TEKKEN
NATION
BRUCE IRVIN'S STRATS
Bruce Irvin

Author: Tade FTW
Pros
and Cons:
He's a high risk/high reward character imo but he can be fun to use.
pros:
- Good poking game
- Good oki (BR only)
- Good damaging juggles and an insane wall combo
- Cool Martial Arts.

Cons:
- Poor tracking
- Poor lows
- Poor throws
- Hard to master or to use effectively
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Bruce specific notations:
MTS = Muay Thai Stance, to enter MTS, press the indicated buttons:
d/f+4_2,4_1,2,4_f+4,3,4
CD = Crouch Dash, f,N,d,d/f
3CD = LK transition into Crouch Dash, 3,2~f
Magic 4 = CH 4, After Bruce's standing 4 Counter Hits, it will launch the
opponent for a juggle. Follow-ups are: f+1+2_3,2~f+1.
CF = Crumple Fall, opponent falls into KDN position. Bruce's CH b+2 gives this
stun.
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Tekken 6.0 Ranking
Punishment: 4/5
He has 1,4,3 for -10, -11 he has b+1,2 and -12 Bruce gets a nice chunk of life
with f+2,4. At -14 Bruce can get a hopkick and moves with push-back at -17 or
more he gets b+2. Awesome. He can also punish most low pokes with WS+2,1 into a
guaranteed CD+3. Sweeps he get u/f, N,4 and for ducked throws he can get a
(quick) hopkick. If he had a true WS launcher like TP, he would've received a
5.
Offense: ?/5
His throws are the worst in the game imo, his lows give okay damage but are
pretty punishable. He has b+2 as his main long range mid tool, but nothing
special because of the poor recovery it has on block. His CD guesing game has
improved since DR because you can now transition into his CD from 3, (3,2~f) so
mixing 3CD with 3>2 is quite good but the low option (CD+3) doesn't give
enough advantage on hit to be extremely scary. He can however mix it up with
CD+3+4. All other mids and launchers are punishable, don't do much damage or
too slow. A good turtle absolutely destroys Bruce's gameplay.
Whiff Punishing: ?/5
b+2, one of the better whiff punishers in the game. Fast, unpunishable, sets up
his potential wake-ups and on CH Bruce gets more than half life. He also has
f+3+4 that stuns on NORMAL HIT for a half bar juggle but the range is poor. He
still has b,f+4 which is linear and b+1+2 I suppose. His d/f+2 is inconsistent
and poor in range.
Keep Out/Panic Moves: 3/5
Bruce has a lot of trouble tracking, so people SS'ing/SW'ing as they come in
can give him difficulties. 3>2 is good and it stuns on CH for a full jugle
but it's his *** on whiff and it's linear. Thank God he now has a useful Magic
4 with juggle follow ups. He also has evasive moves like d/b+4 which stuns on
CH and b+1+2 that crushes highs and stuns on normal hit; both can be juggled
from. f,f+2 is a good punch-counter and guarantees b,b+4. He has d/f+3 as a
decent high crushing tool and he has hopkick as a basic low crushing tool. If
Namdai didn't buff his Magic 4, then this would be 1 or even 1.5 at best.
Wake-ups: 1/3
He has CD+3 which does good damage but unfortunately it's punishable. d+4 is
also (horribly) launch punishable along with everything else that does decent
damage to a grounded opponent. CD+1 picks up rollers but the range is somewhat
inconsistent.
Damage: 4/5
When Bruce guesses right defensively, he does big damage. His launchers,
punishments and CH's do very nice chunks.
Overall Rating: ?/28
more editing coming soon...
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