| 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. ---------------------------------------------- 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. |
| SENSEI |