Originally posted by HFX
Hoping to see replies from seasoned Bruce players who have played TTT2. Maybe even a little explanation for each move on why they think they belong in the list? Heck, no need to even limit to 10 moves. haha
Of course, the keyword here is "hope"... I know its not any of their obligations to do so.
I don't know where I fall on the 'seasoned Bruce players' scale, and I'm going to go the opposite direction for the moment - here's one move/string I think many could benefit by adding to their game:
d_d/b+3...
The strings that start off with this move all have their uses, and you might want look into how they could fit into your game.
d+3,4(stance) - mainly useful in juggles. Still, it is an NCC, although the NCC status stops at that point (d+3,4,2 is NOT NCC, for example). It needs to be kept in mind because it allows Bruce to turn many of his partners' unrecoverable stuns (either slow crumple forward or side crumple) into TCs:
(example w/Bryan leading)
b+2(CH)_b+2,1,5, d+3,4,f+1~5, (b+2,1,4), cd+3+4,3+4 (more than 120 with the b+2,1 starter)
(another couple of examples - Kaz leading)
d/f+2(CH),5, d+3,4,f+1(B!), 3cd1, 3cd1, 3cd2 (84 damage - no red bar)
d/f+2(CH),5, d+3,4,f+1~5, (cd+4,1), cd+3+4,3+4 (99 damage - 45 red left)
And here are two more examples showing how d+3,4 is good for Bruce himself - Bruce leading, with Kaz:
b+1+2~5, EWGF~5, d+3,4+f+1(B!), 3cd1, u/f+3+4 (83 damage - no red)
b+1+2~5, EWGF~5, d+3,4+f+1~5, (cd+4,1), cd+3+4,3+4 (105 - 45 red)
Neither of these would be possible without d+3,4~MTS.
...and all of this so far is leaving aside the fact that it 'launcher-ifies' ws+2,1_SSR+4,1...
d/b+3,4...
can be used in juggles, but I get more use out of d/b+3,4~f. This is NCC, too, and the slight evasiveness of the d/b+3 version can make this really work, if you set it up right. Ideally, be at or near 0 FA and about jab distance from your opponent in such a way that your opponent is likely to attack. If you're fighting a Mishima, I wouldn't try this, but against many other characters, the d/b+3 will get make many of their faster moves whiff, and their slower moves that would get CH by the 3. Remember that this is a tag launcher, and certain partners examples: Jack, Kaz) can send it right back to Bruce to continue the juggle as a no-red-bar tag combo:
(with Jack as partner)
d/b+3,4~f~5, f,f+1+2~5 d+3,4,f+1(B!), 3cd1, u/f+3+4 (98 - no red)
d/b+3,4~f~5, f,f+1+2~5 d+3,4,f+1~5, (2,1,2), cd+3+4,3+4 (117 - 42 red)
(or straight TC_TA with Jack)
d/b+3,4~f~5, f+4, f,f+1, f,f,F+4, b+3,2,2 (102 - no red)
d/b+3,4~f~5, f+4, f,f+1~5 ((d/f+3),1), f,f,F+4, b+3,2,2 (117 - 48 red)
I'll finish my discussion of this by just pointing out that d+3,4,2_3_1,4 can be good juggle fillers/wall carry, too.
... and then I'll give lie to my opening statement, and briefly mention another move I get a lot of use out of -
b+1,2_1_>1_n. This move is great for pressuring an opponent who wants to tag. The first two hits are safe on block - especially so given that the last attack is delayable. It also has a decent amount of 'lunge' to it, meaning that unless they are already farther away than jab distance, you can use this to close the gap and then keep them guessing as to what you will do next - another b+1,2? d+4? throw attempt? a delayed 1 finisher? The fact that these are elbow attacks is just icing on the cake.
...All right, one last one that I think deserves mention:
1+3~5. Your partner should be able to tag some kind of damage onto this throw as oki, or you could try to hit 'em as they get up - your partner will come in such that the opp is FUHT, meaning if you time your interruption of their attempt to get up correctly, they will be BT'ed. I know it's just a basic throw, but... And the fact that it means Bruce can tag out with either a 1 or a 2 throw is nice, too.