VFDC Movelist
Bokkiakia’s YT Channel
Chino’s YT Channel
Itoshun YT Playlist (it’s mixed in with 5R and vanilla vids)
VFDC Max damage combos
Vids
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[media=youtube]9yyp7kVge9A[/media]
[media=youtube]C_8FH4ZHdzc[/media]
[media=youtube]e9JZ2dBBFrI[/media]
Ducking, Slipping, Swaying
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Brad’s specialty is the ability to go into three different stances and to transition into those stances smoothly. Several of his attacks can go into a stance of your choosing. From a stance, Brad can mix up attacks and keep an offensive going until either the opponent is KO’d or the opponent manages to stop it. Basically, once Brad goes into a stance, the opponent always has to guess what’s coming next.
Strengths
[LIST]
[]Opponent always has to guess, as long you don’t get predictable.
[]Continuous stances allow for pressure & carrying the opponent to the wall or ring edge.
[]Many attacks allow stances.
[]Can transition from one stance to another seamlessly.
[]Can be used to avoid all high attacks & throws, providing a nice alternative (but not a replacement!) to evading.
[]Stance moves can be delayed.
[/LIST]
Weaknesses
[LIST]
[]Cannot evade mid or low attacks, meaning good players can stuff stances with the right timing.
[]No attacks can transition into a sway. Can only use a sway from another stance, or by using a naked sway ( P+K+G).
[/LIST]
Moves Worth Using
Move Property Explanation
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Move Command: how to perform the move
Attack Level: where it hits the opponent. The properties are Low, Mid, High, EX-Low, EX-Mid, EX-High.
[spoiler=“Levels”]
[LIST]
[]Low beats high blocks
[]Mid beats low blocks
[]High can be blocked while standing, and will not hit crouching opponents
[]EX-Low can be blocked while standing. :d:P is EX-Low
[]EX-Mid can be blocked low. Forces opponent to stand on hit if they’re crouching.
[]EX-High can hit crouch attacks.
[/LIST]
Move Type: the type of attack (e.g. punch, knee). This is important!
Move Types
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From http://virtuafighter.com/wiki/vf5/system_part_2
[LIST]
[]Punch
[]Elbow
[]Kick
[]Knee
[]Somersault
[]Double Punch
[]Double Kick
[]Shoulder
[]Head
[]Back
[]Circular Kick
[/LIST]
[LIST]
[]Throw: Any P+G attack. Throws beat evades, but lose to any strikes, no matter how slow it is.
[/LIST]
[LIST]
[]Inashi: A parry. Grants large frame advantage if successful, but no other action is performed. However, this will let the user perform any follow-up move they wish.
[/LIST]
[LIST]
[]Sabaki: a type of parry that’s followed by an attack. The attack will always execute, even if the parry fails.
[/LIST]
[LIST]
[*]Reversal: a type of parry that will only follow up with an attack if successful.
[/LIST]
Path: the attack motion. Can be linear (Line), half-circular (HalfC), or full(FullC). HalfC attacks must be evaded in a specific direction, while FullC attacks can’t be evaded.
Damage: The base damage the move deals. “Base” means the damage that is dealt on a normal hit. ** Note: if two attacks trade hits, the move with higher base damage wins.**
Startup: how many frames must pass before the attack hits the opponent. During this time, the move can be interrupted if the opponent anticipated it. The lower the number, the faster the move is.
Adv: The # of frames you get when you hit the opponent. If the move knocks down, the number is replaced with KD (knock down) or FL (float). A negative number means your opponent moves before you do on hit. Most low attacks give negative advantage on hit.
Disadv: The # of recovery frames that must pass before you can move again. A positive number means you can move before your opponent, even on block.
Position Change: Your feet change position upon execution of the move. Values are Yes, No, and On Block Only.
[/details]
Moves
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**:f:**P+K
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Property: High
Move Type: Elbow
Path: Line
Damage: 20
Startup: 14
Adv: KD
Disadv: -6
Position Change: Yes
Similar to P+K, except it’s a little slower and Brad advances forward a little bit more. However, it will always cause a knockdown on hit, making it useful as a combo starter.
**K **
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Property: Mid
Move Type: Kick
Path: Line
Damage: 21
Startup: 17
Adv: +4
Disadv: -6
Position Change: Yes
A nice, ranged kick. Practice learning the maximum range on this, because you can catch a lot of opponents with it. Pushes opponent away from you on hit (and on block, but not as much). Great for punishing low wakeup attacks. Allows you to go into stances. Use this move to cause a wall stagger on hit.
:df:P+KP
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Property: Mid (2 hits)
Move Type: Elbow
Path: Line
Damage: 18 + 20
Startup: 16, 12
Adv: -3, KD
Disadv: -6, -13
Position Change: No
Use it to catch opponents who aren’t aware of its range. You can delay the second hit in case the first hit is blocked. This move can be used to end combos, but in some cases you can tack on a :f:K+G right after. In stages with half-fences, this move can be used to put the opponent over the edge.
:f::f:K
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Property: Mid
Move Type: Kick
Path: FullC
Damage: 30
Startup: 18
Adv: KD
Disadv: -15
Position Change: On Block Only
Full circular mid kick. Works best if you can use its maximum range.
:f:K+G
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Property: Mid
Move Type: Knee
Path: Line
Damage: 25
Startup: 17
Adv: FL
Disadv: -15
Position Change: Yes
It’s not a move you can just throw out, but if you can land it, you can get a big-damage combo.
:uf:K
Spoiler
Property: Mid
Move Type: Knee
Path: Line
Damage: 15 + 18
Startup: 15, 12
Adv: KD
Disadv: -16
Position Change: No
Can be used in a lot of situations after a knock down. A HalfC version of this is used at the end of the PPPK string.
:db:P
Spoiler
Property: Low
Move Type: Punch
Path: HalfC
Damage: 22
Startup: 18
Adv: -6
Disadv: -16
Position Change: No
On counter hit, it causes a crumple, allowing combos (or really just :uf:K).
:f:P+K
Spoiler
Property: High
Move Type: Punch
Path: Line
Damage: 25
Startup: 15
Adv: KD
Disadv: +2
Position Change: No
Good because it gives you +2 on block, allowing you to follow up with something. It looks like a move that should be slow on recovery, so the opponent may try to counter. But really, it just feels good to land the hit. :f:P is a good move for a follow-up after a block.
:uf:P+K
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Property: Mid
Move Type: Elbow
Path: Line
Damage: 22
Startup: 23
Adv: KD
Disadv: -5
Position Change: Yes
Absolute :d:P killer. If you get spammed with low punches, use this move and you will beat it every time. If you get hit with the punch, you can buffer this move and it will come out. Can follow up with :uf:K after a successful hit. Against light opponents, you can do :d:P, :uf:K. Also good for punishing low wakeup kicks. Causes restand after a counter hit (hold):f:K**, during a standing crumple caused by Slipping P+K, **during certain juggle combos, against jumping attacks if your move hits first, and after the opponent rebounds/slides off of a wall. :uf:P+K will also work against wakeup mid K, but the timing is tricky. If you know that move is coming, you might as well go for the inashi instead.
P+K+G
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Property: -
Move Type: Inashi (parry)
Path: -
Damage: -
Startup: -
Adv: +15
Disadv: -
Position Change: No
A parry attack. Stops standing Mid kicks, and ONLY standing Mid kicks, meaning knee attacks will not be parried. However, this is useful as a defense against wakeup kicks. If spaced properly, you can avoid damage completely against both kicks. Against low kicks, if you perform it at the right time, the low kick will miss Brad because his front leg is raised. After a successful parry, the best move to use is :f:P+K.
Slipping K+G
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Property: Mid
Move Type: Kick
Path: HalfC
Damage: 25
Startup: 25
Adv: +8
Disadv: +5
Position Change: No
Highly useful move because you are safe on block, and it does good damage on a normal hit. The only downside is the high startup, but that can work in your favour; if the opponent decides to evade and guesses wrong, they get counter hit for big damage and adv.
P+K
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Property: High x2
Move Type: Punch
Path: Line
Damage: 10, 8
Startup: 14
Adv: -3
Disadv: -3
Position Change: No
Use this move mainly for pressure and for starting mixups. If you don’t want to use a stance from P+K, you can follow up with P (Mid), and from there you have three options: another P which will knock down on hit, but if blocked you’re left at -16, making it a move that’s not worth the risk. The 2nd option is :u:P or :d:P (both High); it will put you on the opponent’s side, and it’s a halfC move. If blocked, it puts you at -4, which is much better as it will allow you to evade or fuzzy guard if needed. The final option is P (High), which I don’t find to be too useful. I guess it could be used to stop a rushing player after a blocked mid P. The good thing about P is that it crumples on a normal hit. P+K cannot be interrupted, meaning if the first hit is guarded, the second hit must be guarded. Can’t be stopped by Wolf’s P+K+G. Still have to watch out for sabakis, though.
Combos
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:f:P+K, :df:PP, :uf:K - 66 damage
Notes
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Everyone should learn this one. Easy to do, and does decent damage. Does not work against Taka, unless against a wall.
:f:K+G, P+K, :df:PP, :uf:K - 78 dmg
Notes
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Solid combo. Against Wolf/Jeffry, remove P+K, otherwise the combo isn’t guaranteed. Does not work against Taka.
Ducking P+KP, Slipping PPK, then K just before hit - 83 dmg
Notes
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Good damage, and looks cool. If you’re not yet good at landing the second K, you can use Slipping PP:d:K instead for 71 dmg. It’s worthwhile getting the timing down to get the full damage. Remember that there’s a large input buffer; during Slipping, you can input the PPK early, and it will come out. This gives you time to input the final K without pressure. Does not work against Taka.
Slipping P+K, :uf:P+K, P, BT :d:P, :df:PK - 81 dmg or
Slipping P+K, :uf:P+K, P, BT :d:P, P, :f:K+G - 83 dmg
Notes
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Slipping P+K causes :uf:P+K to restand, allowing the rest of the combo to connect. The alternate combo is a little more reliable as it will work against heavyweights. Alternate combo works vs. Taka, but you have to be fast landing the BT :d:P.
(Wall Combo) K (stagger), :f:K+G, :f:K+G, :uf:P+K, :f:P+K, :df:PP (:uf:K) - 107 dmg (118 dmg with :uf:K though not guaranteed)
Notes
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If the opponent is near the wall, you can use K to make them stagger, and then get a wall splat with :f:K+G. :f:K+G causes the opponent to float, and then bounce off the wall, allowing :uf:P+K to restand.
Post all your strats here!