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Brad: Ask a Question, Get an Answer

Discussion in 'Brad' started by Libertine, Jun 19, 2012.

  1. Libertine

    Libertine Well-Known Member Content Manager Brad Silver Supporter Content Coordinator

    I've confirmed it. The stance entries will instantly avoid high attacks.
     
    BeastEG and R_Panda like this.
  2. R_Panda

    R_Panda Well-Known Member

    PSN:
    Likely_A_Panda
    XBL:
    R Panda
    I felt this way already, but glad to have it confirmed.
     
  3. RunningWildVidya

    RunningWildVidya Active Member

    A few things I want to know about Brad

    1. What's a good general punisher to use after blocking a very unsafe move?

    2. What are some good moves to approach the opponent with?

    3. What are my best options when I knock down the opponent?
     
  4. R_Panda

    R_Panda Well-Known Member

    PSN:
    Likely_A_Panda
    XBL:
    R Panda
    imo

    1. Here's a list of punishers by frames, with non-stance specific high damage combos
    +10
    All weights - throw
    +12
    All weights - PK
    +14 high vulnerable
    Lightweights and Lion - 6P+K 44P BT2P 6_P 3P+KP
    Midweights - 6P+K 3PP 9K+G
    Heavyweights - 6P+K KPK
    Taka - 6P+K 6_P 3P+KP
    +14 crouching
    All weights - 6PK
    +17 (any blocked low full circular kick)
    Lightweights and Lion - 6K+G 6P+K 44P BT2P 6_P 3P+KP
    Midweights - 6K+G 4P+K 44P BT2P 6_P 46K+G
    Heavyweights - 6K+G 3PP 9K+G
    Taka - 6K+G 6P+K 3P+KP

    2. Approaching the opponent is all about predicting their defense, but I do have some safe go-to options I employ, especially while I'm still getting a read on my opponent, mostly dependent on range. Here are some safer long range moves:
    4K - mid kick, great range, push back on hit or block, go into Ducking on hit for nitaku and on counterhit for guaranteed Ducking PP combo. Fairly evade safe.
    3P+K - mid punch, great range, often beats moves that would evade an elbow, 3P+KP natural combos at about fastest speed, can hitconfirm CH 3P+KP safely.
    1K+G - low kick, huge range, half circular, +4 on CH (!)
    2K+G - deceptive fast low kick, decent range, full circular, good damage, can fuzzy on hit, knockdown on CH.
    46P+K - high punch, great range, +2 on block, knockdown and away, combos possible against a wall.
    66K - mid kick, great to huge range if dashing first, full circular, good damage, knockdown. Careful, -15 on block. Use this to punish poor movement.
    6P - Your elbow is only really middling range, but it has great frames and goes into Ducking nitaku on CH, and can go into Ducking and Slipping even on whiff.

    3. Try to identify how your opponent will get up, and try to space yourself best for the options you want at your disposal.
    Techroll - Ducking nitaku between Ducking P+G and Ducking P+K(P), 6_K, 4P, Slipping K, delayed Slipping P+K (I don't know if other people use this move this way much, but it works for me)
    Rising attacks - Light down attack CH possible at certain advantage. Standing at max range and using Sway Back K can punish both rising attacks. 9P+K hard counters low rising attacks, and P+K+G hard counters most mid rising attacks (kicks only). Ducking K+G might be a stylish way to punish a low rising attack. Learn when you can evade a character's rising attack (like a bunch of Akira's).
    Tech in place, rise in place, roll backwards - Identify and maintain pressure like a techroll.
    Roll - Get in that light attack or you give up free damage. Look out for a delayed rising attack.
     
    G_A, RunningWildVidya and Mister like this.
  5. Libertine

    Libertine Well-Known Member Content Manager Brad Silver Supporter Content Coordinator

    I'd like to add a bit to what Panda said. Don't forget about [6][P][K], which you'll need to reach characters like Pai after blocking her [2][P][+][K][K][P], for instance. Also, at +16 [2][P][+][K][6][P] is a NC against crouching opponents. [6][P][+][K] combos can be performed from it, for the most part, except that the stance requirements are reversed.

    And for oki, don't forget about Slipping [K][+][G]. It will track to whichever direction you decide to slip towards, and is +5 on guard. You'll probably be surprised at how many people don't realize this, and try to attack afterwards.
     
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  6. R_Panda

    R_Panda Well-Known Member

    PSN:
    Likely_A_Panda
    XBL:
    R Panda
    Haha, damn, I knew 2P+K6P worked sometimes at +16, but I wasn't sure why.

    I use 2P+K6P to NC from the side.
    We should start a Side Thread.
     
    Electro_Jacky likes this.
  7. Electro_Jacky

    Electro_Jacky Well-Known Member

    PSN:
    electrolex
    XBL:
    electro lex
    I've noticed Brad has lots of crazy stuff from side hits
     
  8. G_A

    G_A Well-Known Member

    I am still not sure about what NC means (natural combo ?) but used as a punisher, [2][P][+][K][6][P] always is a combo, since it combo on counter whatever it's a major or minor.
     
  9. Libertine

    Libertine Well-Known Member Content Manager Brad Silver Supporter Content Coordinator

    Yeah, natural combo. Not quite sure why you'd use [2][P][+][K][6][P] over [6][K][+][G] though if you're at +17. I'm not sure if you're aware, but for the minor counter property to come into effect, you need to be at one frame more advantage than the execution speed of the move in question. So in this case, [2][P][+][K] is 16 frames, but you need to be at +17 for the mC damage, as well as for the followup to be guaranteed.
     
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  10. G_A

    G_A Well-Known Member

    Not sure if I understand correctly.

    But just now, I tested it, Brad doing his [9][K] on my guard, leaving me at +16.
    [2][P][+][K][6][P] makes NC and the minor counter indicator appears.
    [6][K][+][G] is guarded (of course).
     
  11. Libertine

    Libertine Well-Known Member Content Manager Brad Silver Supporter Content Coordinator

    Maybe the mC counter property changed in Final Showdown. If so, then wow, that means some sick stuff for Brad.
     
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  12. R_Panda

    R_Panda Well-Known Member

    PSN:
    Likely_A_Panda
    XBL:
    R Panda
    I was sure I've used it as a punish where it didn't actually combo though. Sounds like this needs testing.
     
  13. G_A

    G_A Well-Known Member

    And now that I think about it:
    Pai has some low full circular kicks (from her stances) that leave her "only" at -16.

    It may be true for other characters, I don't really know, I only experienced it the hard way against a friend who use Pai.
     
  14. R_Panda

    R_Panda Well-Known Member

    PSN:
    Likely_A_Panda
    XBL:
    R Panda
    Yeah, I was sure there were exceptions, but it's a pretty good and relatively consistent rule, honestly. Especially if you assume moves from stances have better frames than they "should." Good to know though, didn't know that.
     
  15. G_A

    G_A Well-Known Member

    Oh yes, it's definitely the general rule, no problem here.


    That's why I said that I experienced it the hard way, at first I was thinking that I was losing some frames by trying to punish these with [6][K][+][G], I was like "wtf?!".

    And that why I knew [2][P][+][K][6][P] could punish it, at least thanks to the minor counter, because I didn't know that was simply NC against a crouching opponent.

    There is so much to know about this game...
     
  16. Libertine

    Libertine Well-Known Member Content Manager Brad Silver Supporter Content Coordinator

    Well, it's sort of a NC. The opponent can't break the crouch stagger in time.
     
    BeastEG and ExzetyXat1 like this.
  17. adverse

    adverse Active Member

    Was playing a high-level Akira friend in the arcade this weekend and he was doing something that blew up my stance transition game. A lot of my strategy revolves around starting with 6P and then slipping into PP->2K. He would do Akira's dash elbow after all my 6Ps. I thought that maybe if I switched to 6P->PK->P that I could catch him in his start-up frames but that didn't work. Then I moved on to 6P->slipping->2K and 2PK, but both would not interrupt his elbow.

    Is there an attack I should have been using here?
     
  18. G_A

    G_A Well-Known Member

  19. Manjimaru

    Manjimaru Grumpy old man

    PSN:
    manjimaruFI
    XBL:
    freedfrmtheReal
    Just noticed this while browsing... This information is indeed false. It used to be that way, but it was changed in Final showdown. Hits count as minor counter even if youre punishing a -15 move with a 15 frame move. There is no need for that extra frame anymore.
     
    Libertine and R_Panda like this.
  20. Libertine

    Libertine Well-Known Member Content Manager Brad Silver Supporter Content Coordinator

    Yeah, I've noticed that but didn't remember that I had posted this information here. Thanks for mentioning it.
     
    BeastEG and ExzetyXat1 like this.

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