d/b+3+4 is his old b,b+4. It's now -11 on block (it was -12) and still trips on CH for a juggle. It also still gives +3 on NH.
WS+2,1 can be followed-up with b+2 then d/b+2,1,4 for a juggle but it's range-dependant. CD+3 is still guaranteed.
b+1,2,1 is NOW jab punishable on block at -10/-11 but the last hit can be delayed.
CD+3 is +4 on normal hit now (it was +2 on hit in 6.0).
f+3+4 stuns only on CH. On normal hit, it knocks them away but dash d+3,4 is a good pick-up. It causes a wall splat on normal hit. Also, the stun on CH cannot be followed-up with his 6.0 "staple": f+3, d/f+4 MTS f+1 B! any more.
d+2 now recovers in FC.
d/f+1,4~4 is the same as f+3+4. It only stuns on CH.
SS+1 is now SS+1+2. It can now juggle on ALL characters on CH:
CH SS+1+2, d/f+3, d/b+2,1,4

CH SS+1+2, d+3,4, 3CD+1, 3,3 W! d+3+4 B! f+3, d/b+2,1,4.

d/f+2 is now -12 on block. It was -13. The speed and range remains unchanged afaik.
b+1+2 is his old b,b+1. Properties are the same: 16f and -7 on block, stuns on normal hit and tracks to Bruce's left.
MTS 2 gives REALLY good push back on block now.

There are two variations from d+3,4: d+3,4 or d+3, 4~f (his old version from T6). Both versions are low, high strings. His 4~f version stuns on normal hit. But it's still silly tbh. One should be, low, high and the other should be, low, mid. d+3,4 is his main tool for pick-ups. After b+2 on normal hit, quickly dash forward and do d+3,4 to pick up quick-standers, back/forward rollers and side/tech rollers. Basically if you "move" while you're grounded, you're getting picked-up with Bruce's d+3,4.
His oki is good now!!!WS+2,1 can now be followed-up with b+2, d/b+2,1,4 but the range and timing are strict.
CH (3),2 still stuns but you can't follow up with f+3 because, it leaves them Head down face towards. 3,2~f+1 works. Maybe the best option.
b,f+4 on block gives a different block stun. It's still safe.
f,f+1+2 is now safe on block at +2 and it gives a block stun.
3+4 is his BR homing/tracking move and it's 16f fast but it's a high. It's safe on block though and quite damaging. It also causes a wall splat.
1,2,4 MTS can be cancelled now by quickly tapping "~f"; so it becomes: 1,2,4 MTS~f.
New Moves:
- d/b+2,1,4 (m,m,m). Two elbows and a knee ender that causes KND on normal hit. It's a NCc and the last hit is launch punishable on block at -16. The first two hits are jab- punishable on block, but ONLY if you stop the string at: d/b+2 or d/b+2,1. The start-up for the string is 14f fast and can be delayed and counter-hit confirmable.
- CD+2. His new mid launcher that launches high. Almost as high as his b,f+4 but it's launch punishable on block at -14. It replaces his old CD+2.
- d+3+4. His new mid bound move. On normal hit is causes KDN. It's jab punishable on block.
- MTS 3 is a mid jumping knee that crushes lows. It's basically his u/f+3. It's launch punishable on block at -16, but has pushback.
(Check out 2:08 for his new MTS 3). http://uk.youtube.com/watch?v=PQWQu...re=channel_page
New Wall combo is: !WB f+3, d/b+2,1,4.
____________________________________________________________________
Unchanged Moves...so far:
- b+2
- CD+3+4.
- d+4
- d/f+3
- d/b+4
- u/f+1+2
- CD+1(,2)
- f+2,4
- 1,4
- 1,4,3
- f+2,3
- 3,3
- f+3,1
- SS+4,4
- SS+4,1
- f,f,f+3
- f,f+4
More info to come later...
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