BRUCE 101 (The real guide for aspiring Bruce Irvin players) First off let me start by saying that I don't know everything about the game of Tekken. While I do know more than most I am always looking to learn more and encourage players of any game to do the same if they wish to play it on a competitive level. With that being said I have won several Tekken tournaments in my day (T2,T3, & TTT1) and while I no longer consider myself to be "tournament ready" the knowledge is still there. I made the decision to put this out there due to several close friends constantly picking my brain for more information about the game. While I do not mind the questions, I figured with all that I know why not share the knowledge with aspiring players. Fortunately for new players the hard work has been made easy; strategy guides, forums, websites, online play, and YouTube (look up championship matches to see how a character SHOULD be played) have taken the guess work out of practicing. Tekken before the internet consisted of traveling to local arcades (where I won my tournaments) and spending countless hours (and quarters) learning how to play. If you were lucky, you met someone willing to take the time out of their schedule to show you what they know... instead of just beating you up repeatedly until you were out of money. For most of us though, it was a painstaking process of both playing and watching more experienced players. While I hope this little 1-player guide sheds some light on how to play one of my all-time favorite Tekken characters it is by no means a replacement for actually getting out there and playing against good competition. For you knew players out there, the first thing you need to know before doing ANYTHING ELSE is learning how to read the Tekken language. I assure you that if you try to jump into a forum in an attempt to learn some secrets of the trade, you will not comprehend a damn thing being said. The Tekken language can be a bit like reading Morse code or a trigonometric equation at first. While I find it quite redundant to create my own chart with so many established publishers having done so already, I have provided a link from another FAQS article written by Wild Man X and Drake The Demon to get you started. http://faqs.ign.com/articles/103/1038984p1.html Character synopsis - While Bruce's participation in the Iron Fist Tournament has never had any impact on the actual storyline, he has always been a strong playable character. He first appeared in Tekken 2 as sort of a sub-boss in the game. Unfortunately Bruce was left out of T3 and replaced by Bryan who had (and still does) many of Bruce's attacks and combinations. Bruce would next appear in TTT1 only to be left out of T4. Although Bruce has since been in every installment of the franchise however, in my opinion, he is nowhere near as popular as Bryan, the Laws, or Paul simply because he lacks the charisma of just about every other character in the game. With that being said, anyone who knows anything about Tekken will tell you that they acknowledge Bruce as a highly effective and dominant character in the right hands. Now onto the fun stuff... Bruce's Top 12 Moves (in no particular order) 1). b+2 - This 16 frame, mid-hitting, safe on block move has exceptional reach. It has a tendency to "smother" incoming attacks that are thrown at the same time granting a CH juggle starter. Add the fact that it can't be reversed and there's no reason why you shouldn't be throwing it out 2 or 3 times a round... at least. 2). d+4 - The Trident Low is an absolute beast of a move. At 13 frames it is unseeable, deals good damage, and has exceptional range for it's speed (you can connect at the start of a round but be wary of low crush round starters). This move only backfires when you as a player become predictable. Bruce is launchable on block and make a special note to the fact that you are at negative frames on regular hit as well. 3). 1,4,3 - The Southern Cross combination is your 10 frame punisher. If you know a move is punishable but unsure of by what... "When in doubt Southern Cross it out". In order to maximize this moves potential you must learn to hit-confirm the entire combo. Bruce is launchable (-15 frames) on block so learning to cut the combo off at 1,4 is an important skill to master. 4). Crouch Dash options - Mixing up CD+2 and CD+3 are a nasty mix-up when done correctly. Proper spacing is important with every character but perhaps even more so with Bruce. While Bruce can technically connect with these moves from any range, there is a certain "sweet spot" that increases their effectiveness. I won't get into Tekken zones because everybody's interpretation of what zone 1,2, and 3 are is a little different so I will attempt to create a mental picture instead. Imagine if you will, standing just inside of "running range" or in Bruce terminology, just outside of b+2 range -- this is the approximate distance you ideally want to be in. The reason why is because you aren't so far as to give your opponent time to evade the incoming attack and you aren't too close as to have the CD motion interrupted. Keep in mind that both moves are launchable on block and CD+3 leaves Bruce at negative frames even on regular hit. Don't underestimate the use of CD+1 as a standalone move either. Although it does require the use of CD for minimal damage, the move itself is what I interpret as the game's only 9 frame attack (minus CD input time). If you manage to input the 1 at the same time your opponent jabs you will beat them every time. I personally throw this move in on occasion to setup frame traps as it's only around a -1 frame on block. You can also set your opponent up for a later round by using CD+1 as a standalone move only to come out with CD+1,4. Another rarely used CD option is Bruce's chain throws. In this particular instance I recommend starting the CD from within throw range. Bruce yields even better results of landing the throw when your opponent's back is to the wall (they stand in fear of a mid attack wall splat). My advice is to practice your CD so that it is virtually unseeable; it has a psychological effect on your opponent when they feel like they can be hit by things they can't react to. Hop kicking, random ducking, and jumping out of range are all signs that your opponent is having trouble dealing with your CD. 5). 4 - Bruce's stand alone right kick (aka magic 4). At 10 frames this move is great for keeping the pressure on. 4 Counter hits into a full combo and that reason alone is why you need to throw it out on occasion (a perfect time is after CD+1). Using 4 actually does two things; it increases Bruce's chances of landing a juggle, and it makes your opponent hesitant in their actions. Land a CH 4 juggle to open a round and I promise you most opponents will simply back dash (or attempt a high crush move) to open the second. 6). 3,2,f~ - The Shotgun Shell transition is a multitude of moves built into one. For starters, 3 by itself (aka Shutout Kick) is a mid that keeps your opponent in Bruce's ideal range. 3,3 is safe on block and garaunteed on CH for a nice damaging knockdown. Secondly, the Shotgun Shell transition gives Bruce one of the best wall carries in the game. The move has a certain rhythm to it in order to pull off but with a little practice it should become easy -- master it along with all of it's variations. 7). u/f+4 and d/f+2 - Bruce's generic hop kick and elbow uppercut are your most basic options to start a juggle combo. The moves are virtually interchangeable as far as frame data goes. The hop kick is slightly more useful due to having more range and low crush properties. However, if you are playing against Asuka, Jun, or some other reversal happy character you may want to opt for the elbow. They are punishable on block so employ them wisely. 8). f+2,4 - An overlooked move by a lot of Bruce players that I've watched. At 12 frames it doesn't seem to serve much purpose over Bruce's Southern Cross combo but there are significant benefits to adding this to your repertoire. f+2,4 is a natural combo on hit and scores the much needed knockdown that 1,4,3 does not. f+2,4 is perfect for ending a juggle early in an attempt to land a high wall splat. In addition, when pressuring an opponent that has their back to the wall try and bait a whiffed or blocked attack. Most opponents are looking to score a knockdown in this position (in order to get some breathing room) so the moves they often choose are punishable. However, if your opponent is smart they won't throw out moves that will get them murdered either. This is where Bruce's rare, 12 frame wall splat punisher comes into play. 9). WR 2,1 - Bruce's duck and punish move of choice for whiffed high attacks. It is a natural combo and does good stand alone damage to deter reckless, Steve-type jab spamming. The "Double Tomahawk" is also quick enough to provide a nice 50/50 mix-up with his Amputation Low Kick. Unlike other "top __ moves" lists that rate WR 2,1 over FC d/f+4, I don't see it that way. In my opinion, this move is only as effective as it is because of the existence of FC d/f+4. WR 2,1 can be followed up with CD+3 or d+3,4 (with some maneuvering) for a nice juggle. However, I will note that the d+3,4 "float" juggle is iffy at best and extremely unreliable in online play. 10). b+1+2 - The dreaded Spinning Backfist is a 16 frame juggle starter with slight high crush properties. The key to this move is using it right at the edge of it's range. At only -11 frames on block, most opponents will have extreme difficulty punishing it. The trick to landing this move more often is to throw it out "off timing". I will discuss the off-timing principle more later on. 11). SS 1+2 - Hands down my favorite move in Bruce's repertoire, this sidestep elbow starts another one of Bruce's many brutal juggles on CH. SS 1+2 is important due to many of Bruce's attacks being linear. Block and whiff punishing is one thing... showing your opponent that you have the ability to play in 3D is another. Just as important as the move itself is knowing how to set it up properly. There is another "sweet spot" (for lack of better terms) in negative frame advantage that will both provoke an attack from your opponent and allow you to "slip" their incoming attack. While I'm not going to get into all of Bruce's moves you should know that the ones that leave him between -2 and -6 frames on block set SS 1+2 up perfectly. f+3,1 and 1,4 (Southern Cross cut short) are both good examples. The reason why these frames work best is because anything less than -2 and players tend not to attack feeling that they are not at a good enough advantage. Anything greater than -6 frames and chances are you will get tagged by an incoming attack before you complete SS 1+2. SS 1+2 is also safe on block, irreversible, and less likely to be interrupted when SS to Bruce's left. 12). FC d/f+4 - Bruce's Amputation Low Kick is what sets up his WR 2,1. It is a vicious, long reaching low kick that grants a garaunteed CD+3 on CH. Unlike most other lows that don't cause a knockdown, the Amputation Low grants Bruce a whopping +9 frame advantage. The perfect time to employ this move is after successfully interrupting your opponent's attack with a low jab. However, if you feel your opponent might try and low crush, simply hit them with WR 2,1. There is nothing they can hit you with that will interrupt WR 2,1 after a successful low jab. Keep in mind that FC d/f+4 is severely punishable on block so don't get predictable. I chose to list those moves in no particular order mainly for the sake of argument. At the same time I think any knowledgeable Tekken player would agree when I say that your character's "best moves" are whatever is working at the time. Your move choice from round to round will come down to how much your opponent knows and your own personal play style. I cannot tell you how many times I've setup some beautifully advanced trap only to be punished by a brand new player. Advanced tactics fail at times because your opponent doesn't know enough to be fooled, not because it isn't a good setup. Know your character and understand the mindset of the person your playing against. With all that being said, some honorable mentions are: Bruce's running 3, u/f+3+4, Bruce's unblockable, d+3,4, and b+1,2,1 -- the list goes on and on. The more you know about the game, the more ways you will find to employ what where seemingly "useless" moves at first glance. Random Bruce Tips 1). Keep an eye on the way your opponent gets up after a knockdown; if they have a habit of tech rolling after EVERYTHING hit them with an unblockable or run up and throw them; if they have a habit of rolling backwards (sign of a new player) hit them with d+3,4 and start a juggle combo; if they have a habit of using rising kicks, try and bait one out and smash them with a CH b+2. 2). Try to employ your CH attacks "off-timing". This means that the moment you feel that you and your opponent have established a rhythm -- you block me and I'll block you, you block me and I'll block you, you block me and I'll block you... you need to break that pattern with a CH hunter like SS 1+2. Your new pattern should look something like -- you block me and I'll block you, you block me... and then eat a SS 1+2. 3). Moves that generate heavy guard stun (i.e. Bruce's running 3 and u/f+1+2) are perfect setups for b+2. Because of this advanced players do not usually bite, choosing instead to protect themselves defensively. Against advanced players you should try ditching b+2 in this situation and opt for a throw or d+4 -- some damage is always better than no damage. 4). Practice your juggles from different angles; front, side, behind, and while jumping characters fall drastically different even when using the same juggle starter. Recognizing the different "float" animations will help you decide which move to follow up with. 5). Bruce's Dillinger Hanuman combo (d/f+1,2,1,4) is extremely risky because the last two hits are not guaranteed on regular or CH. However, if you treat it for what it is, a flurry of moves designed as a round finisher, it does prove useful. Set this move up by using Bruce's natural two-hitters (d/f+1,2, d/f+1,4, d/f+1,1 f+2,1, 1,4, d/b+3,4, etc) periodically throughout the match. By the end of round 2 or 3 your opponent will be so "conditioned" to counterattacking after two hits that they will walk right into the final strikes of the combination. Juggles - Bruce has approximately 16 juggle starters (not including f+1+2, FC d/f+4, and f,f+4 that each grant a guaranteed CD+3 follow up for you smarties) that I know of. Bruce's ability to seemingly start a juggle off of anything is part of what makes him so intimidating. Bruce's juggles average anywhere from 40 points to around 115 points of damage depending on varying factors. Because of the fact that the majority of his more "effective" juggle starters only combo on CH, Bruce is best played with an aggressive approach to the game. I am not saying that he can't be played defensively (he's actually quite adept at the "bait and whiff" and "keep out" game). What I am saying is that Bruce is a well balanced character that can be effective using any playing style... just don't expect to land CHs in high level play by throwing out one-hitter-quitters. Also note that there is a fine line between playing aggressive and playing reckless. Below is a list of 5 juggles; all used in different situations and all can be executed with really high consistency. Also understand that Bruce probably has the most interchangeable juggle combinations in the game. Don't be surprised if you perform a juggle starter and get to the finisher using a different combination or different moves all together. 1). b+1+2; f+3,1; d/f+4; MTS f+1 (bound); 3,2,f~1; b+2 __ 3,2,f~2 __ u/f+3+4. This is one of Bruce's staple, whiff punishing juggles. There are tons of variations and it's really going to come down to personal preference as far as what moves you put together with him. Note that the underscore (__) means "or" in Tekken juggle listings. 2). CH SS 1+2; d+3,4; 3,2,f~1; d/f+4; MTS f+1 (bound); 3,2,f~1; b+2 __ 3,2,f~2 __ u/f+3+4. My personal favorite. The trick to landing this combo consistently is getting in "deep" or as close as possible when landing the initial SS 1+2. If you connect with SS 1+2 at the edge of it's range it becomes virtually impossible to pick your opponent up off the ground with d+3,4. 3). CH d/b+3+4; d+3,4; MTS f+1 (bound); 3,2,f~1; 3,2,f~1; b+2 __ 3,2,f~2 __ u/f+3+4. A sneaky combo that most Bruce players do not use do to it's slow startup. It's not a bad option to use on players that "shell up" or play turtle on you. A unique way to employ this move is to immediately charge Bruce up (by pressing 1+2+3+4) upon knocking your opponent down. When your opponent holds back in fear of an incoming CH mid, catch them off guard with d/b+3+4. Sounds extreme but hey, anything you can use to catch your opponent off guard is worth a try. 4). d/f+2; f+4,3,4; MTS 3 (wall splat); d+3+4 (bound); f+3,1; d/b+2,1,4 __ u/f+3+4. Bruce's Shotgun Shell transition actually works against him in the more confined boards. This juggle gives you a much shorter overall travel distance while still allowing you to tack on big damage at the wall. 5). b,f+4; u/f,n,4; 3,2,f~1; 3,2,f~1; f+2,4 (wall splat); d+3+4 (bound); f+3,1; d/b+2,1,4 __ u/f+3+4 __ d/f+3+4,3,3,3,3. This is the most powerful juggle I know. It will net you a consistent 100+ points of damage depending on the finisher and whether or not you land the starter as a CH. If your opponent gets hit with this try and refrain from laughing and finish the round. How to deal with... 1). Jab spammers - this term refers to players that initiate their offense by tapping "1,2". First off, you should know that jabbing is GOOD... until, like anything else in Tekken, you get predictable. They're used a setup tool for traps and more severe follow ups. Advanced players that throw jabs are monitoring your reactions. They are well aware that on block they're only at -1 frames and on hit they're are around +7 (give or take depending on the character). I’ve heard many a player cry about being literally "jabbed to death" and I sincerely hope you aren’t one of those players. I quoted "1,2" earlier in the paragraph because it’s the signature phrase of the character Steve Fox, who is a boxer. Whining about Steve murdering you with jabs is like complaining about King repeatedly throwing you, or Bruce d+4ing and CD+3ing you to death. The moves are by character design and are supposed to be difficult to deal with. With that being said Bruce has several ways to deal with the jab but his most effective way is to use his swaying kicks (d/b+3 for low or d/b+4 for high). The move has a built it dodge that is extremely quick and follows up with either a low kick or a high kick. The low kick can be comboed (d/b+3,4 or d/b+3,4,f) and is garaunteed on CH. Being that the only options from the sway are a low or a high, don't get predictable or you will be punished by a ducking opponent. Bruce also has his Right Cross or Right Straight (f,f+2). The trick to it is to be at even frames and execute the move at the same time your opponent starts the "1,2" combination. Although it’s a right punch counter, the move is much slower than the jab and was intended to be used as a jab-string stopper and not a standalone right punch counter. Bruce’s Right Cross is quite frankly one of the most gruesome counters in the entire game and for that reason alone it’s worth practicing. 2). Stance happy players - Eddy, Christie, Tiger, Ling, Zafina, Hwaowrang, Baek, and Lei players are some of the most confusing, and frustrating characters to go up against. Their stances provide them with true 50/50 mix-ups as well as a slue of other options not otherwise available to them. Occasionally you will run into a cocky (or over confident) advanced player that walks around in Eddy's handstand, hops around in Hwao's flamingo, or speed dashes in using Ling's Phoenix stance. More times than not however, you can take this as a sign that your opponent is not experienced. Watch an advanced player of one of these stance oriented characters and you will notice that the only time they enter stances are when they are certain their opponent is helpless (i.e. whiffed move, on the ground, lockdown poking strings, or during a juggle). The reason for this is because stances leave their character vulnerable. If you have difficulty with some of these characters your problems can be solved with the use of three moves: b+2, d+4, and standalone 3. b+2 - When you see a foolish player walking around out of range, telegraphing one of their many stances throw out b+2. The move can't be reversed by a built in auto-parry (Lei), it hits lower stances that otherwise cause high attacks to whiff (Ling, Lei, Eddy, Christie, Tiger, Zafina), and it closes the gap quickly which often catches your opponent in a CH. d+4 - you should always be ready to unload d+4 on your opponent but in the particular case of stance users it is even more deadly. Any time you detect a stance change off of a blocked attack (i.e. blocking Lei's Razor Rush or Ling's D+1) d+4 should be an automatic reaction. Drive home the point that "anytime you leave yourself open you are going to instantly lose 16 points of damage." Standalone 3 - At 13 frames Bruce's standalone 3 can be used interchangeably with d+4. You may opt for 3 over d+4 if you've nailed your opponent with so many d+4s that you're anticipating a low crush (in which case CH them with 3,3 for good damage). Other reasons to use standalone 3 are to reestablish spacing and swing momentum in your favor (remember that 3 transitions into Shotgun Shell/Slug). Baek and Hwaowrang are a different breed of stance users altogether. For those who wish to play on higher level, the only ways to learn to deal with Hwao's pressure is to find an experienced Hwao player and practice or learn to use Hwao yourself for a better understanding of his capabilities and limitations. 3). Turtles - Playing a good turtle can be extremely frustrating and dangerous if you play a CH reliant Bruce game. Turtles capatilize on their opponents mistakes rather than initiate their own offense to deal damage. The most important thing to do when playing a turtle is to recognize one. Once you do this you can dump all the unsafe moves and replace them with a more conservative style of offense. Try replacing those monstrous mids with throws like f,f+3+4 or the Shotgun Shell transition into a chainthrow. Poke away at health with d+4 and standalone 3 -- if the turtle is losing the damage battle he/she will eventually come out of their shell. Another good tactic is to throw out moves that initiate heavy guard stun like u/f+1+2 or f,f+3 to force them into a 50/50 mixup situation. All good turtles have one thing in common... they know your character. Putting a turtle player in situations where they have to guess instead of knowing forces them to become more aggresive in order to avoid certain situations. Bruce's Wall Game - Bruce's wall game is just as strong as his game in open space. To simplify things, your basic options at the wall are going to be between powerful mids, lows, and throws. Below is a list of some of Bruce's best moves to keep the pressure on when your opponent's back is to the wall. 1). b+2 - use this to provide immediate pressure during instances when your opponent gets up next to the wall before you have a chance to close the gap. If your opponent foolishly tries to punish you with an unsafe move, block and punish with f+2,4 for a 12 frame wall splat. Also see f+2,4 listed above in the "top moves" section. 2). d/b+2,1,4 - At the wall this move will catch any movement by a grounded opponent and connect for a full combo. The key to not giving up your advantageous position is to learn to cut the string short after the second attack unless the first two hits connected. Being that the only way your grounded opponent can avoid this move at the wall is by not moving, immediately follow up with d+4 after cutting the string short. It's also worth noting that each hit of the string can be delayed. 3). f,f+3 - Use it in place of b+2 when you see your opponent trying to SS/SW away from the wall. It's a mid that has great reach, tracking, causes guard stun, and wall splats on hit -- 'nuff said. 4). u/f+1+2 - This slow mid crushes lows, starts a juggle, and causes heavy guard stun on block. If your opponent tries to retaliate in any way, frame trap them with b+1,2,1 for a high damage wall splat. 5). f,f+1+2 - This throw has increased damage at the wall (50) and is a MUCH safer option than d+4. It has a small throw-break window and a double button escape making it Bruce's go-to move for mid defending opponents that have their back to the wall. Wall Game Summary - Bruce's wall game is simple but but effective. I cannot express enough how important it is to resist the temptation to use d+4 on anything other than a grounded opponent at the wall. Unless it's potentially the final blow, you risk the chance of being punished on block and give your opponent positive frames on hit. In most cases it is wiser to replace your low attacks with a throw; hence why they gave Bruce a throw that deals extra damage at the wall (hint hint). Hopefully this little guide further enhances the game of my fellow Bruce players and encourages those who are curious about the game to come join the fun. I can't stand a good player that hoards their knowledge of my favorite game. I enjoy seeing others flourish and appreciate any tips thrown my way as well. If anyone has any questions, please don't hesitate to ask. The F8Spinner "Everbody has a plan until they get punched in the face." - Mike Tyson