***************************************
*Bruce Irvin FAQ Version 1.3          *
*By: s8n - s8n@rejected.net           *
*http://www.rejected.net/bruce-faq.txt*
***************************************

************
*Disclaimer*
************
This document is Copyright (c) s8n 1999, 2000, all rights reserved. This document 
may not be altered in any way, and may only be redistributed in its original electronic 
form.

This document is not to be used for promotional and/or profitable purposes.  Any 
information used from this document must be given proper acknowledgement.

All aspects of Tekken 3 and Tekken Tag Tournament used in this document are 
Copyright (c) 1999 Namco Limited.  All rights reserved.


*********
*History* 
*********
version 1.3 [June 1st, 2000] - Today happens to be one of dearest friends Graduation, as
                               well as her b-day.  Sorry about the serious lack of updates.
                               I haven't been playing Tekken as much, but I've learned
                               quite a bit, which I am grateful for.  Fixed some errors,
                               updated some move descriptions.  Added/Changed some of the
                               character strats, and also added a partners section.  I'd like
                               to update more, but I've been busy/lazy.
Version 1.2 [February 23rd, 2000] - [my b-day's today], fixed some errors minor errors,
                                    added attack level data, added few strats and juggles.
Version 1.1 [February 1st, 2000] - Sort of a Revision, minor additions.
Version 1.0 [November 15th, 1999] - 1st version, and my 1st FAQ.

***********
*Strengths*
***********
Simply put Bruce is a monster.  He lacks the "flash" such as Yoshi, Ling, or Ganryu.  He's
pretty straight forward in his fighting style.  He'll kill you on CH and can poke at you all
day.  Some may think his rather static fighting style make him "boring", but you can't argue
with results [wins in this case].

************
*Weakness's*
************
Playing Bruce more and more has really shown me his weaknesses.  The major weakness would be
that his moves track like shit, they're easily SS'd with correct timing.  His okizeme game
leaves a lot to be desired, his d/f+3 being the only move that really hits grounded
opponents.  Bruce has powerful mid/high moves, but beyond his ankle kicks he doesn't have
a very large variety of low hitting moves.  His WS game leaves a lot to be desired as well.
After playing Jin and Bryan has spoiled me in a way I guess.  One other thing would have
to be his lack of 2 button escape throws.  While this isn't a BIG thing, when you know it's
a 50% chance between 1 or 2 breaking the throw, you have a much better chance compared to 33%.
His only throw that requires a 2 button break would be his multi cd+1+2+4.  Which is very
easy to see coming since he has no CD based moves to mix up with.  You can also CC [crouch
cancel], but even then you won't get anything guaranteed if the person knows they can simply
break the throw with 1+2.  That about sums it up.

***************
*Button Layout*
***************
1 - Left Punch
2 - Right Punch
3 - Left Kick
4 - Right Kick
5 - Tag Button

f - tap forward once           d/f - tap down/forward once
b - tap backwards once         d/b - tap down/back once
d - tap down once              u/f - tap up/forward once
u - tap up once                u/b - tap up/back once

F - Hold stick forward         D/F - Hold stick down/forward
B - Hold stick back            D/B - Hold stick down/back
D - Hold stick down            U/F - Hold stick up/forward
U - Hold stick up              U/B - Hold stick up/back

N - Neutral joystick position (Joystick is not touched)
SS - Sidestep (u,N or d,N)
QCF - Quarter circle forward (Circle stick from down to forward)
QCB - Quarter circle back (Circle stick from down to back)
HCF - Half circle forward (Circle stick from back to down to forward)
HCB - Half circle back (Circle stick from forward to down to back)

*******************************
*LINKING & SPECIAL CONVENTIONS*
*******************************
+ - Moves must be done together
, - Moves must be done right after the other
~ - Moves must be done IMMEDIATELY after the other
_ - Or (When used between two moves, they are interchangable)
> - Move following the > has the option of being slightly delayed  
# - Hold movement preceeding the '#' until end of string or until N (Neutral)
FC - Do move during full crouched position
WS - While standing up (Returning the stick to neutral from a crouch)
RN - While running
BK - Back facing the opponent
FD/FT - Lying on the ground Face Down / Feet Towards opponent
FD/FA -   "           "     Face Down / Feet Away from opponent
FU/FT -   "           "     Face Up / Feet Towards opponent
FU/FA -   "           "     Face Up / Feet Away from opponent
CH - Major Counterhit (Hitting your opponent during their move execution)
[] - Brackets surrounding an item indicate an optional output
() - Parenthesis indicates moves grouped together
{} - Curved brackets indicate buttons needed to break a throw
: - Pause 1/3 a second between button presses (Tenstring timings only)

**********************
*GRAPPLING TECHNIQUES*
**********************
(Front) 1+3                 Knee Bash {1}          
        2+4                 Rib Crusher {2} 
        f,N,d,d/f+1+2+4     Embracing Knee {1+2}
          1+2,1+2,1+2         Tumbleweed
          (3_4),1+2+3         Left Knee Strike {2}
            1,3,1+2+4           Turning Knee
              2,4,1,1+2+3         Rising Knee
        2+5                 Tag Throw {2}
(Left)  (1+3)_(2+4)_(2+5)   Head Breaker {1}
(Right) (1+3)_(2+4)_(2+5)   Face Breaker {2}
(Back)  (1+3)_(2+4)_(2+5)   Reverse Neck Toss

********************
*SPECIAL TECHNIQUES*
********************
1,2                     1-2 Punches
  1,2                     Bruce Rush
  3_4_(f+4)               Midhick_Highkick_Frontkick
  d+4,(3)                 Shin Kick_High Kick
[1],2,d+4,3             [Punch,] Punch, Sweepkick, Highkick
1+2                     Overhead Bomb
ws+2                    Uppercut
f+1+2                   Spinning Slice Elbow
f+1,2,1                 Triple Elbows
FC,d/f,d,d/f+1          Tornado UppercutT
1,4,3                   Southern Cross
SS+1                    Nightmare Elbow
b+1                     Nightmare Back Nuckles
d/f+2 [~5]              Face Buster [Tag]  *Juggles*
d/f+1,2 [~5]            Double Face Buster [Tag]  *Juggles*
d/f+1+2                 Short Stepping Uppercut
f,f+2                   Nightmare Mach Punch  *Reverses Punches*
u/f+4                   Hopkick
f,f+3                   Slice Kick
d+3_4                   Thai Shinkick
b+3,4_2                 Frontkick,Spinkick_Right Punch
3,2,1 [~5]                Gatling Combo [Tag]  *Juggles*
  4                       Lowkick
3,3                     Dual Spinkicks
b,b,N+3+4,4             Handspring Backflip, Bazooka Leg
d/f+3,1                 Cyclone Edge, Tornado Uppercut
d+3+4,3                 Rave Kick, High Sidekick
d/f+3+4                 Step-In Midkick
f+4,3,4                 Triple Blind Kicks
b+4,3,4_(d+4)           Double Knee Rush, Lunge Knee_(Lowkick)
b,f+4 [~5]              Rising Knee [Tag]  *Juggles*
b,b+4                   Nightmare Low Heel Kick
f,f+4                   Bazooka Leg
d/b+4                   Sway Highkick
SS+4,1_4                Bull Kick,Left Hook_Double Bull
2,3                     Right Jab, Mid Spin Kick
  4                     Thai Mid Kick
  f+4                   Right Jab, Thai Face Kick
  d+4,3                 Right Jab, Shin Kick, Thai High Kick
b+3                     Front Kick
  4                     Knee
  2                     Right Punch

b+2+3                   Sidewinder  *Unblockable*

****************
*Move Breakdown*
****************
1,2  1-2 Punches [h,h]
Standard 1-2 punch, they both hit high of course.  Bruce's Jab comes out in 8 frames, this
makes it very good for poking.

1,2,1,2  Bruce Rush [h,h,m,m]
Just like the 1-2 punches, but 2 more added in there.  They hit High and Mid, the 
last hit knocks down.  If you land this on CH, they are all guaranteed and they will take
off a very nice chunk of their health [around 40-50% depending on this class].

1,2,d+4,[3]  Shin Kick_High Kick [h,h,l,h]
1-2 punches into a shin kick.  This is pretty much a standard Bruce poke.  Mix in the 1,2,3
or 1,2,4 or 1,2,f+4 just to keep them honest.  This is a very good poke, but becareful about
the 3.  Throw it out if you're sure they won't duck it, because we all know what happens
then.  This really isn't in any of the movelists [I think] but that last 3 is delayable,
or at least sure as hell seems to be to me.  

1+2  Overhead Bomb [m]
Bruce jumps up in the air and does like a downward punch.  This move is pretty 
much useless, it will hit if the person is ducking.  This move will hit downed large
opponents, but not normal sized opponents.

ws+2  Uppercut [m]
This will juggle on CH, but it's range sucks.  I wouldn't expect to hit with this much.
Maybe against scrubs, and the computer.  But I mean if you hit with this more than once in
a match, you're either REALLY good [or lucky] or playing someone who just sucks shit.  If
you can get in close, you can hit with this, but it's very unlikely.

f+1,2,1  Triple Elbows [h,h,m]
Basically Bruce rushes in with 2 high elbows and one mid hitting elbow.  This 
move is good, MINUS the fact that the 3rd elbow if blocked the recovery time is crap, 
This move does work well for juggles, but I generally stick with the Triple Knee's for that.  
This move does work with someone just tagging in, you can usually hit them when they're
running in.  This move also works well for those reversal happy players, since they're
un-reversable.  The 1st to work well as poking moves, and also the string works well against
opponents just tagging in.  The 1st 2 make for good pokes, but the Mishima's 1,1,2 is still
guaranteed afterwards.

FC,d/f,d,d/f+1  Tornado Uppercut [m]
Just like the d/f+3,1 - but if this hits it guard stuns I believe, so you'll have 
time to recover... I don't really see any reason to use this.

1,4,3  Southern Cross [h,h,m]
Bruce throws a punch and 2 kicks.  The kicks cover pretty good range, and this works rather
well when you're up close.  This move has good recovery time and you shouldn't have to worry
about it too much.  If the 1st hit hits on CH, the rest is guaranteed.

SS+1  Nightmare Elbow [m]
Bruce does a sidestep into sorta a spinnning elbow.  On CH it will knock them down.  I know
of nothing that is guaranteed afterwards.

b+1  Nightmare Back Knuckle [h]
Bruce sorta ducks down, and does a backhand.  This move will do a crumple stun 
on a CH, afterwards his b+4,3,4 is guaranteed.  I've started to use this move a little more,
it seems to get interupted though, but the duck down avoids high attacks which is nice.  
I call it his pimp slap ;]

d/f+2 [~5]  Face Buster [Tag]  *Juggles* [m]
Bruce just sorta throws an elbow/uppercut type hit and launches on the hit.  I 
don't tag juggle much, and this move doesn't get a lot of height out of an opponent.  
But it has good priority, and can't be reversed.

d/f+1,2 [~5]  Double Face Buster [Tag]  *Juggles* [m,m]
The same as above but you throw an additional elbow/uppercut before the launching hit.
Even if the 1 hits though, the 2 isn't guaranteed.  It will however add a little range to
the attack.

d/f+1+2  Short Stepping Uppercut [m]
I can safely say, this move is weak ;]

f,f+2  Nightmare Mach Punch  *Reverses Punches* [h]
Bruce rushes forward and throw a big right hand.  It's not Deathfist, but it's 
nice to throw into the fray every now and then.  If it reverses a punch, you 
get a special animation.  It like connects, and there's a 'pause' effect as well as a 
satisfying crunch sound effect.  This works well against the Chang's/Kuma's, etc 1,1,1.

f,f+3  Slice Kick [m]
Bruce rushes forward and does a kick.  It works good against opponents that are 
just rising, and it works ok as a regular move, cause it will push the opponent back, 
don't whiff with the move though.

u/f+4  Hopkick [m]
Bruce has a weak hopkick.  Julia has a lot better one, and well look at her... she's a little
girl..... EWWWWWW!  I find it odd though.  Anyway, this works well against tagging in
opponents, and moves that have shit recovery time, like if you duck bob's d+4,4 you get
a free launch.  Don't expect this move to interupt attacks like with Julia's, etc.  I can
safely say.... he's got one of the weaker hopkicks in the game.

d+3_4  Thai Shinkick [l]
This is a simple low poking attack.  The d+3 has slightly more range since it isn't his
lead foot, but it comes out slower.  This is a good poke, since it's a low move that comes
out while you're upright.  Unless you throw it out a lot, it should be safe.

3,2,1 [~5]  Gatling Combo [Tag]  *Juggles* [m,m,m]
    4       Lowkick [l]
The dreaded 3,2,1 combo by Bruce ;]  Everyone knows about it.... 60% of your health gone
on CH, MAHHAHAHAH!.  Be careful about throwing that last 4 out if the person low parries a
a lot.  Other than that, if the 2 is blocked, the 1 won't connect, so it's safe to push 4.
Take your time in throwing out the 4 though, sometimes they will block low too soon and the 1
will connect.  Nothing is more aggrivating then getting the juggle out and not being able
to follow-up.  After a while I think anyone will catch on, so start mixing it up.  SS into
his 3,2,1 also another thing that works well is cancelling a SS into a backdash and cancelling
that into his 3,2,1 - SS~b~b~3,2,1.  This will get you CH's more often then one would think.

3,3  Dual Spinkicks [m,m]
2 quick spin kicks.  It's got range of course and it's good for poking.  This works
well if you throw out a lot of single kicks, like just his plain 4 or whatever.  The 2nd
kick usually takes them off guard.  But I wouldn't expect this to hit that much.  Bruce
takes a little step forward after the 1st kick.

b,b,N+3+4,4  Handspring Backflip, Bazooka Leg [n/a, h]
The Bazooka Leg is optional, I like using it though.  Basically you do a backflip 
and then go into his bazooka leg, which is basically a jumping front kick.  This 
usually catches your opponent off guard.  Most of the time they'll see you do the 
backflip and rush in and then they'll eat a foot OR they won't even register what 
happened and eat foot OR they'll just sit back and you're kick will be out of range 
thus getting your ass beaten down OR they'll block and you'll get your ass beaten down.

d/f+3,1  Cyclone Edge, Tornado Uppercut [L,m]
Bruce does a weird low kick, that you'll "trip" if blocked... the [1] will make you 
do an uppercut, this doesn't really hit that often, and if the 1 is blocked, prepare 
for an asskicking when you land.  This works against grounded opponents, and also tech
rolling opponents, cause the d/f+3 will hit, and same with the 1.  The 1 is guaranteed on CH.

d+3+4,3  Rave Kick, High Sidekick [l,h]
Bruce does a gimpy looking low kick, high kick.. I can't quite tell.  I really use this 
move during play, against rising opponents sometimes, his f,f+3 works better.  The d+3+4 
works well as a poke, but his d+3 or d+4 work a lot better.

b+4,3,4_(d+4)  Double Knee Rush, Lunge Knee_(Lowkick) [m,m,(m,l)]
Ok this is the easiest juggle finisher.  This is a good poking move, but it has it's 
weaknesses.  Even if it connects on CH the last knee isn't guaranteed.  If the 1st connects
the 2nd will on CH or not.  After the 2nd you're quite vunerable.  The Mishima's 1,1,2
is guaranteed, and you're quite vunerable to throws.  Against tech rolling opponents
you can connect with all 3, but this shouldn't happen against skilled players.  

b,f+4 [~5]  Rising Knee [Tag]  *Juggles* [m]
Basically Bruce Lifts that knee back and gives it to them in the groin, well more like 
stomach... but I always imagine.  This move has some crappy time to execute well not 
too bad, but do it from a slight distance and you'll most likely hit.  I like doin the 
move after your opponent tags in and their partner is just coming in  Then follow up 
with whatever juggle you wish.  b+3:b+4,3,4 would be the simpliest.  Be sure you're 
in range though, or you'll whiff and get your ass beat down.  If they block, it pushes 
them away so you'll be safe.  This launches them rather forward so don't ask me what can
connect on tag juggles.

b,b+4  Nightmare Low Hell Kick [L]
Bruce twirles like a ballet dancer, and his the opponents shins sorta.  This move is pretty
good I guess, oh CH the opponent will be floated, and the b+4,3,4 is guaranteed.  If it hits
regularly, your opponent just sorta goes down on 1 knee.  If it's blocked, you 'trip' or 
stagger, what you want to call it.

f,f+4  Bazooka Leg [h]
It's a jumping front kick basically, I don't like using it on it's own.  Because if 
they block it, you'll land right in front of them.  This is semi-useful against reversal
happy people though, there's a slight delay at the beginning, so it puts off their timing.

d/b+4  Sway Highkick [h]
Bruce slightly sways back, and throws a high kick.  I can't say if it's useful or not, 
I have yet used it.

SS+4,[4]  Bull Kick, Double Bull [m,m]
Side step into either a single or double kick.  If the 2nd kick hits, they'll be thrown a
far away, thus u can get the charge/stomp/slide/crossbody chop, etc.

SS+[4],1  Bull Kick, Left Hook [m,h]
Side step into a bull kick and a left hook, or just a left hook.

2,3  Right Jab, Mid Spin Kick [h,m]
Just a simple 1-2 Combo.  I use this for a quick counter move since it comes out 
pretty fast.  The 3 is guaranteed on CH, it's good for pitbulling since like most of his
moves it comes out quickly and has good recovery time.

2,4  Right Jab, Thai Mid Kick [h,m]
Right Jab into just a normal mid kick.  This much like the 3 is a good poke, etc, etc.  Some
people say it comes out quicker, I'm too lazy to look at the frame data though.

2,f+4 Right Jab, Thai Face Kick [h,h]
Same as above but the kick hits high.  On CH this will do quite a bit of damage.

2,d+4,[3]  Right Jab, Shin Kick, Thai High Kick [h,l,h]
1-2-3 combo, throw the right Jab, shin kick, and then a high kick.  The 1st 2 moves, 
2,d+4 are useful, almost of the time the 3 won't hit though.  The same rule applies to the
1,2,d+4,3.  If you don't throw the 3, there will be a little lag.  If you throw it, and
they duck, well prepare for pain.  If they just block high, you're relitively safe.

b+3  Front Kick [h]
Just a simple Front Kick.  This is defintely a mid range weapon, because it comes out too slowly
to be used up close.  It works well to bait them into the 2 below moves.

b+3,4  Knee [h,m]
A simple front kick (more like thrust almost) followed by a Knee.  It will crumple 
stun on CH I believe.  This move actually hits more than would think.  It's best if 
you whiff with the front kick, cause they most people will rush in smelling blood, 
and eating a knee.  His b+4,3,4 is guaranteed after.

b+3,2  Right Punch [h,h]
Same as above, but you'll throw a punch.  This comes out slightly faster than the knee 
[above] so it's useful if they rush in a little faster than normal.

b+2+3  Sidewinder *Unblockable*
Like most unblockables, don't expect it to hit much.  Bruce sorta does a windup type 
thing, and does a "super" punch or whatever.  This travels in a fairly wide arc, so 
it will hit most SS'ing opponents.  The downside is of course, large windup time... 
which leaves you quite vunerable to attacks.  This move also doesn't cover a lot of ground.
I guess you could use it on a tagging in opponent.... but your timing would have to be
pretty good.

************
*Strategy's*
************
Against - Everyone in general
You can almost play everyone the same in the game.  Bruce is a straight forward fighter.
He doesn't require little gay stances and laying down crap [lei] or a Ling.  He's just out
to kick your ass, simple as that.  SS and Back Dash a lot with him, if people start strings
in most cases you'll be out of range, and you can get a free CH on them [3,2,1].  Due
to his lack of moves, MIXUP your game.  Like throw out a 3,2,1 a few times, and then throw
in the 4.  Use his f+1,2 for quick [safe] pokes, also his b+4,3 and his d/f+1,2.  His 1,2 
and 2 strings are excellent poking strings because you can go either H,M,L from them.

Against - Law
Law is one of the many banes of my existance.  His b+1,2,1 will interupt your moves quite
well.  After his 3,2,1,4 be wary of his ws+2 attack.  Beyond that learn to block his 
b+2,3,4 and his d/b+4.  At close range be wary of his d+2~3, since it will come out quicker
and with more priority than any of your moves.  Be careful of his 4 on CH since his b+2,3,4
is guaranteed afterwards.  Anyway you cut it, you're in for a fight.

Against - Jun
Jun can be an annoying little bitch.  Can I say that?  well it's my FAQ DAMNIT.  Her b+1
sparrow trap or whatever is so damn annoying.  So don't start your strings from too far 
away because a lot of them hit high/mid.  Also learn at what parts of her white heron string
are breakable.  Her most popular string would have to be 1,1,4.  You can duck the 4, which 
is her can can's, and punish her.  Beyond that, watch out for her reversals, esp on your 
3,2,1 string buffer in some chickens.  I think the 1st part is reversable, and the last, but 
I'm not sure about the last part.  Her moves also track well, so don't plan on SS'ing many 
of her strings.  Be careful about being to aggressive as well, Chinaman annoyined me with
her, ss+1+2, her little mist palm crap.  His moves track like shit, so it's quite effective.
Also duck her White Heron, the 1st part his Special Mid and the 2nd part high.  You can low
poke to break it.

Against - Heihachi
Damn old bastard.  His d/f+1,2 gives me much brief.  Beyond that be wary of the WGF and EWGF
since you all know they come out faster than shit and have monster priority.  His Hell
Sweeps for the most part shouldn't be a problem.  On CH yes, but if they hit you normally
the 2nd part is blockable, and will stagger them.  Heihachi is a Class 4 character, and can't
take damage well... have fun ;]  Be wary of the ol' 1,1,2 as well.

Against - Jin
Jin is considered by MANY to be the most complete character in the game, you'll be pretty
hardpressed to argue otherwise.  Be wary of starting your strings too far away since his
ss+2 will get yah quite a bit.  His WGF hits high, so when someone goes into his CD, duck.
Most people WON'T throw out the TGF, because you're quite vunerable if it's blocked or whiffs.
If the person pushes 5 during the WGF it will turn into a SM move, so you should be safe.
Learn to break his b+2,1,2 string.  By tapping forward on the 1st hit, or tagging out.  All
of the hits are delayable, on the last hit they can mix in a d+2, so be careful about
rushing in.  The standard Mishima 1,1,2 is a pain in the ass, so be wary.

Against - Bob
For the most part he shouldn't be to hard.  Backdash a lot, and SS into his 3,2,1 combo.
Learn to duck his d+4,4 attacks, and a few of his others [I can't remember of the top of my
head].  After his d+4,4 just popup for the throw, or just a simple hopkick into _______.
Bruce is great on CH, and he has better range and speed than Bob.  Bob's moves don't track
well, so if someone gets into a long string, SS and punish them.

Against - Baek
The same pretty much applies for Baek, but Baek seems to give me a few more probs than Bob,
I think his kicks are strong, but i'm not sure.  Baek's kicks track like crap, so if someone
gets into a long string, SS and punch them.

Against - Julia
Jesus.... she can be one annoying ass hoe.  Her f+1 goes under a lot of Bruce's strings,
and her 1,1,1 and 1,2~1 string is ANNOYING.  Her f,f+1 elbow goes under attacks well.
Against her.. well learn to block her bow and arrow strings, 1,1,4,3 1+4,3 fc,d/f+4,3 3,2,1,4,3
and I know there's a few i'm missing, but you get the point.  Her 4,4 strings, learn to low
parry the 2nd hit [d/f].  Beyond that, watch with starting your strings to far away, her 
triple SS is annoying, and her hopkick interupts attacks very well.  What else..... oh YES,
her mad axes... Chinaman just punished me non-stop with her damn d/f+4, qcb,f+2... ug.  Yes
learn to break that crap [1+2].  After her 1,2 be wary of the 4 on CH, since the ff+1 elbows
are guaranteed afterwards.  If someone is throwing out moves after her 1,2 DUCK.  If it's a
4, it'll whiff and you get a free hit.  If it's a 3 you'll block it.  If it's a 1 you should
be able to block it.  

Against - King
Well King's little b+4 is so damn annoying, don't start you strings too far away [this is a
nice general rule against EVERYONE].  He's got a nice hopkick as well, and also his SS+2+4
defintely has to be one of the most abused move by scrubs, if you hit by it, just hit 1 a lot
and after the cannonball you'll break it.  Beyond that look at his one of his move lists
and learn to break the rest of the throws.  King has great punch poking strings, with very
little recovery time on them, be wary of them, but for the most part you can simply backdash
or SS, and go into his 3,2,1 string and get them on CH.

Against - Eddy
Yes a scrub and mashers wettest dream.  I haven't really played a decent eddy player, but
against scrubs, it shouldn't be a problem, just learn block LOW.  Beyond that it shouldn't
be too much of a problem.  Learn to tag slide in and the cross body chop.  If you some
turtling Eddy player, use that for a quick wakeup game.

Against - Paul
Uhm... can you say DEATHFIST.  Yes we all know and love [hate] that move.  For the most part
you should be ok.  BLOCK his falling leaf, and let him trip and punish him.  Don't start
your strings or attacks UNLESS you KNOW they will connect.  Or you'll get hitten by his
deathfist.  Keep in mind he does have an attack reversal, so be prepared to buffer in 
chickens if necessary.  If you do get hit by a deathfist hold ~D/B to techroll [you'll
roll and get up almost immediately] OR as they rush in hit 1 or 2, and then get the low 
sweep/that mid kick.  [3 or 4].

Against - Yoshi
If he does those triple kicks, 4,4,4 duck them and punish him.  Be careful not to bulldog
too much.  It's ok at 1st, but if they bust out with his poison breath, duck it, or if they
use his b+1+4 then i'd play just a little more cautiously.  So forth and so on.  

**********
*Partners*
**********
Anyone is a good partner for Bruce.  He's a very solid character and works well with anyone.
Personally I enjoy King, A. King, Julia, Bryan, Michelle, or any of the Mishima's, etc.  Come to
think of it.... yeah anybody ;]

With Bryan as your partner learn to abuse his b+1,5.  If blocked it will cause a longer
guardstun, if it hits then do d/f+3,b+4,3,4 juggle.  Just an easy strat, but works well.

*********
*Juggles*
*********
His launchers consist of:
u/f+4 - simple hop kick, it has rather low priority compared to other characters 
[ogre, paul, king, etc]

b,f+4 - his highest launcher.

3,2,1,[4] - Gatling combo [on larger characters the last hit (1) won't juggle, 
if the entire combo hits the 4 will "trip" them and they'll float).
  
d/f+[1],2 - [doudble] face buster.

ws+2 - This will ONLY juggle on a CH.  I don't connect with this much, due to the
limited range.

The easiest followup is his triple knee's b+4,3,4 it will work with any of the 
above launchers.  

Starting with his hopkick.
1_2,b+4,3,4 - This is the easiest to execute.
b+3:b+4,3,4 - This will do more damage, but every now and then I miss with it.
3,b+4,3,4 - I think this does pretty much the same amount of damage and is VERY
            hard to miss with because there is no pause needed to be inserted.

The same applies to the d/f+[1],2.

The same applies to his b,f+4.  You can add a hop kick in however, this will do about
50% damage or so ;]

With his 3,2,1.
b+3,b+4,3,4 - is pretty much you best option, occasionally I miss with it though.  It
does to 60% damage however.
b+4,3,4 - will do about 50%

With the 3,2,1,4 [large characters ONLY]
b+4,3,4 - standard
1~4,3 - You have to do this immediately after the 3,2,1,4 connects.  It looks pretty
        flashy.

****************
*What to expect*
****************
Well next FAQ i'll update and fix the move lists, as well as provide more info 
into his moves.  The move list as well as descriptions defintely need to be updated 
since they're a hybrid of Catlords move list, Castel's and what's provided at 
Tekkentagtournament.com.  Also more juggles as well as the strategy's.

********
*Thanks*
********
Jamie - For dumping me... and breaking my heart.  Thanks to her I spent a whole lot more
time playing Tekken than I ever would if she hadn't dumped me.. [no i'm not bitter DAMNIT]
Chinaman - I haven't talked nor played or seen him for many months, but him kicking my ass
whenever we last played gave me motivation to learn more characters and practice more.
Klael - For listening to my probs and being a smart ass.
Lastly Me - for playing this damn game too much.

********
*Credit*
********
Castel - http://www.tekken.net/zaibatsu - For his Bruce Movelist
Catlord - http://www.tekken.net/catlord - Ditto
