Presenting the BRAD show! The Official Thread

Thanks for the quick reply.
What is a good opening for Brad or does it depend on the character you play vs?It seems like some of the faster characters always hit me first before I can do anything.

P is his fastest strike hitting high at 12 frames and is +2 on block. that is huge, as very few moves are ever plus on block
6P is his fastest mid at 14 frames
2P is his fastest special low at 12 frames

These 3 universal moves are shared through out the cast and all serve a purpose in offense and defense. Every character’s 6P and 2P are the same in frames, some characters do have 11 or even 10 frame jabs. but they all work the same

Very basic… like very very very basic… flow chart.

use P as a one hitting jab. in order to use P in a row without getting a P string, you need to hit G after the P, this will reset the string so you can do P G P G P…the opponent will be at disadvantage the entire time, until he evades or ducks and that is when you bring out your next flow. P is like a boxer’s jab, it’s used to set up bigger things like a tick throw once the opponent is blocking or tries to evade or something bigger if the opponent tries to attack at disadvantage.

2P is a great defensive tool, it ducks under highs and gives you +4/+7 on normal hit/CH respectively. If you want to interrupt your opponents flow then use this move but be careful, as it is -5 on block, and even worse it can be beaten by mids or any moves that hit at the same time and do more damage, such as

6P. So your opponent just blocked your P giving you a +2 advantage. If your opponent likes to 2P while getting pressured, or you read that he will. You can do 6P. So even 2P is i12, while 6P is i14, but you have a 2 frame advantage so both of those attacks will execute at the same time, and your attack will win.

6P is a huge part of Brad’s game and should be your most used move, as it leads into stance mix up and pressure, or you can use the K ender, 6PK, for a knockdown

On hit 6P can transition into ducking and be at enough advantage to use ducking P and it’s follow-ups and beat out any standing attack the opponent does. Once the opponent fears standing attack after ducking, he will attempt to evade or block to which ducking throw, P+G, works, or he will try to 2P, so then use ducking K+G to launch for a combo.

That is the meat and potatoes of how I play Brad, very basic using the same three tools- P, 6P, 2P- that every character has augmented with ducking mix-ups after conditioning my opponent.

Don’t forget CH4k though, it can hit ouside of 6P and gives the guaranteed duck throw/K+G.

Admittedly, I’m also playing a zone brad with some of his longer range stuff.

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I love playing a more long range Brad with 4K, 44K, 66K, slipping K+G and ducking K especially if I’m playing poking characters like Eileen, Pai and Lion.

But P, 2P, and 6P are the very basics of not just brad but every character in Vf and understand how they work and build from there is the first step anyone needs to learn in my opinion.

Yeah I’m playing cpu for now until I get a good feel for the system and a better feel for reacting to stuff.

I play more reactionary, so I need to accustom myself to seeing CH.

Also, about training mode, when PP is -frames on hit, is the game calculating what it would be, or is PPP not an actual combo?

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It’s a true combo, you’ll just be at disadvantage on hit or block.

It’s only not a combo when the hit counter at the bottom left of the screen turns green. When you see that, then you know the opponent had a chance to block or tech out.

I guess I’m confused, pp leaves you at - on hit, but ppp can still combo? That doesn’t make sense to me.

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Eh, I’m confused too, unless the last P in PPP is fast enough so that it does combo in spite of PP being negative on hit.

In actual stuff I can prove.

P+K into slipping K is amazing

This beats everything even on block!

standing P, 2P, 6P. throw…

I ran it through Dojo mode having the computer block and then using the preset attack options after the block, and P+K 2 K beat then all.

The only thing I can think of is that the third P has less than 5 frame startup which is fine, because there’s no way you are poking with it anyway.

Slippin k is the knee right? Love that and the slipping k+g too.

I also love 66p+g.

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Yes slipping K is the knee and you get nasty combo’s off of it. It’s the same Knee as swaying K. Slipping P+K also works after P+K on block, and has even higher damaging combo’s, but it’s high and can be crouched or 2P’ed under.

You can potentially get more damage off of the 46P+G throw instead of 66P+G, but it’s not gaurenteed.

What was 46throw again? I just like 66throw cause its so damage looking.

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46P+G is the one that knees the opponent and he falls over in a crumble, if he doesn’t tech quickly, you can follow that up with a 46K+G for 64 damage. The 66P+G throw does 50 damage only.

What is 46k+g on guard?

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-7

I’m getting into the groove, lots of 4k and 6p, and I also love 6p+k now.

Played about 45 offline matches today with a vanessa player.

He never on CH bothered to duck ch4k duck, so I couldn’t actually mixup, got a lot of throws since its a 3 way though.

I would have played more but then people started playing ST.

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So any tips for fighting good Akiras? I’ve learned that I can’t fight them at all.

Don’t let him confirm his choice at character select?

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Akira is a linear character aka he has no full circular attacks so practice evading his moves in training mode. He is at his best when he is up close so creating a small distance to bait him is recommended. Itoshun is probably the best Brad in FS right now and he has an insane win ratio like 85% he is a strong player but Brad is no slouch. I’m learning the game has well and TBH I haven’t had much time to understand Brad’s strengths and weaknesses but in a game like VF there is always a solution.

I just spent some time practicing evades against Akira. His :f::f:P is really fast. :eek: It appears to be safe on block, so you have no choice but to evade it. But yeah, it’s looking like evasion is the key. I don’t do enough of that as it is, but I find that it’s kind of hard to do that when many attacks have half or full circular motions. At least with Akira you don’t have to worry about that much…but having the courage to evade is another issue.

As far as Brad’s weaknesses, he doesn’t have any good parries. The one that he does have can only parry mid kicks, and is probably only good against wakeup K. Also, Ducking/Slipping/Sway can’t avoid mid or low attacks…if you can tell when they’re coming, then you should be able to punish.

Thanks for the info I didn’t know he lacked in counters.
He has a 666+p(devils number for a good reason lol) which hits the other side, I think you already noticed that pretty much adds to Akira’s mind games. On counterhit it leaves you in a crumple state so he can make you think twice about evading. He has to guess as much as you but the upperhand comes from your full circular attack. :slight_smile: