Accidentally made a long-ass post on Kor's Tekken academy on some key stuff about Bryan so I am gonna post it here as well:
Using taunt is the least of your worries when picking up Bryan. It's a very good gimmick, but it's still just a gimmick. Learning how to use his other tools properly first is more important. Bryan is an extremely versatile character, only thing you have to be very aware of at all times, is that his tracking is somewhat bad (df1 tracks slightly to his left, f2,1 has some tracking to his right on the first hit and the second hit tracks to his left, the string can be used as a poke by itself even though it's -10 because people will expect the last hit and you will go unpunished a lot. Bryan is only at +4 or less on a lot of his pokes on hit so you constantly have to be aware of how your opponent will react to your pressure as well as how they are looking to score their damage when they are pressuring you. At range 0 Bryan faces a dilemma: If you are looking to kill your opp's stepping, you open yourself up to getting hit by 10 frame NCC's, if you are looking to force a frametrap with his jab strings or df2 after landing pokes, then you risk getting sidestepped and launched. His lows have full tracking to their respective sides, but you obviously risk getting hopkicked if you abuse them too much.
Bryan is one of the fastest characters in the game at range 1 to 2 and this is where he truly shines, when you have a lifelead and it's time to lame out the rest of the round, you can keep your opponent out forever if you are really on point with your movement and when you choose to commit to attacking.
Some moves and how to use them:
b1 - if your opponent isn't stepping and he is giving you too much respect you can initiate offence with this move almost any time you please as it's around +3 on block and launches on CH. Be wary as it's slow and linear and it's quite hazardous to use this vs Mishimas as you need to respect the EWGF.
fF2 - very fast long range block and whiff punisher. Very tempting to throw this out vs shitty players all the time, but make a habit of not using it too much, lest ye be ducked and launched if your opp reads you.
ws3 - performing this move out of slither step gives you one of the best mids (12 fr start-up! Also your 12 fr ws punisher) and CH launchers in the game. It's those ambigious situations where your opponent is a little too eager to pressure you and getting a bit too comfortable with their jab-df1-low poke-sidestep flowchart and other bs that you just say fuck you too and throw this out from qcf and chances are you get a CH launch. Second hit has to be done immediately if you are looking to hit your opponent out of their 10 frame punish attempt. If they respect the second hit too much you are free to abuse this move anytime you see that you have a chance to get the CH. Ws3 is uninterruptable after a CH db3.
df1 -series - somewhat abusable vs characters with no parries or reversals, practice the proper rhytm and hit confirming into the 3rd hit and then the 2 ender. do not perform the last 1 before the 2 as the 2 may whiff if you try to hit confirm this on an off-axis hit. the 2 is only +1 on hit and -15 on block so never mash this out. df1 into db3 works as a nice pseudo-frame advantage mix-up. 15 fr start-up.
qcb4 - dash into soccer kick is guaranteed after the following moves: b3, 1+2 on CH (1+2 on CH only), fF4 on regular hit, qcb2 hitconfirmed into 4, df4, df1+2 sabaki, qcb3 on CH (not sure), 1,2,3 (last hit on CH only, I am not sure about this one either). Dash into db2 will float opponents trying to quickstand or backroll after these knockdowns as well as a few others, I can't remember which throw it was where db2 hits backturned if your opponent quickstands.
qcb2 - this move is godlike, learn how to hit confirm this into the 4 and random duckers and hopekickers are gonna get honest soon. Full tracking to right.
qcb3 - your opponent is giving you too much respect, throw this in every now and then to make them anxious. +4 on hit, KD on CH. Full tracking to left.
f3 - the go-to move after a taunt cancel if you are fighting people who press buttons when they see you taunt. 0 on block(!), launches on CH. Linear.
f2,1,4 - 15 fr mid ez mode taunt follow-up. Hard knockdown, use b1 afterwards to continue momentum on quickstanders. Do not raw tag after landing this one, you are not safe.
db3 - high crushing low you will be using quite a bit. Full tracking to left. Around -11 or -12 on block, negative on regular hit.
fF4 - -10 on block so be aware, Lee/A.Ogre can punish you and at deep blocks a dick jab will "punish" you also. Pair this up with b1 for your ranged arsenal. Very fast and has a slight built-in sidestep.
qcf1+2 - kinda like Bruce b2 and Lars fF1+2, except this move is -12 on block. Usable on reads when you know your opp is gonna dash in and press buttons. CH launcher. Wallsplat on regular hit. Usable as a combo ender.
d4 - defensive/keep out low poke, 0 on hit, around -11 or -12 on block. I like to backdash into backsway after this to see if my opponent presses buttons. if they do, punish with either qcb2 or qcb4. Full tracking to right. D3 tracks fully to left and leaves you at 0 on hit as well right in your opponents face.
3+4 - launches next to walls as does the second hit of df2,3, pick up with f4,1 for the combo. I prefer this over b4 since this has enough pushback despite being around -8 on block to allow you to sidestep a lot of your opponents ranged moves. A favourite is to mash this move repeatedly if you know your opp is gonna attempt to dash into counterpokes after blocking it. Dash into db2 will launch scrubs who won't tech roll the knockdown, same thing applies for the 2nd hit of df2,3.
db2 - your fastest low hitbox mid for fighting capos and oki pick ups. 15 fr, linear. Heavy frame advantage on hit.
b2,1 - initial combo filler on class 1 launchers. b2,1,4 is your go-to TA! filler midscreen. B2,1-ss cancel into f4,1 is max damage TA! filler at the wall.
1,2,1 - last hit needs to be delayed in order to be a mix-up as mashing out this string will jail and prevent your opponent from ducking or pressing buttons between the 2-jab and last hit. Launches on CH, sidewalk left into db2 to pick up for a combo.
df2 - completely linear 13 frame mid poke, the kick extension is an NCC and can be slightly delayed. The 1 extension is high, natural and does not jail. 13 fr punisher: df2,1. 1,4 is a better 10 fr punisher than 2,3 due to the +4 frames and you being left in your opponents face. At 14 frames you get the Jet uppercut.
d2,3 - second hit launches on CH, is -10, but not usable, unless fighting scrubs in ranked of course. D2 by itself can give you a little bit of a pseudo- frame advantage.
1+2 - important safe mid homing move you will be using, just be aware not to get CH'd as this is 17 fr start-up. Extension is -14 on block. NC.
ss1 - launches on CH for terminal damage and on regular ssr hit you get a guaranteed d3+4,2 or d3,2. A bit slow given the range and awkward to use. Can be used vs opponents with shitty movement. 0 on block.
bb4 - nice round ender and hits grounded for good damage, backdash like a mothafucka and throw this out all the time vs shitty capos and xiaoyououshithooker. Just because, you know, fuck em'
When you are left at -4 to -7 on block be aware that Bryan's b1+2 parry works very nicely vs 10-15 frame counterpoke-punches. Always input fF2 afterwards to get a mach breaker on left punch parries.
Aaaaand there is plenty of other stuff but these ones are pretty important IMO, not obvious at first glance like punishers and the like, but some stuff you want to know none the less. Watch that Mr. Naps tutorial and welcome to psycho tier.