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Tekken 7

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Bryan
Tekken 7
Tekken 7

Bryan Guides

Former police officer Bryan Fury. A man whose life has been twisted up for the sake of science that now roams the earth breathing chaos into existence for the sake of fun and to stave off boredom.Know more

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Bryan Fury Guide

Like most characters in the Tekken roster, Bryan Fury is an exciting experiment of playstyles that asks the players to honestly evaluate what moves have value and what strategies they will go for in any given matchup. For Bryan, the question posed by the game is, "do you want to be the attacker or the defender?" and for many players, that can be a very compelling idea to start learning what this character is about.

Fast, but methodical. Hard-hitting but full of high damage hits. Bryan fury can be utilized in various ways to counterhit opponents and punish them all the way up and down the stage, right into the wall for massive damage. All the while, playing mind games with them to lock them into a playstyle that only favours Bryan. Highly dynamic, powerful, and ready for battle. This is Bryan Fury.

Key Strengths & Weaknesses

Mid-range is Bryan's home. He has a variety of moves in this space, some of which perform the role of counter hitting opportunities, helping witch the momentum away from the opposing player and back into Bryan's hands. Combined with the high damage of his Mids and Lows, he can threaten opponents advances, unlike the majority of the roster.

Furthermore, once up against a wall. Bryan's proficiency continues, as his taunt is one of the best in the game, an unblockable and cancelable move that can open up opponents to damaging attacks, wall splats and more.

Standing counter to these benefits are the drawbacks of Bryan's intense playstyle. For one, pokes are few and far between and not of excellent quality either. There is a distinct lack of punishing and tolls for whiffs, which can be somewhat offset by that excellent mid-range, but still damaging to your flexibility overall. Your defensive options as Bryan are minimal; thus, even more, emphasis is given to that mid-range playstyle to properly open up opponents and go for the kill through the wall.

Finally, Bryan's complex strategies are not well suited for players looking for low skill ceiling characters. Much of his playstyle relies on players learning the flow of his moves and executing them correctly time and time again, for failing to do so quickly results in counters and a change in the momentum. Which, given the lack of defensive tools, will put you at a clear disadvantage.

Basic Moves

Input Hit spot Damage Start up frame Block frame Hit frame
1 h 7 10 +1 +8
2 h 10 10 +1 +7
3 m 14 16 -4 +7
4 h 15 12 -7 +6
f+1 h 7 10 +1 +8
f+2 m 10 15 -10 +1
f+3 m 18 16~18 0~+2 +1~+3
f+4 m 10 18 -9 0
d/f+1 m 8 15 -5 +1
d/f+2 m 12 13 -6 +5
d/f+3 l (TC) 27 27~28 RC -26 KND
d/f+4 m 23 22~24 -6~-4 KND
d/b or d+1 Sm (TC) 5 10s cs4~ -5 +6
d+2 m 14 14~15 -2~-1 +1~+2s
d+3 l 10 16 -11 0
d+4 l 11 15 -11 0
d/b or d+1 Sm (TC) 5 10s cs4~ -5 +6
d/b+2 m? 13 15~17 -6~-4 +8~+10g
d/b+3 l (TC) 11 16~17s cs6~ -12~-11 -1~0
d/b+4 l (TC) 7 12s cs4~ -13 -2
b+1 m 21 20 +3 +7s
b+2 h 18 17 -7 +4
b+3 m 12 19 -7 +4
b+4 m 18 16 -10 +15
u/b or u or u/f+1 m (TJ) 12 18 js9~ -8 +3
u/b or u or u/f+2 h 17 15~16 -12~-11 +9~+10g
u/b+3 m (TJ) 18 18 -13 -2
u or u/f+3 m (TJ) 15 27~28 js9~ 0~+1 KND
u/b+4 m (TJ) 10 15~17 -19~-17 -8~-6
u+4 m (TJ) 21 24~26 js9~ -5~-3 KND
u/f+4 m (TJ) 22 24~26 js9~ -5~-3 KND
u or u/f+3+4 m (TJ) 25 21 js9~ -17 KND
u/f, n+4 m 25 23(29,35) js9~33 -11(-13) Launch (JG?)
WS+1 m 20 15~16 -16~-15 Launch (JG?)
WS+2 (to GUP) m(GUP) 18 19 -10 +1
WS+3 m 18 12 -10 +4
WS+4 m 16 11~12 -6~-5 +5~+6
WS+1+2 m 12 10~11 -5~-4 +6~+7
WS+3+4 h 28 16 -16 KND
FC+1 Sm (TC) 5 10s cs1~ -5 +6
FC+2 Sm (TC) 8 11s cs1~ -4 +7
FC+d/b or d+3 l (TC) 12 16s cs1~ -17 -3
FC+d/f+3 l (TC) 12 16s cs1~ -17 -3
FC+d/b or d+4 l (TC) 10 12s cs1~ -15 -4
SS+1 h 23 17~18 (26~) -5~-4 CS
SS+2 m 20 20~21 (29~) -6~-5 KND
SS+3 m 14 16(17~) -4 +7
SS+4 h 15 12(13~) -7 +6
BT 1 or 2 h 15 8 -8 +3
BT 3 or 4 h 25 10 -8 KND
BT d+1 or 2 Sm 10 10s cs1~ -2 +9
BT d+3 or 4 l 12 10s cs1~ -11 +3
Swipe

Special Moves

Input Hit spot Damage Start up frame Block frame Hit frame
in rage d/f+1+2 or FC+d/f+1+2 m 55 20 -22 KND
in rage b+1+2 m 30 18~19 +6~+7s KND
1 h 7 10 +1 +8
1, 2 h, h 7,8 10 -2 +5
1, 2, 1 h, h, m 7,8,18 10 -6 +6
1, 2, 3 h, h, l 7,8,15 10 -12 +2
1, 2, 4 h, h, h 7,8,24 10 -3 KND
1, 4 h, h 7,14 10 -7 +4
1, 4, 2 h, h, h 7,14,18 10 -7 +4
1, 4, 2, 1 h, h, h, h 7,14,18,17 10 0 CS
1, 4, 2, 1, 2 h, h, h, h, h 7,14,18,17,22 10 -9 KND
1, 4, 2, 1, u or d (Cancel) h, h, h 7,14,18 10 -10 +1
1, 4, 2, 4 h, h, h, m (TJ) 7,14,18,21 js16~ -5~-4 KND
1, 4, 2, 1, 4 h, h, h, h, m (TJ) 7,14,18,17,21 js16~ -5~-4 KND
1, 4, 3 h, h, m 7,14,15 16~ -10 +1
1, 4, 3, 3 h, h, m, h 7,14,15,18 16~ -7 +7
2 h 10 10 +1 +7
2, 3 h, m 10,14 10 -10 +6
3 m 14 16 -4 +7
3, 2 m, m 14,11 16 -10 +1
3, 2, 1 m, m, m 14,11,10 16 -9 +2
3, 2, 1, 2 m, m, m, m 14,11,10,14 16 -10 KND
3, 2, 1, 4 m, m, m, l 14,14,10,12 16 -11 0
3, 3 m, h 14,13 16 -6 +6
3, 3, 2 m, h, h 14,13,20 16 -7~-6 Launch
3, 3, 4 m, h, m 14,13,25 16 -12 KND
4 h 15 12 -7 +6
4, 3 h, m 15,12 12 -10~-9 +2~+3
4, 3, 4 h, m, m 15,12,16 12 -12 KND
4, 3, 4* (Very long hold) h, m, m 15,12,25 12 -9~-8 KND
4, 3, f+4 h, m, h 15,12,18 12 -5~-4 +6~+7
1+2 m 16 17~18 -7~-6 +6~+7
1+2, 1 m, h 16,16 17 -1 +6
1+2, 2 m, m 16,20 17 -14 KND
3+4 m 20 18 -13 CS
f+2 m 10 15 -10 +1
f+2, 1 m, m 10,12 15 -10 +1
f+2, 1, 4 m, m, m 10,12,20 15 -13~-12 KND
f+3 m 18 16~18 0~+2 +4~+6
f+4 m 10 18 -9 0
f+4, 1 m, m 10,10 18 -13~-12s JG
f+1+2 h 22 22~23 +8~+9 KND
f+1+4 ! 21 28 -12 -12
d/f+1 m 8 15 -5 +1
D/F+1, 1 m, m 8,2 15 -10 -4
D/F+1, 1, 1 m, m, m 8,2,2 15 -10 -4
D/F+1, 1, 1, 1 m, m, m, m 8,2,2,2 15 -10 -4
d/f+1, 2 m, m 8,20 15 -15 +1
d/f+2 m 12 13 -6 +5
d/f+2, 1 m, h 12,11 13 -4 +8
d/f+2, 3 m, m 12,20 13 -13 CS
d/f+3 l (TC) 20 29~30s cs6~ -26 KND
d/f+4 m 23 22~24 -6~-4 KND
d+2 m 17 14~15 -2~-1 +7~+8s
d+2, 3 m, m 14,21 14~15 -10 KND
d+3 l 10 16 -11 0
d+3, 2 l, h 10,22 16 -7 KND
d+4 l 13 15 -11 0
d+1+2 FC+1+2 mm (TC) 10,15 17,35 cs6~16 -10 +3
d+1+2 FC+1+2 (Second hit miss) m 10 17 cs6~16 -28 -17
d+1+2, 3 mm, l 10,15,20 17 6~16 -13~-12 +4~+5
d+1+2, F m, (CD) 10 s cs6~16 -1 +10g
d+1+2, B m, (SWAY) 10 s cs6~16 -8 +3
d+1+2~2 m 24 45 +7 KND
d+3+4 l 16 19 -12 -1
d+3+4, 2 l, m 16,25 19 -12 KND
d+3+4, 2, d/b (Cancel) l, (Special) 15 19s -23 -12
d/b+2 m? 13 15~17 -6~-4 +8~+10g
d/b+3 l (TC) 11 16~17s cs6~ -12~-11 -1~0
d/b+1+2 mh 14,25 15,27 -13 KND
b+1 m 21 20 +4 +7s
b+2 h 18 17 -7 +4
b+2, 1 h, h 18,17 17 0 CS
b+2, 1, 2 h, h, h 18,17,22 17 -9 KND
b+2, 1, u or d (Cancel) h 18 17 -10 +1
b+2, 4 h, m (TJ) 18,21 js16~ -5 KND
b+2, 1, 4 h, h, m (TJ) 18,17,21 js16~ -5~-4 KND
b+3 m 12 19 -7 +4
b+3, F or d/F m, (Special) (TC)(CD) 12 20 +1 +12g
b+3, 2 m, h 12,12 20 -4 +7
b+3, 2, 1 m, h, m 12,12,10 20 -9 +2
b+3, 2, 1, 2 m, h, m, m 12,12,10,14 20 -10 KND
b+3, 2, 1, 4 m, h, m, l 12,12,10,12 20 -11 0
b+3, 4 m, m 12,18 20 -12 -2
b+3, 1+2 m, m 12,25 20 -6 +4s
b+3, 1+2, D m, m 12,25 20s -6 +4s
b+4 m 18 16 -10 +15
b+1+3 or b+2+4 Absorbs 1 h/m hit 2~10 +3    
1 When parrying 2 h 30 13~14 -10~-9 KND
2 When parrying 2 m 22 15 -5 +7
b+1+4 ! 45 53 KND KND
u/b+1+2 mm 5,2 15,27 -16 -6
u/b+1+2 (Second hit miss) m 5 15 -18 -7
u/b+1+2, 1 mm, m 5,2,2 15 -13 -3
u/b+1+2, 1, 2 mm, m, m 5,2,2,2 15 -16 -6
u/b+1+2, 1, 2, 1 mm, m, m, m 5,2,2,2,2 15 -13 -3
u/b+1+2, 1, 2, 1, 2 mm, m, m, m, m 5,2,2,2,2,2 15 -16 -6
u/b+1+2, 1, 2, 1, 2, 1 mm, m, m, m, m, m 5,2,2,2,2,2,2 15 -13 -3
u/b+1+2, 1, 2, 1, 2, 1, 2 mm, m, m, m, m, m, m 5,2,2,2,2,2,2,2 15 -16 -6
u/b+1+2, 1, 2, 1, 2, 1, 2, 1 mm, m, m, m, m, m, m, m 5,2,2,2,2,2,2,2,2,2 15 -13 -3
u/b+1+2, 1, 2, 1, 2, 1, 2, 1, 2 mm, m, m, m, m, m, m, m, m 5,2,2,2,2,2,2,2,2,2 15 -16 -6
u/b+1+2, 1, 2, 1, 2, 1, 2, 1, 2, 1 mm, m, m, m, m, m, m, m, m, m 5,2,2,2,2,2,2,2,2,2,2 15 -32 -15
u/b+1+2, 1, 2, 1, 2, 1, 2, 1, 2, 1, 4 mm, m, m, m, m, m, m, m, m, m, m 5,2,2,2,2,2,2,2,2,2,2,14 15 -35 KND
u or u/f+3 m (TJ) 15 27~28 js9~ 0~+1 KND
u+4 m (TJ) 21 24~26 js9~ -5~-3 KND
u/f+4 m (TJ) 22 24~26 js9~ -5~-3 KND
f, F+2 h 32 13(14~) pc6~12 -9 KND
f, F+3 m 25 22~23 (23~) -13~-12 KND
f, F+3* (Very long hold) m 33 34~35 (35~) +8~+9 KND
f, F+4 h 32 16~19 (17~) -9~-6s KND
f, b+2 h 20 14~15 (14~) -7~-6 Launch
b, d/f+4 l 25 29(29~) -13 +14g
b, B+4 m(h) 24 21~33d js18~ (24~) -19~-7 KND
f, f, f+3 m 30 22~25 (25~) js3~ +9~+12g KND
WS+1 m 20 15~16 -16~-15 Launch (JG?)
WS+2 (to GUP) m(GUP) 18 19 -10 +1
GUP When hit b or F+2 m, (throw) 18,25 19 -10 Throw(KND)
WS+3 m 18 12 -10 +4
WS+3, 4 m, m 18,25 12 -10 +4
WS+4 m 16 11~12 -6~-5 +5~+6
WS+1+2 m 12 10~11 -5~-4 +6~+7
FC+d/f+2 m 12 -8 +4 +4
FC+d/f+2,1 m,h 12,25 -8 KND KND
FC+d/f+4 m 21 15~16 cs1~14 -10~-9 +13~+14kg
SS+1 h 23 17~18 (26~) -5~-4 CS
SS+2 m 20 20~21 (29~) -6~-5 KND
SS+2, 3 m, l 20,20 20~21 (29~) -13~-12 +5~+6
qcf or In certain strings F (to CD) (Special) (TC)(CD) s      
qcf+1 m 20 15~16 (17~) -16~-15 JG
qcf+2 h 18 14(16~) -6 +4
qcf+2, 1 h, m 26 14(16~) -11 KND
qcf+1+2 m? 28 15~16 (17~) -12~-11 KND
qcf+3 m 18 12(14~) -10 +4
qcf+3, 4 m, m 18,25 12(14~) -10 +4
qcf+4 m 13 18(20~) -5 +1
qcf+4, 1 m, h 13,14 18(20~) 0 CS
qcf+4, 1, d or u (Cancel) m, (Special) 13 18(20~) -11 -5
qcf+4, 1, 2 m, h, h 13,14,22 18(20~) -9 KND
qcf+4, 1, 4 m, h, m (TJ) 13,14,21 js16~ -5~-4 KND
qcb (to SWAY) (SWAY) 16~      
qcb+2 m 16 15~16 (17~) -9~-8 +6~+7
qcb+2, 4 m, h 16,25 15~16 (17~) -9~-6s KND
qcb+3 l 23 19~20 (21~) -13~-12 +5~+6
qcb+4 m 23 17~18 (19~) -12~-11 Launch
1+3+4 (to TNT) ! 0 28~31 +16~+19 +16~+19
After TNT f+2 m 10 15 -10 +1
After TNT f+2, 1 m, m 10,12 15 -10 +1
After TNT f+2, 1, 4 m, m, m 10,12,16 15 -161~-160 CS
After TNT f+2, 1, 4, 2 m, m, m, h 10,12,16,5 15 -140 CS
After TNT f+2, 1, 4, 2, 1 m, m, m, h, h 10,12,16,5,5 15 -134 CS
After TNT f+2, 1, 4, 2, 1, 4 m, m, m, h, h, m (TJ) 10,12,16,5,5,10 js16~ -136~-137 KND
After TNT f+2, 1, 4, 2, 1, 4, 2 m, m, m, h, h, m (TJ), h 10,12,16,5,5,10,28 16~ +4 KND
After TNT f, F+2 h 44 13(14~) pc6~12 +4 KND
After TNT u/b+1+2 mm 5,2~ 15,27 KND
Swipe

Best Bryan Moves

Best Buttons

The Best Buttons are simple inputs that form the identity of the character in many ways. They're likely to be your best tools for getting a grasp of any particular fighter.

  • 1,2,1 - +6 on hit, you can get a combo on counter hit.
  • 1,2,3 - +3 on hit.
  • 1,2,4 - Knocks the opponent down on hit. Wallsplats on counter.
  • 3+4 - Bryan's main tool. Decent range, combo on the counter.
  • d+2,3 - You can bait your opponents by using d2, then surprise them with 3.
  • d/f+1 - A homing move that stops the opponent.
  • 1+2 - Used as a homing anti-sidestep tool as well.
  • f,f+4 - Another good counterhit move that gives you a combo. Launch-punishable on duck.

More good moves:

  • 4,3
  • d/f+2,1
  • d/b+3
  • d/f+1,1,1,2
  • qcb+3
  • qcb+4
  • qcb+2,4
  • f+3

Bryan’s Best combos

  • CH b+1, b+2,1,4 (Bound) b+3 f~ 2,1.
  • CH b+1, d/b+2, f+1, b+2,4 (Bound) b+3 f~ 2,1.
  • CH 3+4, f,F+(HOLD), u/f+3, f+1, (Bound) b+3 f~ 2,1.
  • d/f+3, u/f+3, N1, b+2,4, (Bound) b+3 f~ 2,1.
  • f,b+2, f,f+4 (Bound), (Go Close) u/f+3, f+1, b+3 f~ 2,1.
  • f+b+2, f+1+2, N4,3,4(Bound), b+3 f~ 2,1.
  • CH WS+3, d/b+2 f+1, b+2,4 (Bound), b+3 f~ 2,1.
  • CH 3+4, f,f+(HOLD), u/f+3, f+1, (Bound) b+3 f~ 2,1.

Punishing Opponents with Bryan

Many of your tools to punish, like 1 4, 14, 1 d11, come out at around the 10 to 15 frame range, meaning that you need to be mindful of when to use them. Punishing is not one of the most common ways to fish out damage from your opponents, but it is something that you should practice, especially to mix in with the normal counter hit playstyle and mid-range aggression that you will be using.

Playing Against Bryan Fury

Reading opponents particular rhythm with Bryan is vital. Understanding what they do in certain situations and how they like to play out specific scenarios or strings will give you the power to overcome those situations. You can hope they are not adaptive, but it's best if you keep your mind sharp. Thankfully, the fact that a passive playstyle is encouraged at a high level will help open up some space in your match to do that thoughtful analysis of what your opponent is trying to do shortcuts they are trying to take. Don't go headstrong into a Bryan, let them come to you and see what they want to do against you.