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VF5 Brad Thread

Discussion in 'Brad' started by Adio, May 14, 2006.

  1. DancingFighterG

    DancingFighterG Well-Known Member

    Yo, this is DancingFighterG. What up people. No offense taken SweepTheLeg!! You are not the first person to ask about my sig!! Tommy is funny as hell!! Ok, back to Brad!!

    I had some really good success with brad this past weekend. I need though a list of Brad's most powerful combos. Here is what I have off

    66K:

    P, 3P+K, P - 60 POINTS

    SL P:

    4P,K6->DUCKNG K

    The way that I play brad combos are important but poking is vastly more important to me. Just want to know if these are the best combos (meaning simple and damaging).

    I personally like to go into combos that allow brad to advance i.e ducking or dashing foward but the drawback to that since VF does cater to ground game like games like Tekken or Soul Calibur you have to careful not to get hit my rising K.

    Also, what do you guys do after at SL K on block? The move is +5 on block so you have options:

    Go into ducking for offense
    dash in for throw
    Wait to see what the opponent does and counter

    Most of the time I see players trying to sidestep since the moves kinda pushes the opponent to the side.

    Also, discovered another tech trap for brad off 46P+G:

    After the throw go straight into ducking and do K+G. The timing is very similar to the dash in 3K option. This is for ring outs and if you want to finish the fight off. The 3K is good damage but the K+G is about 23 points of damage.

    Concerning PT:

    This is a move that definitly needs to used a mid to long range. To difficutly right now to use a close range. I would say that on knockdown this is a good options but if they stay on the ground you have to cancel quick. Good for maybe baiting moves on knockdown. What do people think?
     
  2. Dan

    Dan Well-Known Member

    Hey guys I've been practicing Brad on the side and some more practical things I've been trying that's been getting me wins so far. Keep in mind I didn't play Brad in EVO.

    /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/p.gif - I like this move because of how much range it has and it seems easy to me to hit confirm to the follow up, especially on counter hit. It's fast, mid, and knocks down. Great B&B imo.

    /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/p.gif .... /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif - Another one I like alot, fast mid string that kind of reminds me of Jacky lightning kicks but they seem a hell of alot more safe and can lead to a high combo start. I like to either poke them with continued delay mid to see if I can get CH to high slam, I also think it's great on crouchers since damage and combo isn't effected by crouching state.

    /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif - so good!! At first I thought it was kind of slow but launching on any hit and being safely cancelable on block first it is so nice. I want to try to work this in more when I play Brad.

    /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/k.gif .... - I don't know, I have mixed feelings on this move. It's a cool poke to throw out when you need the range but that's about the only thing I'd use it for. I think the knee is better since you can combo on MC.

    I love how Brad has access to so many combo starts once he gets into Sway, ducking, or slipping. I LOVE Sway Back /forums/images/%%GRAEMLIN_URL%%/k.gif and /forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif especially when I MC them /forums/images/%%GRAEMLIN_URL%%/smile.gif

    I've been using mainly elbow and jabbing to get into his boxing stances, I like slipping left the most, mainly cause I have a hard time combo'ing off slipping right mid punch when I get the chance.

    Brad is real fun. /forums/images/%%GRAEMLIN_URL%%/smile.gif
     
  3. DancingFighterG

    DancingFighterG Well-Known Member

    Yo, this is DancingFighterG. What up Unsafe_dan. Yhea, brad is so much fun to play. It's hard for me to somethimes play my other charater shun because Brad is fun to play. To comment:

    2P+K is great. Best mid poke he has and the fact that you can hitscan for the final shot is great. Love this move!!

    4K - another great move that allows you go to into SL_R really quickly. One of my favorite moves

    Also, try K,P into SL_R. Very quick!

    I like 33PP but I didn't know that you could cancel the second P with G if you enter in both punches. Definitly will be using this move more.

    Sway Back /forums/images/%%GRAEMLIN_URL%%/k.gif and K+G: I like this move but for me it's hard to apply because as soon as people see sway they start to attack I don't know if Sway /forums/images/%%GRAEMLIN_URL%%/p.gif is fast enough. Need to test this!!
     
  4. KiwE

    KiwE Well-Known Member

    DancingfighterG; That 66k combo is sort of weak. I also hate ending combos in 3p+k,p cause I think it gives a sort of weak Okizeme situation afterwards. Puts you in great range for 2k+g though but gives me a feeling I have to do a obvious dash to get a throw which I don't like.

    Normalhit (like if you did it as a delayattack) I'd say 66k>p>323p(his upper)>46k+g which is 66dmg.
    MC you can do the old 4pk>ducking>pp for 86dmg. This is for LW's ofc. On MW's you can do stuff like 66k>p>p6pk for 63 damage or 66k>p>p+k (slam) > 3k etc 66dmg. I guess the game wants you to end combos a lot with 66p+k,p for better okizeme but it's not as much damage. If you do end with 3p+k,p you can get an extra punch in then you do most of the times bringing the damage up a bit.

    After SL K is guarded it's good to sometimes throw out 4k (speaking of 4k) actually. If he's anywhere near a wall / RO and get's MC'd he's in trouble. He gets staggered against the wall and the continued pressure you can do for a RO is great if you go into ducking if it's an open stage. The pushback is incredible. If you get the wallstagger from 4k do 3p+k,p>46k+g>3k for an easy 90dmg! Btw; really learn how to do stuff like 4k(MC)>ducking>G>throw well cause it works well and it's important to threathen with throws from all his movements.

    Other options that are good are 4pk (since you will catch an evader / safemove), I many times just do 4p(g)>throw in this spot actually. Sometimes you'll get clinch from the k part also.

    Less used options but still used are 334k, 666k (dash jump knee) against someone evading, and 6p+k (10frame abare whores) for me.

    Edit: Will try to use less numerical speech from here on.

    /KiwE
     
  5. KiwE

    KiwE Well-Known Member

    God I wish you could go into slipping / ducking from his PK... would make him so much more fun and fluent as a character :cry:
     
  6. DancingFighterG

    DancingFighterG Well-Known Member

    Yo, this is DancingFighterG. Cool, thanks for the list of combos from 66K.

    4K mixups:

    I'm already there with you man on the 4K. The pushback is great and on MC it's on. I love the ducking, g-cancel -> throw options. Definitly puts more mixup into his ducking game. 4K is one of my favorite moves. I also like 4K+G, K from up close. Comes out pretty fast, get's you moving into ducking and it's mid. Also, with the 4K pushback it's pretty safe. Great move!!

    P,K into sway or ducking

    Even though it's not a natural move you can still do it just by inputting in the ducking or sway input. You just have to know that this is something that you want to do. For me it's not hard to just input the command in right after the P,K recovery.
     
  7. KiwE

    KiwE Well-Known Member

    One thing to have in mind is the big difference in going into ducking etc from /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif,/forums/images/%%GRAEMLIN_URL%%/k.gif and /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/k.gif. If you go into ducking etc from /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif,/forums/images/%%GRAEMLIN_URL%%/k.gif you're going in with 0 frame adv regardless what hit /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif,/forums/images/%%GRAEMLIN_URL%%/k.gif was cause /forums/images/%%GRAEMLIN_URL%%/k.gif will be normalhit. With /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/k.gif you can go in with +7 on a MC. So how you approach the situations should vary? It would be interesting to see what attacks become un interruptable etc going in from different hits but since the trainingmode sucks I'll have to wait a bit to try it out with a person. Btw for some reason I seem to hit with /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/p.gif a lot when trying it. Just saw it's +9 on MC and only -2 on guard. P-throw anyone? /forums/images/%%GRAEMLIN_URL%%/shocked.gif
     
  8. DancingFighterG

    DancingFighterG Well-Known Member

    Yo, this is DancingFighterG. If I am trying to advance I use [4K] all day long. I say use 4K+G as sorta of a rising knee. I only use it in close range situations and more to poke if anything. It these situations, it's good for that. As for 4KG i like it but the AI pokes me out of it a lot but against human opponents you can abuse that shit all day. Like I said early you can abuse K,P6->Ducking on human and AI
     
  9. KiwE

    KiwE Well-Known Member

    Random Brad tidbits;

    Clinch is fucking STRONG now. 104 dmg for 3 hits and then you have the throw away > 33p etc on top of that. If you are close to having the wall behind you can do switch > 2 knees > switch the opponent into the wall for the old /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif,/forums/images/%%GRAEMLIN_URL%%/p.gif>/forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif 83dmg addon (and you can throw in a /forums/images/%%GRAEMLIN_URL%%/df.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif if you want on top of that or just go heavy down).

    Somehow, if you delay a /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif after a switch into a wall it becomes a wallsplat allowing you to tag on /forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/k.gif>/forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif>/forums/images/%%GRAEMLIN_URL%%/df.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif like stuff for around 100>110 dmg. The clinch from something like /forums/images/%%GRAEMLIN_URL%%/df.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif (16 frames) is also uninteruptable unlike evo. I'm going to start using /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/k.gif much more now for nitaku as you also can fuzzy after it's guarded since it's -6.

    Whenever you go for /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif and then the slippunches to the sides you should always go towards opponents front. Certain combos from crumble will only work this way. If you really like those sidehit midkick crumble combos... :

    /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/k.gif(crumble)>/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif,/forums/images/%%GRAEMLIN_URL%%/p.gif,/forums/images/%%GRAEMLIN_URL%%/g.gif>/forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif (72dmg)


    Okizeme after throws;

    As many know it's possible to PT or OM P very nicely after throws. OM P / OM > throw works very nicely after /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif as a mixup imo.

    Using /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/k.gif to kill of a risingattack works very nicely after /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif (do a small forward dash for easy timing) and /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif>/forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/k.gif (just do it at once after small down). Since you'll get MC it's great damage. If you evade a semicircular rising like after /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif the right way you get a /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/f.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif guaranteed btw.



    Slip back /forums/images/%%GRAEMLIN_URL%%/k.gif MC now guarantees big damage.

    SB/forums/images/%%GRAEMLIN_URL%%/k.gif(MC)>/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif,/forums/images/%%GRAEMLIN_URL%%/p.gif>SL/forums/images/%%GRAEMLIN_URL%%/k.gif = 71dmg

    Here are other kinda wicked setups you can do if you dash 2p.

    SB/forums/images/%%GRAEMLIN_URL%%/k.gif(MC)> /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/p.gif>/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/k.gif>ducking /forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif (ducking /forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif will take them guaranteed in the back if they techroll)

    And here's the prize / big one:

    SB/forums/images/%%GRAEMLIN_URL%%/k.gif(MC)> dash (/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/f.gif)>/forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/p.gif> /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif,/forums/images/%%GRAEMLIN_URL%%/p.gif>LD/forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/k.gif. If you delay the LD/forums/images/%%GRAEMLIN_URL%%/k.gif you'll stagger them in the back and get a backflop (never thought I'd see that lol)!

    Setups like the above work just as fine with SL /forums/images/%%GRAEMLIN_URL%%/p.gif btw!

    Flopcombos - here are some things that work so you don't have to do the (boring) /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif on everything;

    LD /forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/k.gif>dash ( /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/f.gif) > /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif>/forums/images/%%GRAEMLIN_URL%%/k.gif > oki options (I like PT /forums/images/%%GRAEMLIN_URL%%/d.gif+/forums/images/%%GRAEMLIN_URL%%/p.gif and fakeouts > throw)
    LD /forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/k.gif>ducking>wait>/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif
    LD /forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/k.gif>LD /forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/k.gif (sexy)
    LD /forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/k.gif>dash ( /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/f.gif)>/forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif,/forums/images/%%GRAEMLIN_URL%%/p.gif (easy damage)
    LD /forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/k.gif>OM>/forums/images/%%GRAEMLIN_URL%%/d.gif+/forums/images/%%GRAEMLIN_URL%%/p.gif>/forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif (sexy)
    LD /forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/k.gif>OMx4>throw vs midrisingkick (ultrasexy totally unneccesarry lol)

    The hard ones that do best damage that I've found;

    LD /forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/k.gif>OM>/forums/images/%%GRAEMLIN_URL%%/g.gif>/forums/images/%%GRAEMLIN_URL%%/p.gif and then:
    1) /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif>/forums/images/%%GRAEMLIN_URL%%/k.gif or /forums/images/%%GRAEMLIN_URL%%/f.gif+/forums/images/%%GRAEMLIN_URL%%/p.gif,/forums/images/%%GRAEMLIN_URL%%/k.gif or /forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/f.gif+/forums/images/%%GRAEMLIN_URL%%/p.gif,/forums/images/%%GRAEMLIN_URL%%/k.gif (71dmg)

    You have to G cancel after doing OM so you don't get OM/forums/images/%%GRAEMLIN_URL%%/p.gif out. Doing these of the flop takes practice.

    Brad's strongest attackoption after hitting /forums/images/%%GRAEMLIN_URL%%/p.gif normalhit (+5) is probably a modified uppercut with /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/df.gif+/forums/images/%%GRAEMLIN_URL%%/p.gif many times. It's really worth training to be able to throw his uppercut out almost randomly (delayattacking), specially if you have trouble hitscanning /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif (like I have). His strongest "nitaku" option after /forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/k.gif hit (+4) is /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif. Along with these you can throw in the /forums/images/%%GRAEMLIN_URL%%/f.gif_/forums/images/%%GRAEMLIN_URL%%/k.gif since it's specialhigh as a compliment to not be to predictable and his midkick hunting the clinch. The point is simply this; don't settle for shit like /forums/images/%%GRAEMLIN_URL%%/f.gif+/forums/images/%%GRAEMLIN_URL%%/p.gif with Brad after PK and P hits etc as he does great damage. You should be threathening with 70dmg + in these small advantages but common situations, not elbows. Brad can't win by using elbows and throws and poking in the long run against someone who plays the same cause he has weak throws... use his damagepotenial to the fullest.

    Last thing, after you hit LD /forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif you can get /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif,/forums/images/%%GRAEMLIN_URL%%/p.gif etc in against most weights (might have been obvious to all but me but hey). Against LW's (don't know how far up) you can do /forums/images/%%GRAEMLIN_URL%%/p.gif>/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif,/forums/images/%%GRAEMLIN_URL%%/k.gif for 70 damage of the float.
     
  10. archangel

    archangel Well-Known Member

    Great stuff Kiwi cheers
     
  11. DancingFighterG

    DancingFighterG Well-Known Member

    Yo, this is DancingFighterG. Great insight Kiwe!! I will have to agree that Brad is not poke wear you down type of character. He is about maximum damage and quickly. 2P+K is definitly the best nitaku for Brad and to me his best poking mid. I first seen it watching the vids on the disk and then I started using it and it's quick, safe, limited range but great payoff on hit.

    Wall combos:

    That wall combo after rotating them once, 2 knees and then 46K+G is crazy good. I've been wondering on ways to ultilize the wall for big damage for clinch. Thanks!! Love the delay of the 46K+G too. Great!!

    Playing Brad now and working on the mind game aspect people for some reason don't fear his throw game. Since it doesn't take as much damage as most characters people will deal with the damage from his throws then to get hit by Ducking moves or even his lows. From there I have concluded that on of Brad's most important attributes that needs to be exploited is his pressure game in particular cancels out of Ducking, LD, PK, 2P and basic pokes. This provides the mixup and pressure that you need to throw and make them think. Add in the some lows i.e 2K+G, PPKand 1K you will catch them eventually. Training is key for Brad early!!

    Still need to practice these combos Kiwe in fights but loving the ideas. Good shit man!!
     
  12. Dan

    Dan Well-Known Member

    Honestly I think Brad's throw game is pretty balanced for what he is capable of.

    /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif is fucking nasty with the mind games you can pull off of it.

    /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif does good damage while giving you a slightly weaker wake up than the above.

    /forums/images/%%GRAEMLIN_URL%%/db.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif gives you RO and positioning options.

    /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif puts you in excellent position to stuff a wake up kick

    His new throw isn't too bad, though you might as well go for the high damage one instead. His nuetral isn't bad at all either.

    I also agree with Kiwe on going for the high damage options. Brad does ENORMOUS damage off the majority of his combo starts, especially with the new uppercut series finish for crumples.

    I mean what does Brad have to lose to go for a little /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif? The worst case scenario is he ducks it and then owns you. This isn't usually likely cause you try to duck he just tack on another uppercut to stand you and easily hit confirm to the high slam punch. So most likely he will evade or block. If he blocks.... who cares, it's -9 for a move than combos on any hit and for fairly good damage too. At least it's just Nitaku (practice your ETEG) and not guaranteed punishment. If he evades, well then again you can use the same tactic as him ducking to deal with him. Delay some more uppercuts.

    Being unable to play cause I don't have a PS3, it just seems like Brad should just go for stuff when he is at advantage. I see it for the most part in match vids as well. Just go for the slipping crumples and /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif nonsense. HARD DAMAGE lol
     
  13. KiwE

    KiwE Well-Known Member

    You want to know what's sad about Brad's throwgame? In most guaranteed throwattempt cases you're better of doing neutral /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif since it's 40dmg and won't be escaped very often (against someone who knows what they're doing). Btw /forums/images/%%GRAEMLIN_URL%%/db.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif (wallhit)>/forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif/forums/images/%%GRAEMLIN_URL%%/k.gif > stuff (ducking k>46k+g etc) is nice...
     
  14. DancingFighterG

    DancingFighterG Well-Known Member

    Yo, this is DancingFighterG. This is so true!! His regular throw does not get escaped a lot and I land it more than any other my throws. Crazy!! Also, due to the speed of his regular throw a lot of times you will grad or clash against fast P attacks making his regular throw and throw buffering safer to do. One more thing, has anyone notice that his 3K clashes a lot with throws and other moves. Need to find the thread on the frames for why some moves clash more than others.

    Just in case people did not know SL K does not require a CH to land clinch. This is to me why SL is SO STRONG!!
     
  15. ice-9

    ice-9 Well-Known Member

    Is the follow-up of /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif guaranteed on normal hit now? It wasn't in VF4. If so, wow that's pretty strong.
     
  16. DancingFighterG

    DancingFighterG Well-Known Member

    Yo, this is DancingFighterG. Yes sir it is. Love this move!!
     
  17. KiwE

    KiwE Well-Known Member

    Btw I did some testing at the gotenburg gathering and think I should share the results;

    If you go in with a hit on 4k+g,k or 4k and do either ducking K or SL P they both are uninteruptable (nobody can 2p you out of it for instance if you go in with as much as a normalhit). This surprised me a lot but kept testing it in training over and over. That would mean that a hit entrance mixed with those moves and just G cancelling and throwing is strong imo.

    Second thing; if you MC with 66p+k 66p+k8p becomes a guaranteed hit setting you up for the sideposition. I wish I could hitscan that move really well.
     
  18. StoneColdSerb

    StoneColdSerb Well-Known Member

    Fellas,

    Finally, after some silly delays I have received a PS3 with VF5 and a stick, and have also started to read my way through the Brad threads. Didn't sleep much last night, the addiction is back!

    Great to see that good stuff is being posted here! Much appreciated. I hope to contribute sth. in due time, i.e. after several weeks of practice.

    Maybe in VF5 I'll finally manage to play a better Brad than Jacky...

    Until then, thanks again for all the useful Brad info!
     
  19. DancingFighterG

    DancingFighterG Well-Known Member

    Yo, this is DancingFighterG. Hey brad players as we all know brad's sway game is very strong and can lead some damaging situations for opponents. Now the question is how to setup the mixup and all his options in a match. Remember that you only have a limited time in a match to setup your game. Now from my experience people who go against brad either:

    1. Wait until Brad is done attacking then go for an attack / nitaku situation

    2. Try to attack when they see an opening

    I see more of option 1 then 2 thus this type of style opens itself up to throw mixup out of sway or low hits i.e

    2K+G - low hit
    Slip options, G options i.e throws, low moves, evasion, etc

    Option 2 opens itself to the following options:

    Mid or high hits out of SL or SR

    As we all know this is what we want in the end because the juggle possibility is great if moves out these stances connect. And with a lot of his options of Ducking, LD, SL and SR being safe the only thing that you really have to worry about is nikatu.

    Also remember to based off Kiwe testing entry into ducking on hit i.e 4K, KP6, etc makes low p not an option to interrupt. And even on block you can bait the low p for a sabaki. Also, remember let's say within option on they evade ducking P+K is perfect handling the evade situation, has good push back but unsafe on block.

    Now in my opinion both this options need to be excercise throughout a match so you can find what your opponent is likely to be hit by!! Due to Brad lack of quick low moves up close I feel that is is vital to keep your opponent guessing and to me this is the best way to do it.

    Opinions and discuss!!
     
  20. Ezekielx

    Ezekielx New Member

    hey dancingfighter g i just came to the website and i dont know alot of the terms such as SL LD an SR and such. i saw you post "Just in case people did not know SL K does not require a CH to land clinch. This is to me why SL is SO STRONG!!" I kinda get the ch part but how do you land a clinch without it and what is sl and the such sorry for the noob question but i wanted to know thx.
     

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