Bryan main here, just wanted to drop some extra intel I thought was important. - 1, 4, 2, 1, etc: backfists are delayable, 1st backfist can be cancelled into the second (or the jumping mid), and either can be cancelled into SS. TL;DR: Block. If you need to act, you can backdash after 1, 4 and visually confirm he's continuing the string to OS the mid and high (block and whiff, respectively). If you block the mid, jab punish. If the backfist whiffs, jab punish (this also applies if he cancels the backfist into anything). Make sure to visually confirm the string is continuing or he can end at 1, 4 into a backdash to continue his pressure or whiff punish your jab. If you're too slow to whiff punish the first backfist reliably without being counterhit by the second, you can always dickjab or use a fast evasive move. IMO, you don't wanna risk your life on this string by ducking unless you have a really good read, like 95%. You *can* delay your duck after 1, 4 to OS the mid and high that way to get a launch if he goes high, but if he cancels after 1, 4 into SS, he's gonna whiff punish your WS move or if you're really diligent and waiting to see the backfist, he's gonna get a nice mixup on you as you're realizing there's nothing coming. And that's if you're real sharp. Worst case scenario you try to duck & launch the first backfist on immediate timing and he cancels the first into the second, causing a delay that ends up counterhitting your WS move. - b+2, 1, etc: same rules as above, except harder to deal with because now you're only reacting to the first backfist, which can be cancelled and etc. - qcf+4, 1, etc: the 1 can NOT be delayed or cancelled into anything except sidestep. - 3, 3, 2 / 3, 3, 4: This string can be OS'd with a very precise down input. After blocking 3, 3 if you time your down correctly and hold it for just a split second and release, you'll get a duck if he ends high, and the release of the down will sidestep right if he goes mid. The reason this works is because the high ender is faster than the mid. If down is buffered correctly out of blockstun, it can become a sidestep even after being held briefly, but if the high comes out during that brief hold, it will become a duck instead. - d/f+1,1, etc: If this catches you off-axis to Bryan's left (after you ssR), and Bryan doesn't end with the 2 early, it is often blockable, or it will whiff entirely. Be ready to launch. - d/f+4: the knockdown on hit is a setup for a qcb+4 launch if you hold back because you'll get up backturned. Sideroll right to avoid being hit with qcb+4 while grounded. Note that this only works if he's delyaing qcb+4 for a launch attempt. It can still hit grounded if un-delayed. A delayed qcb+4 can also be beaten by holding up to get up straight, and then back to block, but then a qcb+4 that is timed sooner will launch instead. Better when you've confirmed that the opponent is good at timing the delay, but still much riskier than just siderolling and eating the immediate qcb+4. - d+2: This is an excellent tool to catch ssR after hatchet and so on, but loses completely to sidestep left. If he's mixing between hatchet and d+2, swL will beat both. This move is also very good for creating whiffs after it's blocked by sidestepping. Finally, if you trade with this, he's left at +12 and can get a guaranteed d/b+4. - d+3+4, 2: can be canceled into FC at -12, meaning that you need to use a mid to punish this on read that he isn't going to finish the string. If you jab, he can punish/counterhit with Northern Cross, which highcrushes. - d/b+3: +4 on CH. Pressing anything afterwards will get you CH launched by ws3. - b+3, 2, 1, etc: Beware of b+3, 1+2, which will catch your ssR attempt after blocking b+3. - Smith punches (u/b+1+2): On Block, each even-numbered punch is -16 (right hand) each odd punch is -13 (left hand). same concept on hit, except it's -6 and -3 respectively. This string *can* be delayed, but it is basically never done on purpose because of the accelerating rhythm that needs to be held in order to complete the string. It also seems like the length of the delay that is allowed gets shorter the longer the string goes on. - u+2, 2, 2, 3: The video incorrectly states that he can do the knee after any hit - this is only half-true. Whether or not he has Snake eyes, the soonest he can use the knee is after the 3rd hit. Once he has Snake eyes he gains the ability to end with the knee after the 4th or 5th hit. This string can have a medium delay after the first punch, and a short delay for each hit afterward. - f, F+3HOLD: +14g (can guard) & forces crouch at the wall. Decent mixup between taunt which can be interrupted with a fast move, and a counterhit launcher if he thinks you'll try to interrupt. - qcb+3: sidewalk this Left. Especially useful to know if Bryan likes to chain them, but leaves you very exposed to jet upper, and other homing moves. If he likes to use qcb+4 instead of jet upper to try to catch swL, you can actually swL and then block when you see the startup of his next move, and you'll OS both hatchet (whiff) and qcb+4 (block). - wedge driver b, d/f+4: can be cancelled. Really good way catch a duck or to counterhit on wakeup. - d/f+2,3: delayable - ws3, 4: delayable - FCdf+2, 1: delayable - ss+2, 1: delayable
So he just has a million mid strings with ambiguous enders that you have to know that they go for to have a chance countering while they can just backdash and do strings, half of which are counter hit launchers?
@@PencilTekken ✌🏾 After watching your anti-Victor video, I went to the lab and figured out something cool. So if SWL>duck you can avoid nearly everything from PRF stance(the 2nd hit of the PRF 2 strings may catch you, you avoid the rest and block the low), you actually avoid everything in the Iai stance and block the low😁 All of his WS moves are also weak to SWL✌🏾
@@PencilTekkenAre you planning on doing a Eddy guide when he releases since I struggled fighting him in T7 and there apparently making him mashy and knowledge checking. Would appreciate a lot.
It’s funny because as a Bryan main I had to learn to adapt to the punishments for a lot of these attacks and learned when to use them. Gets tricking in them blue ranks.
Bryan main here, just wanted to drop some extra intel I thought was important.
- 1, 4, 2, 1, etc:
backfists are delayable, 1st backfist can be cancelled into the second (or the jumping mid), and either can be cancelled into SS.
TL;DR: Block. If you need to act, you can backdash after 1, 4 and visually confirm he's continuing the string to OS the mid and high (block and whiff, respectively). If you block the mid, jab punish. If the backfist whiffs, jab punish (this also applies if he cancels the backfist into anything). Make sure to visually confirm the string is continuing or he can end at 1, 4 into a backdash to continue his pressure or whiff punish your jab. If you're too slow to whiff punish the first backfist reliably without being counterhit by the second, you can always dickjab or use a fast evasive move.
IMO, you don't wanna risk your life on this string by ducking unless you have a really good read, like 95%. You *can* delay your duck after 1, 4 to OS the mid and high that way to get a launch if he goes high, but if he cancels after 1, 4 into SS, he's gonna whiff punish your WS move or if you're really diligent and waiting to see the backfist, he's gonna get a nice mixup on you as you're realizing there's nothing coming. And that's if you're real sharp. Worst case scenario you try to duck & launch the first backfist on immediate timing and he cancels the first into the second, causing a delay that ends up counterhitting your WS move.
- b+2, 1, etc:
same rules as above, except harder to deal with because now you're only reacting to the first backfist, which can be cancelled and etc.
- qcf+4, 1, etc:
the 1 can NOT be delayed or cancelled into anything except sidestep.
- 3, 3, 2 / 3, 3, 4:
This string can be OS'd with a very precise down input. After blocking 3, 3 if you time your down correctly and hold it for just a split second and release, you'll get a duck if he ends high, and the release of the down will sidestep right if he goes mid. The reason this works is because the high ender is faster than the mid. If down is buffered correctly out of blockstun, it can become a sidestep even after being held briefly, but if the high comes out during that brief hold, it will become a duck instead.
- d/f+1,1, etc:
If this catches you off-axis to Bryan's left (after you ssR), and Bryan doesn't end with the 2 early, it is often blockable, or it will whiff entirely. Be ready to launch.
- d/f+4:
the knockdown on hit is a setup for a qcb+4 launch if you hold back because you'll get up backturned. Sideroll right to avoid being hit with qcb+4 while grounded. Note that this only works if he's delyaing qcb+4 for a launch attempt. It can still hit grounded if un-delayed. A delayed qcb+4 can also be beaten by holding up to get up straight, and then back to block, but then a qcb+4 that is timed sooner will launch instead. Better when you've confirmed that the opponent is good at timing the delay, but still much riskier than just siderolling and eating the immediate qcb+4.
- d+2:
This is an excellent tool to catch ssR after hatchet and so on, but loses completely to sidestep left. If he's mixing between hatchet and d+2, swL will beat both. This move is also very good for creating whiffs after it's blocked by sidestepping. Finally, if you trade with this, he's left at +12 and can get a guaranteed d/b+4.
- d+3+4, 2:
can be canceled into FC at -12, meaning that you need to use a mid to punish this on read that he isn't going to finish the string. If you jab, he can punish/counterhit with Northern Cross, which highcrushes.
- d/b+3:
+4 on CH. Pressing anything afterwards will get you CH launched by ws3.
- b+3, 2, 1, etc:
Beware of b+3, 1+2, which will catch your ssR attempt after blocking b+3.
- Smith punches (u/b+1+2):
On Block, each even-numbered punch is -16 (right hand) each odd punch is -13 (left hand). same concept on hit, except it's -6 and -3 respectively. This string *can* be delayed, but it is basically never done on purpose because of the accelerating rhythm that needs to be held in order to complete the string. It also seems like the length of the delay that is allowed gets shorter the longer the string goes on.
- u+2, 2, 2, 3:
The video incorrectly states that he can do the knee after any hit - this is only half-true. Whether or not he has Snake eyes, the soonest he can use the knee is after the 3rd hit. Once he has Snake eyes he gains the ability to end with the knee after the 4th or 5th hit. This string can have a medium delay after the first punch, and a short delay for each hit afterward.
- f, F+3HOLD:
+14g (can guard) & forces crouch at the wall. Decent mixup between taunt which can be interrupted with a fast move, and a counterhit launcher if he thinks you'll try to interrupt.
- qcb+3:
sidewalk this Left. Especially useful to know if Bryan likes to chain them, but leaves you very exposed to jet upper, and other homing moves. If he likes to use qcb+4 instead of jet upper to try to catch swL, you can actually swL and then block when you see the startup of his next move, and you'll OS both hatchet (whiff) and qcb+4 (block).
- wedge driver b, d/f+4:
can be cancelled. Really good way catch a duck or to counterhit on wakeup.
- d/f+2,3:
delayable
- ws3, 4:
delayable
- FCdf+2, 1:
delayable
- ss+2, 1:
delayable
nerd
@@builderofw0rlds743 literal selfie 🤓
I ain't reading all of that
You have a life nerdy? :Dd
Extremely helpful now that a bunch of buffed up Bryans are running around ranked kicking my ass. Time to do the homework. Thank you!
So he just has a million mid strings with ambiguous enders that you have to know that they go for to have a chance countering while they can just backdash and do strings, half of which are counter hit launchers?
That's my main😅
Don't need this video but I'm just commenting and liking the video to help out with the traction.
Thanks for all the content 🙏🏾
I appreciate you coming through! 🙏🏼
@@PencilTekken ✌🏾
After watching your anti-Victor video, I went to the lab and figured out something cool.
So if SWL>duck you can avoid nearly everything from PRF stance(the 2nd hit of the PRF 2 strings may catch you, you avoid the rest and block the low), you actually avoid everything in the Iai stance and block the low😁
All of his WS moves are also weak to SWL✌🏾
@@PencilTekkenAre you planning on doing a Eddy guide when he releases since I struggled fighting him in T7 and there apparently making him mashy and knowledge checking. Would appreciate a lot.
@@Adonis509 Yes, I am going to do Eddy as quickly and efficiently as I can when he releases.
@@PencilTekken Thank you so much🙏
Bro these videos deserve more appreciated
Thanks Junaidizhar, I appreciate the kindness in your comment
As a Bryan main this actually helps me
You probably deserve more credit. For the depth that you go into on each char. But also, i need to do.. what ur doing. And.. tekkens hard.
Smh
Bless you for this 🙏
thanks man have to lab for a tourney tonight and this has been very helpful
Very helpful stuff for beating opponents
Please good sir
more video with Feng🙏🐲🐉
Great vid, great tracks
I cant punish 1,2,1
Isnt he need a nerf ? My brain cant handle all this.
Next yoshimitsu please ❤😊😊😊❤❤
It’s funny because as a Bryan main I had to learn to adapt to the punishments for a lot of these attacks and learned when to use them. Gets tricking in them blue ranks.
❤❤❤