Interupting: Strategys

Bruces main task throughout the duel is to poke your opponent and to
interupt there attacks. This takes a lot of anticipation on Bruces part,
as well as your own. You must know that Bruces jab is VERY fast and
has high priority. Meaning you can chain and pummel but also do what this
section is on. Interupting.


This is pretty much guaranteeing yourself a CH with the hit. This is done
quite easily actually.
When taging in, do the simple 1,2,1,2 combo, you
will be very suprised what this will catch and interupt, also
this can stun your opponent,
leaving them startled for a moment for
you to run up and d/f+3 there ass.

I have countered a Hell Sweeping Kazuya, in his second spin with this
move.. and even tag divers.

The d+1 is a move you will interupt with often, as people will expect you
to have quite a long lag after a lot of your moves, and attack midlessly
if not relentlessly. Its priority out does many moves, and should be
used as somewhat of a shield. A "yoshi's flash" if you will.
You then can do whatever you please, might I suggest a ws+2, a slower
but juggling uppercut that only juggles on a CH. Many times, while you are
in crouch possition, people see this as vulnerable, if not potentially
stupid.
This can be fixes with a quick WS+2 from the crouch, that should
interupt, followed by combo of your choice for the access damage.

The 1,4,3 is definatly a great move to follow many attacks with, I often
do this after a blocked 1,2,1 string, and deliberatly stop it there, and
do the 1,4,3.
The 1,2,1 string leaves you with a -1 advantage, wich means
anyone with an 8 frame jab or higher, has exactly 1 frame less than you
to hit with, and if you do your jab first, you will often find that the
1,4,3 will hit on a nasty counter.


The 1,2,1,2 is moreso used on an incoming opponent that wants to rush
in with a nasty attack, nothing mishima style, short of the shining fists.
If they thing there coming in with it, then show them the power of a real
counter with the 1,2,1,2.

The 2,f+4 is not useless, it is used as an opening punisher, wich is why
I will put it into the "Punish" section and not here if your wondering.

However the 2,3_4_d+4 is by far a useful interupt move. It stuns your
opponent enough for the 3 to knock them over on a CH, and sends them
off there feet, leaving you for set ups, and a retaliating opponent with
slow wits will get hit by this a lot. A faster one you may have to
take it a step up, and do 1,2,3 instead. However, these are great for
people coming at you.

The 1,2,d+4_4_3 is the combo you will use to interupt very often,
knocking your opponent off there feet and pretty much destroying there
ego, and everything else with it. You can
hang back and win a match using nothing but this, but thats for the
"turtling" section. So use this when you want an interupt, but just
arent to sure of yourself.

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Bulldogging: Strategys

By putting constant pressure on your opponent, you can do one of two
things, win the match, or watch his head explode, and his temper tantrum
errupt into yells of "Cheap!" and "You Suck!"

But none the less, this is my favourite way to play bruce. This is all
to do with timing, you must link pokes in with a good defence, blocking
when you need to, then going back on the assault.
Making sure your
opponent knows who has superiority when laying the smack down.

You can easily do this, by laying down my most over abused string,
the 1,2,1, 1,4,3 wich, if the 1,2,1 is blocked, you will nail
retaliation back into your opponents face. This is the basis of my
attack, wich I do NOT over use, or abuse. I mean abuse by it is what
I use to "Trick" damage out of the opponent.

Mix this up with a constant barage of attacks, SS+44's and all the
poke mix ups listed above.
Make sure you catch your opponent on a counter whenever he tries to
attack, because that is when the psycological games start at there
most deadly way.


Your opponent will go straight into turtle\interupt mode, were
is why you must learn when to block. I can not tell you this,
but there is no point in doing a 1,2, 1,4 3,3 string against a
mishima because it WILL be gone under and slamed with a CH on a
WGF and you will be totally screwed.

Pressure your opponent with a few d/f+1,2 and keep them standing

for your pokes. If you do this, then you should be safe with the
rest of the retaliation that may come with it.
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SENSEI
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