TEKKEN
NATION
BRUCE IRVIN'S STRATS
Bruce Irvin

Author: Tade FTW
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Bruce's JS's for Tekken 6.0/BR:
d/f+2
CH b+2
f+3+4 (Tekken 6.0 ONLY) In BR, f+3+4 launches on CH only.
b,f+4
CH b,b+4 (d/b+3+4 in BR)
CH f+3,1
CH f+3
d/f+1,4~4 (Tekken 6.0 ONLY) In BR, it launches on CH only.
b+4,3,d+4~4 (Tekken 6.0 ONLY) In BR, it launches on CH only.
CD+2 (BR ONLY)
b+1+2
WS+2,1 (BR ONLY)
CH SS+1 (SS+1+2 in BR)
CH FC d/f+4
Hopkick
Magic 4
f,f+1+2
u/f+1+2 (BR ONLY)
Bruce's Bound moves:
- d/f+1,2 - during a juggle
- d+2 - during a wall splat (without already using bound in the previous
juggle)
- d/f+4 MTS f+1 - during a juggle
- 2,4 MTS f+1 - during a juggle
- f+4,3,4 MTS f+1 - during a juggle
- d+3+4 (BR ONLY)
Moves to use after a low parry for Tekken 6.0 ONLY!!
- d/f+1,2 into B!
- f+3,1 into a juggle. Follow ups are: d/f+4 MTS f+1_2,4 MTS f+1
- f+4,3,4 MTS f+1 B!
Juggle to use after a low parry in BR:
- f+3,1, f+3, 3CD+1, 3CD+1, 3CD+2_b+2
Throws
Escape = Escaping or Breaking a throw by pressing the intended buttons.
Eg: To escape a 1+3 throw, you need to press 1. In other words, a 1 escape
To escape a 2+4 throw, you need to press 2. In other words, a 2 escape
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***Tekken 6.0 juggles are listed below.***
Juggles for Beginners:
- f+3+4, f+3, d+2 B! d/f+3,1
- d/f+2, f+3, d+2, B! 3,2~f+1, b+2
- CH b+2, f+3, d/f+1,2 B! 3,2~f+1, f+2,4
Juggles for Intermediate and advanced players:
- f+3+4_d/f+2, f+3, d/f+4 MTS f+1 B! f+3, 3,2~f+1, b+2
- CH b+2, f+3, d/f+4 MTS f+1 B! SSR 3,2~f+1, 3,2~f+1, b+2
- b,f+4, f+3, f+4,3,4 MTS f+1 B! 3,2~f+1 b+2
- (On bigs) CH SS+1, 2,d+4,3, 3,2~f+1, d/f+4 MTS f+1, B! 3.2~f+1, b+2.
Staple Magic 4 juggles for all types of players
- Magic 4, f+1+2, 3,2~f+1, d/f+4 MTS f+1 B! 3,2~f+1, b+2
- Magic 4, f+1+2, 1, f+1+2, 3,2~f+1, f+2,4 W! d/f+1,2 B! d/f+3+4,3,3,3,3
Wall combos before B! is used during a juggle:
Beginners:
- W! d/f+1,2 B! d/f+1,4~4
- W! d/f+1,2 B! d/f+3+4,3,3,3,3
Intermediate and advanced players:
- W! d/f+1,2 B! SSL 2,4 MTS f+1
- W! d/f+1,2 B! f+3 1, d/b+1, ws+4
- (On bigs) W! d+2 B! SSR 2,d+4,3, b+2
- (On bigs) W! d/f+1,2 B! f+3 1, 1,2,1,2
Wall combos after B! is used during a juggle for:
Beginners:
- W! 1,2,1,2Command 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.
.
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