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    Bruce by JCulbert

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    Bruce Irvin              #
    Tekken 2 Character Guide #
    Playstation              #
    Version 1.1              #
    By John "CUL" Culbert    #
    -New URL and e-mail address added to credits.
    In all the fighting games that I have played I've always been partial to the
    kickboxers. For instance, Sagat is my all-time favorite fighting game 
    character, and needless to say, I kick arse with him.
    Bruce is IMO one of the most powerful players in Tekken 2, and I have noticed
    that a lot of other players like him at the arcade as well. Bruce isn't 
    overly fast, but still moves quite smoothly. But, he does horrid damage with
    his combos and Multi-Part Throws, and he has lots of great cheesy tactics.
    And besides, he has the coolest looking moves in the game!
    Bruce is pretty lean and muscular, and is probably around 6 feet tall. He is
    black, and has a short mohawk and gotee. If choosing him with either punch 
    button, Bruce will be wearing traditional Muay Thai silk wrappings around his
    feet and fists, and blue boxing shorts with red trim. If you choose him with
    either kick, he will be wearing blue cloth on his feet, blue boxing gloves,
    and white shorts with red trim. With both costumes, Bruce has a large tatoo
    on his back, possibly a dragon.
    Bruce's stage appears to be the Grand Canyon, or at least a large chasm of
    some sort, with desert surroundings. As well, I believe his background music
    is the same as one of the tunes from Tekken 1...
    D= Down (on joystick; causes character to duck when on the ground)
    U= Up (on joystick; causes character to jump when on ground)
    B= Back (on joystick; opposite direction character is facing; causes
       character to step back; also used to block any mid-range or high attack
       except Throws, Grabs, and Unblockable Moves; see A WORD ABOUT.. Blocking.)
    F= Forward (on joystick; direction character is facing; causes character to
       character to step forward)
    QCT= Quarter Circle Toward ("roll" joystick from D to F)
    QCB= Quarter Circle Back ("roll" joystick from D to B)
    HCT= Half Circle Toward ("roll" joystick from B to D to F)
    HCB= Half Circle Back ("roll" joystick from F to D to B)
    N= Neutral: (return joystick/D-Pad to original position; right in the middle)
    CH= Counterhit
    1= Button 1 (Left Punch on console/Controller)
    2= Button 2 (Right Punch on console/Controller)
    3= Button 3 (Left Kick on console/Controller)
    4= Button 4 (Right Kick on console/Controller)
    += simultainiously hit both commands
    -= the command following this must be done instantly (really fast) after
       the command before the hyphon. Like buffering, for all you SFers.
    In addition to it being easier to recover from a knockdown, there are even 
    more Recovery Moves to do while getting up than in Tekken 1. They are as 
    -Low Sweep: 3
    -Rising Roundhouse: 4
    -Roll Forward: hold F (Note: after the Roll you can do the Sweep or
    -Roll Away: hold B (Note: after the Roll you can do the Sweep or Roundhouse)
    -Roll Aside (onto stomach): 1 (Note: You can then do any Recovery Move while
                                         on your stomach)
    -Roll Forward/Dive: hold F+1+2
    -Roll Backward/Dive: hold B+1+2
    These are Special Moves that cannot be blocked, only avoided. They are
    usually EXTREMELY powerful but mostly slow, so they should be used sparingly
    and tactfully. You can usually tell when an Unblockable has been initiated by
    some form of sparks or flashes coming from the character. Bruce's Unblockable
    is the Sidewinder (B+2+3).
    These are unblockable moves that can do good damage and are spectacular to
    see performed. They must be done fairly close. In addition, Bruce has a Back 
    Throw which is done behind the opponent when they are facing the other way. 
    These are great and do spectacular damage. Special Technique: One of the 
    easiest ways to pull off a Throw is to hold one of the buttons (if it 
    requires two) then hit the second while still holding the first when you want 
    to Throw. Try and choose to hold a button you don't think you'll need.
    First off, to break out of a Throw, hit 1+3 or 2+4 instantly when you see
    them first grab Bruce. This will cause him to wiggle around and out of their 
    Throw. Now, as far as I can tell, you can only break out of standard Throws 
    (from the front, 1+3 or 2+4). I base this conclusion on the fact that the CPU 
    in the later levels loves to break out of your Throws. But for some reason I 
    have yet to see an opponent break out of any Throw besides the two regular 
    ones. The only exception I have found is Kazuya's and Paul's Shoulder Tackle; 
    the enemy can sidestep and avoid it by pressing 2+4. There are other 
    exceptions as well, like some Multi-Part Throws. I have noted them as such in 
    each section and how to break out of them. 
    By now you should have noticed that when you or your enemy attempt a Throw
    and miss, Bruce will grab at the air. This may seem useless, but it is
    essential to fast air countering. If the enemy is in the air and you do the
    missed grab, when you snatch your arms out you will knock the enemy to the
    ground for a Pounce. This missed Grab will even work, if timed properly,
    against jumping kick or punch attacks like Paul's Shredder!
    Throws aren't the only techniques requiring two buttons; for moves like
    the Slice Elbow (F+1+2) it is possible to first hold 1 or 2, then tap F and 
    the other button. This can prevent screw-ups and getting the wrong moves.
    This can also apply to moves with three button presses (like the 
    To Dash forward, tap F twice. To run forward tap forward twice and hold F
    (only from over a half creen distance away). To Dash Back do the same in the 
    opposite direction (except you can't run backwards, only quickly step back.) 
    Many different things can be done when dashing forward; Each character has a 
    specific set of Running Moves at this time: The only one you really need to 
    know is the Sniper Slash (see Special Moves analysis). As well, if the 
    opponent is on the ground, you can quickly dash over to them and step on 
    them. Depending on where you are, where they are and the position of your 
    character's feet, you will step on different parts of their body, even their 
    groin! If the opponent is moving as you Dash into them from a long distance, 
    you will do a shoulder slam for 30 pts. of damage (37 as a major counterhit). 
    This is the most powerful of the normal Running moves. If you dash at them 
    from a distance and they do nothing, you will tackle them to the ground. 
    Before you get up, tap 1, 2, 1, 2, 1 or 2, 1, 2, 1, 2. This will cause you to 
    repeatedly punch 'em in the face :) , doing a total of 30 pts. damage.
    Unlike Tekken 1, these are scarcely used anymore, since the enemy can now
    recover from a knockdown much faster. These are, however, still possible.
    (Just remember, it is best to only use these after knocking the opponent down
    with a highly stunning attack, which will keep them down longer.) Bruce has 
    two standard Pounces: U+2 and hold U+2. The first one is a quick but weak 
    attack where the kickboxer only hops slightly then punches. This one should 
    be used more often, especially after knocking them down with a simple attack, 
    like a punch or kick. The second Pounce is a higher jump followed by a more
    damaging punch, but since the character jumps much higher, it is slower and 
    allows more time for the enemy to recover. In addition to these two, there 
    are two more standard ways to hit a fallen opponent; the first is to perform 
    a standard Sweep (crouching 3) up close. It's not very powerful, but is hard 
    to avoid. Use this OFTEN. And finally, the most complicated way to hit a 
    downed opponent is by using certain specific Special Moves that hit extremely 
    low, for example, the Cyclone Edge (hold D/F+3). Also note that the standard 
    Shin Kick (crouching 4) works as well.
    In Tekken 2 there are two forms of blocking; high and low (or crouching).
    There are three basic attack ranges; High, Mid, and Low. A High attack that
    is blockable must be blocked while standing (simply by holding back), but can
    also be ducked. A Mid range attack can only be blocked high PERIOD, and
    cannot be ducked at all. And a Low range attack must be blocked low (by
    holding D/B.) Blocking a normal attack will produce a grey flash. Each of the
    moves in this FAQ are marked D, N, L, H, M, B, X, or T, standing for Down
    Strike (hits the enemy on the ground), Non-applicable (it doesn't attack the
    enemy or is a follow-up in a Multi-Part), Low level, High level, Mid level, 
    Back (Back Throws), X (unblockable) or Throw (opponent STANDING within 
    grabbing reach).
    These are the damage points inflicted by the move. Note that this is NOT the 
    damage PERCENTAGE it takes off the health meter, but it is instead the number 
    of POINTS on the meter. The meter typically has around 170-200 points (I'm 
    not quite sure).
    If someone attacks you and you hit them with an attack first, what results is 
    a counterhit. It can result in more damage and a more dramatic hit (ie: 
    notice Paul's Power Fist doesn't just knock you down sometimes, but sometimes 
    smashes you down and rolls you across the screen), a series of attacks 
    becoming an unblockable combo when it shouldn't be, or something of the like. 
    Certain moves like King's Stomach Smash (F, F, N+2) are made for this. When 
    the Stomach Smash connects while the opponent is attacking, he can perform a 
    Throw while they are stunned. Any move that is marked with "stuns on 
    counterhit" is one of these attacks. They can allow a free hit or Throw 
    during the stun. Basically, these counterhits must be used by a player to 
    play effectively; they increase the move's power, and they become TWICE as 
    powerful if you counterhit an Unblockable Move (so, technically, if you have 
    a move that does 50% damage, than if you use it as a counterhit on an 
    Unblockable, it should kill with one hit, although I have yet to see such). 
    The other important thing besides power is that most combinations become 
    completely unblockable counterhits! A definite recommendation is to read 
    Jefferson T. Scott's Hit Detection FAQ (jts7@acpub.duke.edu); this Jefferson 
    seems a very wise man, and knows all the twists, turns and acceptions to the 
    counterhit, as well as Attack Reversals (see below)-- this is a definite must 
    read. Basically there are two different types of counterhits for Bruce:
    >>Major Counterhit: this is attacking the opponent when they are in the
    process of attacking or pulling back an attack. Note that you can also
    counter an attack after you've blocked it, but you still must connect while
    they are pulling their attack back.
    >>Minor Counterhit: this is attacking the opponent when they are defenseless
    and performing movement, either jumping or recovering from a knockdown. (Eg.
    Heihachi's and Paul's Hammer Fist (D+1) will knock the crap out of their 
    enemy if they hit a rising opponent with it.) Technically, according to 
    Jefferson T. Scott's Hit Detection FAQ, there is really no such thing as a 
    minor counter in Tekken 2. I decided to call this counter a minor counter 
    anyways simply because it produces a different result than a major counter.
    A form of dizzies. Some moves cause the reciever to be momentarily stunned,
    sometimes when blocked, ready for a follow-up attack. These are marked as
    Floating refers to knocking the opponent into the air, where they can be
    juggled with more attacks until they fall. Bruce can float the opponent with
    a Right High Elbow (D/F+2), a Rising Right Uppercut (N+2 from a crouch), 
    the 2nd hit of Double High Elbow, or the 3rd hit of the Gatling Combo 
    Title: the Nightmare Impact
    Nationality: American
    Fighting Style: Kick Boxing
    Age: 32
    Height: 190 cm
    Weight: 85 kg
    Blood Type: A
    Occupation: member of Kazuya's private corps
    Hobby: Gun Collection
    Favorite Pastime: collecting Gun powder
    An unrivaled kickboxer, Bruce lost his entire family when he was young. Since 
    then he has been stricken with poverty and hunger, and his desire for wealth 
    was all the fuel he needed to become one of the fiercest fighters ever. 
    Kazuya Mishima found him in a plane crash years later and trained him to 
    become part of his elite guard.
    Regular Moves:
    -Jab Punch: 1
    -Right Straight: 2
    -Backheel Mid-Roundhouse: 3
    -High Instep Kick: 4
    -Low Jab: 1
    -Low Straight: 2
    -Roundhouse Sweep: 3 (also hits downed opponents)
    -Crouching Shin Kick: 4 (also hits downed opponents)
    -Hopping Straight: 1
    -Ground Punch: 2 
    -Hopping High Kick: 3
    -Hopping Snap Kick: 4
    Standard Moves:
    -Left High Elbow: D/F+1
    -Right High Elbow: D/F+2
    -Rising Left Uppercut: N+1 from a crouch
    -Rising Right Uppercut: N+2 from a crouch
    -Left Instep Kick: D/F+3
    -Right Instep Kick: D/F+4
    -Low Pounce: U+2 (on downed opponents)
    -High Pounce: hold U+2 (on downed opponents)
    Special Moves and Throws:
    -Knee Thrust: 1+3 (close)
    -Rib Crusher: 2+4 (close
    -Neck Throw: 1+3 or 2+4 (close behind opponent)
    -Embracing Right Knee: F, N, D, D/F+1+2+4 
     ->Tumbleweed: 1+2, 1+2, 1+2 (during Embracing Right Knee)
     ->Left Knee: 3, 1+2+3 (during Embracing Right Knee)
     ->Left Knee: 4, 1+2+3 (during Embracing Right Knee)
      ->Turning Knee: 1, 3, 1+2+4 (during Left Knee)
       ->Jumping Knee Thrust Finish: 2, 4, 1, 1+2+3 (during Turning Knee)
    -Bazooka Leg: F, F+4
    -Dashing slicer: F, F+3
    -Slice Elbow: F+1+2
    -Sledgehammer: 1+2
    -Back Handspring: B, B, N+3+4
    -Back Handspring/Bazooka Leg: B, B, N+3+4, 4
    -Cyclone Edge: hold D/F+3
    -Cyclone Edge/Tornado Uppercut: hold D/F+3-1
    -Sniper Slash: F, F, F+3 (stuns on block)
    -Step-in Middle Kick: D/F+3+4
    -Double High Elbow: D/F+1, 2
    -Triple Kick: F+4-3-4
    -Triple Knee: B+4-3-4
    -Double Knee/Low Instep: B+4-3-D+4 
    -Quad Punch: 1-2-1-2
    -Double Quick Kick: 3, 3
    -Low Instep/High Instep Kicks: D+3+4-3
    -Triple Elbow: F+1, 2, 1
    -Double Punch: 1-2
    -Double Punch/Side Kick: 1-2, N+4
    -Double Punch/Low Instep: 1-2, D+4
    -Double Punch/High Instep: 1-2, F+4
    -Gatling Combo: 3, 2, 1, 4
    -Front Kick: B+3
    -Front Kick/Knee: B+3-4
    -Front Kick/Straight Punch: B+3-2
    -Southern Cross: 1, 4, 3
    -Northern Lights: 1, 2, 3
    -Unblockable; Sidewinder: B+2+3
    Regular Moves Analysis:
    -Jab Punch-
    (Bruce throws a quick left jab to the opponent's face)
    Damage:       10 pts.
    CH Damage:    12 pts.
    Attack Level: H
    Some may think this is kinda useless, but it is an effective and quick attack
    that cannot easily be countered. Its main use is to basically pester the
    opponent until he leaves himself open without even realizing it. This should
    be mixed up with the Low Jab (crouching 1), both High Elbows (D/F+1 or D/F+2)
    or the Double High Elbow (D/F+1, 2) to keep the opponent on their toes, and 
    eventually they'll block at the wrong level and get nailed. For example, if 
    you come at them with the Jab Punch a few times, they will either block high, 
    or crouch. If they block high persistantly, quickly switch to a low hitting 
    attack (i.e. Low Jab, Roundhouse Sweep (crouching 3), etc...), and if they 
    crouch immediately switch to a mid level attack; your best one would be the 
    Double High Elbow, or you can use the Front Kick (B+3) combinations, or even 
    he Triple Knee (B+4-3-4), unless the opponent is fast. If the Jab Punch ends 
    up connecting, you can quickly continue into the Double Punch/High Instep, 
    Low Instep or Side Kick (1-2, F+4 or D+4 or N+4), or the Quad Punch. Note 
    that these tactics will only work if the opponent is persistantly on the 
    defensive; a good opponent may catch on, and when they do duck your Jab they 
    will IMMEDIATELY counter with a crouching attack or Throw before you can 
    manage to counter. Just remember to alternate FREQUENTLY to keep them 
    guessing. BTW, remember that this Jab can be EASILY reversed by Nina, Anna, 
    Jun, Wang and Paul.
    -Right Straight-
    (Bruce throws a right straight punch to the opponent's face)
    Damage:       12 pts.
    CH Damage:    15 pts.
    Attack Level: H
    Basically a slower, more powerful version of the Left Jab. This has greater
    range than the Jab, but has the disadvantage that it cannot be chained into
    any other attacks. It is also easier to see coming, and can be countered if
    blocked or ducked with ease. In addition it can be reversed easily by Nina, 
    Anna, Jun, Wang and Paul, so all in all it's pretty much useless unless after
    a connected Jab for the Double Punch (1-2).
    -Backheel Mid-Roundhouse-
    (Bruce spins around counterclockwise and brings his left heel into the 
     enemy's side)
    Damage:       25 pts.
    CH Damage:    31 pts.
    Attack Level: M
    The most powerful of Bruce's single kicks, this looks pretty cool when it
    connects and will usually knock down as a counterhit. Its range is fairly 
    good, so if you like keeping it simple this is a good counterhit. Don't just
    pull it out of nowhere however, because its speed coming out is slow enough
    that the enemy can quickly block and counter. Basically you should just be 
    making sure this always connects. 
    -High Instep Kick-
    (Bruce brings his leg up from the side, connecting against the side of the 
     enemy's head with the instep of his right foot)
    Damage:       20 pts.
    CH Damage:    25 pts.
    Attack Level: H
    The weaker of the two standing kicks, its advantage is that it seems to have
    a longer range than the standing 3. Its recovery is slightly better than the
    left kick, but it cannot be continued into a combo. Good as a juggle, or as a
    counter to most high attacks, but if you have to choose between the two kicks
    the Roundhouse (standing 3) is better.
    -Low Jab-
    (Bruce throws a quick left jab from a crouch, connecting with his foe's shin
    Damage:       5 pts.
    CH Damage:    6 pts.
    Attack Level: L
    A weak but nonetheless effective attack. This should be mixed up with the
    standing 1 and various mid level attacks. If the opponent has a tendancy to
    block this low, pull out a Double High Elbow after a few low punches and that
    may surprise them. This also cannot be reversed by any character with a 
    Reversal. If blocked Bruce is pretty much safe from counterattacks, as far as
    I know.
    -Low Straight-
    (Bruce throws a right straight punch from a crouch, connecting with his foe's
     shin area)
    Damage:       8 pts.
    CH Damage:    10 pts.
    Attack Level: L
    A more powerful and longer reaching version of the Low Jab, this should be
    one of your least-used attacks. It's slow enough to see coming most of the
    time, rendering it useless as a pestering attack. It cannot be chained into
    anything, and it is much better to counter a ducked high attack with a Rising
    Right High Elbow (N+2 from a crouch) and a juggle. Basically , it's useless.
    -Roundhouse Sweep-
    (Bruce spins counterclockwise on one bent leg and comes back around to sweep
     the enemy's feet with his heel)
    Damage:                    12 pts.
    CH Damage:                 15 pts.
    Damage on Downed Opponent: 8 pts.
    Attack Level: L
    One of the best moves in Bruce's arsenal, its damage isn't all that good, but
    is essential to connecting with an attack on a downed enemy. Whenever the 
    opponent is lying down this should be your main attack (the Cyclone Edge 
    (hold D/F+3) will also hit, but comes out too slow most of the time), and it 
    can also be used if you anticipate a high attack, as you will immediately 
    go into a crouch to perform it. Again, don't bring this out just anywhere, 
    because it comes out fairly slow and if blocked it can be quickly countered 
    with another sweep or crouching move (eg. King's Dynamite Uppercut). It also 
    cannot be reversed.
    -Shin Kick-
    (Bruce throws an outward kick from a crouch to hit the enemy in the shins)
    Damage:                    10 pts.
    CH Damage:                 12 pts.
    Damage on Downed Opponent: 6 pts. ?
    Attack Level: L
    Basically used in the same fashion as the Sweep, it comes out and recovers
    faster, but has less range and is weaker. It can still be countered QUICKLY
    if blocked low. It cannot be reversed.
    -Hopping Straight-
    (Bruce hops slightly and throws a left straight punch at head level)
    Damage:       12 pts.
    CH Damage:    15 pts.
    Attack Level: H            
    Pretty useless, actually. Maybe more on it later...
    -Ground Punch-
    (Bruce hops slightly and throws his right fist down to punch the ground)
    Damage:       12 pts.
    CH Damage:    15 pts.
    Attack Level: L            
    When performing this as a Low Pounce he will hop forward, but otherwise he
    hops straight up (unless you direct it U/F, though). Ideal for countering
    low attacks, as the hop will carry Bruce over them for a counterhit. However,
    the Hopping Snap Kick (below) is MUCH better in this case. This can be easily 
    countered if missed, so use it appropriately.
    -Hopping High Kick-
    (Bruce hops slightly and kicks up high with his left foot)
    Damage:       25 pts.
    CH Damage:    31 pts.
    Attack Level: H            
    Also pretty useless IMO.
    -Hopping Snap Kick-
    (Bruce hops and snaps his right foot straight up and forward quickly)
    Damage:       25 pts.
    CH Damage:    31 pts.
    Attack Level: M            
    His best hopping attack and probably the only one you should use, albeit 
    occasionally. This attack will allow Bruce to avoid low attacks and 
    counterhit for good damage. For example, if King or A.King pulls off their
    Slip Kicks (D+3+4, 4, 4) from a few steps away, quickly pull this off, best 
    with an U/F hop and you'll come down right on their heads (it's best to wait 
    for the second Slip Kick, because he can fool you by pulling off that 
    uppercut right out of the first Slip Kick (D+3+4-2) and nail you). This is 
    the only real place to use this, as its recovery is quite slow and if blocked 
    you're wide open to anything.
    Standard Moves Analysis:
    -Left High Elbow-
    (Bruce stoops slightly, then quickly brings his left elbow upward into the
     enemy's jaw)
    Damage:       10 pts.
    CH Damage:    12 pts.
    Attack Level: M            
    Kind of useless by itself, its main purpose is to surprise a crouching enemy
    after pressuring them into crouching with a Jab Punch/Low Jab tactic; if this
    connects, immediately chain into a Right High Elbow for the Double High Elbow
    (D/F+1, 2) and follow with a juicy juggle combo. The range of the Left High 
    Elbow is limited, but it comes out fast and recovers fast, so fast that as 
    far as I know it cannot be countered if blocked (at least easily). Another 
    great advantage is that it cannot be reversed by Paul, Wang, Nina, Anna or 
    -Right High Elbow-
    (Bruce stoops slightly, then quickly brings his right elbow upward into the
     enemy's jaw)
    Damage:       10 pts.
    CH Damage:    12 pts.
    Attack Level: M            
    The only difference between this and the left is that this version will
    float the opponent. Its range and damage are basically the same, but I would
    still prefer to connect with the left, because it can then be chained into
    this for more damage altogether. As with the Left High Elbow, this cannot be
    -Rising Left Uppercut-
    (Bruce rises from a crouch and quickly brings his left fist upward into the
     opponent's jaw)
    Damage:       10 pts.
    CH Damage:    12 pts.
    Attack Level: M            
    -Rising Right Uppercut-
    (Bruce rises from a crouch and quickly brings his right fist upward into the
     opponent's jaw)
    Damage:       10 pts.
    CH Damage:    12 pts.
    Attack Level: M            
    Identical to the standing high elbows, except they're done from a crouch and
    are uppercuts instead of elbows; Stick with the Rising Right Uppercut so you 
    can follow with a juggle. 
    -Left Instep Kick-
    (Bruce steps forward and brings the instep of his left foot across into the 
     side of the enemy's calf)
    Damage:       15 pts.
    CH Damage:    18 pts.
    Attack Level: L            
    -Right Instep Kick-
    (Bruce steps forward and brings the instep of his right foot across into the 
     side of the enemy's calf)
    Damage:       15 pts.
    CH Damage:    18 pts.
    Attack Level: L            
    Basically the same attacks, except with a different foot. Both have pretty
    good range and can surprise standing opponents who block high a lot. If the
    enemy is coming in with various high punches, you can keep them at bay with
    this fairly easily. Unless the enemy hops over it, this is quite difficult to
    counter because of its great recovery time. 
    -Low Pounce-
    (Bruce hops slightly and punches a downed opponent)
    Damage:       9 pts.
    Attack Level: D
    A decent alternative to the Roundhouse Sweep, this can cover a greater 
    distance and will do slightly more damage. You can, however be knocked out of
    it in mid flight by most rising attacks, so make fairly sure the opponent is
    down long enough for this to hit. An ideal place to use it is RIGHT after a
    Knee Thrust (1+3) for a quick 34 pts. of damage. This doesn't seem to connect 
    as easily after the Rib Crusher (2+4) however.
    -High Pounce-
    (Bruce jumps high into the air and lands on the enemy with a hard punch)
    Damage:       35 pts.  
    Attack Level: D
    This does GREAT damage if it connects, and is the most powerful thing you can
    do to a fallen opponent. But, it is MUCH easier in Tekken 2 to get up from a
    knockdown than it was in the first. For this reason the High Pounce is almost
    never used, because it can usually be avoided, and its recovery isn't too 
    hot. It can usually connect after:
    -Cyclone Edge/Tornado Uppercut (hold D/F+3-1)
    -Sidewinder Unblockable (B+2+3)
    -Triple Elbow (as a major Counterhit)
    Special Moves Analysis:
    -Knee Thrust-
    (Bruce grabs the enemy by the neck and hops forward, bringing his knee into
     the enemy's face)
    Damage:       25 pts.
    Attack Level: T
    A cool looking Throw, and for some STUPID reason it is pitifully weak, 
    despite being a knee attack...anyways, go for it if you want, it doesn't
    really matter, but the thing to remember is that it can be broken out of if
    the opponent is half-good and sees it coming. They will not see it coming if
    you duck a high attack and then grab them, however. This can be followed with
    a Low Pounce all of the time for a total of 34 pts. of damage. 
    -Rib Crusher-
    (Bruce grabs the enemy's shoulders, leans them to his left, then brutally
     knees them in the rib cage)
    Damage:       30 pts.
    Attack Level: T
    Looks AWESOME and painful, and does 5 pts. more damage than the Knee Thrust.
    Still, it can rarely be followed up with the Low Pounce, and it throws the
    opponent far enough away that the Roundhouse Sweep will miss unless you dash
    (which by then the enemy will have gotten up). Use it if you want, but the
    Knee Thrust+Low Pounce does more damage.
    -Neck Throw-
    (Bruce wraps his arm around the opponent's neck from behind, swivels around
     and tosses them over his shoulder)
    Damage:       40 pts.
    Attack Level: B
    The most powerful of his single Throws, this looks pretty cool and you should
    go for it anytime the opponent is close with their back turned (especially
    when fighting Lei!). It can ALWAYS be followed up with a crouching 3, so go
    for it for a total of 48 pts. of damage.
    -Embracing Right Knee-
    (Bruce grabs the enemy in a shoulder lock and wrestles them around, then
     brutally knees them in the side)
    Damage:       20 pts.
    Attack Level: T
     |      |
     |      |
     |      |
     |       -> Tumbleweed-
     |      (After kneeing the opponent, Bruce flings them stumbling away)
     |      Damage:       20 pts.
     |      Attack Level: N
      -> Left Knee-
      (Bruce knees the enemy in the stomach with his left knee)
      Damage:       15 pts.
      Attack Level: N
        -> Turning Knee-
        (Bruce swivels about and knees the enemy again)
        Damage:       25 pts.
        Attack Level: N
          -> Jumping Knee Thrust Finish-
          (Bruce brings his knee up into the enemy's face)
          Damage:       40 pts.
          Attack Level: N
    Bruce's Multi-Throw is IMO one of his most useful techniques. Not only does 
    it do awesome damage and look REALLY cool, but it also involves what is known
    throughout Virtua Fighter and Tekken as the "Crouch dash". You will notice
    while inputting the F, N, D, D/F motion that Bruce will crouch slightly (With
    the D tap) then move forward slightly (with the D/F tap). The key thing here
    as that Bruce is technically CROUCHING during that D tap, therefore all high
    attacks will miss him! The D/F then brings him a few steps forward as he 
    stands to grab. So, this makes Bruce's Multi-Throw his best counter to high 
    attacks from a few steps away. As well, just doing it to a standing, blocking
    or non-blocking opponent can catch them off guard the first few times because
    of the surprising range. Note that the opponent CAN break out of this Throw,
    just like all the other Multi-Throws (King's, Nina's and Anna's). They can
    break out of the Turning Knee by hitting 3+4 or 2+4 during its THIRD frame
    of animation, basically just as he begins to bring the knee up. The only 
    problem is that you basically have to anticipate the high move, otherwise
    Bruce will crouch dash in and come right up either into the attack, or after
    the opponent has recovered and can attack again. And you cannot first duck a
    high attack then perform it (at least not in time, because you have to stand
    to start the motion), so it is not good in this case either. It is best used
    after anticipating a high move, as a surprise from a few steps, OR to step
    under a REALLY slow high move (eg. Yoshimitsu/Kunimitsu's Triple High Kick
    (4, 4, 4) combo) or Unblockables that hit high (eg. another Bruce's 
    To follow up the Embracing Right Knee/Tumbleweed chain, it is best to dash in
    and Sniper Slash, because it may be difficult to counter unless the enemy is
    quick, and if blocked it'll stun and you can follow it up. To follow up the
    full 4-hit Multi-Throw the only really safe hit would be to dash in and 
    crouch with 3.
    BTW, I find it is easiest to pull this off holding 1+4 and then 
    hitting 2 after the motion (in the arcade), or hold the R2 button and after 
    the motion hit 4 (on the Playstation).
    -Bazooka Leg-
    (Bruce lunges forward and thrusts his foot forward)
    Damage:       35 pts.
    CH Damage:    43 pts.
    Attack Level: M            
    This move does pretty good damage and has excellent range. It is ideal for
    counterhitting from mid-distance where most other attacks will miss and the
    Sniper Slash (F, F, F+3) will take too long to come out. On the other hand, 
    it is slow coming out and SLOW in recovery, so don't use it when the enemy 
    can block or easily counterhit. BTW, because it is slow coming out it is 
    useless as a juggle. Also note that this can be reversed by Paul, Jun, Nina, 
    Anna or Wang. If the Bazooka Leg connects, you can follow with a Roundhouse
    Sweep, or usually a Low Pounce.
    -Dashing Slicer-
    (Bruce lunges forward, spins on his axis, and comes back around with a 
     devastating mid-level Backheel Mid-Roundhouse)
    Damage:       45 pts.
    CH Damage:    56 pts.
    Attack Level: M            
    One of Bruce's most powerful single attacks, this totally smashes the 
    opponent, and as a major counterhit it will send the opponent spinning 
    through the air! However, if blocked this will leave Bruce open for an 
    eternity, allowing a perfect counterhit for the opponent. Like the Bazooka 
    Leg it is too slow to juggle with as well. The only place you should be using
    it is as a counterhit from mid-distance, and DAMN, does it hurt! Note that it
    does have a shorter range than the Bazooka Leg. This can also be reversed, 
    adding another reason not to use it when the enemy can do anything. If this
    connects, you can always follow up with a Roundhouse Sweep, and usually a
    Low Pounce (U+2).
    -Slice Elbow-
    (Bruce slides forward, spins around and brings his elbow across at head 
    Damage:       25 pts.
    CH Damage:    31 pts.
    Attack Level: H
    Pretty useless, IMO. I don't know exactly, but when Bruce spins he appears to
    change his axis, which MAY avoid some attacks, but all in all this is pretty 
    useless because it can be ducked, easily blocked and countered, and isn't 
    really fast. Use if you want as a counterhit from mid distance (but the 
    Dashing Slicer (F, F+3) is better, by far). This will only knock down as a 
    counterhit, and it can usually be followed with a crouching 3. One good thing
    about it is that it's unreversable.
    (Bruce hops forward slightly and swings his fist downward)
    Damage:       40 pts.
    CH Damage:    50 pts.
    Attack Level: M
    This is a rather slow move, but this adds some good manueverability to
    Bruce's repetiore; it is best used as a counterhit to low attacks as it hops
    over them--two fine places to use it would be against King's Slip Kicks (make
    sure two wait until the second Slip Kick, otherwise he could surprise you
    with that uppercut after one), or against the FIRST HITS of Lee's Razor's 
    Edge combo (hold D+4, 4, 4, 4). Be sure to use it up close however; this is 
    also a great follow-up to the Sniper Slash (F, F, F+3) if it stuns, because
    if they try to duck after the stun it'll hit 'em.
    -Back Handspring-
    (Bruce performs a back handpsring)
    Damage:       0 pts.
    CH Damage:    0 pts.
    Attack Level: N
    -Back Handspring/Bazooka Leg- 
    (Bruce performs a back handpsring, and as it recovers he performs the Bazooka
    Damage:       0+35 pts.
    CH Damage:    0+43 pts.
    Attack Level: NM
    The Back Handspring techniques look cool, but I find it slow and the enemy
    can hit you out of it as you are flipping away from them. Use the flip from a
    significant distance to get farther away, or if you see a REALLY slow move
    coming out, like most Unblockables, that way you can escape most of them and
    counter with the Bazooka Leg for awesome damage.
    -Cyclone Edge-
    (Bruce stoops low and spins around with foot extended)
    Damage:                     12 pts.
    CH Damage:                  15 pts.
    Damage to Downed Opponents: 9 pts.
    Attack Level: L
    -Cyclone Edge/Tornado Uppercut-
    (Bruce stoops low and spins around with foot extended, then rises into the 
     air with a spinning uppercut)
    Damage:       12+50 pts.
    CH Damage:    15+50 pts.
    Attack Level: NM
    One of the coolest moves in Tekken 2, IMO and can do HORRID damage as 
    acounterhit. In addition they can be used as juggles! The big disadvantage
    is speed and recovery; the sweep comes out REAL slow, and the enemy can see
    it coming a mile away, and the uppercut comes out slow enough afterwards that
    if they block the sweep they have enough time to stand and block it. Your
    best bet therefore is counterhitting; you can counterhit a LOT of Unblockable
    attacks as they start, and if you anticipate other high attacks or if they
    come in with a string of high attacks (eg. Ganryu starts pestering you from a
    few steps away with those repeated palm strike (F+1-2-1-2 etc...) ), you'll
    usually get under them. BTW, the Cyclone Uppercut cannot be reversed, but the 
    Tornado Uppercut CAN! If both hits connect, counterhit or not, you can 
    actually follow with a HIGH Pounce!! By then the opponent should be just 
    about dead. :) BTW, the Cyclone Edge WILL hit downed opponents for 9 pts. of 
    damage. It has better range than the regular sweep, but remember it's slow, 
    so make sure the enemy's down for long enough.
    -Sniper Slash-
    (Bruce dashes forward and performs a jump kick)
    Damage:       30 pts.
    CH Damage:    37 pts.
    Attack Level: M
    Despite its appearance, this is a great pestering and setup technique. Try to
    use it from a distance constantly, especially after the Tumbleweed. This is
    because if it connects it does good damage, and the opponent will find it 
    difficult to hit it before it reaches them, and if it is blocked it'll stun,
    where you can follow up with the Sledgehammer to suprise them if they try to
    crouch as they come out of the stun. You can also go right into the Embracing
    Right Knee, etc... most of the time. If this connects you can usually follow
    with a Low Pounce. It can be reversed, BTW.
    -Step-in Middle Kick-
    (Bruce steps forward and performs a side kick)
    Damage:       15 pts.
    CH Damage:    18 pts.
    Attack Level: M
    At first I thought it was useless, but I realize now that it is quite a good
    pecking move. It cannot be chained into anything and does pitiful damage, but
    its advantage is speed. It comes out quite fast, and recovers REAL fast. For
    this reason you can use it to quickly surprise turtling opponents, because it
    also has great range. This is one of the best moves to start into a Jab/Low
    Jab cheese pattern. It can be reversed.
    -Double High Elbow-
    (Bruce stoops low, then brings his left elbow up, followed immediately by the
    Damage:       10+10 pts.
    CH Damage:    12+10 pts.
    Attack Level: MM
    VERY important move. This is probably the best way for Bruce to do any real
    damage, because counterhit or not it will float easily, and you can follow up
    with AWESOME juggles. Its recovery is also EXCEPTIONAL, making it quite a 
    safe move to pester the enemy with. Mix it up with the Jab/Low Jab pestering
    to catch them off guard. It also has the advantage of being UNREVERSABLE, so 
    you can go totally offensive with it!
    -Triple Kick-
    (Bruce throws a high instep kick followed by a backheel mid-roundhouse and a 
     high backheel roundhouse)
    Damage:       18+10+25 pts.
    CH Damage:    22+10+25 pts.
    Attack Level: HMH
    Great damage and looks cool, but because the first and last hits are high, it 
    is dangerous to use. If the enemy sees the kicks coming, they can block and 
    counter, and if they crouch, the second kick is slow enough that they can
    usually block it high. The recovery on the kicks isn't too good either, so 
    they can be countered if blocked, and they can also be reversed! So, to put 
    it basically, don't use this unless you're sure they'll connect as a 
    counterhit, or as a juggle. If they connect you should be able to follow with 
    a Low Pounce.
    -Triple Knee: B+4-3-4
    (Bruce lunges forward with three knees)
    Damage:       20+15+25 pts.
    CH Damage:    25+10+25 pts.
    Attack Level: MMM
    As far as I know all three will connect if the first hits, but either way the
    only place to use these are either as counterhits after blocking slow 
    recovering attacks, as an Unblockable starts, or as juggles. The recovery 
    time on the Triple Knee is REAL bad and they'll have an eternity to counter.
    The good thing about this is that if you screw up and they end up blocking,
    you can quickly switch the last hit to a low kick, which I have yet to see
    anyone be fast enough to crouch block after standing to block the knees. In
    addition, the Triple Knee is UNREVERSABLE, so unless you go into the last 
    knee, you're all right if they block, because it can't be reversed, and you
    can divert to the low kick at the end if they block. If all three knees 
    connect you can follow up with a Low Pounce, or dash in and sweep.
    -Double Knee/Low Instep-
    (Bruce lunges forward with two knees, then throws a right instep kick)
    Damage:       20+15+15 pts.
    CH Damage:    25+10+15 pts.
    Attack Level: MML
    Only real reason to use this is if you find the opponent blocking the first
    knee, because I have yet to see an opponent crouch to block the low kick 
    after blocking the knees standing. The last hit may be weak, but it is pretty
    much guarenteed to connect, and although it won't knock down it will allow
    you to get out of a potentially dangerous situation.
    -Quad Punch: 1-2-1-2
    (Bruce throws a Left Jab then a right straight followed by a cross punch and
     roundhouse punch)
    Damage:       10+12+12+15 pts.
    CH Damage:    12+12+12+15 pts.
    Attack Level: HHMM
    Because of the last two hits, this can be used to surprise crouching 
    opponents who try and avoid the first two punches. In addition, if the 
    opponent blocks the first two punches standing you can quickly divert to a 
    low kick to tag 'em in a similiar fashion to the Double Knee/Low Instep 
    combo. As a counterhit all four hits should connect. As far as I know, ALL 
    the punches can be reversed, so be careful.
    -Double Kick-
    (Bruce throws a backheel mid-roundhouse followed by a high backheel 
     roundhouse in quick succession)
    Damage:       25+25 pts.
    CH Damage:    31+25 pts.
    Attack Level: MH
    Their recovery isn't too good ifblocked, so these should be used mainly as 
    counterhits. Because of their initiation speed however, they are ideal for 
    countering just about any high attack because of their priority. Also great 
    as juggles. You can follow this up with a Low Pounce every time, and both 
    kicks can be reversed. A decent surprise on ducking opponents, too.
    -Low Instep/High Instep Kicks-
    (Bruce throws a low instep kick followed by a high instep)
    Damage:       15+10 pts.
    CH Damage:    18+10 pts.
    Attack Level: LH
    Used as a pestering attack, if the first hit connects against a standing foe
    the second will always connect. Damage is weak, but the range of the first
    kick is pretty good, so pester the opponent with a lot of high attacks to
    force them to block high, then throw this out. The recovery on the second hit
    is pretty good, so I wouldn't be too worried if the second hit is blocked.
    The second kick can be reversed.
    -Triple Elbow-
    (Bruce dashes forward with a high left cross elbow, then a right cross elbow
     and finishes with a left cross elbow, knocking them away)
    Damage:       15+10+25 pts.
    CH Damage:    18+10+25 pts.
    Attack Level: HHM
    It does great damage and looks awesome! The main advantage this has over the
    Triple Knee is that it comes out much faster, so it's better for fast 
    counterhitting of high attacks. If blocked it is fairly easy to counter, but
    if the enemy ducks it they must counter Bruce FAST before the 3rd Elbow comes
    out, because it will hit mid. In addition, this technique cannot be reversed!
    If it connects and knocks down, it can always be followed with a Low Pounce,
    and if it's a counterhit you can follow with the High Pounce!
    -Double Punch-
    (Bruce throws a left jab followed by a right straight)
    Damage:       10+12 pts.
    CH Damage:    12+12 pts.
    Attack Level: HH
    -Double Punch/Side Kick-
    (Bruce throws a left jab followed by a right straight and a side kick)
    Damage:       10+12+20 pts.
    CH Damage:    12+12+20 pts.
    Attack Level: HHM
    -Double Punch/Low Instep-
    (Bruce throws a left jab followed by a right straight and a low instep kick)
    Damage:       10+12+10 pts.
    CH Damage:    12+12+10 pts.
    Attack Level: HHL
    -Double Punch/High Instep-
    (Bruce throws a left jab followed by a right straight and a high instep kick)
    Damage:       10+12+30 pts.
    CH Damage:    12+12+30 pts.
    Attack Level: HHH
    Despite its meager appearance and weak damage, the Double Punch is 
    nonetheless a VERY important move. This is because the recovery is 
    exceptional if blocked, making it a very safe technique for pestering. It can
    be chained into three different kicks, or two more mid level punches if the
    opponent ducks the punches but is slow to counter. If both hits connect it
    is best to chain into the Quad Punch for good damage, or a simple high kick.
    Mixing the Double Punch techniques up with crouching jabs, Double High Elbows
    and Step-in Middle Kicks makes up Bruce's offensive strategy. Basically, if
    the opponent lets the Double Punch hit, chain into something big; if they
    block, chain into a low kick; if they duck it, chain into a Side Kick or the
    Quad Punch. Mix the Low jab in with the Double Punch and if they let it 
    connect, that's that, repeat the strategy; if they duck and block it, quickly
    stand and do the Double High Elbow; if they're slow to react they'll get 
    nailed and you can do a float combo, and if they manage to stand and block,
    you should be all right. 
    Note that the Double Punch can be reversed.
    -Gatling Combo-
    (Bruce does a Backheel Mid-Roundhouse into a low cross elbow followed by an 
     uppercut and low instep kick)
    Damage:       25+12+15+12 pts.
    CH Damage:    31+12+15+12 pts.
    Attack Level: HHML
    This is THE move for Bruce. It acts in the same fashion as Lei's Running
    Punches/Trip technique, as the CPU will consistantly fall for the last low
    kick. After it has connected, dash and Sweep, then back off and perform the
    Sniper Slash (F, F, F+3) from a distance to catch them as the get up. They 
    will rarely block in this case. Repeatedly use this, as it can also be good 
    against unwary human opponents. 
    Also note that the first THREE hits of the Gatler will float the enemy for a 
    combo; and provided they don't block the last hit, the Gatler is a fast
    recovering offensive tool. The first hit is his standing 3, and has decent
    range. So, the Gatler is quite good as a counterhit, and can set up 
    devastating combos. As far as I know, the first three hits can be reversed.
    -Front Kick-
    (Bruce kicks his foot out straight at neck level)
    Damage:       20 pts.
    CH Damage:    25 pts.
    Attack Level: M
    -Front Kick/Knee-
    (Bruce kicks his foot out straight at neck level, followed immediately by a
    Damage:       20+20 pts.
    CH Damage:    25+20 pts.
    Attack Level: MM
    -Front Kick/Straight Punch-
    (Bruce kicks his foot out straight at neck level, followed immediately by a
     right straight punch)
    Damage:       20+12 pts.
    CH Damage:    25+12 pts.
    Attack Level: MH
    You can use these three techniques to mix the opponent up between standing
    and crouching. If the opponent is crouching, the Front Kick WILL go over 
    their heads, but the knee can catchthem REAL fast. The only reason to follow 
    with the Straight Punch is if they block the Front Kick from standing; if you 
    stop with the kick, they can easily counter, but if you finish off with the 
    punch, you'll have a better chance of avoiding a counter because its recovery 
    is faster than the kick. The Straight Punch is the only reversable attack out 
    of these techniques.
    -Southern Cross-
    (Bruce throws a left Jab followed by a high right instep and a backheel
    Damage:       10+20+25 pts.
    CH Damage:    12+20+25 pts.
    Attack Level: HHM
    -Northern Lights-
    (Bruce throws a Double Punch followed by a backheel mid-roundhouse)
    Damage:       10+12+20 pts.
    CH Damage:    12+12+20 pts.
    Attack Level: HHM
    Frankly, I see no reason to use these. All hit high except for the last hit, 
    but the enemy has enough time to counter quickly before they come out, so if 
    ducked you're in trouble. The recovery on the last hits bite, so if blocked 
    you're also in trouble. The damage is also less than a lot of other combos 
    you could use as a counterhit. For this reason it is even pretty pointless to 
    use the Northern Lights and Southern Cross as counterhits. All hits can be 
    -Unblockable; Sidewinder-
    (Bruce pauses for a moment, then dashes forward with a brief flash of light
     and a grunt, connecting with a devastating roundhouse elbow)
    Damage:       60 pts.
    CH Damage:    75 pts.
    Attack Level: X
    The Sidewinder has great range and isn't too slow; use it to counter a slow
    attack from a distance. Warning: the enemy can duck it; also don't try to 
    catch rising opponents with it if they now anything about recovery moves; a 
    BIG chunk of heath can come off of you if they counter with a rising attack 
    when you go sailing over them with your elbow.
    Note: first number in brackets is damage, 2nd is counterhit damage)
    1.  D/F+1 -> B+4-3-4, U+2 (56, 61)
    2.  D/F+1, 2 -> B+4-3-4, U+2 (66, 71)
    3.  D/F+1, 2 -> D/F+3-1, hold U+2 (94, 96)
    4.  D/F+1, 2 -> B+4-3-D+4 (49, 51)
    5.  D/F+1, 2 -> 3, 3, U+2 (64, 66)
    6.  3, 2, 1 -> 3, 3, U+2 (96, 103)
    7.  3, 2, 1 -> B+3-4, U+2 (89, 95)
    8.  3, 2, 1 -> hold U+2 (75, 81)
    9.  3, 2, 1 -> hold D/F+3-1, hold U+2 (126, 132) !!!!
    10. 3, 2, 1 -> B+4-3-4, U+2 (101, 107)
    11. 3, 2, 1 -> F+1-2-1, U+2 (88, 94) Note: 2nd elbow misses
    12. 3, 2, 1 -> F+4-3-4, U+2 (96, 103)
    13. 3, 2, 1 -> 4, U+2 (77, 83)
    14. 3, 2, 1 -> D/F+1, 2, U+2 (75, 81)
    15. 3, 2, 1 -> D+3+4-3, U+2 (79, 85)
    16. 3, 2, 1 -> B+3-2, U+2 (84, 90)
    Vs. CPU:
    Quite easy, actually. Two things to remember:
    1. The computer RARELY blocks the last hit of the Gatling Combo. Go offensive
       with the combo constantly, and even if the last hit is blocked they 
       usually can't counter in time.
    2. At the beginning of each round it's safe to say the CPU usually lets you
       get a free Throw in. So as the round begins, perform the Embracing Right
       Knee multi-Throw, either finishing with the Tumbleweed, or the full chain
       if you've mastered it.
    Special thanks to Namco foremost for an AWESOME fighting game (up yours,  
    VF2!). Also thanks to all the guys down at Happy Man arcade for hours of 
    playing fun. And of course, a great thanks to Eric and Luke, who got me in to
    Tekken 2 with their orginal FAQ.
    You can access this FAQ and many others at my homepage:
    You can also e-mail me at:
    "I said it before and I'll say it again--democracy simply doesn't work!"
                                              -Kent Brockman, the Simpsons

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