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[Bruce] T6 BRUCE      

T6 BRUCE

先占楼放段录象
http://jp.youtube.com/watch?v=CLTk6p3Md20

从TZ零零碎碎收集了点+录象里面地一些info,? means not 100% sure
33可以延迟,32也可以延迟,延迟了2也能取消
3之后2~f 进CD,CD不可以取消, 不管是浮空还是地面用处都挺大
32 是NC,一发中两发全中, 不过被防御有破绽,但是第2下CH了 似乎会晕人
f24 还是NC,中了把人打飞,依然打一边SS
新增了一个构MTS,df4,123(?)之后可以进,里面有一个B!地招
4 CH之后可以接不少血
ss+1 is same on CH
d+3,4 is still in.
cd,uf3+4指令变简单 cd3+4,被防还是+1frame(?)
SS44 第2下延迟时间变长
B+2 CH:f+3,1 3,2~f1, 3,2~f1,3,2~f1,f+2,4,不用B也伤血
b+1,2,1 still 11 frames,没破绽,强制站立防御

最新patch里面bruce基本没什么变动,MIGUL蹲里面2择说是减弱了


下面一大堆是一个叫  aviax  发地
delayable strings:

3>3
3>2 (delayed 2 is just as cancellable)
d/f+1,2,1>4
(stance) 1>4
d/f+1>1
(no other part of d/f+1... string is delayable - EDIT: Which is to say, d/f+1>4 no longer exists)
(note: this is not to say that other stirngs have no delayablity)

additional info about new moves:

(stance) f+1 - on CH, causes same "boneless" crumple as f,f+1+2, spikes on normal hit

cd+1 - will hit twitchers in oki situations

f+2,4 - definitely tracks left, still wonrking on confirming right

3,2 - at least jab punishable on block

ws+1, f+2,4 - if this isn't guaranteed, I'll eat my hat (EDIT - ON ws+1 CH ONLY - NORMAL HIT DOES NOT GUARANTEE THIS - sorry for mistake...)

ws+1 - will pick back up after b!, but not necessarily usefully

f+4,3,4 - automatically goes into stance - no F needed at end of string

stance - not cancellable, leaves Bruce unable to block, jump, move, or throw

d/f+1,2,1,4 - m,m,h,m - the last 4 (if it hasn't already appeared in a video) is a knee that looks exactly like the knee in (stance), 1,4 and cd+1,4. In all three situations, this knee KNDs on normal hit, and crumple launches (old f+3 CH type) on CH. I've never been punished on block, but...
(additional note: There are no alternatives in this string - no low or high ender to substitute for the knee

f+3+4_d/f+1,4~4 - always causes crumple launch (old f+3 CH type). Timing's a little tight, but f+4,3,4, f+1, cd+1 f+2,4 is the juggle I use, and when I get the timing right, it always hits (barring W! disruption) for about 50% on open ground.

d+2 - definitely recovers either crouching or standing (player's choice), but Bruce is considered standing until the end of the animation if/when you whiff this move.

other stuff:

d+4 - as punishable on block as it ever was

Bruce still has no M hitting moves

D,d/f,d,d/f+1 seems to be pretty easy to get to hit after b!

d/f+3,1 - range dependent on hitting after b!, but has been restored to T5 style for use folllowing up a D,D/F+4 CH

ws+2,1 - still doesn't crush highs(still?)

CD - still not cancellable
你以为你正在游戏人生,但人生早已将你游戏。

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继续ZT

Last edited  by aviax  on Nov 26th, 2007 at 18:31




1,4 - quick spin into elbow (but is slow to hit... it MIGHT have a slight ss to it...) followed by the same knee in cd+1,4. These two hit as h,m

f+1 - really slow developing elbow smash that bounces. Useful in juggles (example - d/f+2, f+4,3,4~F+1(b!), 3,3) This move also has Bruce spin outward as he delivers it, so MIGHT be evasive. Either hits as m or M, I forgot to check.

2 - straight jab with no special props (h, of course). Comes out decently fast...

3 - slicer - standard model

4 - sweep - I didn't use this overly much, but I never saw it trip

Other than that, one thing worth noting it that it might be impossible to block once you're in stance.

Other moves

d+2 - downward elbow smash that grants B! status in juggles (example: d/f+2, b+3,2 d+2 (B!), d/f+3,1). Also MIGHT grant FA when blocked, and knee stun with hit (dunno about CH). Short range, and either recovers crouching or player's choice.

f+3,1 - First, f+3 no longer grants any kind of stun ever. The stun it used to have have been given to the new knee. The 1 follow up is a straight high punch and doesn't grant either b! or B!. Seems to be natual combo, tho', and should be useful as juggle extender.

cd+1,2 - quick upper followed by right straight - m,h - natural combo, by the looks of it

cd+1,4 - quick upper followed by big knee that looks like the new f+3+4, but always KNDs. Knee comes out a bit slowly.

d/f+1,2 - body blow to elbow smash - m,m - gives b! when used late in a juggle, B! when used early/immediately. Example - I never got d/f+2, b+3,2 d/f+1,2 (b!)d/f+3,1 to work, but that could be entirely my fault for not having good timing. FWIW, the d/f+1,2,1 ends with the same hook as d/f+1,1, although I didn't test the properties of this third punch. I will say it SEEMED like the three punch combo was guaranteed on CH, but I can't say this has been fully tested.

f+2,4 - I only discovered this combo just before I was about to leave, but regardless, it is a sweeping right hook to hick crescent kick - h,h. Should be useful against the ss, and might be a natural combo.

f+2,3 - same hook followed by low kick (doesn't sweep, and I don't know what properties it might have). Couldn't extend past the kick to any other attacks, so this canned string is only two hits.

To Stridajin: Excellent info, dude! Please try b+2(CH), f+3,1, F+4,3,4~F+1 (b!) into whatever you can tag on to the end. It should work up to the (b!), anyway...

And I'll try to update whatever I can manage to test out, but I think I will be unable to check for a few days.

To Pachelbel - Until you KNOW the knees are still interruptible before you get a chance to do the cancel, it might be best not to be so sure of yourself. The mixup possiblities for the d/f+1,4_4~4 have been pretty useful in my experience so far, anyway.
你以为你正在游戏人生,但人生早已将你游戏。

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http://www.youtube.com/watch?v=WHmGlpH0MR4


T6 bruce 动作做地不错,行云流水
你以为你正在游戏人生,但人生早已将你游戏。

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不知道其他角色怎么样,说实话,虽然日本国民打游戏比较变态,但是在铁拳上创造地东西还不如韩国人多,没什么创造力,只会来料加工...不过咱中国也是...满地manufacturer...游戏也跟国情挂上勾了...
你以为你正在游戏人生,但人生早已将你游戏。

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