********************* Bruce Irvin FAQ v1.25 By SurfBard ********************* =-=-=-=-=-=- Introduction =-=-=-=-=-=- For one, this is my first FAQ, and if it sucks, let me know. If you find anything wrong with it, let me know, I'm at surfbard@usa.pipeline.com . now at surfbard@nycap.rr.com This is my attempt to giving you most of Bruce's possible combos, and there must be about a billion of them, which is true of most Tekken characters. =-=-=-=-= Additions =-=-=-=-= This updated version of my FAQ is different from v1.0 in these ways: Added characters and comments in VS CPU section Damage percentage corrections =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Commentary on some of Bruce's moves =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LP+RP (Sledgehammer) One problem I found with this move is the fact that you have to judge the gap between you and your opponent, which quickly changes. This move is not terribly fast, either, your opponent will have time to dodge or block. Use this one mainly when your opponent is recovering from a slow move or crouching. f,f,f+LK (Running jumpkick) The nice thing about this one is that it stuns when blocks. Great when used when the opponent is recovering or getting up, this is one of Bruce's key weapons. f,F,RK (Bazooka Leg) Like the running jumpkick, this is nice when the opponent is a few steps away. Bruce runs and shoves his right foot out at you, and this can do a good deal of damage, for a single-hitter. =-=-=-=-=-=-= Bruce's Moves =-=-=-=-=-=-= Note: from 's modified Tekken 2 FAQ, Version 1.5 ====== |Throws| ====== LP+LK Kneebash RP+RK Ribcrusher [from behind] LP+LK or RP+RK Backward Fling ================ |Multipart Throws| ================ f,d,DF+LP+RP+RK Embracing right knee [From right knee] LP+RP,LP+RP,LP+RP Tumbleweed [From right knee] LK,LP+RP+LK Left Knee [From right knee] RK,LP+RP+LK Left Knee [From left knee] LP,LK,LP+RP+RK Turning knee [From turning knee] RP,RK,LP,LP+RP+LK Jumping Knee Kick ============= |Special Moves| ============= f,F+RK Bazooka Leg f,f+LK Slice Knee f+LP+RP Slice Elbow LP+RP Sledgehammer df+LK Sweep kick b,b,N,LK+RK Somersault f,f,f+LK Running jumpkick df+LK+RK Step-in Middle Kick df+LK,RP Double Facebreaker b+RK Stopping Kick f,F,RK Bazooka Leg B+RP+LK Sidewinder (Unblockable) =-=-=- Combos =-=-=- I figured out the first ones myself, the juggling combos are from Meanbean's Tekken 2 FAQ, so enjoy! LK,RP,LP,RK 60% LK,LK 50% B+RK,LK,RK 60% F+RK,LK,RK 53% LP,RP,LP,RP 49% F+LP,RP,LP 50% DF+1,2 20% LP,RK,LK 55% LP,RP,LK 42% LP,RP,RK 42% df+3,1 62% B+3,4 40% ============= |Juggle Combos| ============= uf+4 Jumpkick df+2 Uppercut df+1,2 Double uppercut The above three moves knock the opponent into the air, and can be followed up with these endings: F+LP,RP,LP 47% LP,RP,LP,RP 44% df+LP,RP 34% LP,df+LK,LP 65% B+RK,LK,RK 60% df+LK,LP 59% F+RK,LK,RK 55% LK,LK 55% B+LK,RK 48% =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- General Strategy For The CPU Opponents =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- -VS Nina A good strategy to use against Nina is to drag the most out of the LK,RP,LP,RK combo. Do this by first using the combo, making sure she is knocked down by either the LP or RK at the end. Do a D+LK sweep, and then a f,f,f,LK sidekick. If she steps or rolls to the side, hit her while turned around with LK. There will be a few oppurtunities to get in a quick throw, but multiparts are difficult to start here. -VS Michelle Dodge her combos, which she will do often, and retaliate with a quick DF+LK,LP combo. F,F,F,LK will work while she's getting up or finishing one of her uppercuts. -VS King King can be difficult, but with some good dodges, you can get a fast victory: Wait for his Frankenstiener throw (the one where he flips and catches your neck between his legs), get back, and sweep him as he's down. Do your LK,RP,LP,RK combo as he gets up, and continue on with a multipart. -VS Paul All you really have to do here is get back and wait for his sweep-elbow combo. Block the elbow (get out of range for the sweep), and give him the LK,RP,LP,RK combo. If you stay out of reach, Wait for him to do one of his slow punches and go in with a throw or a fast LK,LK combo. -VS Heihachi First off, avoid sweep kicks and the ever-annoying dragon punch. The running jumpkick usually hits him, so use it often, and dont forget that up close, he'll typically do a standing back right kick. The LK,RP,LP,RK combo works well here, and the DF+LK,LP will work also, keeping in mind that Heihachi is a relatively slow character. Stay about two steps away, and watch for gaps, which appear after uppercuts and slow kicks. -VS Jack-2 Keeping your distance is essential in this battle. Jack is slow, but a few of his moves can mean serious damage. Also keep in mind that some of his moves reach longer than you think. After he does a move, go in for a fast LK,LK or LK,RP,LP,RK. After every attack you execute, dash back (b,b) and wait for his next attempt. -VS Yoshimitsu Yoshimitsu, the scholar that he is, will usually do his RK,RK,RK combo, which, in addition to being slow, is very easy to counter. Duck, and when he stops, do a multipart throw. LK,RP,LP,RK will hit him if he tries to sit down, and DF+LK,LP will also do the job. If he tries an unblockable sword slash, LK,LK is quick enough to knock him out of it, and watch for his multiple sword hits at the end of his combos. -VS Jun First off, Jun is fast, and can catch you easily if you're off guard. A good time to launch a combo is after she finishes one of her strings: LP,RK,LK will work if she's standing, and, as always, LK,RP,LP,RK will hit her if she's low. -VS Lei Duck his turning punches, hit him with a ducking RK if you get the chance. Knock him off with a combo or two, and dont forget the multiparts. -VS Kazuya If you can get the chance, grab him and use a multipart at the beggining of the round. As he's getting up, use the F,F,F,LK and don't forget the LK,RP,LP,RK combo. -VS Devil You probably wont get a chance to throw him before he throws you, but if you can get one off, do a multipart. Combos work against him, especially the LK,RP,LP,RK combo. F,F,F,LK will stun him, and sweep him when he's down, because he'll roll away from your U+RP ground attacks. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=