Bruce Irvin
I am going to show  HOW to be deadly and to
play bruce wisely in this Strategy section, showing that he does NOT rely
on his 3 Knees to do damage, and his mean juggles that most
people have not seen. No no, here is how to play him as each of the
3 main ways.
 
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Poking: Strategys

When poking with Bruce, you have to remember that his d+1 is really
long, and comes out fast after a lot of moves.

This is a big advantage to bruce, beacuse of the way you can utalise
the d+1 to really lay the hurt down to retaliation.


After a blocked pretty much anything, 1,4,3 1,2,1,2 1,2,4 or
whatever, then you want to do the d+1 to stay safe.
If you have an agressive mishima opponent, be warned that the
priority on the EWGF is very high, and most likely will send you on
your way to a big juggle if you time the d+1 wrong, in these cases you
are better to block and wait.

After a d+1, if you are even the slightest but unsure of what is
comming, even if you wiffed the d+1, do the WS+4,
it is totally safe,
and is a very good move indeed. Use this often. The 1,2 combo is very
VERY important. Throw it out to feel your opponent out, and keep them
on defencive.


Examle after a successful b+4,3 you should %60 of the time use a
simple 1,2 untill they catch on. If the 1,2 hits, then you should be
ready to do the 2,f+4 wich is by far his best ender for a CH 1,2.
Its damage is very high, and leaves an opponent cringing. I laugh
everytime someone lands this in NETSU because of how deadly it really
is. I can exert this enough, if your in doubt, and against a
standing opponent. USE THE 1,2!


The b+4,3 has entered this section, because it is your gap closer.
The last knee should never be used as an attacking device.. ever unless
in a long knee set up juggle. NOT 3 Knees! This however should be used,
when you fall victum to a sidestep.

The b+4,3 is extremely high priority and snuffs out a lot of pokes,
and does the damage to boot. If the first knee hits, the second is
guaranteed. But thats were it stops.
If your opponent sidesteps the
first two knees, finish the string and you will sail safely into the
distance, hopefully out of retaliation range, to your most frustrated
opponent.


Use the b+4,3 on a backdashing character to get back into range,
or perhaps to land a free hit or two as normally they are very vulnerable.
The b+4 on its own can be utalised as a very good poke, it is completely
stationary with a good range, and a fast recovery. It leaves bruce were
he started the attack from.. Meaning this is mostly safe from retaliation,
combined with the fast recovery its almost completely safe. I dont actually
know any retaliation against it.
The only real downfall is the lack of
damage that the b+4,3 would have done. ;) I have tried to do a few of
these in a row, but it seems that the b+4 doenst come out to fast after
some moves.
. (The 3,3 for examle.. So much for a juggle) But yeah, its
worth the poke every now and again.


If your unsure of what you should do next, just whip out the 1,2,d+4_4
mixups, this can drive an opponent over the edge, bringing him to a
barage of hissy fits and piss ass tantrums because he cant get throu your
attack.
You know you can use this combination of attacks well, when
you dont know yourself wich one you are going to pull out next. This is
also extremely good againts backdash turtles. You can destroy there
guard with this, and a few throws.


The 1,4,3 isnt REALLY a poke, but it comes in here anyway if you
"Purposly" wif it, so that the kicks will connect and be blocked,
leaving you mostly safe.
However, this isnt really a poke, and should
be used more as a counter\interupt move.

The d+4_3 is definatly a quick poke that you can use to nudge that
little bit of extra damage out of your opponent moreso to piss them off.
You can do this 2 or even 3 times in a row, but no more, and not
more than once a day, even perhaps a week. Because you will be sooo
punished. Use this also to force out a crouched JIN that your afraid of.
People do the WS+2 expecting it will hit..
A tip.. It doesnt. ;)


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