Bryan (Tekken 6)
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Bryan (Tekken 6)
Counter hit god, great frames and amazing movement, Bryan is a force to be reckoned with.
Starter Guide
Bryan has elite wall carry with moves like 3~f,4,1,2 use it to wall bound and setup taunts, if you cannot execute a taunt jet upper, Tekken 6 has an extremely easy alternative with 1+2,2
His great movement paired with 3+4 make for one of the best keepout in the game as its a safe CH launcher.
Both qcb+4 and b+1 are great at whiff punishing.
Key Moves
These are the main moves you will want to use in a match.
b+1

| Startup | Hit Level | On Block | On Hit | On Counter |
|---|---|---|---|---|
| 20 | M | +3 | +5 | JG |
A decent range whiff punish that also launches on counter hit
SS 1

| Startup | Hit Level | On Block | On Hit | On Counter |
|---|---|---|---|---|
| 29 | H | -5 | KND | KND |
Guarantees a qcb+4 if done with SSR
df+1,1,1,1,2

| Startup | Hit Level | On Block | On Hit | On Counter |
|---|---|---|---|---|
| 15 | M,M,M,M,M | -10 | KND | KND |
Only -10 in Tekken 6
f+4

| Startup | Hit Level | On Block | On Hit | On Counter |
|---|---|---|---|---|
| 15 | M | -7 | +6 | JG |
Fast and safe, lets you set up for a taunt on counterhit
1+2

| Startup | Hit Level | On Block | On Hit | On Counter |
|---|---|---|---|---|
| 14 | M | -10 | +5 | +5 |
Really fast homing mid, -10 on block but has a followup with 1+2,2 to scare the opponent from pressing
3+4

| Startup | Hit Level | On Block | On Hit | On Counter |
|---|---|---|---|---|
| 18 | M | -8 | KND | JG |
Insanely big range counterhit mid launcher, safe on block
df+3 (Snake Edge)

| Startup | Hit Level | On Block | On Hit | On Counter |
|---|---|---|---|---|
| 27 | L | -29 | KND | KND |
Bryans notorious low launcher, only 27 frames in this game
qcb+3

| Startup | Hit Level | On Block | On Hit | On Counter |
|---|---|---|---|---|
| 22 | L | -14 | +2 | KND |
Only +4 on hit and super punishable in Tekken 6, still a decent move
qcb+4

| Startup | Hit Level | On Block | On Hit | On Counter |
|---|---|---|---|---|
| 20 | M | -12 | JG | JG |
Hits grounded, catches back rolling opponents, launches on normal hit
Combos
Combo resources can be found here.
Punishers
Use these moves when you have at least a +10 frame advantage to punish your opponent.
| Frames | Standing | Crouching |
|---|---|---|
| 10f | 2,3 | WS 1+2 |
| 15f | df+1,1,1,1,2 | WS 1 |
Frame Data
Frame data ported from avoidingthepuddles old website, information may be incorrect.
