I usually go for side throw until I see the opponent starts to break it or duck it, and then move on to side pressure mix up, and besides, his side throw after P+KP2P with the multiple kicks is the coolest looking thing ever.
Haha, yeah that throw is nice. I tried doing :f:K+G as a follow up, but it looks like it can be blocked. You don’t want to miss with that move.
Wait is it opposite direction for throwbreaks or same?
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I believe it’s opposite direction for side throws only.
EDIT: Sorry, it’s opposite direction for throws from the front, and same direction for side throws.
EDIT 2: The side throw thing is wrong…bah.
After a side turned or ducking P+G 4P+G throw, you can go for 4K and even if they block it from the side you will be at insane frame advantage and can go into ducking/slipping mix-ups where I believe the ducking P+G throw will be free, or at very least going into slipping K+G which also has insane advantage on block normally.
Okay, another noob question.
I was told that every character has a really good side step tracking normal, and a normal that beats 2P clean.
What are Brad’s normals that does that?
4P and [6]K are good half circular moves to kill step on one side, while K+G, 2K+G and 66K are good full circulars.
for 2P, an elbow, 6P stops them, even if they hit at the same time. Or you can do 9P+K with tech jumps over lows and 2P’s and leads to combo’s, and my personal favorite 44K, as it backsteps slightly causing the 2P to whiff and from there you can do some backturned mix-ups, like 2K or K
44K is a good move in general for playing a spacing turtle style of game. along with 4K, slipping K+G , and swaying K.
Or just simple evade a 2P and own those silly mashers.
Just done a quick video of some normal and counter hit combos.
[media=youtube]2ynWG-GOAUU[/media]
Probably stuff you all know but hopefully useful to someone.
I uploaded some of my online matches: http://www.youtube.com/playlist?list=PL794C6A14136FD993&feature=mh_lolz
Still too rusty. What are some good options when the opponent is on wakeup?
There are many things that hit afterwards, but the best I’ve found is 6+P+K into combo… This will make people think twice about rising mid K.
Here’s a combo I like to do:
:f:P+K, :d:P, :df:P+KP ( :f:K+G)*, :df:K**
- Can only be done on heavyweights, so omit it when not fighting one.
**You can substitute this with :d:K+G
Any good uses for Ducking > Change? It gives you +11 advantage, but that doesn’t seem like a lot, especially since the opponent gets pushed too far for you to do anything without dashing in. The only thing that seems useful is the back throw, but the opponent could easily stop it with an attack. I just tried following up the change with another duck, and that seems to have potential (as long as they don’t do a mid attack).
I suppose it could be good for ring outs, heh.
I’m in training, trying it out…it seems to work only against mid kicks, sadly. I tried high kicks, low kicks, knees, punches…none of them work.
As for what you can do with that +15 advantage, it looks like only punches and elbow attacks are fast enough to counter hit the opponent, as they all have execution frames under 15.
I like baiting an attack from a crouching punch into 23P (counter) then juggling them with a PPPK then doing OTG move. Doesn’t work on heavy characters. If they’re by the wall off the launch I try and drag them to the wall with a 3PP, PPPK, OTG.
No idea if that’s sensible or not but it works for me. Just trying to contribute to the thread. I feel bad not helping others out
6+P+K is 14 frames. Buffer it as soon as you see P+K+G catch the kick, and you get a free combo. You don’t need a counterhit.
Yep, you are +15, so anything you do that is slower than 14 frames the opponent will have to eat, he can’t even move or duck, you could try for a throw, but that can still be broken, so 6P+K is your best option. I like to crouch right next to a down opponent to bait them into throwing out a mid kick so I can P+K+G them into death.
So can ducking/slipping/whatever go under highs at all or are there just some weird properties on the follow-ups? Trying to use some of it against a (much) more experienced Jacky player and his strings will beat that shit out clean (something like 3PPP, the one that used to guarantee a pounce). I guess what I’m really asking does Brad have an option out of ducking/slipping/whatever to deal with punch strings? Am I stuck just only using it after counter-hits or something (usually when I can catch him with the clutch)?
Doesn’t really work against strings. It will evade some, but if you popping up into the string you might be able to block sometimes, but I don’t think you’re going to hit.
I’m loving 4K, I just need to condition myself to duck on CH, though maybe its just the computer, but 4K duck at max range is not horrible it seems.
I’m getting better at the system at least, beat dural on normal
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What do these numbers in front of K or P mean?Like 6K and 4P?I am new to this game and just started playing Brad.Lost almost every match so far.
the numbers are directional inputs, look at your keyboard’s number pad to the right.
789
456
123
5 is neutral, so 6 is forward and 4 is back, 2 is down and so on.
for instance a fireball motion would be 236 a dragon punch would be 623…
brad’s fastest option out of ducking is his PPPP string and on the right advantage will beat any standing attack the opponent uses. This will force him to start crouching/2P or block/evade and that is when you use ducking K+G to eat crouchers/2P’ers and ducking P+G to beat his evade/blocking.