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Bruce (Tekken 6)

From Dark Upper Wiki

Bruce (Tekken 6)

Bruce is an easy to play combo demon with one of the highest damage outputs in the game.

Legend

edit
  • cd: Crouch Dash
  • BS: Basatosuntansu

Starter Guide

Bruce is harder to parry compared to most of the roster as a lot of his moves are either elbows or knees.
He has both great lows and evasiveness.
Mix whiff punishes and launchers with the best combo damage and wall carry in the game to make your opponents regret mistakes.

Key Moves

These are the main moves you will want to use in a match.

b,f+4


Startup Hit Level On Block On Hit On Counter
19 M -10 JG JG

Devastating mid launcher for high damage combos

b+1+2


Startup Hit Level On Block On Hit On Counter
16 H -7 JG JG

An evasive high launcher, pairs nicely with -10 moves

b+1,2,1


Startup Hit Level On Block On Hit On Counter
11 H,H,M -13 KND KND

All 3 hits connect on counterhit, wallsplats for huge damage

b+2


Startup Hit Level On Block On Hit On Counter
17 M -8 KND JG

An amazing counterhit tool, decent as a whiff punisher as it has good range

3,(2)~f


Startup Hit Level On Block On Hit On Counter
13 M -7 +4 +4

One of the best combo tools in the game that can be thrown out in neutral as it transitions to crouch dash

db+3+4


Startup Hit Level On Block On Hit On Counter
24 L -11 +3 JG

low counterhit launcher only -11 on block

Stance Moves

This is what you can do out of your stances.

cd 1


Startup Hit Level On Block On Hit On Counter
12 M -4 +7 +7

Outstanding frames mid from cd that keeps you safe to mix with other options

cd 2


Startup Hit Level On Block On Hit On Counter
20 M -14 JG JG

A mid launcher that evades most highs in the game

cd 3


Startup Hit Level On Block On Hit On Counter
20 L -12 +4 +4

A great low poke that only leaves you -12 on block

Combos

Combo resources can be found here.

Stance Transitions

How to get into stance.

Input Transitions To
1,2,4 BS
2,4 BS
f+4,3,4 BS
df+4 BS
Input Transitions To
f,n,d,df cd
3,(2)~f cd

Punishers

Use these moves when you have at least a +10 frame advantage to punish your opponent.

Frames Standing Crouching
10f 1,4,3 FC 1
11f 1,4,3 WS 4
12f f+2,4 WS 4
13f f+2,4 WS 2,1 > b+2
15f df+2 uf+4

Frame Data

Frame data ported from avoidingthepuddles old website, information may be incorrect.

Command Damage Impact Block Hit CH
1 8 10 +1 +8 +8
1, 2 8,9 -1 +7 +7
1, 2, 1 8,9,8 -11 +1 +1
1, 2, 1, 2 8,9,8,16 -12 KD KD
1, 2, 3 8,9,21 -11 +5 +5
1, 2, 4 8,9,26 +10? +21? KD
1, 2, 4 8,9,26 -14 -3 KD
1, 2, d+4 8,9,9 -16 -5 -5
1, 2, d+4, 3 8,9,9,25 -4 KD KD
1, 4 8,12 -4 +7 +7
1, 4, 3 8,12,14 -15 +1 +1
2 9 10 -4 +7 +7
2, 3 9,21 -11 +5 +5
2, 4 9,26 +10? +21? KD
2, 4 9,26 -14 -3 KD
2, d+4 9,9 -16 -5 -5
2, d+4, 3 9,9,25 -6 KD KD
3 13 13 -8 +3 +3
3, 2 13,21 -12 +6 KD
3, 2, f 13 -7 +4 +4
3, 3 13,25 -6 KD KD
4, f 26 18 -10 CR KD KD
3+4 30 16 -9 KD KD
f+2 12 12 ~ 13 -8 ~ -7 +3 ~ +4 +3 ~ +4
f+2, 3 12,15 -11 0 0
f+2, 4 12,26 -12 KD KD
f+3 21 18 -3 +8 +8
f+3, 1 21,9 -3 +3 KD +3
f+4 18 16 -6 +5 +5
f+4, 3 18,16 -10 +4 +4
f+4, 3, 4 18,16,24 +9? +19? KD
f+4, 3, 4 18,16,24 -15 -5 KD
f+1+2 25 17 +1 KD KD
f+3+4 27 16 -7 KD KD
df+1 19 16 -7 +4 +4
df+1, 1 19,14 -2 +7 KD
df+1, 2 19,14 -11 0 0
df+1, 2, 1 19,14,14 -6 +3 +3
df+1, 2, 1, 4 19,14,14,26 -12 KD KD
df+1, 4 19,14 -12 +4 +4
df+1+4, 4 19,24 -11 KD KD
df+2 12 15 -13 KD KD
df+3 14 25? -9 +2 +2
df+3, 1 14,38 -32 KD KD
df+4 18 14 +10? +15? +15?
df+4 18 14 -14 -9 -9
df+3+4 8 16 -4 -7 +2
df+3+4, 3 8,4 -4 +2
df+3+4, 3, 3 8,4,4 -16 -5 -5
df+3+4, 3, 3, 3 8,4,4,4 -16 0
df+3+4, 3, 3, 3, 3 8,4,4,4,24 -20 KD
d+2 21 18 CR -3 +3 CR +3 CR
d+3 15 16 -17 -6 -6
d+3, 4 15,19 -3 +8 KD
d+3, 4, f 15,26 -13 CR KD KD
d+4 16 13 -16 -5 0
d+3+4 30 20 ~ 21 -13 ~ -12 KD KD
db+2 14 15 -12 0 0
db+2, 1 14,12 -12 0 0
db+2, 1, 4 14,12,21 -16 KD KD
db+3 15 21 -16 -6 -6
db+3, 4 15,19 -3 +8 KD
db+3, 4, f 15,26 -13 CR KD KD
db+4 24 19 -15 -2 KD
db+3+4 21 24? -11 +3 KD
b+1 12 11 -11 0 0
b+1, 2 12,14 -9 +2 +2
b+1, 2, 1 12,14,25 -13 KD KD
b+2 30 17 -8 KD KD
b+3 21 15 -7 +4 KD AT
b+3, 2 21,14 +1 +7 +7
b+3, 4 21,20 -14 KD DOS +~~ +15
b+4 16 14 -5 +6 +6
b+4, 3 16,16 -10 +5 +5
b+4, 3, 4 16,16,27 -20 KD KD
b+4, 3, 4 16,16,21 -23 ~ -11 -11
b+4, 3, d+4 16,16,14 -13 +3 +3
b+4, 3, d+4, 4 16,16,24 -11 KD KD
b+1+2 25 16 -7 KD KD
b+2+3 72 56 KD KD KD
uf+1 21 33 ~ 34 -3 ~ -2 +8 ~ +9 CR +8 ~ +9 CR
uf+3 28 15 -12 KD KD
uf+1+2 33 29 -3 KD KD
ff+2 21 19 -8 KD KD
ff+2 (parry) 30 19 KD KD
ff+3 30 23 ? -3 KD KD
ff+4 31 25 +5 KD KD
ff+1+2 26 22 +2 KD KD
bf~4 30 19 -10 KD KD
bb+3+4
bb+3+4, 4 31 71 ? -12 ~ -8 KD KD
bb+3+4, 4 31 76 ? +21 ~ +24 KD KD
fff+3 / WR 3 36 23 +10 NG KD KD
WS 1 14 12 ~ 13 -6 ~ -5 +5 ~ +6 +8 ~ +9
WS 2 18 13 ~ 14 -12 ~ -11 -1 ~ 0 -1 ~ 0
WS 2, 1 18,21 -11 KD KD
FC df+4 21 21 -17 +9 KD
FC dfddf~1 32 30 +1 KD KD
SS 4 18 25 -12 -1 -1
SS 4, 1 18,21 -11 KD KD
SS 4, 4 18,26 -15 KD KD
SS 1+2 21 24 -5 +6 YKKD

Basatosuntansu

Command Damage Impact Block Hit CH
1 14 16? -20 -9 -9
1, 4 14,28 -11 KD KD
2 21 15? -3 +7 KD
3 30 22? -12 KD KD
4 18 21 ~ 22? -13 ~ -12 -2 ~ -1 -2 ~ -1
f+1 26 22? -9 KD KD

Crouch Dash

Command Damage Impact Block Hit CH
f,n,d,df
f,n,d,df+1 9 12 -4 +7 +7
f,n,d,df+1, 2 9,18 -1 +4 +4
f,n,d,df+1, 4 9,25 -9 KD KD
f,n,d,df+2 24 20 -14 CR KD CR KD
f,n,d,df+3 27 27 -12 +4 +4
f,n,d,df+3+4 36 34 +1 KD KD
f,n,d,df+3+4, 3+4 36,30 -17 KD KD