I think K is my new favourite move. You can catch a lot of people with it. Also, I’m doing better against Akira players thanks to Sarangha’s advice.
Just picked up Brad two days ago and ive reached 6th dan in that little time. God he is so good.
Something that bothers me is how to stop these crouching punch players, everytime I go into the swaying animation the enemy counters it with a cr P, how do I recover after that move? Do I sidestep?
Anyways if ya guys wanna hit me up my PSN: SolWarrior
This has been covered in this thread a few times already.
ducking K+G tech jumps over lows and 2P’s, you can go into ducking off of any transition hit and block and it will beat 2P’s
P+K into swaying K is the only swaying transition that beats 2P’s and it beats it on hit or block, anything else will lose to 2P
Do you know the specifics of the priority system vf uses? Is it just more damaging move wins, or does height matter too?
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Just as an aside, I would have called this thread “Real Men Wear Pink.”
Carry on!
If I remember right, in the event of a trade, the move that does more damage wins. Otherwise, it comes down to whichever move is faster. Attacks always beat throws.
Attacks do always beat throws, except when they don’t beat a catch throw.
Like others said if moves would normally just trade, damage wins out. However there’s also moves with tech jump/tech crouch properties or just weird hitbox fuckery.
Can k+g hit low? I swear I’ve hit 2p’s with it. Though, this was fighting the cpu and I haven’t just gone in and tested, it did seem to cause crouching stun though.
Remember, VF has special highs (displays as ex-high in training), high attacks that will hit crouching opponents if they’re trying to attack.
EDIT: DISREGARD THAT. K+g is not a special high. I was confusing moves. Not sure why it’d be hitting 2p unless those are elbows or something
I’ve updated the first post with vids from Japanese player Bokkiakia.
I’m running through the VF4 training mode, and it’s amazing how much different Brad is. I kinda miss that he could clinch off of certain moves.
So what are ways? Since talk about mix-ups on this board have been very… non-existent.
Yeah there’s talk about it early in page 1 and 2, but those mix-ups are really awful.
Doing some research of my own, I feel like I can write up a decent guide for Brad to help people who were confused like me, since I don’t want anyone else put into that position as they would quit the game for such reason. If those type of players had a better understanding of their character, they may give this game another chance, however I would like to make something soon to lead them in the right direction. Not sure when I’ll start working on this guide, but no doubt the Jap BBS has been really helpful in answering even super scrubby questions, and checking out YouTube vids on why X Brad did Y move.
Also, 1st post sucks as it lacks… ANYTHING!
Wanna learn Brad? Uh… here’s this top Jap player, watch his video.
Anyone new to the game won’t understand why he’s making those choices or why the opponent doesn’t just mash in-between block strings.
Thus, the topic on “how to condition my opponent” which, of course applies to any fighting games, but it’s the 1st step in building a solid Brad.
Start with fundamentals before going into his stance game. Condition your opponent to block with basic things like 2P on hit (NOT BLOCK) or jab, into 6PK (Make sure you confirm it) then use his throws once they start respecting that. If they know how to fuzzy then just delay your throw slightly to counter that. Brad has decent lows but they’re more for poking then a straight frequent mixup option, this isn’t SC or Tekken. Stick to 6P before other mids, it’s your fastest one and thus after +2 or higher frame advantage will beat characters mashing jab or 2P except for the ones who still have 11 frame jabs (Eileen, Pai, Shun, and maybe a couple others I’m forgetting lol). Against them just do another jab or 2P for now. If the opponent is step-happy then just delay your attack (In order to properly evade you have to time your step, otherwise you’ll just get hit) or throw them.
Once you have an idea of what you’re doing with just P, 2P, 6P and throws then you should be able to recognize the value of his other tools based on their range, frames, damage etc. After you get a decent hold on his moveset THEN move on to stance shit. The very basic one is slipping P+G (The stance where you hold forward after 6P etc) OR slipping K+G, which should stuff them mashing if you enter the stances from the right moves (Like P+K on block).
Lol, be nice Pozer.
Uh CH4K and CH6P are very good mixups.
That guy’s the troll though right?
Updated the first post with moves worth learning. Any more I could add?
Trolling about games I’m trying to get into isn’t my thing.
I might check this thread out from time to time, but overall I’ll refrain from posting because I feel like I might bitch someone out or I’ll just get my post ignored anyways.
SOOOOOOOOOOOO IT’S ALL GRAVY!!!
I’m serious about that guide, tho.
Work, work, work, work, work, work…
I’ve uploaded a second set of matches on my YT page. I’ve included the frame data windows this time.
ChinoBrad going over some Brad tech if you manage to catch it: http://live.nicovideo.jp/watch/lv97692842