is decent and recovery isn't too bad
either. The only weakness this move really has is the lack of range. You
have to use the WS version from up close and the QCF version from longer
range, since this move will whiff very often if you are unfamiliar with the
distance this move can reach in order to connect it safely. I use it a lot
as instant ws-exetcution off the ws+3(ch). Use-O-meter: 9 outta 10


ws_qcf+2(~f+2):
Now this is one of the oddest moves in the game. What Bryan will do is an
upper, and if you press f+2 once it connects will cause Bryan to slam the
opponent to the ground creating a bounce juggle setting up some big damage.
You can follow up the b+2,1,2_4 to empty the opponents lifebar by half in a
matter of seconds. This is actually a very useful move, since you cannot
escape the second part of the move once you connect the upper. If it's
blocked, you cannot do the second part though, be sure to do a d+1 before
the opponent can counter is your best option in that situation. Be sure to
set this move up with fast pokes and the likes since the upper itself comes
out pretty slow, and you can be punished once it's blocked or whiffed.
Use-O-meter: 8 outta 10


ws_qcf+3:
Bryans rising knee was one of the best moves in Tekken3 since he could do
those madhouse 100+ combo's off one counter. But this move has been toned
down by allowing a the opponent to escape the Counterhit-stun pressing 5
(the tag button), which I think is ridicilously cheap. I still think the
move has NOT lost it's usefulness due to the tag-escape, if you counter with
this attack it's doomsday for the opponent no matter what he does:
- If they escape the stun without tagging the df+3 is guaranteed to hit for
free ground damage.
- If they do tag escape, Bryan can just wait for the tag partner to come in
for an easy counter with a juggle or whatever.
- If they do nothing, just use you fav juggle, heh...
This move is a very important part of Bryans arsenal, since it comes out
very fast, can be done off the rolldash or while you rise and still sets up
great damage. Once you land the counterhit stun, you can use uf+4 for a
quick juggle, the b+2,1 mixups for big damage, or even buffer into a throw
if you're fast. You can also use it as juggle linker very effectively, due
to the nice recovery time this move has. The BEST way to get the CH stun in
high level play is to instant WS-execute it (d~df+3), if you master the
instant WS-execution (more on that later), you are practically unstoppable
with this move (well I’m exaggerating a bit), since you can do
b,b->sidestep->instant ws+3 to gamble for ach against aggressive opponents.
Unlike most knee attacks, this can be reversed, but still a great attack and
an important move for Bryan's offense. Use-O-meter: 10 outta 10


ws_qcf+3,4:
This is not really useful, since there are much better options after the
ws+3 than the second hit of this move. Also, there is a slight delay between
both knee's, giving the opponent a bigger opportunity for some stationary
retaliation. I do use it sometimes after a df+3 juggle for some quick
damage. If Bryan had a single version of the last knee, it would've been a
great up close attacks *sigh* Use-O-meter: 6 outta 10


qcb(~5) (sway back):
Swaying back is a very good defensive manuever IHMO, since it avoids high
attacks and you still will be in range to do a throw or powermove off it.
Try a machpunch after the sway (QCB,f,f+2), this will act very well as a
defensive manuever it acts kinda like the 1+2, and you can use it on similar
occasions. Even better is that they made the sway taggable allowing you to
avoid the opponents high attacks and counter safely with your tag partner.
Use-O-meter: 9 outta 10


qcb+2:
I have no idea why this attack gets such a lack of attention. If used
correctly, this is a great move to use on an advancing opponent, since the
sway back will give you just that spacing you need to counter with the
jugglestarter safely. You can also instantly sway cancel this move (d~db,2)
allowing you to combo off the ws+3(ch) for good damage combined. The only
weakness this move has is the fact that it hits high (it looks mid, but
believe me it’s high), but if you use this defensively as a counterattack
move, you don't have to worry about that issue. Use-O-meter: 8 outta 10


b+3,2,1,2:
Well, this move is basically like the 3,2,1,2, except it starts up with a
frontal kick that hits high instead of a regular left kick. I don't see why
you should use this variation instead of starting it up with a regular 3,
since this comes out much slower and can be ducked or sidestepped.
Use-O-meter: 6 outta 10


b+3,2,1,4:
Same as above but ends with a low shin kick. Like with the 3,2,1,4 you
cannot counter once you block the first kick, but this is, like b+3,2,1,2,
very easy to anticipate, and you'll mostly likely end up ducked or countered
against a good player, so I'd recommend sticking with the 3,2,1-mixups.
Use-O-meter: 6 outta 10


b+3,4:
A slight variation off the frontal kick which is followed by a quick knee.
Still there's a slight start-up and there's a very short delay between both
hits, making it a bad move to use against poking Law's and Lings up close.
This is, however, a pretty decent move in juggles, try mixing it up off a
uf+4 or df+3 juggle, and you'll be able to find a use for it. If they duck
the frontal kick you can use the knee as an overhead, but a simple lowjab
attempt from the opponent should beat this. Also, it's pretty decent to
catch the opponent when they tag in, but the f,f+2 or uf+4 do the job better
in that case. Use-O-meter: 7 outta 10


SS+1:
This move comes off the sidestep, but can prove rather frustrating since it
hits high, and if it's ducked it's easy to punish afterwards.  When it hits
however, it takes away one shitload of damage, and hits the opponents in a
not too far of a distance, giving you the chance to do some okizeme on your
opponent. Use-O-meter: 7 outta 10


SS+2:
Many will disagree with me, but this is IHMO Bryans most useful move off the
sidestep. Okay, it hits high. So what? When it hits it'll put the opponents
side towards you, setting you up to buffer a throw or whatever fast attack
(you know the deal, df+2, f,f+2, standing 4) dealing some nice damage.
Besides it causes a stagger when blocked allowing Bryan to recover safely
unlike his othe SS-moves. Very useful indeed. Use-O-meter: 8 outta 10


SS+1~2:
This move can be tricky at times, but I don't think it's that useful. Bryan
fakes out a SS+1, and does a right gutpunch instead. Experienced players
know by now this ain't gonna fool them. Okay it causes a big stun on
counterhit, which is a great way to deal out high damage combo's, but the
real boo this move has is the poor recovery time when it's blocked. The
opponent will have all the time to juggle you, throw you , just totally
eviscerate you until your lifebar comes into a desperate state. Use it as a
counterattack move only to start a combo. Use-O-meter: 7 outta 10.


df+4:
This is the single non-canned solitude version of the last hit of the
b+2,1,4. This is actually more useful, since it's a very effective okizeme
move to use on those who like to rise quick everytime. This will knock down
not too far away from you allowing some more okizeme. It recovers pretty
badly, but no worries, it guardstuns, allowing you to recover safely to
block on time if the opponent retaliates, you can even follow a d+1 after
the guardstun. Be sure to buffer a chicken with this move. The only real con
is that it's sort of slow in the opening frames, so be sure to set this up
properly with basic poking combinations and custom strings, you minimize the
chance of retaliation. Use-O-meter: 8 outta 10


df+3:
I never really thought wether this move is really good or bad. It's pro's
are that it hit's low, has nice range (and Bryan still lacks lowhitting
attacks), it goes under high and -some- mid attacks, and it juggles. It's
cons? Slow start-up and slow recovery. If this is blocked, get ready to get
juggled or thrown. Also, this move is parried very often. So why and how
should you use it properly? It's very simple. Timing. You need to know the
speed of this move and your opponents attack and time it at the right times,
cuz if you do, this sweep is one of your best friends. Use it defensively on
a standing opponent, and offensively on a grounded opponent. It doesn't
juggle very high, but it's enough to do a good 50pts of damage off it. It's
a great okizeme move as well, try hitting a grounded opponents after a
juggle or throw. It has the range to catch a rolling opponent, or
quickrisers as well for another juggle. Also, it's very important way to use
this move is against those who like to CH,4 often like Ling and Law players,
since this move will go under it and catch them off guard. Of course this
takes severe timing. Use it as a counterattack move is your best option to
connect a juggle, but with the slow start-up you need to have great
anticipation and timing to do so, but if you get it down this move can be
used with great effect. Use-O-meter: 9 outta 10


uf+4:
In Tekken3 this move was awesome, since it had great recovery time and
juggle ability, and you could easily follow it up after a lowparried right
kick. But in TTT, this move seems to come out a little slower, but still,
the recovery time is awesome. The opponent will fly back a bit once this is
connected setting up a juggle. Like E-MAN pointed out once at Inside Tekken,
this is a great move to punish those who recover chrouching or with an ankle
kick or sweep, or when the opponent tags his partner in. This move is great
to use after you've landed a CH stun. If blocked, you can easily stick out a
1,2 combination to discourage the opponent to retaliate (yes, the recovery
is THAT fast), or a d+1 or even a throw. Still because the move comes out
sort of slow, it's best to set it up with the basic pokes. You can also do
this directly from a crouch (FC,uf+4), many won't expect you to do that,
they expect that this move will be pulled to counter them or after some
set-up pokes. Also, off a rolldash it works decent as well (QCF,uf+4), since
that avoids high attacks, but that takes sheer timing to perfect against an
attacking opponent. This is a very versatile and safe jugglestarter, since
it can be used both offensively and defensively, as well as a tool to minor
counter the opponents recovery and so on. This is a very important move for
Bryan. Use-O-meter: 9 outta 10


uf,N+4:
A regular hopkick, not as much priority as Ogre or Pauls hopkick, and it's a
lot trickier to pull off thus a lot slower. In T3 you could follow this
easily after a ws+3(CH), but because that move is tag-escapable now, this
isn't as useful anymore. Still this is a great jugglestarter, but Bryan has
much better sources to set-up high damage combo's, which are much easier to
execute. This is pretty good as juggle linker tho, after a ws+1 juggle.
Use-O-meter: 7 outta 10


uf+3:
This is the jumping form of the f+3 kick, but it hits high. This is a very
good move of those who have the rear habit of backdashing once the match
starts, due to it's nice range. This move has great recovery, but if it's
ducked, it's still punishable with a Jin ws+2 upper for instance. Also, this
move is extremely easy to sidestep, making Bryan vulnerable for sidethrows
or even back throws. This can be used in some juggles actually. Use-O-meter:
7 outta 10


f+4,3,4:
Stay away from this move on standing opponents, after the first kick the
rest of the move comes out slow, and even if the second kick connects the
third can still be ducked. You'll get sidestepped, countered, reversed,
ducked and that will do your lifebar no good. Still, this move is very
effective as a juggle linker, due to the damage the 3 kicks combine while
they hit a juggled opponent. Use-O-meter: 6 outta 10


f+4:
Where the f+4,3,4 is a bad option against a standing opponent, f+4 is
actually very useful. Okay, it comes out slower than a standing 4 but has a
slight better reach since the "f" will give it an extra advancing momentum.
And even better it launches up higher on CH allowing a GUARANTEED f,f+2 or
b+1 for good combined damage. Still it can be ducked easily making you
vulnerable throw or WS-attack. The best way to get the CH against offensive
players is the b,b into sidestep method, and f+4’s range makes it awesome to
use in this particular tactic (the STAIRS tactic, explained later) Use with
caution, but it's not an attack to leave out. Use-O-meter: 9 outta 10


b,b+4:
This move is best used defensively, especially after the opponent runs at
you from a longer distance or a tag, this move has the range to stop the
attack. Still, if this move whiffs, you remain vulnerable on the ground for
okizeme. This is Bryans only move that can be buffered with a sway (d,db,b).
Use-O-meter: 7 outta 10


f+1+2:
An awkward move, since it seems to slighty travel sideways before the elbow
comes out. I don't use it much, since it's slow, hits high, thus easily
countered. The damage isn't worth it either. There are lots of better
powermoves in Bryans arsenal that get the job done better. Use-O-meter: 4
outta 10


1+2:
Now this attack is a very good definition of an anti-poke, since it avoids
high attacks (that means standing jabs as well) and strikes the opponent
with good damage and a tiny stun, setting you up to do stay offensive,
making this an excellent defensive/counterattack move. If connected, you can
follow a df+2 with ease or just a simple d+4 will do the trick just as well.
Also, you can pull this off a crouch or dash to cloak this move very well.
It's a very reliable move to try once in awhile, to strike the advancing
opponent by suprise. Use-O-meter: 9 outta 10


1+3+4(cancelable with any joystick motion or button command):
Bryan taunts with one knee up and one fist waving at the opponent. This is
more for show off purposes, like after some madd combo. You can use the
taunt as a juggle linker to show off as well, it actually look quite nifty.
By cancelling the taunt constantly, it looks like you dance around a little
( The Bryan can-can special), for more show off purposes. The knee part
sometimes hits the opponent, with no damage, and if you cancel it with a
throw command (2+4) afterwards to connect it, your opponent might be so
suprised that he won't escape it. The taunt can actually be useful from a
small distance, the opponent opp, because the basic throws are guaranteed
afterwards (That’s right, if your opponent tries to counter you, but if you
press a left jab to cancel the taunt and interrupt the opponent, you can
buffer into a throw for a good suprise attack). Use it for the fun at times,
but don't try to use it after every knockdown, if you get punished because
of it, you'll only look like a moron, lol. Use-O-meter: 7 outta 10 (I'm
serious)



============
Unblockables
============


b+1+4:
Bryan leans backwards, charges, and swipes his fist swiftly towards the
opponent. It avoids high attacks, but starts up pretty slow. But it tracks
very well if the opponent tries the sidestep. Still this unblockable is the
least useful of the two unblockables Bryan's got. If it hits, it does insane
damage though. Use-O-meter: 5 outta 10



f+1+4:
This is the same as b+1+4 but alot faster. Like the previous mentioned this
avoids high attacks, tracks well, but does less damage, but still good
enough. It's a very good move to start the round with or even buffering it
after 1~4 is pretty effective,  really not a bad manuever to do once in a
while. Because of it's abilty to avoid high attacks and because it's
unblockable and unduckable it proves to be a very useful attack to pull off
every once in a while. I recommend though this is best as a desperation/K.O
move since I think Bryan has a frame disadvantage even when you connect.
Use-O-meter: 8 outta 10



----------------------------------------------------------------------


D.  BLOCKING AND HIT-RANGES


Blocking is something you cannot leave out in your basic Tekken game. If you
cannot block, you might as well stop playing Tekken. Even if you have an
offensive style of play, there are always situations where your defense has
to be organised, and blocking is the basis of it all. Wether it's for high
level play or basic strats, blocking is something in which you have to
involve your Tekken game in constantly. There are two types of blocking:
Neutral Guard and Active Guard

- Neutral Guard: If you keep your joystick into Neutral state, you will
automatically block high, mid and special mid level attacks. But you have to
use Active Guard to block low level attacks (hold DB). This isn't really
reliable since the Neutral guard will prove ineffective against set-ups
(i.e. a shin kick connected on you, followed by fast pokes, which will hit
you if you don't use active guard), guardbreaking moves, certain attack
strings that are very varied in hit ranges (like tenstrings), which are very
commonly used in high level play.

- Active Guard: This is the most common of blocking types. This is done by
holding the joystick back (standing) or downbackward (ducking) away from the
opponent timed with their attack. The Active block is the blocking method
that's used in high level play. Wether it's tenstrings, set-ups, custom
strings, low hitting moves, this is the most reliable way of defending.


A good way to learn how to block the popular attacks and strings in the game
is to learn the hit ranges. The hit ranges indicate how you have to block
certain attacks, wether it's blocking or standing, or wether you can duck or
jump over certain attacks or not.  In order to have an organised defense,
you must know the hit ranges of each attack in Tekken Tag Tournament (it's a
long learning curve, but if you wanna learn how to play, the basic parts
must be known first). There are four different types of hit ranges: high,
mid, special mid and low level attacks.

- High level attacks: Pretty much explains by itself actually. High attacks
are the only attacks that can be ducked (along with throws), and can only be
blocked standing. If you learn how to anticipate the popular high hitting
moves your opponent, and learn how to duck and counter them, you are one
step in the right directions. Also, learn the parts of popular strings that
hit high is very recommendable (DUH). Examples: Standing jabs, 4's, Mach
Punch, Jin's WGF/EWGF

- Mid level attacks: Most of the attacks in Tekken Tag Tournament hit mid.
This means they can only be blocked standing, and cannot be ducked.
Unfortunately, most of the priority moves that are mid hitting attacks. You
have to be aware of overheads when ever you chrouch or when you try a WS
move or C.O.M, since many will try to punish your crouch. The best way to
deal with this is be familiar with blocking points of certain
attacks/strings, or find a something that's effective as an interrupt like a
d+1, which will beat almost anything.
Examples: df uppercuts, Deathfists, toekicks, hopkicks

- Special Mid level attacks: This is the least common of hitranges. Special
mid attacks will hit a crouching or standing opponent, but can also be
blocked both standing and crouching. Special mid attacks can be lowparried
and reversed. The most common special mid attacks are the basic ducking jabs
(d+1/d+2). Another well known example is Kazuya's Wing God Fist.

- Low level attacks: The low attacks are pretty obvious as well since they </pre><pre id="faqspan-2">
can only be blocked ducking. These are IHMO the most useful of hit ranges,
simply because it proves neutral guard non-effective, but also if you mix up
your hit ranges very balancing the low attack are the most eaten of all hit
ranges. Examples: Shin kicks, Ogre Snake Kicks, Kings AliKicks, Lei's db+4.

Blocking is IHMO the most important thing you have to do. If you are
unfamiliar with blocking and hitranges, learn or don't play. Know how to
block popular strings, and know which moves are punishable when you block
them.



----------------------------------------------------------------------


E. OKIZEME


Okizeme is basically doing as much damage as possible on a grounded
opponent. This is very much used as high level play, but it's often called
cheap since the opponent is defenseless if they get pummeled on the ground,
but isn't that the same with juggles? The important thing you have to
remember about okizeme is to know which move you have to hit the grounded
opponent with at what time, depending how the opponent recovers. Bryans
okizeme isn't as great as Kings or Ogres (because of his lack of low
attacks) , but it's more then enough to keep a grounded opponent nailed for
some time. Like I said, you need to use the right move to stop the way the
opponent recovers to keep them grounded.

- If they roll: If the opponent rolls towards or away from you, this makes
it the easiest way to do okizeme, since an uncautious opponent is very
vulnerable when they roll. The simple d+4 or d+3 will catch them during
their roll, and a df+3 is guaranteed afterwards (you have to be fast), this
works exceptionally well on big characters such as the Jacks or True Ogre.
The heavy body blow (df+1,2) works also well, it sets up more ground damage
fairly well. The df+3 by itself is another option, you have to time it early
enough, but it reaches far enough to catch them as they roll. Other options
are the rising knee (ws+3) or even the f,f+3. Another option is the 3,2,1
mixup when they roll backwards, or try the f+1+4 after the 1+3 throw. When
you expect them to roll away from you, the unblockable will hit them before
they stand up.

- When they stand up regularly (recover standing): If you time the df+3
right when you are in range, you'll catch them with a juggle as they rise.
When people estimate this and recover from the chrouch, you can be punished,
so there are always other moves that can substitute the df+3. The df+4 is a
well suited attack for those matters, and doesn't knock down that far
setting you up for more okizeme. Another option, is the uf+4, which get you
a free juggle, and if they manage to block on time, the recovery is fast
enuff to make you block on time, or a do left jab to avoid retaliation.
Great is the df+4, whick kill a risong opponent and does great damge as
well, and also sets up some of the better okizeme. Another move that works
well against standing recovery from a distance is the f,f+4, which give you
another fast knockdown, for you to tag your partner in safely or do some
more okizeme.

- When they recover chrouching: Pretty easy if you use overheads. The uf+4
is your best option by far, gets you a juggle. Another option is the f,f+3
from a dashing distance, or the simple b+4, but that will most likely be
countered by a d+1 or so. A well timed df+2 is a pretty good option if it's
done out of lowjab range.

- When they recover with an ankle kick (d+4) or sweep(3): Now this is the
moment for the uf+4 all the way. If timed correctly it'll go over the sweep
or ankle kick and hit them for a juggle. Another option is the mach punch
for a minor counter if you want a fast knockdown, or as a move to finishoff
the round when the opponent has little life left.

- When they recover with a mid kick(4): This is the right time for a df+3,
since that'll go under the kick if you time it accurately, and knock the
opponent down.Remember that the FC+3 is guaranteed after every frontal
throw, and the df+3 will hit them before they can techroll away safely. The
df+3 is still another recommended option after the C.O.M or after a basic
front or sidethrow. Unfortunately Bryan has no useful slide attack like
Lee/Ogres f,f,N+3+4 or Laws D,df,d,DF+3 which has the range to catch the
opponent once they tag recover from the ground before they roll off screen.
If he had that his okizeme would've been complete.

======================
How to utilize okizeme
======================

To use okizeme effectively you have to be familiar with your ATTACK RANGE.
Estimate which attacks reach the distance the opponent's at to use okizeme
with great effect. To utilize okizeme, it's also extremely vital to forward
dash (f,f) a lot if you are out of range, to be quick enough to get within
range to do more ground damage. Another important thing about okizeme is
ANTICIPATION. After a successfull knockdown, you must anticipate how the
opponent will recover, and at the same time you must execute the appropriate
okizeme quickly that's suited to punish the way the opponent recovers from
the ground. Okizeme is an advanced tactic that should be practiced as much
as juggles, poking or whatever else, since it's used extensively in high
level play. Be sure to know Bryans okizeme, and it can be used with great
effect to use as yet another way to eat away chunks of the opponents
lifebar, oki doki?


----------------------------------------------------------------------

F. SIDESTEPPING


The essence of a well timed sidestep has been more and more of a value in
Tekken, simply because a successfull sidestep sets you up for free hits.
Sidestepping is done by pressing u,N (to the left) d,N (to the right). Bryan
doesn't have a godlike sidestep such as Ogres, but it certainly is good
compared to some other characters. Sidestepping effective will takes two
important things: Anticipation and timing. You need to anticipate your
opponents attack, and time exactly right so you won't get hit by it and
avoid it safely. When the opponents attack is somewhat slow, you might want
to sidestep during the midframes of the attack, when the attack is faster,
you might want to time your sidestep during the opening frames, it all takes
precision in timing and anticipation, but not as for timing, it doesn't
always depend on how fast or slow moves come out, but also in what distance
the opponents attack is executed from you. If a move is executed up close,
you might want to time your sidestep earlier than when the attack comes from
a dashing distance for example. You can cancel a sidestep by pressing back
after initiating the SS-motion. Sidestepping your opponent to it's full
effectiveness is best used against moves that travel in a straight line i.e.
Thunder Godfists, Kings f,f+1+2, Laws f+2~1, Heihachi's f,n,d,df+3,
Julia/Michelles Bow& Arrow mixups, Ogres f+1+4, Jins b,f+2,1,2_d+2, Nina's
uf+4,3,4 and the list goes on and on. You'll most likely end to their back
or side, to do a SideStep-move, but they aren't really safe moves, so I'd
recommended to look for some alternatives as well. If you SideStep the
opponent, you'll either end up at their back or at their sides, and to minor
counter their whiffed attack, here are some recommendable moves (apart from
the sidestep moves) to do in these positions:


- At the opponents side:

uf+4: Because this comes out slower in TTT, they might block it on time
(depending on the recovery of the move you sidestepped), but if the move is
still in it's closing frames, you'll connect with this for a small juggle.
Not a bad option I'd say.

3,2,1,2_4: Pretty decent to do off your sidestep, since the first hit of the
3,2,1 have range and are all guaranteed on a minor counter once the first
hit connects.

f+4: My favourite, especially as a major counter off te SS, due to it’s
range speed and recovery. Follow b+1 or f,f+2 for good combined damage.

Instant ws+3: You have to be fast with this one, but your reward will be a
big combo opportunity. But it happens a lot the opponent will block on time,
so use it when the opponents attack is still in it's closing frames to
connect it safely. Also be aware of the distancing and this is a powerfull
option.


At the opponents back:
f,f+2: If you sidestep your opponent who ends with his back towards, and
rush in with the machpunch, it'll connect for sure if it's 2 characters
distance or shorter as a counter, giving you a fast knockdown, it'll even
hit as a MC often since you may connect while the opponent tries to turn
around.

Instant ws+3: If you're fast you should be able to connect this during the
opponents recovery, it's best to do a forward dash once you've sidestepped
your opponent to be sure you'll get in range (ss->f,f~instant
ws+3-execution). If the opponent tries to turn around to might get the stun
as a MC, giving you the chance to do a combo before the opponent finds the
reaction to tag-escape the stun.

f,f,f+3: The jumping slash kick is very useful in this particular
situations, especially if the opponent recovers with his back facing you at
a larger distance after a successful sidestep.

Standing 4: The standing 4 has awesome range and sometimes even hits the
opponent in the air during a Thunder Godfist (Devil, Kazuya, Jin,
Heihachi)in their back if it's sidestepped up close, leaving them
grounded(this also works very well with Kings f,f+1+2 as well).  Well suited
to minor counter a backturned opponent after a sidestep, not only because of
it's range, but also it's speed.

2+4_1+3(at back turned opponent): If you sidestep a linear moves from a
small distance and end up at the back of a recovering opponent, you can
always try a back throw attempt once you are within range. Be sure to press
the tagbutton once tou catch the opponent, backthrows are nonescapable and
if you tag throw, the damage result is totally awesome. I think you’ll get
better sidethrow opportunities after a techroll though.



Some general tips on sidestepping attacks:

- If you have trouble sidestepping attacks and feel you time right, an easy
way to sidestep is this: Sidestep left limb attacks to the left, and right
limb attacks to the right. It seems to work much better, and will grant you
a lot more successful sidesteps, if you know when and how to use the
sidestep effectively.
- Sidestepping moves that travel horizontal (Bruce's f,f+3, Pauls
d+4,2(first hit) and Ogre's standing 4, Lei's db+4, Kuma's f+1+2) is a bad
idea.
- Don’t try to sidestep if you are too close to the opponent since you’ll be
jabbed during the neutral motion. always stay and least a half a character
distance to sidestep safely.


----------------------------------------------------------------------

G.  DASHING AND SWAYING


Dashing is a very important factor in Tekken, since it can be very vital for
your distancing and evasive game. A regular dash is done by pressing b,b or
f,f and will travel you about 1 and a half character distance. Especially
characters like Bryan have to rely heavily on dashing since a lot of his
powermoves come off a dash, and with his fast pokes he can use up close, the
dash allows Bryan to take it on from distances as well. The forward dash
(f,f) is used in many different way, of course, Bryan has three powermoves
off it, but a forward dash is used to extend your attack range, to rush in
on a vulnerable opponent(with okizeme for instance) , to cloak moves by
buffering it with rolldashes and sorts and lots of other uses. The
productivity of the forward dash is very versatile, you can use it very well
extending the range of certain moves for example:

f,f,uf+4
f,f,qcf+3
f,f,qcf+2~(when hit)b+2
f,f,qcf+1
f,f,df+2
f,f,b+1
f,f,df+3
The backward dash (b,b) is also a very important tool to use in high level
play especially. If you anticipate well and backdash out of range of basic
pokes or throw attempt, you might leave your opponent open for a well timed
f,f+2, uf+4, 3,2,1,2_4 or even a throw. If you want to be cautious, the best
thing you can do is a simple backdash, to feel out what the opponent will
do, and hopefully you'll get a counter. Especially against King, Ogre and
Paul players, who like to start the round with their hopkicks, a simple
backdash will make their attack whiff leaving them open for some stationary
retaliation. Also, try to backdash out of range of Kazuya/Ogre's ws+2
gutpunches, this works extremely well, since they will whiff their attempt
for a clean hit and you'll most likely have enough time to get a uf+4 or at
least a df+2 out of it. You can also cancel a backdash into a sidestep,
which is very useful for evasive tactics. The backdash is a very good
evasive tool, as well as to anticipate counterhits (in harmony with the SS
at greatest).

============
The Rolldash
============

The rolldash is simply another variation of the crouch dash but it's done
differently (d,df,f_or_qcf). It can be used to modify WS moves to longer
range moves, since the rolldash will put you in a chrouch position for a
short period of time:
ws+1 -> qcf+1
ws+2~(when hit)b+2 -> qcf+2~(when hit)b+2
ws+3 -> qcf+3
ws+4 -> qcf+4
ws+1+2 -> qcf+1+2
ws+3+4 -> qcf+3+4
This is very useful, since the rolldash avoids high attacks, giving you the
chance to pop up with these moves. Also the rolldash will give the attack
more range, which is especially useful with move which lack in range like
ws+1+2 and even ws+1. You can also use the rolldash for buffering, like the
FC,df,d,DF+1+2 throw or moves off the forward dash, but that'll be explained
in the BUFFERING SECTION.

==================
Utilizing The Sway
==================

The sway is an awesome feature in Tekken since it avoids high attacks,
making it a great antipoke, and can only be done by Paul, Bryan and Nina. It
is  done with a d,db,b_or_qcb motion. Using the sway to it's full advantage
takes, like a sidestep, raw timing and reaction, but if you get it down you
can use it like you would use Lei's b+1+2 or your own 1+2 Hammerdriver, but
with much greater effect. Swaying is best used for defensive purposes to get
counterhits and sorts. Try to time this with your opponents high attack, and
if you do it right, you can answer with many attacks. The QCB+2 is the
default attack off the sway, and a good move for juggling, but try to mix-up
your attacks off the sway to stay unpredictable:
QCB,f,f+2
QCB,f,f+4
QCB,uf+3
QCB,throw
QCB,qcf+1
QCB,qcf+3
QCB,df+3
QCB,uf+4
QCB,df+1,2
QCB,3,2,1,2_4
QCB,df+2
QCB,1+2
QCB,f+1+4
QCB,b+1
QCB,b,b+4
QCB,f+4
QCB ->Sidestep
These are all the attacks that work pretty effective after you avoid your
opponents attack with the sway. Just experiment, customize which attacks
work for yout the best. Like mentioned, you can always do a sway into
sidestep, to put some variation to the backdash -> sidestep patterns. The
sway is a very good move to counter an advancing opponent who relies heavily
on custom stringing and buffering. Try to use it every once in a while, it
has a good value, also a nice alternative for both backdashing and ducking
(in evasive tactics that is).


----------------------------------------------------------------------

H.  VERSUS CHARACTER STRATEGY


TTT is in my opinion more balanced in characters than in T3, every character
has the ability to kick ass on any other character, and the tag feature
makes that an even more open theory.. Characters that were overpowered in T3
have been toned down (Nina, Law, Paul and Ogre) and characters that were
weaker have been made a lot stronger (Julia, Kuma, Hwoarang and GunJack).
But since Tekken3 Bryan has been made a lot stronger than in Tekken3,
especially since he's gained the punch reversal and b+1 jugglestarter, which
made him IMHO top tier along with Julia, Bruce and Jin. He's is practically
INVINCIBLE against the Jacks, Kuma and Ganryu because they rely heavily on
their punch attacks, and are a lot slower than Bryan. The dead fella is
stronger than ever and has the abilty to make quick work of every character
in the game. He has the excellent blend of speed and power, he has attacks
great up close and from a distance, count that up with his awesome
productivity in combo's and custom strings and his punch reversal, and
you've got one powerhouse character. In this section I will give you some
strats what to do to beat other characters in the game.


========
Vs. Jin
========

Attacks to watch out for:
- Mostly played: Offensively
- f,n,d~DF+2(EWGF)/b+4/ws+2/1,1>2/f,f+1+2
It's always hard to beat a good Jin since he has so many useful attacks and
very few weaknesses. Most players will stay offensive on you and if you stay
too defensive they'll try and throw you with f,f+1+2. It's best to try and
attack cautiously, don't make any reckless errors since Jin can punish
everything you whiff with an EWGF. Punish everytime they whiff the EWGF,
since good players won’t easily make the same mistake twice. Use the
backdash into SS tactics (stairs) against godfist happy players, don’t try
to punch parry it. Don’t get b+4’d, Jin players will try to set this move up
with pokes offensively speaking. You must use the backdash->SS->f+4 or
instant ws+3 to hopefully counter the b+4 attempt with a big combo, but
don’t get hit by it, or you can say your prayers. The stairs tactics also
works well against the stunpunch combo (b,f+2,1,2_d+2) to force Jin into
whiffing the first one or two hits, then run into a f+4 ch. Jin players like
to minor counter you with 1,1>2’s, the EWGF or ws+2, so use as many short
recovery attacks with fast recovery as possible, like WS+3, the f,f+4 works
well, uf+4 is decent if you are sure of a hit, and pokes. Use your f+4 and
instant WS+3 as your main countering moves. Don’t expect an easy fight, play
cautious and smart, one juggle opportunity for Jin and you’re dead, remember
that.
- Difficulty: Hard.


=============
VS. Hwoarang
=============

- Mostly played: Offensive~defensive (AKA hit-and-run tactics)
- Attacks to watch out for: df+4-LFF/RFL,4/d+3,4,4/df+3,4/f+4~4-RFF/f,f+2
Hwoarang has been strengthened a bit, and he relies a lot on his RFL now,
more than his LFL. He will often try to use fast pokes to gain the framing
needed to get in his RFL(f,N+4), minimizing fear of retaliation. They will
often try to double sidestep (Poking->RFL->Dbl SS) afterwards hoping to
counter you with RFL,b+3 or RFL,4 which both set up a combo. That's why you
shouldn't rush in on Hwoarang while he's in his Flamingo faints, he'll
counter with the previous mentioned or jabs out of his FL stance to
interrupt you. To avoid getting pestered by his annoying hit-and-run tactic,
you must try to counter him as soon as possible (WS+3, f+4, and stay in his
face with custom strings (3,2,1-strings, 1-2,body blow, low hitting moves)
and an occasional jugglestarter or throw to keep him from using his stances.
If you have an organised offense you should have him nailed pretty fast.
- Difficulty: Easy


========
Vs. King
========

- Mostly played: Defensively
- Attacks to watch out for: Throws/2,1/d+1~N+2/df+3/f+4/Kick Reversal
The first thing you must know against a King player is to know all the
breakouts of his throws and multi's, because King is undeniable grappling
oriented. He needs to get within range to execute his throws, that’s why the
b,b->SS->CH tactic works well against him. Punish whiffed throws with the
mach punch or a throw attempt. Besides his throws , watch out for his pokes,
his 2,1 has lost it’s guaranteed followups, but King players still look out
to buffer into a DDT or Giant Swing, or follow that nasty df+3 poke. If King
whiffs the first hit, you can counter with a f+4 combo. Also duck a lot,
pester him with lowjabs and mixing up ws+1 and ws+3 with the C.O.M works
really well. Use your 1,2,1 strings instead of your 3,2,1 (King players look
out to reverse the left kick and it can’t be chickened). Don’t whiff the
start-up of your strings to avoid eating a f+4 or uf+4, strike him off
counters and inturrupts instead. The d+1~N+2 is another nasty attack, if
they use it a lot, keep out of distance of the first hit and punish ones he
gets the second hit blocked whiffed. To beat King players, your best bet is
to stay out of poking range and counter him, never take the initiative first
when the player you’re up against has the advantage to avoid getting thrown
or countered by a hopkick or f+4. Good Luck.
- Difficulty: Medium


=========
Vs. Bruce
=========

- Mostly played: Offensively
- Attacks to watch out for: df+2/1,2,4_d+4/3,2,1
Bruce is a cheap and easy character to learn, with lots of quick and
damaging attacks, but I’d say Bryan is a better allround character. Bruce
players like to pester you with 1,2,4_d+4, which are quick and damaging, and
have insane priority, since they start with Bruce's left jab, which runs
8frames, and has a lot more range and damage than the average left jab.
Because the 1,2-mixups starts up so fast, Bruce can counter you without a
sweat with these strings. Your main concern is to keep him out of jabbing
range. The best cure for that is once again the b,b->SS, to force him to
whiff the start-up of his 1,2 strings making him vulnerable for a f+4 or
instant ws+3 counter. His 3,2,1 is your second worry, it tracks a lot better
than yours, and juggles on CH. It’s hard to defend against this move, but if
Bruce screws up the start up get ready to punch parry the second or third
hit. His df+2 is another problem, it has the speed so Bruce can cloak it in
custom strings and other pokes, to set it up easily, and if he connects this
move,  you’ll get triple knee’d or something worse. Against Bruce, you must
keep him on mid level range to avoid getting out-poked, and strike him thru
counters and keep him defensive from there on.
- Difficulty: Medium


==============
Vs. Roger/Alex
==============

- Mostly played: Offensively
- Attacks to watch out for: df+1/2,1/standing 1/f,N+1/throws
Roger is the most underrated character in the game, his main weakness is his
lack of range which gives him trouble fighting other characters and Bryan is
no exception. Roger players like to poke you up close with 2,1 and standing
1, which he can link to his throws very easily (his throws cannot be ducked
once the 2,1 connect so you have no choice but to escape them). So in this
case, keep him at bay with your gatling combo’s, df+1,2, and counter with
f+4 or instant ws+3 if he tries to rush in. Counter his f,N+1 with instant
ws+3, df+3 or f+4, or punch parry don’t block, since he cas a guaranteed
f,N,d,df+1 and FC,df+2 after the block stagger. If you can neutralize Rogers
close range attacks this fight should be over pretty fast.
- Difficulty: Easy


========
Vs. Baek
========

- Mostly played: offensive~defensively (AKA hit-and-run style)
- Attacks to watch out for: b+2/f,f+2/d+4,3,3,d+3/f+4>3/punch parry/3,4>3
Baek is a very confusing character with lots of different attack strings. Be
sure to punish with f+4 everytime he whiffs a kickstring, he can counter the
ws+3 a lot easier for some reason. He can delay a lot of his kicking strings
to discourage you to attack him. Players will try to bait you into a
counterhit with Baeks flamingo delayals. His f+4>3 for example, is obviously
one of his best moves,  Baek players will delay the second hit after
connecting the first to bait you into the big CH stun. If you block the
first hit the second hit wil most likely be cancelled, and Baek can triple
SS around you when they cancel it into flamingo faints to juggle or throw
you, so there is always an option surrounding the f+4>3. Lowparry the second
hit of 3,4>3 to avoid getting fooled by the last hit delayal since Baek
players like to screw up your timing via FL-delayals to connect a juggle
opportunity. Baeks main weakness that a lot of his kick strings start up
high, so if you duck a lot you should be able to hurt him with your d+1,
WS-game and C.O.M. Baek doesn’t have any good mid attack to stop a d+1
attempt up close to set-up your crouching game. You should be able to hold
him off if you execute from your crouch and sidestep properly.
- Difficulty: Medium

=========
Vs. Julia
=========

- Mostly played: offensively (off the counter mostly)
- Attacks to watch out for: 1~1,1/QCB,f+2(Mad Axes)/f,f+1/FC,df+2
Julia is the hardest character you’ll face in high level play IMO. Her 1~1,1
start-up with her 8frame jab,  and the juggle is guaranteed if she counters
you with it, and this is not that hard for her since it beats every move you
have from your standing game, and that’s a big disadavantage for you. If you
try to attack and do damage she will look out to counter you with 1~1,1, but
if you turtle, Julia will find ways to buffer into Mad Axes (escape: 1+2) to
do damage instead, so it’s practically impossible to fight Julia without any
risks. Watch out for that damn elbow, which will punish almost every attack
you whiff, hopefully the player will whiff it to punish her. Her two
weaknesses are the recoverytime of some of her powerattacks, and many of her
attacks are not that hard to sidestep. Use the f,f+2 or throw whenever she
misses or recovers from her attack, you can also try to sidestep some of her
popular strings if she executes them from a longer distance and counter with
the f+4 or instant WS+3. Don’t try to fight her up close, instead use f+4 to
counter her when she is within jab range or throwing range, you have a range
advantage over her and you should take advantage of that. The f,f+4 works
well due to it’s great recovery as do the gatling strings. It’s best to play
a bit defensive against Julia, despite the Mad Axes buffering methods
(anticipate and escape is your best bet), to avoid her 1~1,1)_4 and the
f,f+1 elbow and hopefully get an early counter.
- Difficulty: Hard


===============
Vs. Devil/Angel
===============

- Mostly played: offensively (off counters)
- Attacks to watch out for: WGF, hellsweeps, df+1,2, SS+2, 1,1>2
Devil hasn’t got many attacks, but what he has is quite annoying. His df+1,2
is probably the most used attack, block the first hit, punch parry the
second. Devil players like to slash through with the df+1,2 or WGF, so don’t
whiff the start-up of your gatling combo’s, or you’ll be juggled. The 1,1>2
is still pretty annoying, as well, so stick with fast recovery attacks,
throwing and basic jabs. Same goes for the WGF, Devil players tru to counter
you with it because it hits special mid and thus easily blocked. Don’t try
to punch parry the WGF, it’s not possible. Devil players also like to
overuse the SS+2 (Kinda a Guile Standing Fierce ripoff), which is eay to
neutralize, just dash out of distance  (The SS+2 range is very short) and
machpunch, throw or b+1~5. If you can keep him nailed with 3,2,1,2_4, the
df+2 and other primary offensive moves you should win without too much
troubles. Devil is a pretty predictable character, so it’s easier to
anticipate his attacks than with most other characters.
- Difficulty: Easy




----------------------------------------------------------------------


I.  TAGGING AND TAG-STRATS


Tagging is the new feature in TTT that has made it unique from it's
predecessors. It allows you to choose two characters, with whom you can
switch between during level gameplay. With Tekken already having the deep
gameplay, tagging will give it a even larger push. With tagging, there are
so many possibilties, I doubt everyone who loves Tekken will find out
EVERYTHING about this game, I mean, hey, I'm sure we haven't found every
combo possible in T3 alone, most maybe, but certainly not all, and I'm sure
we will have a harder exploration time with TTT which makes it even more
fun. The whole gameplay scene in Tekken is opened up a lot because of this
one feature: Tagging.

=================
Tagging ingeneral
=================


The most obvious reason to use the tag button is to switch between your two
characters, but tagging can also be used in lots of other ways. A good
example is to recover from the ground. If you press the tag button once
knocked down, you can recover while pressing the tag button to prevent
getting okizeme-ed, you'll roll or walk off screen as you tag in your
partner. The tag recover can be an advantage or disadvantage, if you tag
recover after you are juggled or whatever, the opponent can just wait to
counter your partner once he tags in instead of trying to okizeme you. Still
other than that you must only tag recovery against those who try to okizeme
you.

==============
The Tag-Escape
==============

The tagbutton is a great manuever as well to escape stuns like
Hwoarangs RFL,4(CH) and Julia's FC,df+2, to spare you from eating a high
damage combo. The tag-escape I still find sucky overall, matches are less
entertaining because of the tag-escape, there's less chance of landing some
madd combo with Bryan off his WS+3(ch) as a crowd-pleaser or so to be said
(including me).


=============
The Tag Throw
=============

Another option with the tag button in TTT is the
buddy-throw. This allows you to throw your opponent with both
your characters, with some savage-ass results. Unfortunately, you can only
tag throw with Bryan off his backthrow, but when you do, the opponent takes
one shitload of damage. What I don't like about TTT
is the fact that if one of your characters is dead, you've lost! C'mon
Namco, what's the point here! The matches are less fun then, are less long
and less entertaining. This simply disappoints me. During all the previews
on TTT, I was thinking about how cool it would be to beat both your
opponents characters while you are only using one. That
would be so humiliating, hehe.

===========
Tag Combo’s
===========

Tagging also allows you to combo with your
tag-partner, allowing a buddy-combo. The following of Bryans moves are
taggable, thus making it possible to buddy-combo off it: the WS+1 and the
b+1. Too bad Bryan doesn't have more tag starters, like Wang or Law, but
these two do the trick very well. The b+1 looks just plain flashy to try a
buddy combo after and the tag button allows guaranteed followups wether it
connects or gets blocked, and is his best tag launcher, while ws_qcf+1
launches up high enough to do the serious work, and is better suited to let
bigger slower characters finish the job as well.


==============
Tag Cancelling
==============


Also you can confuse the opponent by canclling while you tag out, with a tag
cancel. Tag cancelling is done by pressing Up/Backward right after you tag
(5~U/B) and will cancel your character from tagging out for your partner.
The best way to use the tag cancel is when you're under pressure with custom
strings and pokes. Remember that it can be vital to cancel your tag-recovery
from a knockdown. This will allow you to keep using Bryan AND you'll gain
some spacing. You'll not only tag your partner in which has more life, but
you'll also recover your health slowly when Bryan is out.

Tagging is one of the most crucial features since it can be useful in so
many different ways. Make the right decisions, don't get careless, the tag
feature can be your best friend or worst enemy.


====================
General Tagging Tips
====================

Here are some general tips you need to know when using the tag feature
extensively:

- Be sure that if you want to tag your partner in, you have got to make sure
the opponent is knocked down or immobilized in some way, since your partner
is very vulnerable when he/she tags in to get juggled or thrown. With a
knockdown or stun, you can tag in your partner more safely as the opponent
recovers. The best way is via a tag combo or tag throw.
- Be sure to counter everytime when the opponent tags in recklessly, either
a juggle, Machpunch, throw, or just a simple 1,2 combo for set-up purposes.
- With Lei on his team, there is no Netsu Powerup for Bryan (you will see
some special start animations, but not like that's useful)
- When you use swaying for evasive purposes (see DASHING AND SWAYING
section), you can tag away and and let your partner counter once you tag in
(most of the time the opponent recovers on time but it works best on attacks
with slow recovery)
- It's a good idea to tag everytime when you've got around 50points of
damage left (with both characters) everytime to stay longer in the match.
Example: You start with Bryan and Nina against a Julia and Wang player, and
your Bryan gets hit by the opponents Wangs juggle which does around 50
points of damage. You use a f+3 or another knockdown move to tag in Nina
safely while Wang recovers. Now your Nina has full health and Wang lost
around 25points, which puts you in the slight advantage in that situation.
Wang cannot tag since he may be afraid your Nina will counter his Julia with
a juggle, so if you manage to hurt Wang some more, lets say a few set-up
pokes and a f,f+3 bad habit kick(it's just an example, so gimme a break),
his life will be around 46points of damage and by that time, your Bryan
might be fully healed to 100points due to the health recovery the tagged out
partner gains to finish the job. What I'm trying to say is, if you use the
tag feature and health recovery in your advantage if you think rational, you
might win without comparing how strong yours and the opponents characters
are against each other, but your largest weapon in Tekken is not always your
skill or knowledge, but the most obvious thing you can imagine: THINKING.
Damn straight. Your state of mind is your largest weapon, even greater than
your knowledge or skill, I believe that if you know how to deal with ANY
situation, in ANY game, THINKING is your best weapon.

============
Tag partners
============

A lot of characters play very well with Bryan. Here are good tips of picking
a good team:
- Your partner must have good combo follow ups off Bryans taggable moves
(ws+1, b+1)
- It's handy to pick a partner that doesn't have the weaknesses Bryan has.
Example: Bryan lacks good low attacks, so find a character who has a useful
amount of low hitting moves.
- Use a partner that suits your gamestyle.
- Pick a partner who is played in a completely different way than Bryan to
force the opponent to play a different style against each character,
sometimes this affects their strategy. Some strategies that work well
against Bryan but not against your partner, which could be an advantage to
you.
- Have fun, experiment and be a good sport, even if you don't have good day
and play like shit.

============================
Teams recommended with Bryan
============================


Bryan/Wang: Well, some of you may disagree, but Wang is the most wellrounded
character in the game, he has it all: power, jugglestarters, pokes,
sidestep, powermoves, counters, throws, guaranteed followups, great combo
ability, balanced in hitranges. The only thing he lacks is speed and he
takes hits like a sissy. Still he is undeniably one of the weaker
characters, but he ironically is the ideal tagpartners as well, because of
his versatility. He is well suited as a partner despite what character you
play. He has a lot more taggable moves than Bryan, the db+4,2 is awesome
(tag Bryan in and use basic jabs, db+2 and other great juggle extensions to
experimiment with great tag combo's), the df,DF+2+4 is taggable but
escapable unlike Ogres. His d+4-mixups are almost as good as Julia's, his
SS+1+2 headbutt is a very great counter of the sidestep which stuns. His
d+4, db+4 and SS+4 are good examples of useful low attacks that back up
Bryans lack of them. A highly recommended team. Team rating: ****

Bryan/Ogre: LOL, a team of both characters I've written a FAQ of...why not?
These two characters blend pretty well. Bryan lacks low attacks, while Ogre
has a lot of them: FC+3,3,3_N+3, SS+4, d+4,  FC,df+2, f,f,N+3+4, db+4 to
name some. Ogre has good pokes, but Bryan is a lot better with poking and
custom strings, so Bryan will back Ogre up in that as well. Ogre has the
ws+2, uf+4, Snake Kicks, df,DF+2+4 which are all great. Use Ogre to do
damage, use Bryan to mix up with his string mixups, pokes and wake up games.
This is also the team I personally like best (ain't that a suprise). The
only problem is that both characters have only two special throws combined,
which is just not enough, unfortunately. Team rating: ***

Bryan/Lee: Both characters have silver hair and camo clothes, but even
though their style in appearance is similair, their style in fighting is
very different from each other. I'm still learning Lee, but I'm already
convinced he is one of the awesomest characters in the game. He was seen as
a Kazuya and Law combo in T2, but in TTT he has developed more of his own
unique style. Even though Lee is one of the weaker characters, I definately
want to know this character better in the future. Both characters are quick,
but Bryan is more of a counterattacking combo monster, while Lee has more
finesse and technique blended with fast kicks and punches. Catlord called
Lee's trademark d+4,4,4,4 shinkick combo the Low Cheezekicks in his FAQ, and
darn, do I agree with him, it's one of the cheapest attacks in the game,
along with Ogres 4 and certainly backs up Bryans lack of low attacks alone.
His HitMan Stance (3+4) is very awesome since it's got show off purposes as
well, and he has jugglestarters off it (HMS,4 and HMS,2). His b+3~3~4
counter is awesome as well. I have not experimented much with this team yet,
but there's a good chance that this can be a dangerous team, since the
different fighting styles might force the opponent to act differently
against each character. Team rating: ***

Bryan/GunJack: Bryan and GJ are actually a pretty good team, even though I
suck as a Jack player. GunJack has some great powerattacks and throws, while
Bryan is great with the string mixups and counters, which make this a pretty
good team. GunJacks heavy hitting style gels very well with Bryans quick and
powerfull strings and poking tactics. Besides, GunJack has some great
jugglestarters that make it easy for Bryan to finish the job with damaging
linkers such as the b+2,1>2_>4 mixups and db+2 juggle extender. His Megaton
upper juggles up very high to give you enough time to do more than enough
aerial damage. Also, you've GOT to check this out if you don't know this by
now: If GunJack connects with d+1+2 jugglestarter and tag in Bryan, do a
standing jab...and well whaddaya know...you'll do an AUTOMATIC Right Upper
into Fishermans Slam, woohoo!!! That's definately enough reason by itself to
choose this team, gawd.....:). Team rating: *****

Bryan/Bruce: If you like kickboxing this is your obvious team. Bryan and
Bruce have bot great quickness and mixups, but are both differently. The
main purpose to use Bruce is damage. Blend his awesome df+2 jugglestarter
with his pokes, that's the safest way to tag Bryan in to finish with a tag
combo. I recommend picking Bruce first, since he has the abilty to damage
your opponent badly and leave the leftovers to you, or so to say it. His
1,2,4_d+4_f+4_3_f+3_1,2 is an awesome mixup surrounding the 1,2 punch combo,
and if you mix up all enders evenly you can hurt the opponent real bad. Your
best bet for a multi is to buffer the multi starter with a df+1+2
(df+1+2,hold 1+2->f,n,d,df+4), for some solid set-up purposes. His f,f+2 has
less priority than yours for attacking purposes, but it has a built in high
punch reversal once countered. Off a ws+1 juggle with Bryan, you can tag
Bruce in for some awesome tag combinations. Use Bruce do do big damage, and
Bryan to counter the opponents errors with fast pokes and strings, or a
juggle, to tag in Bruce for big damage. Team rating: ****

Bryan/Yoshimitsu: Yoshi is a great teammate to get under the opponents skin
since he's the ultimate piss off character. His df+4 comes out slower in
TTT, but his df+2 still avoids high attcks during it's mis frames. His NINJA
BLADE RUSH (f,f+2) is an awesome move to counter when you know the opponent
will whiff you and has a high piss off-rating. His SS+2 is a great new
jugglestarter for Yoshi as well. Be sure to tag Bryan in if you connected a
4~3 for some kewl tag combo's. But the obvious reasons why Yoshimitsu is the
ultimate character to humiliate your opponent with are his unblockables. His
db+1 still has great range and is often used as keep away attack and combo
linker. Yoshi can piss the hell outta the opponent when using the b,b+1~1
and u+1+2 for okizeme. Also his sword juggler (d+1+2) is an awesome new
unblockable, and his b+1+4 is a mean counter and can be buffered with a b+1,
also a great combo starter. And, OF COURSE, the bad breath (b+1+2~any),
which is a great antipoke and combo starter, which is used to counter
overoffensive characters, because it's non-counterable (it's duckable now in
TTT though, which it wasn't in T3) and the BB-stance has an evasive tidbit
as well. If you wanna beat the crap outta the opponent and piss him off at
the same time this is your team of choice. Team rating: ***


----------------------------------------------------------------------


J.  POKING


Probably the only thing that's still as effective in TTT as in T3 is poking,
one of the most essential techniques in Tekken today. Poking is basically
making use of attacks with come out fast and recover fast, like basic jabs.
Poking is a wide term, since it has more than one sole purpose. But poking
is essential for the good allround Tekken game, you cannot really compete in
higher level play without a solid poking game. There are all sorts of
different ways to use poking effectively depending on what kind of situation
you're in. There are different poking techniques which every play will be
confronted with sooner or later in high level play. These techniques will be
displayed underneath.

=======================
Basic poking techniques
=======================

- Offensive poking:

The most commonly used poking tactic. Basically, offensive poking refers to
chaining fast attacks with fast recovery to each other for one sole purpose:
pressure. If you keep staying in the opponents face with fast pokes and
basic jabs, you will have less risk of retaliation, since the opponents
counterattempts will most likely be interrupted with offensive poking. If
you keep offensive with fast attacks, the frame advantage will always allow
to to attack faster than the opponent unless you use slower attacks with
longer recovery. Offensive poking and Set-up poking are often used in
harmony which actually comes to the definition of custom stringing, which
will be explained later in this guide.

Suitable attacks for offensive poking: 1/2/1,2/3,2/d+1/df+1/df+2/d+3/d+4

- Set-up Poking:

Setting up is basically using fast pokes to connect, to get the framing
advantage needed to follow a attack for damage purposes (like a juggle
starter, throw or powermove) without having much fear of retaliation. A good
example is the simple 1,2 combo, which comes out fast AND recovers fast, so
if you connect you will have the opportunity for a followup before the
opponent can counter, because the recovery of the 2 will be faster than the
recovery of the opponent from the impact, allowing you to punish that
recovery with a throw or fast jugglestarter, before the opponent can
interrupt you. If the opponent blocks you on time that's not a real problem
either unless you've set up an attack with slow recovery which can be
punished. The most important thing you need to know is that you must set-up
an attack which is pretty safe in speed and recovery since it happens that
the opponent might counter the move you've set up on time if your attempt
comes out too slow. Set-up your fast jugglestarters, strings and throws and
you should be able to use your set-up game without much risk of getting
punished.

Set-ups:
1/2/1,2/d+3/d+4/d+1/3,2/df+2/d+3

Moves to set-up:
b+1/df+1,2/f,f+2/3,2,1,2_4/qcf_ws+1/qcf_ws+2(b+2)/qcf_ws+3/4/uf+4/uf+3/uf,N+4/f,f+4/1~4,3(3)/df+3/df+4/uf+3/f+1+4/any
throw


- Interrupting:

Interrupting is actually more of a semi-definition of poking. Basically,
interrupting is to stop the opponents attack with fast pokes. This can be
either during the lagtimes between some (ten)strings or attacks that have a
start-up.Interrupting is best done with fast pokes, and it also depends on
the distance you are in, use long range pokes to interrupt attacks from a
distance and shorter range pokes to interrupt up close. Estimate the speed
of your interrupts and your opponents attack to interrupt their attacks
safely, be sure to time right as well, since these days every whiffed attack
can be punished no matter how good the recovery is.Interrupting occurs very
commonly in harmony with offensive poking since it happens a lot that you'll
interrupt the opponents counter attempt when you stay in his face with
custom strings and set-ups due to the framing advantage you have gained.

Interrupts: 1(2)/2/d+1/d+4/df+2/4/d+3

- Keep away:

Keep away is not really considered a poking tactic, but most of the time,
keep away is actually used as a defensive way of poking. The best way to
indicate keep away tactics is keeping the opponent at a certain distance by
constantly using (long range) pokes to discourage him to get into a hostile
range. A good example is to keep a Paul player out of falling leaf range by
constantly countering him with a fast long range attack everytime he tries
to rush in to keep him at bay. Good keep away move is the standing 4,
because it has awesome range and knocks down on CH, for you to either try
okizeme or tag out safely. On non-CH it knocks the opponent backward a
little, allowing you to gain some spacing. To mix up his standing 3 is also
very handy since it hits mid and has great recovery. Another great keep away
move is the WS+4, which keep the opponent at a distance to avoid getting
countered whenever you try to execute from a chrouch, like when you try a
C.O.M attempt. The d+3 has also a good keep away poke since it hits low and
Bryan steps slightly forward before the kick giving it some extra range, and
if it connect it's sets up well enough to link a df+2 pretty well. This kick
is very suited for keep away since you won't have as much risk to get it
countered from a distance like from up close. Another keep away move can be
df+1,1,1,1, and might discourage a distanced opponent from rushing/jumping
in on you, consider this as a "stay back" move. I wouldn't follow woth the
Vulcan punch ender (..2), since good players will backdash and minor counter
you. But keep away isn't always defined from long range attacks. A perfect
other example of a keep away away tactic is after a blocked uf+4, where many
intermediate to average players like to retaliate this move when blocked,
but due to the great recovery of uf+4, you can easily do a standing or
ducking jab to discourage the opponent from rushing in, this too is a form
of keep away, and is materialized by attacks that are used as basic pokes.
Do you see where I'm getting now?


Poking is essential in Tekken, but you don't have too see all these poking
techniques as loose definitions. You can use all these poking techniques in
harmony and blend them up. For instance, if you interrupt your opponent, you
already have a set-up allowing you to stay offensive on the opponent with
fast pokes and custom strings. Poking is the safest way to do your popular
moves(throws, jugglestarters, powermoves, attacks strings) without risk of
getting punished, and without necessairily waiting for counterhit
opportunity. That's the main reason why I think it's one of the most
important features in the entire game.


----------------------------------------------------------------------


K.  COMBO'S/JUGGLES


Comboing is a term that's used pretty much used in every fighting
game. For those who still don't know, a definition of a combo is a
combination of certain attacks which link together doing damage combined.
Combo's are used in just about every fighting game I've played. Some combo
systems are cheap (Killer Instinct, though I loved to play it really), some
systems plainly suck (Mortal Kombat, the most krappiest kombo system of all
beat 'em ups) and some have great quality (Tekken, Street Fighter, tha real
work). Fortunately, comboing in Tekken is vital as far as doing damage goes,
and in every match, you will be confronted with combo's wether you pull 'em
or eat 'em wether it's a simple 2 punch combo, or a monstrous 120+ combo off
one hellsweep by a crazy, coffee and coke addicted Jin-nutshell, comboing
will stay in Tekken, and probably in every other popular beat'em
ups, one of the most deep features ever.

Bryan has lotsa different moves that set-up a combo:
uf,N+4    -Juggles-
SS+1~2    -Stuns on CH, tag escapable-
b+2,1...  -Staggers-
b+1       -Juggles (taggable)-
ws_qcf+1  -Juggles (taggable)-
QCB+2     -Juggles-
ws+2(b+2) -Second part juggles when first connects-
df+3      -Juggles-
uf+4      -Juggles-
f+4       -Juggles on CH-

- Side tip for beginners: In order to juggle effectively you must find good
juggle extensions, which will keep your opponent in the air long enough to
do more air damage. Good options are basic jabs and the db+2. Also, damaging
juggle finishers are also important if you want to do good guaranteed
damage, good attacks for Bryan here are the b+2,1 mixups, the f+4,3,4 and
the f,f+2. Experiment with different combinations of different attacks after
a jugglestarter (see above) to see what is effective and what doesn't. It's
important to have good combo's with solid damage that are easy to remember,
since good arcade players won't easily allow juggle opportunities after one
or two tries, so make sure you have some good combo's ready, to take </pre><pre id="faqspan-3">
advantage of every juggle opportunity without getting startled everytime.

==========
Combo List
==========

If there are any errors in the list, please let me know, any notices of
corrections will be thanked and credited.
On with the list......

qcf_ws+1:b+3,2,1;f,f+2
qcf_ws+1;b+3;1,2;f,f+2
qcf_ws+1;f+4;3,3
qcf_ws+1;d+2;b+3,4
qcf_ws+1;f+4,1,2;f,f+4
qcf_ws+1;d+2;F~1;f,f+2
qcf_ws+1;b+3,2,1;b+1
qcf_ws+1;1;b+2,1>2_4
qcf_ws+1;b+3;1~4,3,3
qcf_ws+1;b+2,1;1;f,f+2


b+2,1(CH);2;3,3
b+2,1(CH);1,2;f,f+2
b+2,1(CH);1,2,1;b+1
b+2,1(CH);1;f+4,3,4
b+2,1(CH);1;df+1,2
b+2,1(CH);df+1;1~4;f,f+2(big)
b+2,1(CH);QCF+3,1,f,f+2


b+1;d+2,1~4,3,3
b+1;1+3+4~f;1;f,f+4
b+1;1+3+4~b;1,2;f,f+2
b+1;1,2,1;f,f+2
b+1;2;b+2,1>2_4
b+1;d+2;1,2;f,f+2
b+1;f+4;d+2;1;df+2
b+1;1~4,f,f+2
b+1;1;3,3;f,f+2 (credit goes to aviax for this one
b+1;d+2;b+3,4
b+1;1;d+2;f,f+2



df+3;1,2;f,f+2
df+3;d+1;ws+3;d+3+4
df+3;ws+3;1;f,f+2
df+3;d+2;ws+3,4
df+3;ws+1+2;1,2;f,f+2
df+3;ws+3;1~4


QCB+2;1~4,3,3
QCB+2;d+1;ws+3
QCB+2;2;f,f+2
QCB+2;2;3,3
QCB+2;1;f,f+4
QCB+2;2;db+2;d+3
QCB+2;1~4;f,f+2
QCB+2;2;b+3,4
QCB+2;2;1~4,3,3


qcf_ws+2(f+2);2;f,f+4
qcf_ws+2(f+2);1~4(3)3
qcf_ws+2(f+2);b+2,1,2_4
qcf_ws+2(f+2);f+4(3)4
qcf_ws+2(f+2);1~4;f,f+2


uf+4;d+2;f+4,3,4
uf+4;d+2;1;f,f+2
uf+4;2;1~4,3,3
uf+4;1,2;f,f+4
uf+4;d+2;df+1,2
uf+4;d+2;d+2;1~4,3,3
uf+4;1,2,1;f,f+2


uf,N+4;b+3;1,2;f,f+2
uf,N+4;1,2,1,f,f+2
uf,N+4;1;f+4,3
uf,N+4;b+2,1,2_4
uf,N+4;2;3,3


WS+3(ch);instant ws+1;b+3,2,1;f,f+2
WS+3(ch);instant ws+1;b+3;N~f~2;f,f+2
WS+3(ch);instant ws+1;b+3;f~1~4,(3),3
WS+3(ch);b+1;d+2;1,2;f,f+2
WS+3(ch);b+1;1;d+2;f~,1~4,3,3
WS+3(ch);uf+4;df+2;f+4,3,4
WS+3(ch);uf+3;1;f,f+2
WS+3(ch);uf+3;1,2,(1),2
WS+3(ch);instant ws+2~f+2;b+2,1,4
WS+3(ch);QCB+2;1~4;f,f+2(hard)
WS+3(ch);QCB+2;2;1~4,3,3

Number of combo’s listed: 72



Any questions, comments or corrections on these combo's will be appreciated,
E-mail me at [email protected] if you have something to add. Here
are some combo's that are displayed with courtesy by Reverend C:

b+1:
1,d+2, 1,4
d+2, 1,4,(3),3

WS+1:
b+2,1,4

WS+2~f+2:
1,4,(3),3

df+3:
WS+3, 1,4
WS+3, 1,(2),1,4

uf+4:
1,d+2, 1,4
d+2, f+4,3,4

QCB+2_UF,n+4:
b+2,1,4
d+2, 1,4,(3),3


The following combo's are sent by devil demunyu
([email protected]):

b+1:
   db+2, db+2, 1,4,(3),3
   db+2, db+2, f+4,3
   db+2, f+4,3,4

uf+4:
   db+2, db+2, 1,4,(3),3
   db+2, db+2, f+4,3
   db+2, f+4,3,4


I want to thank Reverend C ([email protected]) and devil demunyu
([email protected]) for adding their combo's to my list, and
they will be credited for their generosity.


----------------------------------------------------------------------


L.  CUSTOM STRINGS

The essence of custom strings is growing larger in Tekken everytime.
Custom strings basically are fast attacks with fast recovery glued together
to keep the opponent from attacking you. You are more or less playing a
"block or get hit" game with your opponent. The best way to use custom
strings is after interrupts or when the opponent is immobilized. Custom
strings are also great to set up certain attacks/throws with fast pokes,
those attacks are displayed at the end of each "string". The following
custom strings I tend to use are:

df+2->1~4->buffer into f+1+4
df+2->1~4->d+1->buffer into FC,df,d,DF+1+2
df+2->1~4->df+2->d+4
df+2->1~4->d+1->ws+1
df+2->1~4->d+1->ws+2~b+2
df+2->1~4->d+1->ws+3
df+2->1~4->d+1->ws+4
df+2->1~4->N,3,2->buffer into 2+4
df+2->1~4->N,3,2->1,2->f,f+2
df+2->1~4->N,3,2->1,2->df+2
df+2->1~4->N,3,2->1,2->buffer into 2+4
df+2->1~4->N,3,2->1,2->d+4
df+2->1~4->N,3,2->1,2,1,2_4
df+2->1~4->df+2->buffer into 2+4
df+2->1,2->df+2->buffer into 2+4
df+2->1,2->df+2->1,2(and repeat)
df+2->1,2->df+2->1,2,3
df+2->1,2->df+2->1,2,1,2_4
df+2->1,2->df+1,2
df+2->1,2->uf+4
df+2->1,2->3,2,1,2_4
df+2->1,2->b+1
df+2->1,2->f,f+2
df+2->1,2->d+4->df+2
df+2->1,2->d+4->f,f+2
df+2->1,2->d+4->3,2,1,2_4
df+2->1,2->d+4->4
df+2->1,2->4
df+2->1,2->uf+3
df+2->1,2->f,f+4
df+2->1,2->df+3
df+2->1,2,3->f,f+2
df+2->d+1->buffer into FC,df,d,DF+1+2
df+2->d+1->ws+4
df+2->d+1->ws+3
df+2->d+1->ws+2(~b+2)
df+2->d+1->ws+1
df+2->d+1->uf+4

As you can see, the df+2 is an excellent way to gain pressure, it
guardstuns, puts you in range for close quarter attacks and sets up very
well. You can also follow these custom strings after a connected d+3 or d+4
since the df+2 links very well afterwards.

1,2->df+2->d+1->buffer into FC,df,d,DF+1+2
1,2->df+2->d+1->ws+1
1,2->df+2->d+1->ws+2(~b+2)
1,2->df+2->d+1->ws+3
1,2->df+2->d+1->ws+4
1,2->df+2->d+1->ws+4->b,b+4
1,2->df+2->d+1->uf+4
1,2->df+2->df+1,2
1,2->df+2->df+1->buffer into 1+3
1,2->df+2->buffer into 2+4
1,2->df+2->1~4->3,2,1,2_4
1,2->df+2-?1~4->f+1+4
1,2->df+2->1,2,3
1,2->df+2->1,2,1,2_4
1,2->df+2->2->buffer into 2+4
1,2->df+2->2->f,f+2
1,2->df+2->2->f,f+4
1,2->df+2->2->d+3_d+4
1,2->df+2->2->b+1
1,2->df+2->2->uf+4
1,2->df+2->2->uf+3
1,2->df+2->2->df+3
1,2->df+2->2->3,2,1,2_4
1,2->df+2->2->4
1,2->df+2->d+4->f,f+2
1,2->df+2->1~4->f,f+2
1,2->d+4->f,f+2
1,2->d+4->3,2,1,2_4
1,2->d+4->b+1
1,2->d+4->f,f+4
1,2->d+4->uf+4
1,2->d+4->uf+3
1,2->d+4->buffer into f+1+4 unblockable.
1,2->d+4->df+1,2
1,2->d+4->4
1,2->d+4->b,b+4
1,2->f,f+2
1,2->b+1
1,2->uf+4
1,2->df+4
1,2->3,2,1,2_4
1,2->4
1,2->df+1,2
1,2->buffer into 2+4
1,2->uf+3
1,2->f+1+4
1,2->1+2
1,2->df+3


Do you see the productivity of a simple two punch combo now? The awesomeness
of this move is the great frame advantage you gain after the second punch,
making it great for custom strings. You may see a lot of strings where it's
followed, but that because of the simple fact that the df+2 in UNCOUNTERABLE
if the 1,2 connects, and with the blockstun it causes and it's ranging, this
will give Bryan one of the best, if not THE best custom string ability in
the game. Some of you might find the df+2->1~4 into f+1+4-string somewhat
awkward, but it's a great manuever if the opponent attempts to rush in after
the 1~4 just buffer with the f+1+4 (1-hold 1-~4-hold 4-f+1), it'll come out
quicker then expected and may avoid the opponents counterattack and he will
get caught in the unblockable instead.


I partly credit ETP, his cool article at Inside Tekken inspired me of
putting a custom string section in this FAQ. Nice goin', dude.


----------------------------------------------------------------------

M.  THROWS AND COUNTERS:


This section will display in more detail than the move analysis how to use
Bryans throws, special counters and parries effectively, and several
strategies around them. You cannot always rely on fast pokes and your string
mixups everytime, that's when your throws and counters often become you most
useful weapons.

========
Throwing
========

Apart from punches and kicks, throwing is another important attack method in
TTT. Even with characters who lack throws should use them, since most throws
can only escaped at the start-up. If you cloak your throw attempt well with
your fast pokes and attack strings, you should be able to suprise your
opponent before they get the reaction to hit the escape. A very good example
is to buffer your throw with your fast pokes, not only for a faster
execution, but if your poke connects, it'll often set you up for your throw
attempt. You can throws after a stun or even during the mid frames of some
moves. Throws can be executed standing or crouching, even off a rolldash or
sway. Be sure to estimate the distancing of Bryans throw range, since a
missed throw attempt will be punished. Still I wish Bryan has at least one
more special throw, since I think he still lacks in amounts of throw, and it
would've been great to give Bryan a new throw. Here is a small summary on
all of Bryans throws.

- Regular Throws

1+3/2+4(front): Bryans basic frontal throws are probably the throw you'll
use the most. Mix them both up well to force the opponent into a guessing
game with the escape. These throws can be done off a ducking position as
well, many opponents don't seem to expect that, which is a good think. It's
also very effective to throw off the sway for a little evasive tactics, back
away once the opponent attacks, and they might run into a throw. After the
2+4, a FC+3 is guaranteed, and after the 1+3 throw a d+3 or d+4 is also
guaranteed I think, but I'm not entirely sure, it might be a on big
characters only. If you hit them with d+4 after the throw and you know
they're gonna tech, you can quickly buffer into another throw. Anyways, it's
too bad none of his frontal throws can be tagged. Use Bryans frontal throws
if the opponent techrolls, recovers standing or is vulnerable up close.
1+3 - Escape: 1
2+4 - Escape: 2

1+3/2+4(from the opponents side):
Use sidethrows whenever you've successfully sidestepped the opponents attack
and when you are within range. They are sometimes a pain to time since
you'll most likely pull a SS+2 or SS+1 instead. That sucks, since you have
to either buffer it with a 1 or 2 before you Sidestep (1,hold 1,SS+3/2,hold
2,SS+4), or buffer with a SS+2(CH) (SS+2,hold 2->4). If else, you must wait
about a half a second before you recover from your SideStep, but's about all
the opponent needs to recover and counterattack you. The best way to do a
sidethrow attempt is to buffer with a standing jab before the Sidestep,
since it won't happen often the opponent is vulnerable with his side towards
you. Your best bet is after a successful techroll. Never hesitate to go for
a sidethrow when you end up at the opponents side after a sidestep or
techroll.
Left Sidesthrow - Escape: 1
Right Sidesthrow - Escape: 2

1+3/2+4(on backturned opponent)
Backthrowing is something which occurs in a select few situations, like to
counter moves such as Devils lasers, Hwoarangs f,f+4, P.Jacks 3+4, Yoshi's
Deathcopter, Julia's Earthquake Stomp and after sidestepping moves that are
linear and travel a long distance, like a Thunder Godfist or Kings f+2+3,
just about any situation where the opponents back is vulnerable to you.
Connect a backthrow, and your opponent loses around 61points of damage, and
on top of that, this is Bryans only taggable throw, so if you tag off it,
the already heavy damage will be increased even more, and the character
you've tagged in via the tag throw should be able to finish the job if the
opponent isn't dead yet, since such a headstart in damage should be taken
advantage of. Still whatever you do, don't try backthrowing on Lings and
Lei's, you'll most likely end up thrown or juggled. A note about Bryans
backthrow is that it can be teched if you don't tag it.

- Special Throws:

FC,df,d,DF+1+2: This is Bryans only special throw, so it is recommended to
use it every once in a while. This is possible one of the coolest looking
throws in the game, does good damage and is really not as hard to pull as it
seems, if the arcade has good sticks I can get it 100% when I'm not playing
cocky. You have to be in full chrouch, and the last DF has to be held down
before you do the 1+2, it really doesn't take that much practice. To avoid
getting countered, you have to set up this throw up, since you are left
vulnerable during the execution time. A good way to increase it's execution
time and decrease the chance getting countered you can buffer this throw in
the following ways:

- With a d+1 lowjab. The most common of them all, if the d+1 hits, it'll set
up just that bit for you to connect the FC,df,d,DF+1+2. The more you do it
the faster you can get the throw to connect. This is a definition of a
crouch buffer.

- With a lowparry. This trick is used by the hardcore players. The lowparry
animation puts you in FC just long enough to pull the Chains of Misery. It's
a bit harder than with a d+1, but once you can do it, you can buffer
FC,df,d,DF+1+2 with much greater effect.

- With a rolldash. This can be tricky at first but it's actually pretty
effective. During the rolldashes mid-grames, you should be in FC position,
for you to do a FC,df,d,DF+1+2. This is very useful, since the rolldash
avoids high attacks, in order to pop up with the Chains of Misery easily.

Be sure to learn all three ways how to buffer this move to stay
unpredictable with it. The Chains of Misery is the ultimate
piss-your-opponent-off throw, even better than the Mad Axes, because of that
laugh, that cold hearted laugh alone, MuhuHaHaHaHaHah!!!!! But seriously the
Chains of Misery is a great alternative of a WS-move in matches, and once
you've learned how to execute it safely, you can only pull it off faster and
faster. Also, a very recommended site to go is E-MANS site
http://www.geocities.com/tekkenmanila where an awesome movie is featured on
the ways to buffer the Chains of Misery. Meanwhile, listen to the
soundtrack, and you'll see how nasty logic thinking can be,
MuhuHaHaHah!!!!!!!

========
Chickens
========

Chickens are used to counter the opponent's high mid attack-reversals
(Jin, Wang, Jun, Paul, Nina and Anna). This has to be done fast, so  you
might not get the timing everytime. An easy trick for that is to buffer your
attack with either f+1+3 or f+2+4 (depending if your attack is left or
right) if you feel you'll get reversed.

Important moves to buffer:
df+1,2      - Chicken: f+2+4(2nd hit)
1~4,3,3     - Chicken: f+1+3(3rd or 4th hit)
b+1         - Chicken: f+1+3
ws_qcf+1    - Chicken: f+1+3
f,f+2       - Chicken: f+2+4
f,f+3       - Chicken: f+1+3
f,f+4       - Chicken: f+2+4
b,b+4       - Chicken: f+2+4
df+2        - Chicken: f+2+4
db+2        - Chicken: f+2+4
b+2,1,2_4   - Chicken: f+1+3(2nd hit) f+2+4 (1st and 3rd hit)
QCB+2       - Chicken: f+2+4
ws_qcf+2    - Chicken: f+2+4
3,2,1,2_4   - Chicken: f+1+3(1st hit)
uf+4        - Chicken: f+2+4
uf+3        - Chicken: f+1+3
b+3,2,1,2_4 - Chicken: f+1+3 (1st hit) f+2+4 (2nd hit)
df+4        - Chicken: f+2+4
f+4,3,4     - Chicken: f+2+4 (1st and 3rd hit) f+1+3(2nd hit)
ws_qcf+3    - Chicken: f+1+3

Against reversal happy players, it's a good tactic to bait them into a
Chicken everytime, especially since the chicken does damage to the opponent.
By buffering your Chicken it allows you to execute faster, and lets you gain
some spacing again, since the opponent canot tag out during their recovery
of a chicken. In the "Buffering" section more on how to exactly buffer a
Chicken.


=============
Throw Escapes
=============

Escaping throws is more common the more you do it. Most throws have
single button escapes(1 or 2), some are escaped with two buttons pressed
simultaneously (1+2). Throw escapes are the main reason why throwing
shouldn't be called cheap. Escaping throws can be tricky at times, you have
to have good anticipation, since most throws can only be escaped at the
start-up. There are some tricks for throw escapes:
- If the throw is executed with a right attack (i.e. Baek/Hwoarangs
f,f+2, King/Armor Kings db,f+2) the escape is most likely 2.
- If the throw is executed with both punches simultaneously(1+2) attack
(i.e. Yoshi's qcb+1+2, Kuma's hcb,f+1+2) the most common escape is a 1+2.
- If the throw is executed with a left attack (i.e.GunJacks qcf+1
Roger/Alex' hcf+1) the most common escape is 1.
- All basic front throws are escaped with either 1 (1+3) or 2 (2+4).
- All tackles are escaped with 1+2.


But there are lots of exceptions to this rule underneath, it was pretty time
consuming to test these out, I couldn't confirm all escapes so any help will
be credited. I'm sure I didn't post all throw-escapes, so mail me if I
forgot something. Here are the exceptions:

Kuma/Panda:
f,f+1+4 - escape: 1+2

Jack-2:
df+2+4 - escape: 2

Anna:
df,df+1 - escape: 1+2
qcf+1+2 - escape: 2
uf+3 - escape: 2 (unconfirmed)

Wang:
df,DF+2+4 - escape: 1+2

Baek:
db+1+3 - escape: 1+2

Jun:
df+2+3 - escape: 2

Julia:
df+1+2 - escape: 2
d,db+1+3 - escape: 2
qcb,f+2 - escape: 1+2

Prototype Jack:
db+2+3 - escape: 1+2

Jin:
df+2+3 - escape: 2
qcb+1+2 - escape: 1

Gun Jack
db+2+3 - escape: 2
f,f+2+3 - escape: 2
df+2+4 - escape: 2
d+1+3 - escape: 1+2

Michelle:
df+1+2 - escape: 2

Nina:
df,df+1 - escape: 1+2
qcf+1+2 - 2(?)

Paul:
b+2+3 - escape: 2

King:
df+2+3 - escape: 2

Ling:
f+2~1 - escape: 1+2

Ganryu:
f,f+2+3 - escape: 1+2

Hwoarang:
qcb+3 - escape: 2
d,db+1+3 - escape: 1+2

Lee:
f,f+3+4 - escape: 1

Kunimitsu:
db+1+3 - escape: 1+2

A lot of times you have to put up a guessing game with throw escapes, there
are some easy tricks for that. A well known one is to press
1,2,1,2,1,2,1,2...etc. which gives you a fifty fifty chance of an escape. If
you are not sure wether it'll be a two button or 1 button escape, a good way
is to buffer it with  a standing jab (i.e. 1(hold 2)1). If you do it fast
enough and the 1 button won't do, the buffer will escape the throw (if it
requires a 1+2 escape).


=============
The low parry
=============

Bryans low parry can be done with either db_d+2+4 and db_d+1+3. It will
parry all low attacks in the game, and -some- Special Mid attacks, like
lowjabs. The opponent cannot tag away when recovering from a lowparry. If
it's a kick attack, Bryan will have a larger frame advantage than after a
parried punch attack. A successful parried right kick will set up a uf+4
(obvious followup), but the ws_qcf+1 is also possible, b+1 or ws+3 will do
fine, you can also try a 3,2,1-mixup, but I'm not sure if this is effective.
After a right punch parry, you should use faster attacks, like the df+2,
df+1,2, standing 4 or d+3, since the opponent recovers faster after a
parried punch, and the uf+4 isn't guaranteed afterwards. Another version of
the low parry is D/F while timing with the opponents low or special mid
attack, this is a lowparry everyone possesses but will give you less framing
advantage than the regular d+1+3/d+2+4 parry. To time this lowparry can be
tricky, you won't see a an animation while pressing D/F whiffed, so it takes
a lot better timing to execute. This is an important attack for those
characters who don't have any parry or reversal, but Bryan already has the
normal lowparry which is a lot better, so stick with that.


==================
The punch reversal
==================

Like Laws, Bryans punch reversal (b+1+2~2) is not escapable, but the
advantage he has over Laws that it can be timed with more ease. Once you've
reversed the opponents punch attack, press 2, a right punch reversal will
cause a df+2 automatically a left punch reversal with an auto-f,f+2, and
both are guaranteed, and the reversal cannot be tagged out of as well. The
machpunch followup knocks down and you can rush in with some okizeme, and
the df+2 allows you the proceed your offense, because of it's set-up
ability. This makes Bryan almost invincible against the Jacks, Kuma and
other characters that rely mostly on punch attacks, if you know how to use
the punch reversal, there's almost no way you can lose against them. You
can’t reverse the Mishima EWGF unfortunately, credit goes out to both Aviax
and Brennan Swan for the notices on that. The punch reversal can save you
out of lots of tight situations, if used correctly, don't ever block a punch
attack you know you can punch reverse it instead, believe me the price is
too rewarding.



----------------------------------------------------------------------

N.  BUFFERING


Buffering is an advanced tactic which allows you to execute moves
differently and faster, by cancelling them into each other. Buffering is a
very wide term, like poking, since it can be used in so many different
forms. Buffering is used during custom strings, escaping, juggles and
multiparts. Dashbuffering, Crouchbuffering and Buttonbuffering are the most
common forms, but you can also buffer with lowparries, throwing, multiparts,
throw escapes, chickens and unblockables, even taunts. This section will
give you info on the most common forms of buffering in high level play.

=============
Dashbuffering
=============

Dashbuffering is done in harmony with either a forward and backward dash and
the rolldash or sway. The trick is to cancel the dash into a the rolldash or
sway: Rolldash/forward dash d,df,f,f, Sway/backward dash: d,db,b,b. The
first "f" or "b" motion in the dash is already built in the Rolldash or
Sway, all you have to do afterwards is quickly press f or b to have you dash
cancelled in your sway or rolldash. d,df,f,f is great if you want to execute
of your f,f-moves from longer distances, and d,db,b,b works very well for
evasive tactics. Here are some options with dash buffering:
Forward Dash into Rolldash buffer:
f,f+2 ------> d,df,f,f+2
f,f+3 ------> d,df,f,f+3
f,f+4 ------> d,df,f,f+4
Backward Dash into Sway buffer:
b,b+4 ------> d,db,b,b+4

- Sidenote: You can also use the rolldash to buffer moves off the crouch,
like the ws-moves for instance, but also, the C.O.M throw:

FC,df,d,DF+1+2 ------> QCF,df,d,DF+1+2

The rolldash puts you in FC position in it's mid frames, you only have to do
the rest of the C.O.M motion to pull it easily. The rolldash goes under high
attacks, which is useful, but it also increases the distance the throw
reaches, mix this up well with your QCF moves, the opponent may block and
gets caught in the throw instead.


================
Button Buffering
================

Button Buffering is another common buffering method in TTT. Basically is
cancelling attacks with single button commamds (standing jabs, for instance)
with double button commands (basic throws i.e.). To name a small example
standing 1 into 1+3 throw with Bryan. What you do is to press and hold the 1
and then press 3 while holding it. You will do 1+3 a lot faster than if you
follow it normally.

Here's another schematic display:

1~4 into f+1+4------>1~4(hold 4)f+1

Easy enough, eh? But that's only a tiny example, but very useful, since the
opponent may try to advance after the 1~4 and get hit in the f+1+4 instead.

Here are some other button buffering methods with certain attacks.

d+4 into d+3+4------>d+4(hold d+4)3 (Two lowhitting kicks cancelled into
each other, with Bryans lack of low attacks, I would'nt call this a bad
option)

3 into d+3+4------>3(hold 3)d+4 (Wow, if you look how fast the d+3+4 can be
followed after the 3 it almost seems like a canned combo, but unfortunately
it isn't)

d+4 into f+1+4------>hold d+4(hold 4)f+1 (very useful if the opponent tries
to rush in after the shin kick, and get caught in the unblockable which is
executed faster, besides the fact that the f+1+4 goes under high attacks,
and may avoid the opponents retaliation attempt after the d+4 has connected.

- Button Buffering throws:

Throws are my favourite types of attacks to buffer, since they can be
buffered with almost any attack Bryan has.

1 into 1+3------>1(hold 1)3 (The safest way to buffer into a throw possible,
if you button buffer a simple left jab with a throw, it'll combo with the
throw)

df+2 into 2+4------>df+2(hold 2)4 (Also very good, if the df+2 connects the
throw comes out pretty fast, but if it's blocked, the blockstagger allows
you to buffer your throw without too much risk)

df+1 into 1+3------>df+1(hold 1)3 (Once the df+1 connects, a buffered throw
afterwards comes out very quick, I'm suprised this doesn't combo, like Pauls
df+1 into df+1+2, but still very useful nonetheless)

d+3 into 1+3------>d+3(hold 3)3 (Another useful way to buffer frontal
throws, since many may not expect you to buffer with a shin kick, so this
can be a good alternative to buffer a throw, not always with punch attacks,
but kick attacks as well)

db+2 into 2+4------>db+2(hold 2)4 (Due to the lift stun the db+2 causes,
it'll set up just that bit to buffer the throw safely)

uf+4(blocked)into 2+4------>uf+4(hold 4)2 (Pretty useful to do when the uf+4
is blocked, since it recovers fast enough to buffer a throw before the
opponent can react, to catch them off guard with a suprise attack)

b+1(blocked)into 1+3------>b+1(hold 1)3 (This is not bad because of the fact
that that the b+1 blockstaggers a bit, giving you a good opportunity to
buffer it with a throw, though this isn't guaranteed)

df+4(blocked)into 2+4------>df+4(hold 4)2 (Kinda the same idea as with the
b+1 into 1+3)

ws+3 into 1+3------>ws+3(hold 3)1 (I tend to buffer a throw with the rising
knee, only when it hits on non-counter or when it's blocked because of the
good recovery of the knee, you can also do it when it gets the CH stun, but
there are lots of better followups)


- How to buffer Chickens:

Remember the part about chickening in the "Throws and Counters section",
well here, it'll be shown how to buffer them easily. If you feel your get
attack reversed, you must buffer your Chicken the same way as you would with
throws but faster:

df+1,2      - Chicken: f+2+4(2nd hit)--->df+1,2(hold 2)f+4
1~4,3,3     - Chicken: f+1+3(3rd or 4th hit)--->1~4,3,3(hold 3)f+1
b+1         - Chicken: f+1+3--->b+1(hold 1)f+3
ws_qcf+1    - Chicken: f+1+3--->ws+1(hold 1)f+3
f,f+2       - Chicken: f+2+4--->f,f+2(hold f and hold 2)4
f,f+3       - Chicken: f+1+3--->f,f+3(hold f and hold 3)1
f,f+4       - Chicken: f+2+4--->f,f+4(holf f and hold 4)2
b,b+4       - Chicken: f+2+4--->b,b+4(hold 4)f+2
df+2        - Chicken: f+2+4--->df+2(hold 2)f+4
db+2        - Chicken: f+2+4--->db+2(hold 2)f+4
QCB+2       - Chicken: f+2+4--->QCB+2(hold 2)f+4
ws_qcf+2    - Chicken: f+2+4--->ws+2(hold 4)f+4
uf+4        - Chicken: f+2+4--->uf+4(hold 4)f+2
uf+3        - Chicken: f+1+3--->uf+3(hold 3)f+1
df+4        - Chicken: f+2+4--->df+4(hold 4)f+2
f+4         - Chicken: f+2+4--->f+4(hold f and hold 4)2
qcf_ws+3    - Chicken: f+1+3--->ws+3(hold 3)f+1

Buffering is the fastest way to pull a Chicken once reversed. Always buffer
the Chicken if you attack first against a reversal happy player, the more
you do it the easier chickening becomes.


================
Crouchbuffering
================

Crouchbuffering can be done in every FC-move in the game, it's done by
cancelling moves that END in FC-position (recover in a crouch) and moves
that BEGIN in FC position (executed FROM a crouch). A good and wellknown
example is the simple d+1 lowjab. Examples of moves executed from FC are
Julia's FC,df+2 and Pauls FC,df+2,2_1. If they are cancelled into each other
with a low jab, you'll get d+1,df+2(Julia) d+1,df+2,2_1(Paul). This is a
crouch buffer:

Moves that recover in FC(i.e.d+1) -----> Moves that begin in FC(i.e.FC,df+2)

You can more or less say the FC-position can be used as a transmission
medium to cancel two moves in one, which defines , of course, the
crouchbuffer. Bryan has only one move which can be crouch buffered,
FC,df,d,DF+1+2 throw, the most popular example is d+1,df,d,DF+1+2. Even
better, it can be chrouchbuffered and buttonbuffered at the same time,
allowing an even faster execution:

d+1(hold 1),df,d,DF+2

Plainly this is the easiest way to buffer the Chains of Misery, you can pull
a C.O.M just as fast with this after a d+1 as following a regular WS-move,
which is just awesome. Not only the easiest way to execute the C.O.M, but
also the SAFEST way.

But you can crouchbuffer with two other ways: via a lowparry animation and
via a jump. The lowparry puts you in FC not that long but is very effective
as a crouch buffer set-up once mastered, but the jump crouchbuffer is easier
to do, but takes more risk.

Lowparry crouch buffer:

d+1+3(hold 1)df,d,DF+2

You have to be very fast to pull this, but once you get it down, the C.O.M
seems to come out almost instantly. I can get it about 70%, but it can be
damn tricky, I cannot do it in the heat of battle. This is often used by the
very skilled among us.

Crouchbuffer with a jump:
If you hop or jump the final frames once you hit the ground will put you in
FC position. It's best to jump either straight up or backwards, since the
forward u/f jump leaves you vulnerable:

u_u/b,N,df,d,DF+1+2

I barely use this form of crouchbuffering, but the u/b version may work
against players who keep rushing in, and might not expect the throw and get
caught in it. The most important thing you need to know is that you can only
buffer here once you've hit the ground.

As you can see, crouchbuffering is a very versatile form of buffering, and
can suprise the hell out of the opponent, since it's an awesome method to
cloak your attacks in a particular execution your opponent might not expect.


----------------------------------------------------------------------

O.  RECOVERY


Recovery is another essential part of the all-round Tekken game. To recover
from the ground the safest way depends a lot on what the opponent does.
There are lots of ways to recover, and I'll display how I think the
different ways to recover from the ground should be used.

- Recover Standing:
To recover standing, you have to press up when you're grounded. This is the
safest way to recover from the ground if you're knocked down from a distance
and once you are on two feet again you can still block the opponents
additional attacks. But if be predictable with recovering standing, the
opponent might use low or attacks once you get up, or a fast juggle starter
or fast mid attack up close, like a hopkick or tilesplitter (Paul/Hei's
d+1).

- Recover crouching:
To recover in your chrouch press u~D once you get knocked down, this can be
useful when the opponent keeps rushing in on you from a small distance, to
counter with a ws+3 knee or ws+1 juggle starter. If they expect you to
recover standing and use sweep or so, you can block it on time with the
crouch recovery. Watch out for overheads, you might want to use a d+1 as
interrupt if you want to recover in your crouch safely, more than enough to
discourage an opponent to rush in for a minor counter.

- Roll backwards/forwards:
Roll backwards with b while grounded and f to roll forwards. Use this to
avoid attacks such as a regular uf+2, ground pounces, or Julia's uf+3+4, and
other mid attacks that hit grounded opponents, but rolling backwards or
forwards exposed to the opponent, he'll have a great time pummeling you with
okizeme. A lot of intermediate players seem to roll backwards almost
automatically, which is bad thing, if you roll after every knockdown you are
very vulnerable to the ranged opponent. Use at the right times. The best way
to use rolling is in harmony with the Cross Chop (f+1+2) or reverse flip
(b+3+4).

- Sideroll:
Siderolling can be done with d+1,N and will put you in face down position.
This is very safe if opponents use okizeme attacks that are too linear, this
will avoid King/Armor King/Rogers
alikicks.Heihachi/Jin/Devil/Kazuya/Ogre/True Ogres 4~3 and Yoshi's db+1 if
timed right. Great to use, pretty safe option to recover if you time right.

- Recover with sweep (3):
Recovering with the sweep it useful when the opponents whiffs an okizeme
attempt (this happens more often than some may think) for a fast knockdown .
Still, the sweep isn't really a recovery method that is reliable, since good
players will stay out of it's range and minor counter your recovery.

- Recover with mid kick (4):
Use as a mixup with the sweep but like the sweep, this can be parried, good
players will also stay out of range and punish your recovery.

- Roll ->Reverse Handspringkick:
While rolling you can press b+3+4 to jump up with a flip that'll hit the
opponent. This is great when the opponent has knocked you away with a
Deathfist or other move that knocks far away for a suprising counter. Still,
it's best used when the opponent rushes in instead of when he's just
standing still in anticipation, since you end up backturned after you flip
upwards, and if it's blocked or whiffled, you might get punished.

- Roll->Diving Punch:
During your roll press f+1+2 to do dive at your opponent with your fists
lunging forward. This is a great way to recover and connects very often,
even from smaller distances. It comes out as a sort of suprise attack, great
for wake up games. The only con this type of recovery has is the fact that
it can be sidestepped pretty easily.

- The Techroll:
Techrolling allows you to instantly recover from the ground pressing
1~4~3~4, after a knockdown with a quick sidewards roll. This is very useful
when you get juggled, since you might tech away from it to spare you some
damage and perhaps get guaranteed hits or a sidethrow opportunity.
Techrolling is also useful in okizeme to spare some damage. But if a skilled
opponent just waits at a distance, and you techroll, you won't be able to
block on time, since techrolls can be punished by many attacks if you don't
time them right or use them before the opponent attacks you.

- The Tag Recovery:
You can recover from the ground pressing 5 as you roll off screen to tag in
your partner. The tag recovery may be a very good way to avoid getting
okizeme, but smart players will just counter your teammate with a juggle or
whatever once he tags in. A good way to avoid that is to tag cancel (5~u/b)
before you roll off screen just to stay out of range via the tag recover,
and to maybe even fool the opponent as
well.



----------------------------------------------------------------------

P.  COUNTERING


Countering is something you'll get involved in a lot during your matches.
The word alone speaks for itself, a counterattack is an attack that hits the
opponent during their own attack, wether it's during the start-up or
recovery. A counter is usually done by fast attacks that interrupt slower
attacks, but not necessairely, it all depends on the way to time a move, and
at what distance. A good example is the WS+3 which is nearly uncounterable
from a small
distance but easily counterable up close. If you counter the opponents
attack, your attack will most likely do a bit more damage, like the Mach
Punch. Some attacks, like the WS+3 , will have a different effect when it
counters, when some attacks hit normally on non-counterhit, they'll stun or
juggle when you do counter or knock down on counter like they normally don't
(standing 4's), just to give some examples, which gives countering a large
part in the incredible deepness in TTT. Some followups are guaranteed on CH
when they aren't with a normal hit, hell even some combo's are only possible
after a CH. There are two different ways to counter:


=============
Minor Counter
=============

A minor counter occurs when you counter the opponent during the recovery of
their attack, that means when you either block their attack or when their
attack whiffs. If the recovery of a certain attack is long, he'll be more
vulnerable for a minor counter than  with faster recovery. Usually there
won't be much difference in your attack when you minor counter as in a
normal hit except that your attack might to a little more damage. Minor
Counters occur a lot when the opponent is wide open after you've
successfully blocked or sidestepped their attack, for a free hit. Depending
on how fast or slow the recovery, you must use an attack with the proper
speed needed. Attacks with faster recovery have to be punished faster
attacks and attacks with long recovery can be punished with moved that come
out slower.


=============
Major Counter
=============

Major Counter (MC) occurs when you counter DURING the opponents move with
your own attack. This requires more anticipation than the Minor Counter, but
is a lot more rewarding. The most occurring major counter is interrupting
the opponents attack with fast pokes, but the major counter is also common
on a larger scale like with the WS+3. Most of the time you have to use
faster attacks than the opponent for a major counter, but sometimes it just
takes sheer timing and anticipation, to get a major counter out of moves
such as ws+3 and df+3, especially df+3, since the safest way to pull it is
during a Major Counter, since it'll go under high and a lot of mid attacks
to make that attack suitable for counterattacking purposes. Major Counter
will also occur if you counter a running opponent, crouch/rolldashing
opponent or a jumping opponent.


Counterattacking is especially important for Bryan due to moves such as WS+3
and df+3, even f,f+2, uf+4, b+1 and df+2, since IHMO, Bryan is best played
off the counter. This means you have to wait until a chance to counter the
opponent and stay in advantage by being offensive from there on to play
Bryan to his full effectiveness. Off one counter, Bryan can take away a half
a lifebar on his own, so waiting for a good chance to counter is vital with
Bryan. Good ways to get a counterhit is to use block-retaliate tactics to
hope for a minor counter or maybe evasive tactics like sidestepping,
swaying, dashing and ducking, it's all up to you what's best. But you have
to mainly try to focus on the fact to try to counter your opponent, wether
it's a fast poke or powermove, to set your offense up with more ease.



----------------------------------------------------------------------

Q.  MIXING UP


This section is a straight easy way how to mix-up your game, to stay
unpredictable. If you use the same tactics over and over, that's asking to
get punished. So if you learn how to vary your game, you'll stay
predictable. In this section, I'll tell you which are important attacks to
mix up. These vary from attack string to dashing moves. Here are the
displays of certain features Bryan has suitable for mixups.

================
The String Mixup
================

Mix up:

3,2,1,2_4
1,2,1,2_4
b+3,2,1,2_4
1,2,3

The most important thing you have to remember is to use these strings always
when you are in range. If you mix up the mid and low enders, the opponent
may get confused whether to block standing or blocking. Also whenever you
pull one of these strings, use the first two or three hits alone. If you mix
it up well, the opponent might expect to block the 4th hit hit as well, but
because you left the third hit out the following scenario's will happen:

- The opponent ducks expecting to block the low ender. This is punishable
with an uf+4 or an b+1 since they're both overheads, or you can also follow
a 3,2,1 mixup or df+2.
- The opponent stands expecting to block the mid ender. Because he blocks
standing he is vulnerable for a low level attack, like a df+3 or a simple
d+4 shin kick, or even a throw attempt if the opponent gets startled too
much.

But both these scenario's require anticipation from your side as well, but
once you know your opponent, the advantage is on your side even if you have
to put up a guessing game. Also if you mix the 1,2,1-mixups up with the
1,2,3 you might catch the opponent off guard, since they might expect to
block the 3rd hit and eat the shinkick instead. Same thing vice versa: If
the opponent expects a 1,2,3, they might get caught in the the 3rd hit of
the 1,2,1,2_4 while they expect to crouchblock the shinkick.


=====================
WS and Rolldash-mixup
=====================

- Mix up:

QCF_WS+1
QCF_WS+2(~f+2)
QCF_WS+3
QCF_WS+4
FC,df,d,DF+1+2
FC+4


Very important is to mix up all of Bryans mixups of the Rolldash and off the
crouch. You have to try and use all mixups evenly divided, since they are
all useful, but mixing them up is important to add versatility. Use the
qcf-mixup in longer distance and the ws-mixups at shorter distance.
Sometimes if you do a rolldash alone, the opponent will expect to counter or
block, so that may confuse them, you can always buffer the rolldash into a
C.O.M to catch them if they expect to block a QCF+3 or whatever, it works
well to mix ups your QCF moves with your throws. Another, more reliable
tactics concerning the WS-mixups involves the d+1 lowjab, which is of course
a well known setup for a ws+3 or ws+1. If the d+1 is blocked, the
WS-followup is most likely blocked which makes it great for the following
scenario's:

- After using the d+1 to set up a ws+1 everytime, try to mix up with the
C.O.M throw, the opponent expects to block the ws+1 and gets caught in the
throw instead. Same thing vice versa: If you try to do buffer d+1 into C.O.M
everytime, the opponent will try to escape the throw but gets juggled by a
ws+1 instead.
- Same thing here but only to follow with a fast FC+4 kick. If you follow
ws+1 everytime after d+1 and get blocked, try to follow a simple lowhitting
FC+4 kick after the d+1. Most of the time this will hit. If you mix up
d+1->ws+1 and d+1->FC+4 with much versatility as possible, the opponent will
have trouble anticipating blocking crouching or standing and is forced in a
guessing game, since he can either be juggled or hit. This tactic is VERY
RECOMMENDABLE, and often works better than the C.O.M mixup, but if you use
all three followups evenly, you'll add even more confusion.


=================
The Stairs Tactic
=================

Use:
Backdash into SS-> f+4
Backdash into SS-> instant WS+3

The stairs tactic is a method based on movement to anticipate counterhits
easier against pitbull styled players. If you time b,b->SS right during the
move execution, you will be totally safe and the opponent is left vulnerable
for a CH. I’ll explain it thru an example:

Bruce starts up a 1,2,1,4 string, you dash out of range cancelling into a
SS, Bruce continues his string and whiffs start-up remaining vulnerable for
a f+4 counter.

The stairs tactic is best at MID LEVEL range against players that keep
staying in your face. It’s best against attacks that don’t track well with
your SS and don’t reach dashing distance. The f+4 is perfect for this tactic
because it reaches from a safe distance and has guaranteed followups on MC.
The if you master the instant ws execution (later in this FAQ), the ws+3 is
better from a shorter distance but has the speed to serve well as a CH
attack, especially due to the awesome followups after the stun. Note that
the Stairs tactic will get you killed against turtling players, it’s only
good against overly aggressive opponents.




======================
Beginning of the round
======================

Players are often speculated by one question: "Once the announcer says
"FIGHT" what should be my first move?". Well, the most important thing you
have to remember in this case is NOT to do the same thing everytime the
rounds starts, that'll add only to your predictability, some good players
will look at your hands before the round starts to see what buttons you have
ready. This is another form of mixing up that's more important than some may
imagine, since if you are predictable once the round starts it may prove
costly in the rest of the match. Here are some moves with Bryan you can do
once the round starts, and you will have to mix up:

- Standing 1 or 2: This is a pretty safe way to start the round, overly
offensive players (pitbull style) who like to stay in your face will usually
run into the jab. But if they just stand there doing nothing, your jab will
whiff, and you'll get EWGF-ed or whatever. I usually press f+1 or f+2 with
Bryan to give the jabs a forward momentum to make them reach.

- Backdash: Okay it's no attack, but it's the safest way to start the round
with a backdash, just in case the opponent start out with a hopkick or
whatever, you get out of range, and have the opportunity for an early
counter, if they don't attack you are still in no danger whatsoever.

- Stay on guard: Also pretty safe, but if you get predictible with this
opponents will rush in with a throw or try a low attack. Still stying on
guard is never a bad idea, if the opponent starts with a hopkick or
whatever, for an early counter.
- d+4: Great option for those who like to stay on guard, a fast lowattack
will most likely hit them, wether they try to rush in or just stay guarded.
- f+4: A great option overall, it has both speed and range and knocks down
on counter, allowing you to follow some more damage with f,f+2. If you use
this to start the round now and then the advantage will start at your
advantage more times than vice versa. Still if the opponent ducks you are in
trouble.

- Ducking: Only useful when you know the opponent will start with a standing
jab, or when a Jin player starts the round with a (E)WGF everytime. Still
your are pretty vulnerable if the opponent forsees this and might end up
countered.

- df+2: Excellent option, not only does it have range and sets up some good
poking tactics, it also hits mid. This is the safest attack to use when the
round starts unless you are predictable with it. People that expect this
will backdash away or use fast jabs as a counter. Other than that, this
option is awesome and should be used after every 5 or so rounds while mixed
up with other options.

- 3,2,1,4: Why not? If the first kick gets blocked the opponent still cannot
counter the rest of the string, and if you connect, you start the round with
some pretty good damage combined.

- 1+2: This is actually a very good option if the opponent advances once the
round starts, this has enough evasive priority to set up a good damage
counter once the round starts

- 1~4: Also very excellent, the runner up for the df+2, even if the opponent
stays out of range of the first hit the second will always reach. Great
option with good speed, range and set-up ability, the only danger here is a
ducking opponent and it’s bad recovery if an opponent backdashes out range.

- f+1+4: Very recommended option, some might find this strange but do the
unblockable once the rounds begins is very effective. Because Bryan leans
back to charge, he might avoid the opponents attempt to hit you once the
round starts and get them with the unblockable, for a good headstart in
damage, some might hesitate in panic when they see you wind up for the
unblockable, and get hit unintantionally. Very useful indeed.


=============
The 1~4 mixup
=============

- Mix up:
1~4
1~4->f+1+4
1~4->d+4
1~4,3(3)
1~4>2,1,2_4
1~4>2>4

This has been proven to be a very essential mix-up, due to a number of
reasons. The 1~4 sets up very well, puts you in range and has numberous
string followup. If you connect a 1~4 you can do a number of things.


- Single 1~4. If you mix up a single 1~4 with all the other followups
listed is a good enough wake up game by itself. If you utilze this mixup
correctly, the opponent will expect either:

f+1+4. If the opponent expects the unblockable once you connect 1~4 the
opponent will usually try to counter it, but if the unlockable doesn't come
out you can easily punish the opponents attempt to CH you.

d+4. The good opponent will usually try and lowparry you if you try a d+4
often after 1~4, but if you try a single 1~4 for a change, the opponent will
whiff their lowparry attempt leaving them open for a b+1 or 3,2,1-string.

1~4>2,4_1,2_4. The opponent will attempt to duck or counter you when they
expect this string mixup, but if you initiate the 1~4 alone, you can counter
their crouch with a b+1 or whetever, or punish them with f,f+2.


- 1~4->f+1+4. I say it once again, buffering 1~4 into f+1+4 is very useful
if mixed up with the other followups after 1~4:

d+4. If the opponent expects d+4 after 1~4, they will crouchblock or try to
lowparry you. In both cases, doing the unblockable instead will catch the
opponent when they crouch.

1~4,3,3. If you mix the 1~4,3,3 with 1~4->f+1+4, this is very useful, since
the opponent will block standing after the second hit and will get caught in
the unblockable instead.

1~4>2,4_1,2_4. The opponent will either block standing, counter with a jab
or duck this mixup. If you do the f+1+4 unblockable instead after 1~4, the
opponent will get hit in all cases,since it avoids all standing jabs, and
hits a crouching opponent. Still a skilled player can find the reaction on
time to counter you in this case, but still not a bad mixup nonetheless.


- 1~4,3(3). This string is definately not a low risk move, it's only useful
as a mixup or move to set-up a lowjab. But if you mix this attack up with
the previous listed, this attack can be utilized with great effect if you
mix it up with the 1~4>2 mixup. The opponent tends to duck the 2, but if you
do 1~4,3,3 instead, the third hit of this attack hits mid, thus countering
the crouch. This is also useful if you mixup 1~4,3,3 with 1~4->d+4. Your
opponent will block the third hit standing. If you do the shinkick instead,
you'll connect it pretty often. You can also try 1~4,3->d+4 as a custom
string. If the third hit of 1~4,3,3 is blocked standing, players will
parry/reverse the last kick pretty often, and if you do a d+4 instead, you
can prevent this, plus you'll eat away some damage as well.

- 1~4>2,4_1,2_4. These strings are best used in a mix-up with a SINGLE 1~4.
If you connect 1~4 a couple of times, the opponent will rush in eventually,
and if you delay the Doom Knucke mixups the opponent may well run right into
some big CH damage. Repeat this pattern on your opponent, and he'll never
have the guts to try and counterattack once you connect 1~4, they'll usually
back away a bit, and if you do buffer your 1~4 into f+1+4 the opponent will </pre><pre id="faqspan-4">
get caught in the unblockable very often.This is one of the mixups that make
Bryan such a dangerous character. If you use this mixup the right way, the
opponent will have a hard time beating you and you can declare doomsday on
him regardless what he does,  they'll usually duck a lot hoping to duck a
1~4 attempt (from my experience) leaving them open for a b+1 or whatever
overhead.



Mixing up is very important since predictability is always a downfall
against good players. 9 times out of 10 the player who varies his game the
best wins. Do not only mix up the examples above, you must also mix up
Bryans forward dash moves(f,f+2, f,f+3 and f,f+4) throws, jugglestarters
(ws+1, QCB+2, b+1, uf,N+4, uf+4, ws+2~f+2 and df+3), and of course his best
poking based attacks (see POKING). Tekken is a game with lots of deepness
and the main deal is to use that deepness to your advantage. Besides, who
wants to get a "Chicken!" Icon? Your honor as a gamer is at stake if you
don't vary your game (still, the "Chicken!" is not entirely accurate in some
cases if you ask me).

Mixing up is one of the most important, if not the most important thing you
have to learn if you want an organised offense, and Bryan has one of the
best mixups in the game.


----------------------------------------------------------------------


R. THE INSTANT WS-EXECUTION


The reason why I put up this section is that Bryan is much more powerful if
the instant WS-Execution is added to his arsenal. The instant ws-execution
is done by pressing d~df, instead of rising from the crouch. For example the
WS+3 can be instantly executed off standing position by pressing d~df+3. The
instant ws-method has a far quicker execution than off the rolldash or
crouch

A VERY important thing to remember is that the instant ws-execution of the
WS+3 [->d~df+3] will give you the largest chance to connect the CH stun in
high level play


The other cases will leave you interrupted, thrown or most likely blocked
(that's not a problem really but I'm not finished yet...). The best way to
utilize the instant WS+3 is offensively, and mixed up with the
otherexecution types (off the rolldash or crouch).

This is best suited if you have a pitbull styled play (like myself). IHMO,
the instant ws-execution is veryimportant for Bryans offense, if you can
instantly execute the ws-moves Bryans has from standing position, he becomes
even more powerful. Because the execution is faster, the chance to get
countered minimizes as well, and the chance to get a counterhit increases,
and with the ws+3 especially, this proves a great advantage for Bryan.

I seriously believe that Bryans Rising Knee is the BEST MOVE IN THE GAME
while instantly ws-executed. And the instant WS-execution not only
strengthens Bryans WS+3 in execution, but also in followups. If you land the
CH stun you can instantly ws-execute the ws+1 (d~df+1) and ws+2~f+2
(d~df+2,f+2) for some classy combo’s that are only possible due to the
ws-execution. And even if you instantly execute ws attack from standing
position, you will still avoid high attacks during the mid frames.


I'd say you should master the instant WS-execution enough so you'll get it
around 95%, to fully utilize his offensive or defensive game. Especially if
you mix up the rolldash and WS-versions you have a powerfull mixup and use
the same moves for different purposes. The ws-execution is an advanced
tactic that should be practiced a lot if you want to be consistent with it,
but if you do, it can be used with great effect. Especially if you know how
to utilize the instant ws+3 correctly (be familiar with it’s range and speed
as well) it really makes a difference.


---------------------------------------------------------------------------




S.  ASK THE EXPERTS


Well, finally welcome to the "Ask the experts" section. Here, you'll see the
knowledge displayed of various different Tekken players, with their own
great idea's and knowledge on how to play Bryan. The reason why I've come up
with this section is because there are so many different players in the
world and that means lots of idea's on how to play the game they all love.
That's why the Tekken Community has become so large: Sharing knowledge. I
feel, no matter how good or bad you are, you can always learn idea's from
other players around the world as well, so you'll gain a bit more knowledge
each day you interact with them, hell, I learn new stuff from gamers each
day. It's not so hard when you think about it, we all play Tekken, we all
know Tekken and we all love Tekken, and because every Tekken player in the
world has his own idea's wether they are young or old, black, white, or
yellow,  and by sharing them with other gamers, we spread new knowledge, new
idea's in other words, we interact, and THAT's what forms the Tekken
community as we see it. Because all players have different opinions and
different playstyles, we can learn what they find effective, involving a
whole new level idea's and strategies. As persons and as gamers, we all form
the Tekken Community, not one person or some kind of regulation, because of
the different ways we play the game and by providing our knowledge to expose
them for a whole newer generation of players. Because we share knowledge
with each others all over the globe, we wouldn't have as much insight in the
game of Tekken as we have now, because all of the great knowledge that has
been spread through ever since the first Tekken was released. But enough of
my speech now...

All of the idea's and knowledge displayed in this section were given by
courtesy from the contributers. All the knowledge here are still official
property of Birch, Reverend C, KOFTEKKEN, E-MAN, Devil Lee, Konqrr and
BioXeed. It is NOT allowed to use these submitions for your own intentions
without asking permission to the contributors. I'll keep a close eye on the
situation, and if I detect any way of plagiarism or the usual frauding, I
will be sure to shut you down representing any of the players who have
contributed. Meanwhile I like to thank everyone for submitting to "Ask the
Experts", by providing their trust and their wisdom in the game of Tekken.
You will all be credited bigtime in the Thanks section, without you guys,
this section would never be here.


Birch ([email protected]):
"1,4,3 is a good move with nice speed. I also love Bryan's df+2. It links
well to d+1, c.o.m. or ws+4,1. or just df+2, 1,2,1,2(or 4)
the qcb+2 ain't his best juggle starter but you can get off 1,4, f,f+2 in T3
(thanx to the cousin Cypress for that), which is a hard but hefty juggle.
Bryan's basic 3 and 4 kick are also great stand alone poking moves. The 4 is
fast (though high) and has good reach because of his big legs. The 3 comes
out fast and also hits mid...great.the f+3 knocks down on hit also."


Reverend C ([email protected]):
"If you're not in jab range.  You can either get in jab range or stay
out of throw range as Brian has many fast attack that will knock down.  I
try to keep my eye on my opponent's hand, and if I think a punch is coming,
I use Brian's punch parry (which is Brian's best new move IMHO).  After
parrying right punch, you can get close enough to get Brian into FC position
right in their face.  Parrying left punch causes a quick knock down.  If
your opponent likes to wiff 1,2 jabs right in your face, give them df+3
juggling sweep.  If you block a long recover attack f+1+2 elbows or really
quick QCT+1 uppercut will both work.  Another important weapon for Brian is
the QCB+2 back sway uppercut, but sure it will connect though.  Like close
range, WS+3 (or QCT+3) is the most important weapon for Brian.  To use this
outside of throw range effectively, you'll have to learn how to do WS+3
REALLY fast.  Once you can do that, WS+3 is your best friend.  Now, don't
gotrading this with Wind God Fist or Deathfist, die, and call me a retard
because you should never do that unless you KNOW you'll counter.   But it's
not a bad idea to trade hits with your opponent from long distance if they
are coming in with jabs and small attacks that lacks range, do little
damage, and will not put you in seriously bad situation if you get hit.
Think about it, once WS+3 is executed it'll beat a jab as it has much more
range, the damage is very rewarding even if your opponent escape the stun.
On the other hand, if you're hit by 1...  2 is garanteed...  big deal......
Now don't do this against Julia's 1~1,1, it's not worth it."


KOFTEKKEN ([email protected]) said:
"mm, I wanted to share something about Bryan. This is something unique about
Bryan besides other characters..... a. 1 jab It's 10 frame speed(belongs to
slow jab category) however, his jab gives you "3 frame" advantage....hehe
remember that he is an android??!?! b. 1,"2"
Literally this is one of his best moves...Many ppl posted good strategy
above. Let me share the craziness of his 1,2 jabs. Well, most of characters
who have 1,2 jab move are guaranteed after first jab. However, ONLY Bryan
causes the longest "STUN"(so called) after that "2" jab in 1,2 string....
Try those strings for poke than make mix ups... 1. uninterruptable
pokings... condition: 1,2 jabs hit(it's easy to see whether move connects or
not) a. 1,2; df+2(wow, literally the best poking move. Because it's
UNINTERUPTABLE and UNDUCKABLE...) b. 1,2; f,f+2 ( wow, mech breaker!!
uninterruptable!!!) c. 1,2; b+2,1,2_4 or b+2,4 (wow, it's uninterruptable!!
that's crazy... you want to be fancy against mashers?? Just land 1,2 jabs
then do b+2 starter...they will more likely get CH... you know what to do
then..hehe TAUNT comboes!!! =) *basically his right jab in 1,2 string only
makes some long stun to do some crazy moves..i think there could be possible
free hits..* (but only thing is this info belongs to Tkn 3 so it may not
work in TTT =P ) b. well ...obviously everyone knows how to mix his 1,2,3
strings...so I don't think I need to mention... however, I think his b+1 is
cool looking great juggle starter.. a. 1,2; b+1 (if you suspect opp. to
duck) b. 1,2; QCF+1(if you want to be safe) c. you know options..hehe"

E-MAN ([email protected]):
"Here's a very effective custom string with Bryan (simple but nasty!): 1~4,
D+1, Chains of Misery. If you have mastered buffering C.O.M., then you're in
business. The trick is to buffer C.O.M. during the animation of the D+1
(could also be fc+1) so it comes out immediately after the crouch jab. If
you're opponent starts to anticipate this move, you could always replace the
C.O.M. with ws+1 for a free juggle.Another effective move for Bryan is his
d+4 low shin kick. It almostalways hits grounded opponents for extra damage,
and it's good for poking."


Reverend C ([email protected]) said:
"All of my strategies with Brian involves WS+3 in some way.  I try to
either setup WS+3 for counter hit or try to trick someone into blocking high
and throw him.  To get WS+3 to connect, Brian will have to stay around throw
range where 1,2 jab won't wiff.  From there, either do 1,2 jab combo or d+1
jab to setup the next move.  Low jab comes out quicker but 1,2 jabs give you
more advantage when they are blocked.  If 1,2, jabs are blocked, I usually
go for a throw, a low kick, or a d+1 since you'll probably be close enough
to throw and d+1 will interrupt anything if 1,2 jabs are blocked leaving
Brian in FC position and completely safe.  Once Bryan is in FC position
within throw range, Bryan has the option to 1) throw 2) WS+3 if you can
anticipate a counter 3) FC+4 low kick, or 4) WS+1.  Your choice will depend
on your opponent.  Most people (average players) aren't patient enough to
think about what's going on and attacks away, and I always use WS+3 against
them, chance is it'll counter and stun, and depends on what I feel like I'll
either do a quick WS+1, b+1, or UF,n+4 juggle.  Against good players, WS+3
will rarely counters, but you can always throw in a low kick for quick
damage.  I never use low kick more than once or twice because people catch
on, and start blocking or parrying it.  If I'm pretty sure my opponent will
duck or parry, I do WS+1 uppercut, and if I'm sure the opponent will remain
standing, I'll do either basic throw or Chain of Misery (if the joystick is
good).  It sounds pretty simple, but this is the most important thing about
playing Brian.  The problem about these options are, if WS+3 is blocked, you
can do a quick d+1 and keep Brian fairly safe from retaliation, but good
players will throw you after blocking WS+3.  WS+1 leaves Brian wide open if
it fail to juggle.  Throws can be escape, or worse, ducked.  If you wiff a
throw... you'll probably be juggled.  d+4 will be parried if used too often.
FC position in close range is whereBrian is most deadly and the difference
between good Brian players and average Brian players is the choice you make
when you're in that position."


KOFTEKKEN ([email protected]) said:
"Wake ups.. My best option is WS_QCF+3 (knee) 'caz it could catch rolling
opp. and it has great priority to counter wake up attacks. (leading to CH
juggles..) Also recovery of the move is fast enough to throw your second
option like d+1 afterward(if it whiffs on lying down opp.) to counter back
again their wake up attacks... Oh, and about uf+3 kick, I like that move
too.. You guys probably know it could be used in juggle..but just in case..
-QCF_WS+3 CH; uf+3; 1; ff+2     Hmm, lastly, his uf+4 got slower....I guess
his new b+1 move is pretty ok..with some what more range and okay speed."

Devil Lee ([email protected]) said:
"Here are a few tips I suggest. 1.) The Mach Punch comes out fast, so use it
to interrupt other people's attacks, but don't overuse it because if they
recover the opponent can duck and crush you with a WS attack (Jin, Kazuya,
Bryan, etc) 2.) Snake Edge on clean/counter hit will pop your opponent up
head over heels.  A good follow up is a WS+3 knee attack. 3.)The WS+3 has
good priority, and does stun your opponent a little bit. 4.)Best Costume:
Press LK! The black shirt is just like his FMV in Tekken 3 ;) 5.)His
1,4,2,1,2 string hits mainly high, try not to use it too often. 6.)b+2 can
be linked to 1,2 (all high) 1,4 (high, mid) or you can skip the punch and go
straight into the kick, 4. In a nutshell, b+2,1,2, b+2,1,4, b+2,4 7.) A very
easy juggle to perform after the QCF+1 is the b+2,1,4. 8.) Fisherman's
Slam(QCF+2) and the follow up (F+2) does bounce them up, go for the Triple
Spinning Roundhouses( f+4,3,4).  Don't start the Tri. Spinning Roundhouses
too soon, or you won't get all the kicks in(unless your opponent is a big
character like a Jack). 9.) Mach Punch can be used after Bryan's Parry,
b+1+2, guaranteed( I don't know the move though, do you just press 2?)10.)
Use his Sledgehammer, 1+2, on all those obvious high attacks.  It has good
priority."

Konqrr ([email protected]) said:
"Bryan has a few great mixups with his d+1+3_2+4 Low Parry...much like
Law. Just hold down when you do the parry and you can either do COM or
WR+1_2_3_4, whatever you want. This is very effective.Another tactic I use
is to sidestep then either do QCF moves or QCB+2. Bryan can be very lethal
in this situation as these movements come out instantly."

BioXeed said:
"firstly anyone should learn to do fast WS moves.. comes in _very_ handy to
pull a WS almost as fast as say an ewgf..wrt to TTT - his b+1 is a very
useful launcher.. just don't want to _ever_miss with it..  if it's blocked
the recovery is not so bad.. but when it misses the revcoery is bad enough
for someone to connect a jugglestarter...his d_d/b+2 is invaluable...
excellent juggle filler... not as useful by itself but good duck high
attacks (but still not as useful as 1+2) with the new low block stagger
missing or having his d/f+3 block is as close to suicide as you'll get
without actually sticking a sword thourgh your guts...  against anyone with
WS or reasonably fast moves you will definately cop a hiding for whiffing
it... (e.g against another bryan you will either get juggled or you can get
hit with a mach breaker) that being said if it connects the damage as a
stand alone move is pretty good and it's possible to juggle from.. so there
you go..unfortunately because of tech-tagging the stun from his ws+3 and
ss+1~2 aren't nearly as useful as from t3.. but damn good notheless..the
addition of a punch parry was very nice... useful against predicatable
opponents.. (and even some not so predicatable opponents) another useful
change is his resistance to t.ogre flame..  will make a t.ogre rue the fact
of trying to set bryan alight..also gameplay wise (aside from being able to
do lightning WS) being able to do quick C.O.M. and dash buffered C.O.M is a
useful skill."


- Side note to all who have contributed: Sorry that I had to modify the
layout of some of your submitions, but otherwise the rest of the FAQ
wouldn't fit in that darn browser. Hopefully you can understand this, but
still I apologise for this small matter.
- I hope you are satisfied with the result of this section, if you're not
and you'd like to leave out or correct something in your submition, please
contact me at [email protected], and I see what I can do to modify
by your request.



----------------------------------------------------------------------



T.  CONCLUSION


The best reason why to pick Bryan is because he has got so many strengths,
his mixups, his powermoves, parries, combo and custom string ability. He has
more than enough to make him one of the stronger character, you don't have
to learn stance changing and tons of moves while playing Bryan. His ability
to do more than 50points of damage off the counter makes him a very deadly
character, moves like the Mach Punch, qcf+3 and df+3 prove that. His only
weakness is his lack of low attacks, so he has to heavily rely on his shin
kicks and df+3 at times. As for a learning curve, Bryan is not an easy
character to use for beginners like Law or Paul, but much easier than
learning a Lei or a Hwoarang. Bryan has the ability to take an opponent up
close, or from a distance, and he is one of those rare characters who can
adapt in any sort of playstyle, if you are forced to defend his lowparry and
punchreversal is more than enough to discourage your opponent to modify into
an offense he isn't use to, and because of his string mixups and fantastic
custom string abilities, he's a hard character to defend against. Bryan can
be suitable for you regardless what style you play. If you have the patience
to learn to play Bryan he can take on against any character in Tekken, and
if played in the right hands he won't go down easily regardless what
character you're up against.




----------------------------------------------------------------------

U.  SITES

I'll credit the following sites for their hard work:

http://salute.consolenation.com/

One of the best sites on Tekken. I credit drumdude for the fantastic
work on the site. Here you'll find many great info on all editions to the
Tekken-series. Also this site features the best forum on Tekken out there. I
really must respect my graditude, since this is the only real place to talk
with fellow players in harmony. A lot of useful stuff is posted there every
week. Good job drumdude, and thanks to everyone who contributed great info
there.


http://www.tekken.net/zaibatsu/

"The non-stop source for everything Tekken-related". If you're
beginner, intermediate or expert, who cares, this is the place to go if you
like Tekken. They have great updates, moves sections, FAQs, combo's sections
and best of all, Castel's movies are the bomb. It's a must to see those
movies if you visit, no matter what it takes. The staff keep the Tekken
Community informed on their tippy-toes with hot news and knowledge. They
deserve all the credit they can get with their hard work. Recently they've
opened a brand new message forum, and y'know what, it's already full with
discussions and interactions This site is sooper, ain't nothin' to it.


http://www.geocities.com/TimesSquare/Bridge/2700/

Inside Tekken, Abrar's cool new site focused on TTT. You'll find nice
updates there, good movies and neat FAQs. Also check out the great (and not
to mention ORIGINAL) articles section, which allows you to post an article
about a certain issue on Tekken you can share with the visitors. It's kinda
like an editorial, but better. check out the cool articles by ETP and
mIrAge. Also there's a cool forum there, which I also visit from time to
time. Check it out!


http://www.tekkentagtournament.com/

Official site of TTT. You'll find some great updates and game-info
here. Check out the movies as well. There's also a message board for some
"in-depth discussions".


http://www.fighters.net/

I'd be stoopid if I forgot ol' fighters.net. Check out their great
stuff on TTT, with awesome movies on the upcoming console version, which
have to be seen to be believed. Their FAQ archives are excellent as well as
the updates that keeps any fightng game-freak informed to the max. The hard
work of the staff (tigeraid, Faceless, Three-11, Mr.MG) has resulted one of
the most well organised sites I know. There forum is also a great place to
share your knowledge with other gamerz around the globe. This site deserves
big props, tell me about it.


http://www.gamefaqs.com/

This is the site where you can find the best FAQ archives on videogames on
the web. Here you'll find all the info you need on whatever videogame you
like. If you're stuck on a game, if you want some codes or want to submit a
FAQ or Review, GameFAQs is your place! GameFAQs rules, they are the most
popular in FAQ archives on computer games around the web! They have the most
reliable methods on contributing FAQs, simply because of the fact that they
won't take ripoffs of other FAQs. I'm giving big props to GameFAQs!


http://www.geocities.com/tekkenmanila/

Check out this new great site hosted by E-MAN, one of the many loyal
Tekkenplayers who shares knowledge at the Inside tekken and Tekken Salute
forums. This site will be focussed on the Fillipino Tekken scene, it
features a great movie on chrouchbuffering the Chains of
Misery(FC,df,d,df+1+2) with Bryan, with a sadistically cool sountrack from
The Prodigy. Check it out yourself, this will be one of the best unofficial
tekkensites of the future, I tell ya!


http://www.arcadescene.co.uk/

This site is webmastered by Mr.MG one of the staff members of fighters.net,
which is about the arcades in London, and the activities and so on. You have
some good info here, and also the results from the Tekken London Showdown
where some well-known players around Europe have participated in, including
myself. I'll give special credit too him, for his hard work to keep us
gamers happy, and his generosity.


http://www.counterhit.com/

This is Sauer Krauts site, and one of the best TTT info sources around.
Great general and advanced tactics, tons of combo’s and several great tricks
of the trade. Very recommended.

----------------------------------------------------------------------

V.  CREDITS


As my FAQ is thru I want to thank the following individuals for their
support/help/knowledge:

- Reverend C: For his combo's, his info and great technical Tekken knowledge
he has giving me the last couple of weeks, and some fun discussions. Also
check out his awesome FAQs on Kazuya, Nina, Anna and Heihachi. Also, I'm
currenty writing a comprehensive character guide with him, so keep your eyes
open for that one. Huge credits to him.

- Abrar, for writing that kickass Kuma guide and for his awesome knowledge
and kindness.

- Yoshiking, Brennan Swan, Aviax, The Chef ([email protected]) and Kevin
Kitagawa (aka Polymer) , for some useful tips on how to improve my guide.

- Dong Lee (KOFTEKKEN) and jjt for their great Tekkniques guide at Tekken
Zaibatsu.

- The contributers of the "Ask the Experts" section, KOFTEKKEN, Konqrr
E-MAN, Reverend C, BioXeed, Devil Lee and Birch (check out his Kunimitsu
FAQ) for submitting their great knowledge, to bring it to a larger scale of
players. All you guys deserve huge credits, and I have to thank you all for
getting the info out there, that other players around the globe can
definately use. It's all great, thanks once again.

- Castel and the rest of the Tekken Zaibatsu staff for their
awesome knowledge on Tekken and doing so much for the Tekken Community, and
of course their kickass movies. You guys rule, no doubt about that!

- Fighters.net for their kewl TTT section and awesome movies.

- Catlord for his savage-ass FAQ on TTT. Keep up the work!

- Rehan (aka The Chef), Harry, Martin, Wing, Declan (Decschief), Anthony
(aka starant, Devilman, grayfox), Amrej, Mark (Mr.MG), Ryan Hart, Claka,
Templar (KRY) and others for being awesome players in the London Tourny, you
all have mad skillz, and you all proved to be some of the best in Europe. I
thought was great fun competing with you guys, we ought to play again
someday.

- Gokmen, Damsko Kazuya, King the 2nd and The Amature, for being great
fellow players from Holland, all of you guys have great skillz, I hope to
play you guys some more soon, since we only live 45minutes distance from
each other, so we oughtta meet up more.

- Red King (check out his Jin FAQ), Simone and Sandro, for being awesome
competition from Italy. You guys have amazing skills, and I'm glad to have
competed with you all in the London Tournament. Hope to see ya guys in the
June 2000 tourny.

- Devil x Hollywood (check out his Bruce FAQ), QDogg, Gargoyle Sox, 7th
Pixel, Notti, shauno, Joshic, SuperT, et3rustee, jjt mIrAge, drumdude,
Cinder, my_3rd_eye, Faceless, kishmomo, Thunder Fist, Ug The Caveman,
JoeKing, MC and The_Chink (sorry if I forgot someone, but to make it short,
thanks to everyone who I've interacted with in the past) for their awesome
Tekken-knowledge shared many times over around the web, without you guys
Tekken would never be as alive as now.

- Namco, for making one of the best game-series on the friggin' market. You
fella's are tha bomb!

- KoRn and Limp Bizkit, for making awesome music to listen to when and where
ever I play Tekken, to keep my blood pumped with adrenaline. I swear the
god, it's been proven you play better listening to your fav records than
when you are playing in silence. Besides, the louder the music, the less you
are distracted my the opponents trash talking phrases, lol....Look for the
ads.....I just wish most Arcades had the balls to play something else than
just that Dance or Trance or whatever that music's called...

- Myself, for writing this guide (I KNEW I forgot someone...)

- And finally, you, the one currently reading this, thanks for taking a look
at my FAQ, I hope you liked it. If you have any comments on it,
corrections or your own idea's e-mail me at [email protected] to
contact me. Everyone's opinion means a lot to me ^_^


"While yer travlin' round tha world,
Jody's home with your best girl
Next time I get a three day pass
I'm gonna C.O.M ol' Jody's *peep*"

- Renick.

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The End.

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