Presenting the BRAD show! The Official Thread

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

Spoiler

[media=youtube]9yyp7kVge9A[/media]
[media=youtube]C_8FH4ZHdzc[/media]
[media=youtube]e9JZ2dBBFrI[/media]

Ducking, Slipping, Swaying

Spoiler

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 ( :b:P+K+G).
[/LIST]

Moves Worth Using

Move Property Explanation

Spoiler

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

Spoiler

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

Spoiler

**:f:**P+K

Spoiler

Property: High
Move Type: Elbow
Path: Line
Damage: 20
Startup: 14
Adv: KD
Disadv: -6
Position Change: Yes

Similar to :b: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.

**:b:K **

Spoiler

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

Spoiler

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 :b::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

Spoiler

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

Spoiler

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).

:b::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

Spoiler

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

Spoiler

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

Spoiler

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

Spoiler

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 :b: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 :b: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

Spoiler

:f:P+K, :df:PP, :uf:K - 66 damage

Notes

Spoiler

Everyone should learn this one. Easy to do, and does decent damage. Does not work against Taka, unless against a wall.

:f:K+G, :b:P+K, :df:PP, :uf:K - 78 dmg

Notes

Spoiler

Solid combo. Against Wolf/Jeffry, remove :b: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

Spoiler

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, :b::b:P, BT :d:P, :df:PK - 81 dmg or
Slipping P+K, :uf:P+K, :b::b:P, BT :d:P, P, :b::f:K+G - 83 dmg

Notes

Spoiler

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) :b:K (stagger), :b::f:K+G, :f:K+G, :uf:P+K, :b::f:P+K, :df:PP (:uf:K) - 107 dmg (118 dmg with :uf:K though not guaranteed)

Notes

Spoiler

If the opponent is near the wall, you can use :b:K to make them stagger, and then get a wall splat with :b::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!

Anyone know a good combo list?

I end everything with 3PP 9KK and I mean everything

Slipping K
Swaying K
6P+K
ducking K+G
slipping P+K. I least use 9P+K before the 3PP 9KK- this is my most damaging combo I’ve found so far.
CH 33P

the mix-up between ducking P+G and ducking K+G is amazing. Props to the VFDC brad thread for that little tidbit. My only issue is transitioning into ducking without getting hit before I can get the follow up, not sure if the people I’m fighting know when to interrupt or they are just scrubs like me and are mashing out of things.

I love :f:P+K.

It seems Brad’s general gameplan is to get your opponent into a defensive mindset so you can start your sway/ducking mixup games. Would that be an accurate description?

That’s what it seems like to me, but I’m barely above a scrub so what do I know.

It is possible to play Brad without even going into his stances, as his options outside of them are very strong.

This is my first VF and I went to Brad first. Gotta say I’m amazed at the amount of options he has. Coming in from Tekken I found the number of sway/dash transitions and options he has from those stances is gargantuan, his options easily trump that of Steve Fox. The speed of the transitions as well, its crazy I’ve never had so much freedom to mix up the pattern, to flow into the moves I want when I want. Its almost scary. Is this what VF is like?

Only had an hour or so with the game, everything is new. I doubt I’ll be able to post anything useful for a while. Still, loving the game.

This game is great, is there a site/resource specific to VF?

Sent from my SPH-D700 using Tapatalk 2

and here is the brad forum

http://virtuafighter.com/forums/ubbthreads.php/forums/73/1/Brad

Thank you so much, trying to learn the engine.

Sent from my SPH-D700 using Tapatalk 2

So how’s everyone’s Brad coming along?

I’m a 2nd Dan only and slowly finding better players, but not many, most of them at least can put a few strings together and understand proper defense. so much better than blind low kick mashers who, while easy to defeat, is just a chore to fight again.

What are some good mixups with this character?

And what would you guys say are his top 5 pokes?

I’m still trying to figure out how to deal with pressure, is it basically 2p a couple of times to get them off?, but then I feel I’m at negative and it goes right back into pressure. I’m trying to evade but I still get caught by strings.

The pokes I’m using a lot would be 1k, 2k+g (not good on block but can’t be evaded I think, sweeps on CH), 1p (I think it stuns on CH) and 4k.

Idk if I’m doing it right though.

Sent from my SPH-D700 using Tapatalk 2

top 5 pokes?

P
2P
6P+K
44K
4P

His best mix-up is from ducking stance, from Ducking he has two options, ducking P+G, his throw, and ducking K+G, a launcher.

ducking P+G is a catch throw. usually strikes beat throws, but catch throws go through strikes, so throw will beat anything the opponent does, besides lows. Standing attack- eat a throw, sidestep- eat a throw. there are 3 options from the neck clinch and these all can be broken if the opponent guessing right. 6P+G does the most damage, while 4P+G puts the opponent in back turn with the possibility for more mix-ups and higher damage.

Ducking K+G is a leaping knee mid hitting launcher that tech jumps over lows, so if the opponent tries to duck or 2P underneath your throw, hit them with the launcher for a combo.

Thanks for the input.

Another problem I’m having is… how do you do combos in this game? I guess I don’t understand the terminology but half way into this combo, it leads into knock down.

http://virtuafighter.com/forums/images/graemlins/default/f.gif

http://virtuafighter.com/forums/images/graemlins/default/p.gif

http://virtuafighter.com/forums/images/graemlins/default/plus.gif

http://virtuafighter.com/forums/images/graemlins/default/k.gif

*Closed -

http://virtuafighter.com/forums/images/graemlins/default/b.gif

http://virtuafighter.com/forums/images/graemlins/default/b.gif

http://virtuafighter.com/forums/images/graemlins/default/p.gif

BT

http://virtuafighter.com/forums/images/graemlins/default/d.gif

http://virtuafighter.com/forums/images/graemlins/default/p.gif

http://virtuafighter.com/forums/images/graemlins/default/f_.gif

http://virtuafighter.com/forums/images/graemlins/default/p.gif

**

http://virtuafighter.com/forums/images/graemlins/default/db.gif

http://virtuafighter.com/forums/images/graemlins/default/p.gif

http://virtuafighter.com/forums/images/graemlins/default/plus.gif

http://virtuafighter.com/forums/images/graemlins/default/k.gif

http://virtuafighter.com/forums/images/graemlins/default/b.gif

http://virtuafighter.com/forums/images/graemlins/default/p.gif

http://virtuafighter.com/forums/images/graemlins/default/k.gif

= 84 Damage*

for starters, instead of worrying about open and closed stance and character specific combo’s find something that you can do that works in any situation.

for instance I use.

6P+K 3PP 9KK

this works on everyone in any stance, except taka.Sure it’s only about 70 damage. but I’ll take a combo i can do 100% of the time than one that fails on me. And this way you can work on your fundementals without being bogged in the nitty gritty of character/stance specific combo’s.

Well, I read about that, basically closed means you can see someone’s back and the other’s front. Open means that either you see both front or both back. Though, I agree with the universal option being better overall unless you need maximum damage.

Don’t neglect 4K, 3/6P, and 2K+G. 4K has excellent range, pushes back far on block and can put them into wall stun from a good distance too. 3/6P are both really important for his close game, as they’re both good enough on block that you can fuzzy guard and can be hit-confirmed into their respective followups. 2K+G is pretty fucking fast for a full circular low, and it can also set up a wall stun (Though the spacing and range to do so is a bit iffy. Even though it’s - on hit I also have always liked 2K since it’s got good range + startup for what it is, and it’s only -15 on block which keeps you safe from many of the nastier low punishes.

@Coth-X: Get the defensive option selects down asap. If you don’t know what they are (Or don’t understand how and why they work due to this game’s poorly explained tutorial) then go look for tutorials and beginner articles on the vdfc forum/wiki. Learning string shit is something that comes with time and exp, but nonetheless knowing how and when to fuzzy on hit and guard will force the opponent to think more about their offense.

If your low P actually hits them, you’re at + frames. If you elbow right away, it will beat your opponents low P if they try to do it back to you. The elbow on hit gives you +6 frames. Continue offense… If its blocked, you have to guard, otherwise their low P will beat your next one.

I notice a lot of new players using 2+K for poking (not just with Brad, with all characters). Don’t do this in VF. There are exceptions, but most low kicks are - frames on HIT, even on counterhit the frame advantage is even, so you gain nothing. Stick with 2+P for poking. Brad’s 2+K+G stops dodging, but so do throws, and they do a lot more damage and knock the opponent down.

Elbow as in 6p? I’m trying to recall his moves.

Ill look up fuzzy, but I’m not clear on what it means in VF.

Sent from my SPH-D700 using Tapatalk 2

Yeah, 6+P. But remember to tap G afterwards, otherwise you may accidentally get the K followup. If you’re at -5 or better, you can fuzzy guard. Do a crouch dash (3, 3) and tap G as soon as you move. This will both duck throw attempts and block mid hits.