TEKKEN
NATION
BRUCE IRVIN'S STRATS
Bruce Irvin

Author: Tade FTW
Wall
combos after B! is used during a juggle for:
Beginners:
- W! 1,2,1,2
- W! d/f+3+4,3,3,3,3Command Legend:
Lower case letters = tapping the indicated button/direction
Upper case letters = holding the indicated button/direction
u = up
d = down
b = back
f = foward
Quarter Circle is basically a Hadouken motion on your stick/pad.
QCF = Quarter Circle Forward (d,d/f,f)
QCB = Quarter Circle Back (d,d/b,b)
QCU = Quarter Circle Up (b,u/b,u)
QCD = Quarter Circle Down (b,d/b,d)
HCF = Half Circle Forwards (b,d/b,d,d/f,f)
HCB = Half Circle Backwards (f,d/f,d,d/b,b)
1 = LP
2 = RP
3 = LK
4 = RK
N = returning the joystick/pad to the neutral position
+ = simultaneously
/ = pressing both of the diagonal buttons simultaneously, eg. d/f, d/b.
WS = While Standing
WR = while running
CH = Counter Hit
DASH = tapping and/or holding the joystick/pad forward twice: f,f.
B! = Bound Status
W! = Wall
FC = Forces Crouch/Full Crouch
~ = Press the next button immediatley after.
_ = Or
, = followed by
> = delayed input (Bruce's b+1,2,1 would be b+1>2>1)
bigs = Big Characters ONLY
SS = Sidestep
SSR = Sidestep to the Right
SSL = Sidestep to the Left
SW = Sidewalk
KND = Knockdown
CH = Counter Hit
JF or : = Just Frame, meaning an action that requires very strict/precise
timing, eg. Paul's f,f+2:1 and Paul's Demolition Man: d+4,2,1+2 and Hwoarang's
JFSR (Just Frame Sky Rocket): f,n~d/f+4.
NC = Natural Combo means that if the first part of a string hits, the next
follow-up is guaranteed.
NCc = Natural Combo Counter means that if the first part of a string hits on a
CH - ONLY, the next follow-up is guaranteed.
JS = Juggle starter, a move that launches and starts a possible juggle.
"Spike" = a move during a juggle that slams the opponent to the
ground leaving the opponent nearby. Eg: Bruce's d/f+1,2_d+2 during a juggle.
"crush" = A move that has priority over another move due to its hit
(high, mid, low) properties. Eg. Bryan's u/f+4 goes over moves that hit low,
like; Kazuya's d/b+4. So, Bryan's u/f+4 crushes lows.
"fuzzy guard" = fuzzy guard is switching back and forth from a high
block to a low block in order to maximize your chances of blocking a mixup.
Hit-confirm(able) = When the first hit (mostly) of a string, like Kazuya's
1,1,2, is pressed, you can "wait" to see if it will hit or not. If it
hits, you can quickly push the next button to finish off the string. So, you
would press: 1, wait to see if it hits and if it does, do the rest of the
string (1,2). If it's blocked or whiffed, however, do nothing and stay safe.
It's extremely useful.
Grounded positions:
FDFA: Face Down Feet Away
FUFA: Face Up Feet Away
FDFT: Face Down Towards
FUFT: Face Up Feet Towards
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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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