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VF4 Evo TACTICS ADVICE for all characters

Discussion in 'Dojo' started by LM_Akira, Aug 26, 2003.

  1. LM_Akira

    LM_Akira Well-Known Member

    Having recently had more time on my hands than usual I have decided to attempt to post as much tactics advice as possible for all the characters in the home console versions of VF4 Evo.I have already tried to cover Akira and Lei Fei to some depth and so won't bother repeating myself again.The appropriate links are:

    http://virtuafighter.com/versuscity/showflat.php?Cat=&Board=training&Number=82390&page=0&view=collapsed&sb=5&o=&fpart=1
    ( Lei )

    and

    http://virtuafighter.com/versuscity/showflat.php?Board=training&Number=69529
    (Akira)

    I'll cover characters in the following order;
    Aoi,Brad,Goh,Jacky,Jeffry,Kage,Lau,Lion,Pai,Sarah,Shun,Vanessa and Wolf.

    I'll try get everyone done by the end of the week.I was going to start threads on every single character and then go onto to some flows and combos as well but I fear this may be too much work though I am still determined to start an Evo Sarah and Aoi set of threads as neither of these characters have much updated info I think.

    I suppose this thread is aimed at people who maybe don't own a copy of the game or others who would rather look up the available info on screen as opposed to having to run through countless exercises.I'm assuming most "veteran" players will be familiar with what will follow.

    AOI

    Series:

    1.[6][P]+[K](MC)>[4][3][P]+[K]
    2.[4][3][P]+[K](blocked)>[2][3][6][P]+[K]
    3.[6][P][P](counter on second hit)>[4][3][P]
    4.[4][3][P](blocked)>[4][4][P]+[K]
    5.[4][3][P]+[K](MC)>[6][K][K]>([6][6])>[4][6][P]+[K]
    6.[2][P]>[4][3][P]+[K] or evade

    Notes;

    1.[6][P]+[K] is a good move to use in close to mid range.On counter you will have an advantage and be able to force choice tactics.Recognition of the hit type must be quick to chain with the appropriate follow up.

    2.[2][3][6][P]+[K] is good from a disadvantaged state since it will deflect ( sabaki-attack ) high and mid punches and elbows.This series should ideally lead into a combo.

    3.[6][P][P] is a good mid attack at close range.If the second hit counters you will have a slight advantage and so [4][3][P] will stop an opponents counter attack.It may be cancelled on the second hit and when [4][3][P] lands on counter you will have the advantage again.

    4.[4][4][P]+[K] can avoid short ranged attacks.It is most useful in a disadvantaged situation for example when a [4][3][P] attack is blocked.A combo should be used to follow up on this series.

    5.After the first 2 moves the opponent will fall face down.For an opponent who uses in-place recovery be sure to quickly buffer a dash after the [6][K][K] move and hit them with an immediate [4][6][P]+[K].With correct timing it is unavoidable.The last move may be exchanged for others if your opponent TRs ( Tech Rolls ) and in this case if you do catch them then you should follow up with a combo.

    6.On counter hit of [4][3][P]+[K] you should follow with [6][K] or another suitable combo.If the attack is blocked you should evade any counter attack.In the actual trial you must make the right 50-50 decision 5 times consecutively so it does require some patience and can not be " fluked" in practice.It teaches you an important lesson of being able to react on instinct from a typical fight situation.

    Combos:

    1.[6][K](MC)>[6_][P][P][6][P][P] 68
    2.[6][K](MC)>[6_][P]>[6_][P][P][P][K] 67
    3.[4][4][P]+[K]>[6_][P][P][P][K] 51
    4.[4][3][P]+[K](MC)>[6][K][K] 62
    5.[4][6][P]+[K]>[6][K][K] 52
    6.[4][6][P]+[K]>slight delay>[2][P]>[6][6][P]+[K][P] 55
    7.[6][K]+[G][P]>[6_][P]>[6_][P]>[6_][P][P][P][K] 18 + 56 ( strange one this the ps2 does n't add together the damage of the first two attacks but everything after this chains okay.
    ([6][K]+[G][P]>[6_][P]>[6_][P][P][P][K] 18 + 54
    8.[K]+[G](MC)>[6_][P][P][P][K]

    Notes;

    1.[6][K] floats on counter and does not leave you vunerable when blocked /versus/images/graemlins/smile.gif.It won't work Vs Jeffry in Closed stance but 2. will.

    2.I prefer to use [6_][P][G] as opposed to [6_][P].Be quick on the guard and don't have it dwon for too long ( and don't press it too early or nothing wil come out).Though I've written it out the way I have, the motion I actually do is:
    [6][K](MC)>[6_](just hold stick forward)>[P][G]>[P][P][P][K] and similarly for 7. too.

    3.[4][4][P]+[K] avoids attack,is good when at a disadvantage and causes a head collapse /versus/images/graemlins/laugh.gif.

    4.[4][3][P]+[K](MC) produces a vital point collapse and the follow through must be done quickly and smoothly.

    5.[4][6][P]+[K] is slow but causes a gut collapse on normal hit /versus/images/graemlins/wink.gif

    6.This works on all but Akira and HWs.The [2][P] must be slightly delayed in order to re-float the crumbled opponent.

    7.Second hit of the first move will cause a gut collapse.Since this has no recovery, different follows to [4][6][P]+[K] may be used.The combo in brackets works for HWs as only one [6_][P] will work.As said before I tend to use [P][G] for the quick jabs.

    8.[K]+[G] is a full spinning move which will knock down on counter.It does have limitations;
    Can't be used Vs Lion
    and can only be used against Jeffry in Closed stance.In Open stance against Jeffry use [6_][P]>[3][K] as a follow up for a lesser 57 damage /versus/images/graemlins/frown.gif.
     
  2. LM_Akira

    LM_Akira Well-Known Member

    BRAD

    Series:

    1.[6][P][6]>throw
    2.Slipping R [K]>[3][P]+[K][P]
    3.Slipping L [K]>[2][P]>throw
    4.[4][6][P]+[G]>[6][6]>[4][6][K]+[G]
    5.[2][P]>[6][P][K]
    6.[2][P]>[2_][3][P]...(MC)>combo...guarded>Throw Escape with [P]+[G]

    Notes;

    1. The [6] command after the punch takes Brad to his ducking move which avoids any jab retaliation /versus/images/graemlins/cool.gif and closes distance to your opponent.

    2.To Slip right consistently use the direction towards Brads back + [P]+[K]+[G] ( thanks Myke for pointing this out an another thread ).The kick is guarded in the excercise but Brad has a big advantage after this.

    3.To Slip Left consistently obviously use direction to Brads front + [P]+[K]+[G].The [2][P] will lead to forced choice tactics ( Nitaku situation, I think )

    4.The throw will leave your opponent face down head towards you and so a properly well timed dash forward and knee, [4][6][K]+[G] is a guaranteed follow up on people who QR or TR.

    5.A simple test on reactions.If the [6][P] counters then follow up with [K] if it doesn't then don't follow up with anything.Again its a " five times " consecutively affair but shouldn't be too frustrating for most ( if in doubt look for the yellow/red hit detection)

    6.[2_][3][P] is a good move for Brad.If it counters it will float and lead to nice damage but it is a guaranteed throw move and hence will require Throws Escapes to be used after it when blocked ( in an ideal world Evading multiple Throw Escapes ).This is less frustrating than some 5 in a row series as the window to combo is quite decent allowing for slow reaction /versus/images/graemlins/wink.gif.

    Combos:

    1.[6][P]+[K]>[P]>[4][P][K]
    2.[6][P]+[K]>(small delay)>[P]>[6][P][K]
    3.[P] ( from slipping R )>[K][P][K]
    4.[P] ( from slipping L )>[6][6][K]
    5.[P] ( from slipping L )>[6][6][K]
    6.[2_][3][P](MC)>[P]>[3][P]+[K][P]
    7.[6][K](MC)[6]>(to ducking)>[P][P]>[4][6][K]+[G]
    8.[6][K](MC)[6]>(to ducking)>[K]>[P]>[6][6][K]
    9.[6][6][K]>[P]>[6][P]+[K]>[4][6][K]+[G]
    10.[4][6][K]>[4][P][K][6]>(to ducking)>[P][P]

    Notes;

    1.Closed stance.Good beatdown combo.Vs HWs delay the [P] slightly.

    2.Open stance not Vs HWs though.Vs HWs use [4][6][K]+[G] after [P].

    3.[P] from slipping R causes head collapse /versus/images/graemlins/smile.gif.

    4.[P] from slipping L causes gut collapse /versus/images/graemlins/smile.gif.

    5.[2][P] must succescfully re-float opponent.

    6.Works on everyone I think.

    7.Timing must be smooth and quick.Works against all except HWs and some characters can recover before the last hit.Vs HWs use [K] from ducking.

    8.Open not Vs HWs.

    9.Not Vs Akira or HWs.Against these use [6][P][K] after [P].

    10.Open footing.I think this is a LW combo but various modifications can be used Vs other characters.


    GOH

    Series:

    1.[4][3][P]>[2_][6][P]+[K]>[4][6][P] ( to combo on counter hit of [4][6][P] /versus/images/graemlins/laugh.gif )
    2.[3][P]>high throw
    3.[3][K]>[P]+[K][P]+[G] ( to tsukami /versus/images/graemlins/cool.gif )
    4.[6][P][P]>[6][K]
    5.[4][6][K]>[2]/[8][P]+[K]>[3][P]
    6.[2][P]>[6][K]...(MC)>[4][P]+[K]( combo )...guarded Throw Escape with [P]+[G]

    Notes;

    1.One of my favourite Goh flows /versus/images/graemlins/cool.gif.The [4][3][P] leads into a crouch meaning you only need to press [6][P]+[K] for a shoulder ram and more often than not the [4][6][P] will hit the staggering opponent ( or even recovered and counter attacking opponent )leading to a counter hit and combo opportunity ( see below ).Ouch.

    2.[3][P] will stagger crouchers.

    3.The [P]+[K] sabaki will deflect all high/mid punches as well as elbows.The [P]+[G] immediately takes you into some Tsukami guessing games /versus/images/graemlins/smile.gif.

    4.[6][P][P] can be delayed and is very useful on counter ( beatdown attack ).

    5.The sabali-attack kick [4][6][K] will be blocked meaning [2]/[8][P]+[K] is a good follow up if your opponent goes for a linear attack.The [3][P] will result in forced choice tactics ( I think a low throw may be possible here too).

    6.Follow the hit type of [6][K] accordingly five times consecutively.

    Combos:

    1.[4][6][P](MC)>[P]>[K]
    2.[4][6][P](MC)>[P]>[2_][6][P]+[K]
    3.[4][P]+[K]>[P]>[P]>[2_][6][P]+[K]
    4.[6][K](MC)>[4][P]+[K]>[P]>[K]
    5.[6][K](MC)>[4][P]+[K]>[P]>[2_][6][P]+[K]
    6.[6][K](MC)>[4][P]+[K]>[P]>[6][P][P]
    7.[4][6][P]+[K]>[2][P]>[K]
    8.[6][6][P]+[G]>[2_][6][P]+[K]

    Notes;

    1.Is a staple combo, only let down by needing a counter hit /versus/images/graemlins/frown.gif.

    2.This will not work Vs HWs.Modify the shoulder ram with a Crouch Dash, CD ( [3][3] is preferable to [1][1] to keep within range ).

    3.A standard float combo . works against everyone /versus/images/graemlins/cool.gif.

    4.[6][K](MC) causes a jaw collapse making [4][P]+[K] a very useful follow up.

    5.Closed stance only.

    6.Open stance Vs LWs.

    7.The [4][6][P]+[K] sabakis knees.Also lead to a gut collapse.The [2][P] must re-float accordingly.

    8.If you're playing a lazy player try for a ground throw at the end too ( [2]/[3] [P]+[G] ).

    I haven't written masses about these two as they have been covered exetremely well in both Mykes and Creeds guides on them:

    Brad:
    http://virtuafighter.com/view.php?section=vf4&chara=brad&file=vf4evo_brad_dojo_intro.php

    Goh:
    http://virtuafighter.com/view.php?section=vf4&chara=goh&file=vf4evo_goh_quickstart.txt

    Hopefully I'll have Jacky and Jeffry up by tonight.
     
  3. LM_Akira

    LM_Akira Well-Known Member

    JACKY

    Series:

    1.[6][6][K][6](blocked attack)>[P] ( opponent behind )
    2.[1][P]>evade attack([P]+[K]+[G])>[K]+[G]
    3.[6][P][P]>back dash>[P]+[K][P]
    4.[3][3][P]+[G]>[4][6][K]+[G]
    5.[2][P]>[6][P]...[K] on counter...cancel on block
    6.[2][P]>back dash>[P]+[K][P]...if [P]+[K] counters continue with [P]...if blocked cancel the series.

    Notes;

    1.The back turned punch is not easily countered.The [P] will beat most medium speed attacks like mid kicks and knees.

    2.[1][P] will leave you in a disadvantaged state.The evade attack must be done with ever so slightly slower timing than a usual evade attack.[4][6][K]+[G] is a full spinning move which is a good end to the series.

    3.When at a disadvantage it is good to back dash and avoid a low punch counter attack, then catch the LP when it is in its recovery (mC ie minor Counter).The [P]+[K][P] should lead to a float combo.

    4.This series is designed to catch those who QR/TR after Jackys [3][3][P]+[G],essentially using forced choice techniques.As stated the [4][6][K]+[G] is full spinning and is a guaranteed follow up against those who will QR/TR in this situation.

    5.Similar to Brad , Jacky has 2 "five in a row " series.Wait for the signs of a counter hit on the [6][P] and follow with the appropriate action.

    6.Again in a disadvantaged state use the back dash>[P]+[K][P].If [P]+[K] is blocked don't continue if it counters finish the series five times in a row.

    Combos:

    1.[P]+[K][P]>[7][K]+[G]
    2.[P]+[K][P]>[6][P][P][2][K]
    3.[4][K]+[G]>[6_][P]>[4][P]+[K][P][K]
    4.[4][K]+[G]>[6_][P]>[K][K]
    5.[3][3][K]>[6_][P]>[2][P]>[7][K]+[G]
    6.[3][3][K]>[6_][P]>[6][P][P][2][K]
    7.[3][3][K]>[6][P][P]>[7][K]+[G]
    8.[3][3][K](MC)>[6_][P]>[K][P][2][K]
    9.[4][P]+[K]+[G][3][3][P]>[6][P][P][K]

    Notes;

    1.The start move will float on normal hit.Works on all charcters except Jeff in open( sometimes).Vs Jeff in open use [6][K][K] .

    2.Open.Won't work Vs Jacky,Akira or HWs.

    3.[4][K]+[G] is good from medium range and useful as it is a beatdown attack.Closed.

    4.Open.It is important to know how to use these last two and pay attention to footing.

    5.Closed .LWs and MWs.For HWs remove [6_][P].

    6.Open.

    7.LW closed.On normal hit will work Vs Aoi,Pai,Sarah ( poor girls ALWAYS getting floated for half their life /versus/images/graemlins/tongue.gif ) and counter will work on Vanessa,Goh and Brad.

    8.LW

    9.[4][P]+[K]+[G][3][3][P] is useful as it causes a gut collapse.Won't work Vs Shun in open.In this case use [6][P][P][2][K] to finish the combo.
     
  4. KiwE

    KiwE Well-Known Member

    About Brad.

    I play Brad as my main character and would like to add my thoughts to the pie just on the top of my head as this is a very basic post (in which most things are to be found in training). I appreciate the effort you're making anyways.

    I have to disagree with some of the things you've posted.

    1. [6][P][6]> Throw
    " 1. The command after the punch takes Brad to his ducking move which avoids any jab retaliation and closes distance to your opponent. "

    That's not counting lp which will CH hit you that is. Most people tend to overuse the [6][P][6] when playing Brad (or not mixing it up enough) so I wouldn't recommend it, definatly not if your punch isn't a hit - and then you have the canned [6][P][K] combo and so on anyways.

    Another thing is that if you slip forward and then try to go for the [4][6][P]+[G] throw jackpot Brad will perform a forward slip and then a backwards slip.

    I'd rather threathen [P][6][P] and then you can throw the [4][6][P]+[G] throw on it or theathen to do the entire [P][6][P][K] series (and the knee will give you a catch on hit).

    And then number 6: I wouldn't say his uppercut [2_][6][P] is such a good move - it's an even situation on a normal hit and if you get blocked it's TE time (which you pointed out). The move itself does very little dmg on top of that.

    Combo 2 on notes you say that against HW use;

    [6][P]+[K]>[P]>[K]+[G] - If you put a p in there the last [K]+[G] can be avoided. Go into training mode and put recovery on fast and the comp to techroll to try it out.

    (A better combo to use against HW's (does more dmg anyways) in closed stance is [6][P]+[K]>[6][6][K]>[3][K] as the last [3][K] cannot be TR'd.)

    I'll stop whining now =/

    And remember kids... Brad is hated cause of being so charming and a hit amongst the ladies (gets some weird looks from Lion) while still finding time to overwhelm his opponent with sharp attacks (c) VF: Evo Manual.
     
  5. LM_Akira

    LM_Akira Well-Known Member

    Thank you for your words.When I wrote jab retaliation I implied [P] which will miss ( depending on your timing ).I did not mention [2][P] which I write as LP as this will indeed hit.The reason I am being so "basic" is because I am simply posting the TACTICS ADVICE for ALL characters.I'm afraid I simply couldn't play and test every strat for every character to the limit and then post it all.I added links to the Brad dojo and Goh quick start for anyone intersted in studying these players furher.I didn't intend for this to become a thread to become a specialist one for any particular character.I would say Brads [2_][3][P] is useful.Yes it may not be the most powerful but its the risk Vs reward question again ( as with say Akiras SDE or maybe even yoho ).If you do get the hit you're after its combo time, if not you TE which is good technique to employ and practice for.VF would be a hard game to play if you didn't use any throw counterable moves IMHO.btw the Brad combo you reffered to is [6][P]+[K]>[P]>[4][6][K]+[G]...not what you have written.

    Please down [3][P] me by saying most of it can be found in training...all of it can.I stated at the top that I am posting it here as reference for people " on screen " as opposed to having to refer to their ps2 constantly.Oh and the thing about the ps 2 is that its not 100% perfect then it comes down to struggles and Trs etc..even when you set them to fast or whatever.I have seen various posts discussing this nature before but I don't know how "good" the evo free training mode is at testing these things.


    JEFFRY

    Series:

    1.[2][K]+[G]>[4][K][P]
    2.[6][6][K]>[2][P]>high throw
    3.[6][4][P]>[3][K]
    4.[6][6][P]>high throw
    5.[2][P]>[2_][3][P]>[3][K]
    6.[2][P]>back dash>[4][3][P][P]

    Notes;

    1.[2][K]+[G] is low, fast and gives you an advantage on counter.The follow up can beat any [2][P] retaliation.Can be mixed up with a throw to give force tactics choice.Since recovery is long wait to gauge the hit of [4][K] and if it is guarded cancel the series there.

    2.[6][6][K] is slow but has advantage when blocked /versus/images/graemlins/smile.gif.Try to get a counter on the LP then go for a throw or mix it up with other moves.

    3.[6][4][P] is a full spinning move ie it can't be evaded.In most cases the opponent will be unable to avoid the [3][K] .On counter it is an unavoidable series /versus/images/graemlins/cool.gif.Mix up with a throw at the end as opposed to kick.

    4.Generally an opponent may expect to defend [6][6][P][P] and so will guard in anticipation of another punch.This is when you throw.[6][6][P][P] can be used with delayed timing to confuse an opponent even more /versus/images/graemlins/tongue.gif.

    5.[2_][3][P] staggers on counter.If blocked use good defensive technique eg evade.Its a five in a row thing.If you counter with [2_][3][P] go for kick if not don't.If opponent recovers quick enough to block [3][K] try for a throw.

    6.[4][3][P] can avoid attacks.Hence it is very useful after a back dash to mC a provoked attack such as a LP .Useful against opponents who LP or evade ( beware Minami Kage! /versus/images/graemlins/wink.gif ).Its a five in a row series so if you hit with [4][3][P] follow up with [P] , if not don't.

    Combos:

    1.[4][K]>[2][K]+[G]
    2.[3][P][P]>[2][P]>[2][K]+[G]
    3.[6][P]+[K]
    4.[1][K] ( max charge )>[6][6][P][P]
    5.[3][K]+[G]>[2][P]>[6][6][P][P]
    6.[4][6][P]>[6_][K][K][P]
    7.[6][K]>[2][P]>[6][6][P][P]
    8.[4][6][6][P]+[K]>[6_][P]>[6_][K][K][P]
    9.[P]+[K]+[G][P](guarded)>[6][P]+[G]>[6][K]+[G]
    10.[P]+[K]+[G][P](guarded)>[6][P]+[G]>[4][3][P]+[K]>[6_][K][K][P]

    Notes;

    1.[4][K] is a fast-ish mid which gives small float on counter.

    2.Second hit of [3][3][P][P] floats but only a small float.

    3.[6][P]+[K] causes a gut collapse.

    4.Max charge will cause a leg collapse.

    5.[3][K]+[G] is slow but when guarded opponent can't counter.The hit is nice since it is a beatdown too /versus/images/graemlins/smile.gif.Won't work on HWs or if you are too far away.Here use [3][K]+[G]>heavy down attack.

    6.[4][6][P] gives head collapse, follow with big damage accordingly.

    7.[6][K] is a powerful float.Vs HWs need counter and should use [6][K](MC)>[6][6][P][P] or [6][K](MC)>[2][P]>[2][K]+[G].

    8.[4][6][6][P]+[K] gives biggest float.Finish with big damage.

    9.Hit throw only functions when hit is guarded.Take advantage of the collapse of your opponent.

    10.Vs Pai,Lau,Lion or Brad only.Takes more advantage of the collapsing opponent by slamming them into the ground and following up after this.
     
  6. CreeD

    CreeD Well-Known Member

    A question - you state that if the opponent is crumpled and facedown and you do the f+K,K followup with aoi... then dash and b,f+P+K ... the b,f+P+K will be unavoidable if they quick rise. Are you sure about this? Is that from the game or from your experience or what?

    I can't think of any reason it should be unblockable - you're vulnerable to attack if you quick rise and are face down, feet towards... because for a second you expose your back. But this quick rise shows your front and you should be able to guard high or low immediately. It's not a guaranteed hit situation unless the opponent tech rolls (they show their back for a split second).
     
  7. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    Re: About Brad.

    [ QUOTE ]
    TP_KiwE said:

    I have to disagree with some of the things you've posted.

    1. [6][P][6]> Throw
    " 1. The command after the punch takes Brad to his ducking move which avoids any jab retaliation and closes distance to your opponent. "

    That's not counting lp which will CH hit you that is. Most people tend to overuse the [6][P][6] when playing Brad (or not mixing it up enough) so I wouldn't recommend it, definatly not if your punch isn't a hit - and then you have the canned [6][P][K] combo and so on anyways.


    [/ QUOTE ]

    I think you're going way off on a tangent Kiwe. I trust you've gone through Brad's Tactics and Advice already, no? This is precisely what csnape is posting about, and nothing more. This first tactic deals with followups to the [6][P] after it staggers a crouching opponent. In this case, [6][P][6] is a great option and totally safe. You won't be getting MC'd with a lp at all.

    Maybe csnape omitted some details that should have went with this first exercise (i.e. against a crouching opponent), but if he doesn't play Brad, you can't exactly blame him for it. I'm appreciating the posts he's making so far on the Tactics and Advice for all the characters.

    [ QUOTE ]

    Another thing is that if you slip forward and then try to go for the [4][6][P]+[G] throw jackpot Brad will perform a forward slip and then a backwards slip.

    [/ QUOTE ]

    This exercise is demonstrating how useful a throw (any throw) can be since the opponent will be struggling and eventually guarding because of the Ducking threat. Of course, attempting a [4][6][P]+[G] throw won't come out without a [G] cancel first since the [4] will make you sway back. But again, the game doesn't go into this detail. If you simply did a neutral throw you wouldn't need to [G]cancel the buffer.

    [ QUOTE ]
    I'd rather threathen [P][6][P] and then you can throw the [4][6][P]+[G] throw on it or theathen to do the entire [P][6][P][K] series (and the knee will give you a catch on hit).

    [/ QUOTE ]

    Again, you're off on a tangent. Starting with a high attack against a crouching opponent isn't exactly wise. That string has it's uses, but against a crouching opponent I'd rather go with what the exercise suggests.

    If you're talking about general strategy, then in my opinion the guessing game the [P][6][P] sets up isn't as good as the Ducking guessing game. After the [P][6][P] you have the choice of a linear attack or throw. When you're ducking though, you have at least twice as many options, one of them being full circular, and the rest guaranteeing combos after certain hits (stagger or MC).

    [ QUOTE ]
    And then number 6: I wouldn't say his uppercut [2_][6][P] is such a good move - it's an even situation on a normal hit and if you get blocked it's TE time (which you pointed out). The move itself does very little dmg on top of that.

    [/ QUOTE ]

    I'm going to disagree and say Brad's upper ([2_][3][P] btw) is a good move. Only throw counterable (like Akira's knee), decent combos after MC, and being even on normal hit isn't a bad thing. Remember, it's at "upper" speed, so it's slower than elbow but faster than knee, so whenever you have 3 or more frames advantage, uppers are your friend. Also, having a threat from crouch is a useful tool for any character, and good to use after certain [2][P] flowcharts, random ECDs, ARE, etc.

    [ QUOTE ]

    (A better combo to use against HW's (does more dmg anyways) in closed stance is [6][P]+[K]>[6][6][K]>[3][K] as the last [3][K] cannot be TR'd.)

    [/ QUOTE ]

    ..but the down attack can be QR'd safely.

    Anyway, no need to turn this into a complete Brad FAQ. I think the purpose of csnape's posts is to provide easy reference starter posts with the information contained in PS2 Evo's Tactics and Advice.
     
  8. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    [ QUOTE ]
    CreeD said:

    A question - you state that if the opponent is crumpled and facedown and you do the f+K,K followup with aoi... then dash and b,f+P+K ... the b,f+P+K will be unavoidable if they quick rise. Are you sure about this? Is that from the game or from your experience or what?

    [/ QUOTE ]

    This also surprised me when I came across it in the game. The training seems to imply that it is guaranteed if you have the right timing. That is, if the opponent QRs when face down and head towards, there's a small window where a mid attack is guaranteed. I'm not sure if this relies on the opponent simply holding [G} as they rise though. Maybe they can dodge? Something to test later I guess..
     
  9. CreeD

    CreeD Well-Known Member

    re: aoi's "free" bf+PK - this is a translation error or something I think. I tested it as best as I could and you can guard it after seemingly any timing. As with other QR's you are simply forced to guess high or low guard, so this is just a nice flowchart option for those without the reflexes to stand and guard in time. The only way it might give a free crumple is if aoi's palms somehow get hit detection in the back. This can happen in weird rare cases - after lion's b,df+P --> f,f+K,K they are in a "safe" TR position, yet if you dash just so and they roll just so and you time a sidekick perfectly, it passes through their body and counts as a backhit, and suddenly they are backstaggered right in front of you.
     
  10. LM_Akira

    LM_Akira Well-Known Member

    Well everything I've written I've run through myself and done all the trials.The Aoi one,

    At first my timing was off and the opponent ( goh ) would always QR and dodge before I could hit.With the quick dash and immediate [4][6][P]+[K] you can hit them out of the QR immediately and it states that its guaranteed.I didn't test this extensively in free training but cleared all the trials ( I am not posting just info...I have gone through all this stuff with everyone) and if so my bad sorry.I think Myke cleared some of it up to some extent.

    Possible for future reference could people PM me as soon as they see a mistake and I'll try to correct it as opposed to have the thread turn to debate and such.I'm trying to get the other chars up as fast as possible so's to stop any specific char issues arising straight after a post too.

    Cheers,

    Chris
     
  11. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    [ QUOTE ]
    Myke said:

    That is, if the opponent QRs when face down and head towards, there's a small window where a mid attack is guaranteed. I'm not sure if this relies on the opponent simply holding [G} as they rise though. Maybe they can dodge? Something to test later I guess..

    [/ QUOTE ]

    Wanted to settle my own curiosity here and had another look at the tactics section in the PS2 for Brad. They don't say the mid attack is guaranteed, but instead say the opponent cannot evade it. In the training, the CPU is trying to evade the attack. With the right timing, you'll hit the CPU, but if you're too slow, it'll evade.

    Alternatively, one can just guard as they QR and be safe from the mid attack.
     
  12. Good Tactics!!! This game is fuc*ing hard to learn/master.

    [3][G]+[K],[6][P]+[K].[4][6][6][P]+[K] /versus/images/graemlins/grin.gif
     
  13. LM_Akira

    LM_Akira Well-Known Member

    Sorry to be really anal here but I think the move you're referring to is Akiras DLC ( Dragon Lance Combo ).Which is [3][K]+[G]>[6][P]>[4][6][6][P]+[K].Theres loads of useful advice round the forum for you to see how its done if you're having difficulties.If you can't be bothered send my a PM and I'll try to help you.


    Oh and just for the record guys ( and girls ) I'm only really a serious Akira player and even then maybe not that good /versus/images/graemlins/frown.gif.I also play Lei,Goh,Aoi,Sarah and Brad in that order roughly so I do have a fairly wide range of play.Please forgive me if i write something in correct about your favourite combo or something as I'm dealing with chars and moves I'm un familar with sometimes.I'm going to try and keep up dating this post through the day and I'll see how far I get.



    KAGE

    Series:

    1.[6][P]>[3][P]
    2.[3][P]>evade attack ( [P]+[K]+[G] )
    3.[P][P][4][P]>[2][P]>throw
    4.[K]+[G] ( from jumonji)press and hold>[K]+[G][P][P]>[9][K]+[G]
    5.[2][P]>[6][P](press and hold)>...[P]+[G] on hit...[P]+[K] on guard
    6.[2][P]>[2_][3][P]...counter>[2][P]+[K][K]...guard>evade

    Notes;

    1.After a blocked [6][P] , [3][P] can avoid some high attacks( possibley all ),throws and [2][P] s.It is useful when at a disadvantage.Follow up with a combo after the [3][P] hit.

    2.Kages evade attack can evade many attacks and is useful when at a disadvantage.After the [3][P] you will be in the crouching position.Slightly delay the evade attack to over come the opponents forced choice tactics.Can also take advantage of the [3][P] to guard low after the attack.

    3.On hit and guard you have a slight advantage from the opening series.The [2][P] can interupt many commands your opponent may enter.In open you can use [2][P]+[K] after [P][P][4][P] to avoid and then hit an opponents [2][P].Against people who are aware of this series try throwing as a mix up.

    4.Ermmm possibely dodgy one this ( see Aoi over leaf ).Your opponent will fall face down.In this series you are attacking a recovering opponent.It states ( and seems to be true ) that the [9][K]+[G] will hit those who recover quickly and is guaranteed ( in the excercise the opponent uses QR I think).I tried this in training with fast recovery and it work Vs everyone...don't know if there is anything to be worried about though /versus/images/graemlins/frown.gif.The [9][K]+[G] will give advantage on guard and a good follow up is to try for a counter on [2][P].

    5.Another five in a row series.The [P]+[K] is a good sabaki-attack as it deflects high/mid punches plus high kicks and elbows ( I think ).The right end to the series must be punched in quickly to complete it.Also try [K]+[G] from jumonji for those who use [2][P] or recovery quickly.

    6.End the series apporpriately with the right response.There are many option selects available to be used after the guard.

    Combos:

    1.[2_][3][P]>[2][P]+[K][K]
    2.[6][K]+[G]>[2][P]>[6][2][3][P]+[K]
    3.[3][P]>[6_][P]>[2][P]+[K][K]
    4.[3][P]>[6_][P]>[2][P]+[K][K]
    Okay here we go /versus/images/graemlins/wink.gif...before any one says anything these are but a few TFT ( Ten Foot Toss ) combos designed to highlight the need to take into account your opponents weight.
    5.[4][P]+[G]>[2_][6][K]>[1][P][K][G]>[P]>[6][K]+[G]>light down attack.
    6.[4][P]+[G]>[2_][6][K]>[6_][P]>[2][P]+[K]>[8][K]+[G]
    7.[4][P]+[G]>(short dash)>[2][P]+[K]>[2_][6][K]>[1][P][K][G]>[7][K]+[G]
    8.[K]+[G](from jumonji)press and hold>[K]+[G][P][P]
    9.[P]+[K](from jumonji)press and hold>[3][K]+[G]
    10.[P]+[K](from jumonji)press and hold>[2][P]>[K]+[G][P][P]

    Notes;

    1.Opener floats on mC or MC.

    2.[9][K]+[G] is a beatdown attack /versus/images/graemlins/cool.gif.Will work on all except HWs.

    3.[3][P] is a half spinning move.Slow but it can avoid high attack and is not counterable.When hit will float.

    4.Works on all except Jacky,Akira and HWS.

    5.TFT- BIG damage follow up potential but most good players will know to TE from it.Knee must be modified with a CD [3][3] or [1][1] depending on which direction you're facing.The commands after [4][P]+[G] actually reverse direction ( on left and right only obviously ) due to the nature of the throw.The [1][P][K][G] must be a quick smooth guard cancel of the [3][P][K] series.Not Vs HWs...

    6.One of the better TFT combos for HWs I believe.

    7.Use Vs Aoi or Pai.The key to it is to hit with the [2][P]+[K] whilst they are still in the air.

    8.Can be used to avoid opponents low attacks.Focus is to attack during head collapse.Holding buttons allows for quick exit from stance.

    9.As stated above the [P]+[K] from jumonji is a useful sabaki-attack ( high/mid punches, high kicks and elbows. ).Exit the stanvce by holding buttons to capitalise on head collapse /versus/images/graemlins/smile.gif.

    10.The [2][P] must re-refloat and so strict timing is necessary.Will result in big damage in some conditions.
     
  14. LM_Akira

    LM_Akira Well-Known Member

    LAU

    Series:

    1.[6][P][P]>[6][6][P]+[K]
    2.[2][P]+[K](blocked)>[4][6][P]
    3.[4][3][P]+[G]>[2][K]+[G]
    4.[4][P]+[K][P]+[K]+[G]>[P]+[K](from kokei)
    5.[P]>[3][P][P]...[K] on counter...cancel on guard
    6.[2][P]>[2_][3][P][P][P]+[K]+[G](to kokei)...[K] on guard...[P][P][P]+[K] on counter ( float ).

    Notes;

    1.[6][6][P]+[K] will alow you to avoid [P] or [2][P] retaliations whilst hitting at the same time.It is also strong against evades.Make use of the BT( Back Turn ) end to the series.

    2.When blocked, [2][P]+[K] can not be countered.Use [4][6][P] to intercept many mids.After it hits pay attention to footing to follow accordingly.Be careful as a [2][P] can interupt it.Vary by using [8]/[9][P].

    3.When an opponent has recovered from the throw use the low full spinning move [2][K]+[G] to apply forced choice tactics>Vary with mids against those who are wary against this.

    4.[4][P]+[K] can go to [4][P]+[K][P] so if the opponent blocks the first hit they can not easily respond.The series will change to a special stance and then disrupt high guard /versus/images/graemlins/cool.gif.Mix up with followups and when floated use [P][P][P]+[K] for good damage.

    5.Five in a row.If first two hits are guarded ( of [3][P][P][K] ) third can be avoided.Instead use a delay between punches and only continue if the 1st hit counters.Finish the series if hit counters else don't.

    6.If floated follow with [P][P][P]+[K] from kokei , if series is guarded use [K] from kokei.Use various atacks from kokei to go back on the offensive.

    Combos:

    1.[2_][3][P][P]>[6_][P][4][P][P]
    2.[2_][3][P][P][P]+[K]+[G]>[P][P][P]+[K] ( from kokei )
    3.[3][P]+[K]>[3][P][P][P][2][K]
    4.[3][P]+[K]>[2_][3][P][P][4][P][P]
    5.[3][P]+[K]>[6][P][P]>[2_][3][P][P]+[K]
    6.[2_][4][6][P]>[2_][3][P][P][4][P][P]
    7.[6][P]+[K]>[2_][3][P][P][4][P][P]
    8.[4][6][P]>[6_][P][4][P][P]
    9.[4][6][P]>[2][P]>[3][P][P]+[K]
    10.[4][6][P]>[6_][P][P][P][K]

    Notes;

    1.On counter [2_][3][P][P] will float and produce many powerful combos.Works Vs everyone , use [3][P][P][P][2][K] for better damage but this will make it harder for you to attack a recovering opponent.

    2.The end is a beatdown which is nice ( be sure to get stance change in quickly and smoothly).

    3.Though [3][P]+[K] is a slow-ish move it will give good float regardless of hit ( obviously lower float if opponent is crouching).

    4.Closed.Buffer crouch for [2_][3][P][P] by a [3][2][3] command.Not Vs Akira nor HWs.

    5.On counter Vs LWs open.Buffer crouch dash.

    6.Beatdown into combo /versus/images/graemlins/cool.gif.Buffer crouch.Vs Akira in open only not Vs HWs.

    7.Gut collapse on counter.Closed works Vs everyone /versus/images/graemlins/smile.gif.

    8.[4][6][P] is quick, useful for counterattacking and good for beatdown combos.Beatdown from closed , [9][P] can also be used to start this type of combo.

    9.Open.Basic follow up when left in closed stance after beatdown.[2_][3][P][P]+[K] will miss HWs who use exact recovery /versus/images/graemlins/frown.gif.

    10.Closed.Delay the second hit of the string and 3rd hit will hit slightly lower than usual.This is a hard combo to master Vs everyone as the amount of delay required alters with weight.Does good damage though.


    LION

    Series:

    1.[4][6][P]+[K]>high throw
    2.[2][P]+[K][4]>[K]( opponent behind )
    3.[P]+[K](blocked)(opponent behind)>back dash>[6][6][K][P]+[K]
    4.[1][K]+[G]>[P]+[K]
    5.[2_][6][P]+[G]>[4][6][K]+[G]>[2][K]( opponent behind )
    6.[2][P]>[2_][6][P]...on hit>combo...on guard TE with [P]+[G]

    Notes;

    1.Opening move is very quick and can be used to stop opponents attacks ( simliar to [P] and [2][P] ).After first hit over come opponents guard or evade with throw.[6][P] is a useful follow up move as well as other offshoot moves.

    2.Small recovery, on guard or hit no disadvantage.The [K] will interupt many attacks and is quick as well.Follow into float combo.If responded to with [2][P] enter [8] and use ARM( All Range Movement) to avoid attack...then counter attack.

    3.With the backdash in the series , it can avoid most attacks, then counter for additional damage.

    4.[1][K]+[G] is a full spinning move.Good to use against opponents who are recovering from falls.Advantage on hit>BT(back turned)>forced choice tactics.Mix up with [2][K] from BT.

    5.Again attacks opponents who do not recover.If they do recover can still use forced choice tactics from BT.For players who use crouching guard from their roll use [G] to cancel the BT then use [6][P][P] for example.If you think they won't recover go for [7][P].If they DO recover you'll jump out of harms way but if they don't you'll get a heavy down attack /versus/images/graemlins/smile.gif.Watching any match with Chibita playing and you'll see these kinds of play /versus/images/graemlins/cool.gif.

    6.On counter go for big damage.If blocked use [P]+[G] to escape throw.Five times in a row.Easier than most "five in a rows" as you have no specific follow up to do, even a simple jab will count.Ideally since the [2_][6][P] is throw counterable use E-TE ( Evading-TEs).One normal hit in a match continu with other ideas.

    Combos:

    1.[4][4][K][P]+[K](buffered)>[4][6][P]+[K][P][P]
    2.[4][4][K][P]+[K]>[K][K]
    3.[4][4][K][P]+[K]>[2_][6][P]>[4][6][P]+[K][P][P]
    4.[2_][6][P]>[4][6][P]+[K]>[6_][K][K]
    5.[2_][6][P]>[4][6][P]+[K]>[2][K][K]+[G]
    6.[2_][6][P]>[4][4][K][P]+[K]>[6][K]
    7.[2_][6][P]>[4][4][K][P]+[K]>[4][6][P]+[K][P][P]
    8.[4][6][P]+[K][P][P]>[2_][6][P]>[4][6][P]+[K][P][P]
    9.[P]+[K]>[6_][P]>[6_][K][K]
    10.[2_][6][P]+[G]>small dash>[2][P]>[4][6][P]+[K][P][P]

    Notes;

    1.[4][4][K] floats on any hit.

    2.Open. LWs,Goh,Brad,Kage or Jacky any foot will do.

    3.Counter Vs LW.Closed.For Aoi either foot.Buffer the [2_][6][P] with a crouch dash.

    4.Counter.Open.Akira and HWs it will work with either foot.

    5.Counter HWs only.In open 4. can be used , this is the best option for closed.

    6.Counter not Vs Akira nor HWs.

    7.On counter go for max damage.Works Vs LWs,Lau,Kage,Jacky,Lei Fei.Though open only it is good to learn.

    8.3rd hit will counter and result in gut collapse /versus/images/graemlins/smile.gif.Not Vs Akira,Jacky,Shun nor HWs.Instead use [6][6][K][K] to finish.

    9.Opening is slow move but an uncounterable hit.Beatdown /versus/images/graemlins/cool.gif.Vs all in closed stance in open use [6][6][K][K] .

    10.Throw is not that powerful but follow up adds damage.Works for LWs,Kage,Shun,Lion and Lei Fei.Can use [6][6][K][K] against all characters. /versus/images/graemlins/cool.gif
     
  15. LM_Akira

    LM_Akira Well-Known Member

    PAI

    Series:

    1.[9][K]>high throw
    2.[1][K]+[G]>[2_][4][P]>high throw
    3.[4][P](blocked)>high throw
    4.[3][P][4](to bokutai)>[P]+[K](from bokutai)
    5.[4][K][2](to bokutai)>[P](from bouktai)>throw
    6.[2][P]>[2_][6][P]...counter>combo...guard TE with [P]+[G]

    Notes;

    1.On counter [9][K] gives big advantage.If opponent guards or evades throw them.Combine with other mid>throw ideas.

    2.[2_][4][P] can easily avoid moves like [2][P].On hit [1][K]+[G] has a small advantage.Use advantage for forced choice tactics.After [6][P] , [3][K] or similar moves are guarded use [2_][4][P] in a similar way.

    3.[4][P] has small advantage on block.[4][K]+[G] is a fulll spinning move which is very quick and can interupt back dashes and evades.If an opponent crouches use fast mids.

    4.The first move will switch into a very useful stance called the Bokutai stance ( Lei has it in evo too ).Using [K] or [K]+[G] is also a good offense from the bokutai stance.

    5.[4][K][2] may be used to avoid counter attacks or used to confuse an opponent etc....The bokutai [P]>throw is a useful flowchart.By just using [4][K] against an opponent you can set up more guessing games and tactics.

    6.Five in a row.The [2_][6][P] will float on counter so follow with a combo.It is a guaranteed throw move so when blocked requires a TE ( ideally E-TEs ).When [6][K] is guarded use E-TEs to reduce risks even further.On normal hit Pai will have the advantage so follow with forced choice tactics.

    Combos:

    1.[K]>[6][6][P][K]
    2.[K]>[K][K]
    3.[2_][6][P]>[P]>[K]>[6][6][P][K]
    4.[2_][6][P]>[P]>[K]>[9][K][K]
    5.[2_][6][P]>[P]>[K]>[K][K]
    6.[2_][6][P]>[P]>[P]+[K](whilst rising)>[P][P][K][K](opponent behind)
    7.[1][P]>[P][P][P][2][K]
    8.[1][P]>[P]>[2_][6][P]>[6][6][P][K]
    9.[1][P]>[P]>[2_][6][P]>[9][K][K]
    10.[1][P]>[P]>[2_][6][P]>[K][K]

    Notes;

    1.Vs all characters.[K] is quick and useful for counter attack.

    2.Open Vs all characters.Second kick of [K][K] is a beatdown which will require precise TR/QR.If not guaranteed light down attack follow up.

    3.Counter.Attacks after [P]>[K] will depend on stance.Open.Against characters who suffer large float will work in closed.

    4.Counter.Closed.Use Vs people not hit by 3. in closed.Will be at a disadvantage after [9][K][K] if opponent recovers.

    5.Counter , open.[K][K] gives beatdown.

    6.Counter Vs LWs most damaging.To get the rising [P]+[K] buffer a crouch dash ( I used [1][1] ).

    7.Floats on normal hit and will avoid some attacks.Vs all characters.[P][P][K][K] can be used to finish the series.It will do less damage but gives the possibility of attacking a recovering opponent.

    8.Works on some chars on normal hit ( sarah for definite ) and requires counter for some others.Ending depends on foot.Buffer [2_][6][P].

    9.Open.

    10.Closed, leads to beatdown.
     
  16. Yeah sorry. I am still a VF scrub. /versus/images/graemlins/tongue.gif

    [3][G]+[K] [6]+[P] [4][6][6][P]+[K] <---Thats better.
     
  17. archangel

    archangel Well-Known Member

    Only problem i have with the pai bit is the [2_][4] [P] being good against [2][P]. As far as i'm concerned the move sucks against low punches. I've tried the move to avoid low punches on most characters, but time after time been hit by the low punch.
     
  18. LM_Akira

    LM_Akira Well-Known Member

    Haha no worries.




    SARAH

    Series;

    1.[3][P][K](to flamingo)>[K](from flamingo)>[3][P][K](from flamingo)
    2.[6][P][K]>[4][K] ( to flamingo)
    3.[K]+[G](to flamingo)>[P](from flamingo)>throw
    4.[6][P][P]>[P]+[K](into flamingo)
    5.[4][P]+[K](into flamingo)>[P][2][K](from flamingo)
    6.[2][P]>[6][P]...[K] on counter...cancel series on block.

    Notes;

    1.The kick from the flamingo stance will leave you in an advantaged state making it an annoying stance to fight against.

    2.Continue to [3][K]+[G] at the end of the series if opponent doesn't recover.

    3.The opening move is a ful spinning move.It can be used against evade but if guarded you will be left at a disadvantaged state.Mix up throw follow up with [1][K] or [2][K]+[G].

    4.The [P]+[K] is a special priority move that can cause a stagger and will lead to the flamingo stance.A good series to follow with would be [3][P][K] from the flamingo stance.

    5.Delay the latter part of the attack as a mix up.

    6.If [6][P][K] hits consecutively it will cause knock down /versus/images/graemlins/cool.gif.If second hit is guarded you will be at a big disadvantage /versus/images/graemlins/frown.gif.Wait to see what hit type you get...for counter/stagger follow up with [K]...for a guarded attack cancel the series.Five times in a row.

    Combos:

    1.[3][3][K]>[6_][P]>[6_][K][K]
    2.[3][3][K]>[6_][K][P]>[6][P][K]
    3.[3][3][K]>[6_][K][P]>[2][K][K]
    4.[3][3][K]>[6_][P]>[3][3][K]>[3][3][K]
    5.[K][P]>[2][K][K]
    6.[2][P]+[K][K]>[3][3][K]
    7.[2][P]+[K][K]>[1][K]+[G][K] ( to flamingo)
    8.[8][K]+[G]>[3][P][K]>[8][K](from flamingo)
    9.[2][K]+[G]>[1][K]+[G][K]>[8][K] ( from flamingo )
    10.[4][K]+[G]>[1][K]+[G][K]>[3][P][K] ( from flamingo )

    Notes;

    1.Primary floater is [3][3][K].Works Vs all characters.

    2.Counter Vs LWs and some MWs( not 100% sure who but definatley works up to Kage)

    3.Closed.Counter Vs LWs and some MWs.Not Vs Akira , Jacky nor HWs) presumably 2. works for same people.)

    4.Counter.

    5.[K][P] floats on mC and MC.Very useful for counter attacking against slow recovering moves.

    6.Opening move will always float all be it slightly low.[3][3][K] IS a guaranteed ender but against Wolf be extra quick.Use instead [2][K] to finish in closed or [7][K]+[G] to finish in open when fighting him.

    7.Closed.Vs all except HWs.Vs LWs add a [8][K] at the end from the flamingo stance for more damage.

    8.Counter.[8][K]+[G] is a half spinning attack which can avoid low attacks.

    9.Counter on [2][K]+[G] causing leg collapse . Closed.All except HWs.

    10.[4][K]+[G] is a beatdown attack /versus/images/graemlins/cool.gif.Closed.Not Vs Akira nor HWs.Against these players use [8][K] after [1][K]+[G][K].


    With regards to Arch...yeah this is the info I got out for Pai but to be honest I didn't test the [2][P] evade properties.
     
  19. Good Strats. More Goh strats please. Thanks csnape /versus/images/graemlins/cool.gif

    [6][P]
     
  20. LM_Akira

    LM_Akira Well-Known Member

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