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Bryan Fury

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.

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Tekken 8

Bryan Keepout Lab

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.

Focus: df+1 poke, f+3 keepout, df+2 tombstone, conditioned df+3

Daily reps for df+1 poke, keepout f+3, tombstone df+2 punishes, and conditioned snake edge.

Reading the inputs

  • ForwardTap the direction
  • Forward (hold)Hold the direction
  • NeutralReturn to neutral
  • Left punchLeft punch (1)
  • Right punchRight punch (2)
  • Left kickLeft kick (3)
  • Right kickRight kick (4)
  • Left punch + Right punchBoth 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.

  • Heat belongs on momentum, not recovery.
  • Use enhanced kicks after a read, not on cooldown.
  • Do not burn Heat trying to escape bad spacing.