I've been using Bryan for only a couple of weeks now, and I have been frustrated to find mostly only combo videos for this character. There's not a lot of advanced tech out there for him, and we need to change that! So, in order to help kick-start this, I thought I would at least share what I have found to work (and not work) with Mr. Fury so far.
Note: I'll be adding in damage numbers for special moves, Super Art, and chains later... This is still in progress.
Contents
Overview
Normal Moves
- Standing (Far)
- Standing (Close)
- Crouching
- Jumping
- Chains/Strings/Unique Moves
Super Art and Cross Art
Combos
Game Plan
Gems
Team Roles/Partners
Overview

Bryan is a ruthless, maniacal fighter who has a craving for carnage. That said, his fighting style in SFXT is uniquely brutal. Bryan relies on his long-range normals such as his Standing Heavy Punch and Forward + Medium Kick to strike the opponent from surprisingly far away. He's not particularly quick, however, and can be zoned out by many characters, so getting to his sweet-spot range is difficult and will require patience. If this sounds like it might take some getting used to, then that's most likely because it will. However, Bryan is a blast to play and it will be worth the effort.
Normal Moves
Bryan has a mix of great, so-so, and just plain awkward normals. Mastery of them is one of the key skills to have as an effective Bryan.
Standing (Far)
-
This is a very useful move for Bryan. It leads into his One-Two strings and has good range. It's also among Bryan's fastest moves and is completely safe. -
This is a decent poke from mid-range. It's fairly quick and should be used for footsies. Buffering into St.
into launcher is a great option for longer-range punishes. -
A somewhat slow, but far-reaching, forward-moving back-fist. It's a great way to hit-confirm using his Double Back Knuckle (
to
) string, but using this move is a privilege. It has a very slow recovery on whiff, making it easy to punish. Using this attack properly is one of the most difficult parts of learning Bryan. -
This is an average Standing
. Despite it being a standing move, it hits low. It has fast startup, but it doesn't have the range of Standing
. -
A medium-high angled kick that is reminiscent of Ken's own St.
, but with better range. It is a decent counter-poke and can be used for Boost Combos. It also can be used as an anti-air, but there are better options. -
This awkward spin kick has no practical use I can think of, except that it seems to beat out low attacks often. It has an awfully long startup and recovery, making it difficult to use.
Standing (Close)
-
Very similar in use to his Far
. -
An upwards-angled punch with amazingly fast startup and recovery. This is a great move for close-range pressure, as it offers frame advantage on block and can be linked into St.
on hit. This is quite a useful move. -
For juggle combos and punishes, this move is a must. It's just as quick on startup as his Close
and does the raw 90 damage you need from a Heavy. It doesn't have as much range as some Close moves, however, so you may find it easier to just use Crouching
or One-Two-Body Blow. -
Not much to say about this move, it's not especially useful. Similar to St.
. -
A quick knee to the chest. This is a good move on its own, and it's possible to link or cancel from it, but I find Close
to be easier to use. -
A high roundhouse kick with a lot of stun. Not really useful, but it is possible to combo from it after a tag.
Crouching
-
A very quick low
that is cancelable, and it's Bryan's fastest crouching move. It's a key component of his BnB combos, but on its own, it sees him little utility. -
A poke with good range, but slow startup. It's cancelable, and this is its redeeming trait. It can be used as a buffered poke, but the speed limits that in some matchups. It is useful in combos involving his J.
ground bounce. -
A very good anti-air. It hits cross-up attempts and deep jump-in attacks. If you land this as a counter hit, cancel into Flying Knee, and dash cancel, you can do some decently damaging combos beginning from this move. Definitely a move to know for Bryan. -
This is quite a lackluster low kick. It has slower startup than most other Cr.
attacks in the game and short range. It can be used to land a low hit at close range, but use it sparingly. -
Like Cr.
, this move is very awkward and not particularly good for anything due to the way Bryan moves slightly backwards using this move. It has decent range and can be used in combos as it is cancelable, but I avoid this move due to its slow speed. -
Amazingly, this low kick is really useful! It causes a hard knockdown, which is always good for Bryan to apply his meaty pressure. It also has solid range, way more than his other crouching moves, and it even has a fairly quick startup. This makes a great counter-poke, and you'll find many opponents get hit by this move outright because they are expecting Bryan's overhead (
) and because it's Bryan's only practical low attack. It should be noted that this move is unsafe on block, however, so pick your spots and times to use this move carefully.
Jumping
-
This is your typical jumping
, which means for Bryan it's a solid air-to-air. It's quick and reliable. The only problem is that it doesn't have much range and is not good as a jump-in. -
Another air-to-air, but with a higher angle than
. I'd say for pre-emptive air-to-air attacks, this move can be useful. I actually use it almost as much as
. -
After a long startup, Bryan unleashes an axe-handle strike. This will ground bounce airborne foes, making it good in Switch Cancel combos. As a standalone move though, it isn't especially reliable due to its slow speed. -
This move is quick, like
, but it has a lower angle and is best used as a jump-in tick throw, but it will be just as useful in air-to-air situations, too. -
This is Bryan's only cross-up, and frankly, it's not good. It can completely whiff if spaced incorrectly, which could be very bad. It's a decent air-to-air for some angles, however. -
On paper, this is meant to be a slow, long jump-in, but I find it beats out almost anything if used preemptively while jumping backwards. I would say that this move is great for far jump-ins and far air-to-airs, but otherwise, it's better to use other moves.
Chains/Strings/Unique Moves
- Chopping Elbow (
) [60 damage] - A slow, but forward-moving overhead. It's got a lot of hit stun, allowing you to link a St.
after it. The timing for a follow-up is very late compared to what you may expect, so doing this combo consistently will take some practice. Using this move will encourage foes to stand, allowing you to abuse Flying Knee and Cr.
. - One Two Body Blow (
,
,
) [114 damage] - A quick special cancelable chain starting from Bryan's excellent St.
. It's Bryan's most important chain when it comes to his BnB combos. There is a gap between the 2nd and 3rd hits allowing your foe to reversal, but it's a very safe string overall. - One Two Low Kick (
,
,
) [130 damage] - A variation on the One-Two that ends in a low hit. It causes a hard knockdown that is useful for continuing pressure, but the damage is low. On block, it can be punished. - One Two High Kick (
,
,
) [162 damage] - This One-Two ends in a roundhouse kick that is safe on block and leaves the opponent standing on hit. It is not cancelable and is used for its safety. - Double Back Knuckle (Far
,
) [140 damage] - A long-ranged chain that may be special canceled. It's safe on block, and it's possible to link into Cl.
, St.
, or Cl.
on hit. This is a great way to hit-confirm from Bryan's far-reaching
. - Gatling Combination (
,
,
,
) - [238 damage] The first attack in this string gives Bryan a huge amount of range while moving him forwards. This string is very useful for pressuring your opponent from mid-range. It also ends in a low attack that causes a hard knockdown. In addition, the second hit is relatively safe, so if you anticipate your opponent will block, stop on the second hit. - Mid Kick to Rush (
,
,
,
) [last hit 80 damage] - This version of the Gatling ends in a mid-hitting uppercut that doesn't combo with the rest of the string unless used in a juggle. The last hit is also quite easy to punish, so use this sparingly or in juggle combos. - Mid Kick to Mach Breaker (
,
,
,
,
or
) [252 damage] - Instead of going for a high-low mixup, you may simply want a safer option. Mach Breaker pushes the enemy back a good distance on block, making it relatively safe (watch out for Chun-Li's Super though). On hit, it causes a hard knockdown and slams the enemy across the screen, making it ideal for a raw tag setup. If you'd like, you can also cancel into the EX Mach Breaker for a wall bounce. - Neutral/Front Throw "Knee Blast" (
) [130 damage] - This throw launches the victim clear across the screen, but it gives Bryan enough time to follow behind it. It also can allow for relatively safe tags. - Back Throw "Anaconda Assassin" (
) [130 damage] - Bryan slams his captive foe down directly behind him. This is good for applying wake-up pressure to your foe.


version: 180 damage