A Tekken 8 Bryan Fury study board with visual move notation, keepout kick drills, snake edge and tombstone punish notes, and embedded okizeme.gg clips for fast review.
Bryan wins when keepout kicks and counter hits land after honest df+1 pokes. This guide leans on visual move chips, shorter drill cards, and live clips instead of long notes.
Daily reps for df+1 poke, keepout f+3, tombstone df+2 punishes, and conditioned snake edge.
Reading the inputs
Tap the direction
Hold the direction
Return to neutral
Left punch (1)
Right punch (2)
Left kick (3)
Right kick (4)
Both punches (1+2)
Dojo
Daily Bryan drills
Run these as isolated reps. Each card focuses on one poke, kick, or punish idea so the clips can do the teaching.
Drill board
df+1 before every kick
Bryan wins when opponents walk into kick range on their own. df+1 is the safe mid that makes them block before f+3, df+3, or f+1+2 ever appear.
Why it matters
df+1 is fast, safe, and counter-hit friendly. If you cannot poke and move for a full round, raw keepout kicks and snake edge become donated rounds.
Run this
For five minutes, play only df+1, backdash, and one follow-up. After every blocked df+1, choose f+3, d,db,b+3, or return to movement — never the same option twice in a row.
df+1 is the honest mid that starts every route.
Stop repeating df+1 once they already stopped pressing.
Kick only after they have blocked the poke at least once.
Drill board
f+3 keepout kick on respect
f+3 is Bryan's signature range tool. It controls half the screen, but only after df+1 has already made them hesitate.
Why it matters
Keepout kicks counter-hit for huge damage. Thrown raw at full screen they get stepped and launch-punished. Strong Bryans kick after conditioning; weak ones kick on cooldown.
Run this
From mid-range, rotate df+1, f+3, and sidestep. Track block punish and confirm your standard combo on counter hit.
f+3 belongs after df+1, not as the first button.
On counter hit, carry toward the wall with your bread-and-butter.
On block, back off — do not press into their turn.
Drill board
df+3 snake edge discipline
Snake edge is slow, readable, and launch-punishable on block — but it still wins rounds when timed after plus frames or as a conditioned mix.
Why it matters
df+3 is minus on block. If you spam it without a read, every good player takes a full combo. The move is a reward for their impatience, not a neutral opener.
Run this
After df+1 block or a plus string, throw one df+3. If they block, take the punish lesson and stop until the next plus frame. Track when they start ducking on rhythm.
Block-check with df+1 before you ever snake edge.
Never df+3 twice in the same rhythm against someone who already blocked.
At the wall, snake edge into oki is where the move pays off.
Drill board
df+2 tombstone at i15
Tombstone is Bryan's standing launch punish. Hesitating on i10 loses the jab; guessing df+2 when 4,1 was enough loses the combo.
Why it matters
df+2 at i15 splats for a full route. Bryan rounds swing on whether you take every -15 block punish without thinking.
Run this
Set the dummy to -10, -13, and -15. Drill 1,2, 4,1, and df+2 respectively until each punish is automatic.
1,2 is the i10 jab punish.
4,1 is the i12 check when df+2 is not guaranteed.
df+2 is the i15 tombstone — take it from -15 up.
Drill board
d,db,b+3 hatchet and f+1+2 layer
Hatchet is the fast low that keeps Bryan threatening after mids. f+1+2 is the power mid that counter-hits for half a life bar.
Why it matters
d,db,b+3 is only -13 on block — you must know the quick punish before you throw it. f+1+2 is linear and slow; pair it with df+1 so they cannot hold one guard angle forever.
Run this
From df+1 block, rotate d,db,b+3 and f+1+2 on alternating approaches. Punish your own blocked hatchet in training mode until the gap is muscle memory.
d,db,b+3 catches stand-blockers after df+1.
f+1+2 is for counter-hit fishing, not autopilot block strings.
Sidestep right beats lazy f+1+2 habits.
Drill board
uf+2 hopkick whiff punish
The hopkick closes space and launches on counter hit. It is Bryan's best answer to their impatience after your keepout kicks.
Why it matters
uf+2 whiffs badly if they do not press. Use it when df+1 and f+3 have already made them swing, not as a raw approach from full screen.
Run this
Block df+1, then walk back until the dummy whiffs a jab. Whiff punish with uf+2. Repeat until you stop pressing when the whiff is out of range.
Label the whiff before you commit.
uf+2 also works as a CH tool at mid-range on reads.
At the wall, confirm into wall carry routes.
Drill board
Heat on counter-hit momentum
Heat is not a panic button. It is the phase where taunt, enhanced kicks, and chip make blocking expensive.
Why it matters
H.2+3 and Heat-enhanced f+3 extend pressure after you already won neutral. Spending Heat while losing spacing wastes Bryan's best comeback tool.
Run this
Activate Heat only after a df+2 launch, wall-splat, or confirmed CH. Loop H.2+3, f+3 in Heat, and one df+2 confirm route per opening.