Yeah this is all you really need. If you’re close enough to a wall, where a couple of 3CD1’s will get a wall splat, then save the bound after the splat.
After a wall splat do
d+3+4, BOUND! f+31, df+214
Yeah this is all you really need. If you’re close enough to a wall, where a couple of 3CD1’s will get a wall splat, then save the bound after the splat.
After a wall splat do
d+3+4, BOUND! f+31, df+214
Anyone know what Bruce’s safest launcher is? I need it to mix my game up…
Your best (launcher) would probably be df+2
I hope not, it’s a good launcher yeah but the range on it is nothing to really write home about imo and it ain’t all that safe either, I’ll have to head back to the lab and experiment…
Kone, you really shouldn’t be worrying about launching someone, Bruce’s B+2 and Dillenger mixups are damn deadly, I rarely ever attempt to launch someone unless they whiff big man.
But Bruce’ s launchers are up there, go to TZ and check the frame data.
Meh… maybe I’m a little obsessed I dunno :lol:, anyway atm I’ve been screwin’ around with his MTS set-ups and combos, Bruce is dat dude …
Yup, love his wall shit. I’m assuming you meant db+2,1,4 and just had a typo there. I really like how you can finish a juggle with a f+2,4 for the wall hit or even get it off a 3CD1,2. He’s got a really damn well rounded game in this one. Whole lot of strengths.
Yeah sorry about not adding the comma’s.
But yeah his wall game is sick.
I like to punish with f+2,4 when the opponents back is to the wall, it causes wall splat and sets up the above mentioned wall bound combo for huge damage off of a simple punish.
cd 2 is -14…btw…b1+2 is safe…
Awesome thx. The main juggle I’ve been doing is (launcher) f+4, 3 ,4 (MTS) f+1 (B!) 3CD1, f+2, 4. Landing that after b,f+4 does 84 damage which is around half your opponent’s life.
If you do that after b,f+4 you might be able to add a hop kick (uf+4) right after the launcher into f+4,3,4. Not sure if the MTS F+1 will still hit but after high launchers you can usually add a hopkick for free.
I tried it but the CD1 won’t hit after B! I’m still pretty new at the game so I may be off on my timing or something.
if you block a low that puts your opponent in stagger, you can go for max damage with bf4 by cancelling a sidestep into it(to avoid getting ws moves). the key to this is holding forward on the stick when you press 4. I thought I was just scrubbing it out when I kept getting neutral 4, but holding the f notation seems to make this easier.
Yep you can.
[media=youtube]rXmAbcNzY_c[/media]
Here’s a list of juggles and wall combos from Stridajin on tekkenzaibatsu.com :
Launchers
d/f+2_u/f+4
b,f+4
CD+2
d/f+(1),4~4_b+(4),(3)d+4~4_CH (3),2_CH f+3+4
b+1+2
4~f
CH b+2
CH 4
CH d/b+3+4
CH f+3,1
CH d/b+4
CH (b+3),4
CH BS 2
CH BS f+1
CH ss+1+2
CH d/f+(1),1
** (!B) Bound Moves**
d/f+1,2
d+2
BS f+1
d+3+4
** (!B) Bound followups **
3CD1
3,3
f+3
d+3,4
JUGGLES
** d/f+2_u/f+4 ** All damages are based on u/f+4. Subtract -3dmg for d/f+2 launcher. Juggles ending in b+2 instead of 3cd2. -2dmg from juggle.
-f+3, f+4,3,4 BS f+1 !B dash 3cd1, 3cd2 73dmg (only from d/f+2 launcher)
-f+3,1, f+3, d/f+4 BS f+1 !B dash 3cd1, 3cd2 72 dmg
-f+3, d/f+4, BS f+1 !B f+3, 3cd1, 3cd2 70dmg
-f+3, f+3,1, d/f+4, BS f+1 !B 3cd1, 3cd2 69dmg (only from d/f+2)
-f+3, 2,4 BS f+1 !B 3cd1, 3cd2 68 dmg
-f+3, d/f+4, BS f+1 !B 3cd1, b+2 68dmg
-f+3, f+3 d/f+4 BS f+1 !B dash f+3, 3cd2 67dmg (only from d/f+2)
-f+3, f+3 d/f+4 BS f+1 !B 3cd1, 3cd2 66dmg (only from d/f+2)
-f+3,1 d+2 !B f+3 3cd1, 3cd2 65dmg
-f+3,1 d/f+4 BS f+1 !B 3cd1, 3cd2 64dmg
-f+3, 3cd1, 3cd1, 3cd1, 3cd2 60 (wall carry)
b,f+4 The trick to hitting b,f+4, b,f+4 juggles is to do the 2nd b,f+4 as early as possible so you can get the full height of the juggle to start your followups like f+4,3,4
-b,f+4, f+434 BS f+1 !B 3cd1 3cd2 96dmg
-U/F+4 b+4,3 d/f+4 BS f+1 !B 3cd1, 3cd2 93dmg
-b,f+4, f+3,1 d/f+4 BS f+1 !B 3cd1, 3cd2 92dmg
-f+3, f+434 BS f+1 !B 3cd1 3cd2 91dmg
-U/F+4 d/f+4, BS f+1 !B dash f+3, 3cd1, 3cd2 90dmg
-b,f+4, f+3, d/f+4 BS f+1 !B dash f+3, 3cd2 90dmg
-b,f+4, d/f+4, BS f+1 !B dash f+3 3cd1, 3cd2 90dmg
-b,f+4 2,4 BS f+1 !B 3cd1, 3cd2 88dmg
-f+3+4 d/f+4, BS f+1 !B dash f+3 3cd1, 3cd2 88dmg
-f+3,1 f+3, d/f+4, BS f+1 !B 3cd1, 3cd2 87dmg
-f+3, f+1+2, d/f+4, BS f+1 !B dash f+3, 3cd2 86dmg (have to be slightly to the opp left)
-f+3, d/f+4, BS f+1 !B f+3, 3cd1, 3cd2 85dmg
-f+3, 2,4 BS f+1 !B 3cd1, 3cd2 83dmg
-2,4 BS f+1 !B dash f+3 3cd1, 3cd2 83dmg
-b,f+4, d/f+4, BS f+1 !B 3cd1, 3cd2 82dmg
-f+3,1 d/f+4, BS f+1 !B dash f+3 3cd2 80dmg
-f+3,1 d/f+4, BS f+1 !B 3cd1, 3cd2 79dmg
-f+3,1 f+3 3cd1, 3cd1, 3cd2 79dmg (wall carry)
-f+3+4 3cd1, 3cd1, 3cd1, 3cd2 78dmg (wall carry)
-f+3, 3cd1, 3cd1, 3cd1, 3cd2 75dmg (wall carry)
** CD+2 **
-f+3, f+4,3,4, BS f+1 !B dash f+3, 3cd2 86 dmg
-f+3, f+4,3,4, BS f+1 !B dash 3cd1, 3cd2 85dmg
-f+3+4 d/f+4, BS f+1 !B dash f+3 3cd1, 3cd2 82dmg
-f+3,1 f+3, d/f+4, BS f+1 !B dash 3cd1, 3cd2 81dmg
-f+3, f+1+2, d/f+4, BS f+1 !B dash f+3, 3cd2 80dmg (have to be slightly to the opp left)
-f+3, d/f+4, BS f+1 !B f+3, 3cd1, 3cd2 79dmg
-f+3, f+3, d/f+4 BS f+1 !B 3cd1, 3cd2 78dmg
-f+3, 2,4 BS f+1 !B 3cd1, 3cd2 77dmg
-f+3+4 3cd1, 3cd1, 3cd1, 3cd2 72dmg (wall carry)
-f+3, f+3, 3cd1, 3cd1, 3cd2 70dmg (wall carry)
CH f+3+4_d/f+(1),4~4_b+(4),(3)d+4~4_CH (3),2 combos are all done with CH f+3+4 -8dmg for d/f+(1),4~4 and b+(4),(3)d+4~4. -7dmg for CH (3),2
-d/f+1,2 , f+4,3,4 69dmg (has to be slightly off axis to opp right and only from CH f+3+4
-f+3,1 3cd1, d+3,4 66dmg (most consistent juggle)
-d/f+1,2 ,d/b+2,1,4 65dmg (only from CH f+3+4 starter)
-d+2, d/b+2,1,4 61dmg (have to be off slightly off axis left or right. Only from Ch f+3+4)
-d/f+3,1 55dmg
-d/b+2,1,4 53dmg
** b+1+2 ** *means the juggle works when you’re slightly to the opp left when it hits.
-f+3,1 f+3, d/f+4 BS f+1 !B 3cd1, 3cd2 82dmg*
-f+3, d/f+4, BS f+1 !B f+3, 3cd1, 3cd2 80dmg (most consistent)
-f+3,1 2,4 BS f+1 !B 3cd1, 3cd2 80dmg
-b+4,3 d/f+4 BS f+1 !B dash f+3,1 3cd2 79dmg
-f+3, 3cd1, d/f+4 BS f+1 !B dash f+3, 3cd2 79dmg*
-f+3, 2,4 BS f+1 !B 3cd1, 3cd2 78dmg
-f+3,1 d/f+4, BS f+1 !B dash f+3,1 3cd2 78dmg*
-f+3, b+4,3 d/f+4 BS f+1 !B 3cd2 76dmg
-f+3,1 d+2 !B f+3, 3cd1, 3cd2 75dmg
-f+3,1 d+2 !B 3cd1, 3cd1, 3cd2 74dmg
-3cd1 d/f+4 BS f+1 !B dash f+3, 3cd2 71dmg
-f+3, 3cd1, 3cd1, 3cd1, 3cd2 70dmg (wall carry)
** 4~f ** Most of the time you have to be slightly to opp right for them to hit consistently
-f+3, d/f+4, BS f+1 !B f+3, 3cd1, 3cd2 81dmg
-f+4,3,4 BS f+1 !B dash f+3, 3cd2 81dmg
-f+3,1 2,4 BS f+1 !B 3cd1, 3cd2 81dmg
-f+4,3,4 BS f+1 !B 3cd1, 3cd2 80dmg
-f+3, 3cd1, d/f+4 BS f+1 !B 3cd1, 3cd2 79dmg
-f+3, 2,4 BS f+1 !B 3cd1, 3cd2 79dmg
-f+3,1 d/f+4 BS f+1 !B 3cd1, 3cd2 75dmg
-f+3, 3cd1, 3cd1, 3cd1, 3cd2 71dmg (wall carry)
** b+2 **
-f+3, 2,4 BS f+1 !B dash f+3,1 3cd2 93dmg
-f+3, d/f+4, BS f+1 !B f+3, 3cd1, 3cd2 91dmg
-f+3,1 2,4 BS f+1 !B dash 3cd1, 3cd2 91dmg
-f+3, 3cd1, d/f+4 BS f+1 !B dash f+3, 3cd2 90dmg
-f+3, 2,4 BS f+1 !B dash f+3, 3cd2 90dmg
-f+3,1 d/f+4, BS f+1 !B dash f+3,1 3cd2 89dmg
-f+3,1 d/f+4, BS f+1 !B dash f+3 3cd2 86dmg
-d+3,4 3cd1 d/f+4 BS f+1 !B dash 3cd2 86dmg
-f+3, 3cd1, 3cd1, 3cd1, 3cd2 81dmg (wall carry)
** CH 4 **
-f+1+2, d/f+4, BS f+1 !B f+3, 3cd1, 3cd2 79dmg
-f+1+2, 3cd1, d/f+4, BS f+1 !B dash f+3 3cd2 78dmg
-f+1+2, d/f+4, BS f+1 !B f+3,1 3cd2 75dmg
-f+1+2, 1, d+2 !B 3cd1, 3cd1, 3cd2 72dmg
-3cd1, d/f+4, BS f+1 !B dash f+3,1 3cd2 71dmg
-f+1+2, 3cd1, 3cd1, 3cd1, 3cd2 69dmg (wall carry)
** CH d/b+3+4 **
-f+3, 2,4 BS f+1 !B dash f+3,1 3cd2 82dmg
-b+4,3 2,4 BS f+1 !B dash 3cd1, 3cd2 81dmg
-f+3, d/f+4, BS f+1 !B f+3, 3cd1, 3cd2 80dmg
-f+3,1 2,4 BS f+1 !B dash 3cd1, 3cd2 80dmg
-d/f+4 BS f+1 !B dash f+3, 3cd1, 3cd1, 3cd2 80dmg
-d+3+4, !B b+4,3 3cd1, 3cd1, 3cd2 80dmg
-d+3+4, !B dash f+3,1 f+3, 3cd1, 3cd2 80dmg
-d+3+4, !B dash f+3,1 3cd1, 3cd1, 3cd2 79dmg
-b+4,3 d/f+4 BS f+1 !B dash f+3,1 3cd2 79dmg
-f+3,1 d/f+4, BS f+1 !B dash f+3,1 3cd2 78dmg
-d+3+4 !B dash f+3, 3cd1, 3cd1, f+2,4 76dmg
-d+3+4 !B dash f+3, 3cd1, 3cd1, 3cd2 76dmg
-f+3,1 1, d+2 !B dash f+3,1 3cd2 73dmg
-b+4,3 b+4,3 3cd1 3cd2 72dmg
-f+3, 3cd1, 3cd1, 3cd1, 3cd2 70dmg (wall Carry)
-(2) d+4,3 3cd1, 3cd1, 3cd2_f+2,4 66dmg
** CH f+3,1 **
-f+4,3,4 BS f+1 !B 3cd1, 3cd2 80dmg
-b+4,3 d/f+4 BS f+1 !B dash 3cd1, 3cd2 77dmg
-f+3, d/f+4 BS f+1 !B dash f+3,1 3cd2 77dmg
-2,4 BS f+1 !B dash f+3,1 3cd2 76dmg
-f+3,1 d/f+4 BS f+1 !B 3cd1, 3cd2 76 dmg
-d/f+4 BS f+1 !B f+3, 3cd1, 3cd2 74dmg
-1,2,4 BS f+1 !B 3cd1, 3cd2 73dmg
-2,(d+4),3 3cd1, 3cd1, 3cd2 69dmg (has to be slightly to opp left)
-f+3,1 3cd1, 3cd1, 3cd2 68dmg
-f+3, 3cd1, 3cd1, 3cd2 65 dmg (wall carry)
** Wall combos without Bound (!B)**
f+3,d/b+2,1,4
12 d4,3
1212
124 BSf+1_BS3_BS4
2, d4,3
2,4 BSf+1_BS3_BS4
143
3+4
f+3,1
f+2,4
ff+3
d/f+3+4,3,3,3,3
d/f+3,1
d/f+1,4~4
d/f+4BSf+1_BS3_BS4
b+1,2,1
CD+3+4,3+4 situational
** Wall combos after Wall Bound (!WB)**
f+3,1 d/b+2,1,4 (Seems to be the most damaging overall)
SSL 2,4 BSf+1_BS3_BS4
2, d4,3
d/f+1,4~4
d/f+3,1
d/f+4 BSf+1_BS3_BS4
d/f+3+4,3,3,3,3
3+4
** After low parry**
f+4,3,4 BS f+1 (for Oki)
f+3,1 f+3 3CD1 3CD2
f+3,1 3CD1, 3CD1, 3CD2
Good shit.
Is anyone using ss1+2 and d/b3+4 for CH juggle starters? Both of them allow a d3,4 pick up juggle, and from their I use the standard 3Cd1 bs.
I’m having to make a conscious effort to work them into my game, since he has so many other combo starters, and when i do a side-step move I usually bust out ss 4,4. Old T5DR habits die hard.
I mainly use b+2 for CH juggles. I usually use f+3, d/f+4, BS f+1 !B 3cd1, 3cd1, 3cd2 for CH juggles, does insane damage. The 3cd1 loops are really good for wall carries which are nice since Bruce has quite a decent wall game if you ask me.
Anyone else have to use different, less damaging juggles than they would normally use when online because of the lag. My most common juggle online is f+4,3,4 MTS f+1 B! 3cd1, b+2. I don’t like doing juggles with more than one 3cd in it online because they actually require some timing (although it’s very easy offline). Offline I like f+3, d/f+4, MTS f+1, 3cd1, 3cd1, 3cd2 simply because it looks cool and carries your opponent pretty far.
I have a hard time hitting f+3 after getting a ch b+2 online, the knee always misses, so I resort to doing ch b+2, d+3,4,3CD1, 3CD1, 3Cd2, which is a very good for wall carrying, but I have a hard time fitting a bound in there when I’m not trying to save my bound for after a wall splat.
I also use after a luncher, f+4.3,4 MTS f+1. 3cd1, 3cd2, what is wierd, is that once I get the first hit on the airborn opponent, I’m able to get the entire juggle even multiple 3cd1’s, but it’s that first hit after the juggle that makes me dumb down my entire juggle game.
So the only thing i can get off of a D+3,4 pickup is a 3cd1? I can’t even get that to work. >_>
After CH bf4 you can get over 112 damage no wall, i’d make a video but i don’t have the equipment to. With wall it spikes to like 140… its pretty stupid.
After you pick up with d+3,4 you can also hit d/f+4, MTS f+1, b!, 3cd2 for a nice chunk of damage