So…exactly what am I supposed to do when I dodge strings? The evade attacks don’t work like they used to in 4. The moment I do anything the string just tracks me, and I eat it. Am I supposed to be waiting for the last attack to do anything or something?
For a string, you need to evade each strike, or yeah, just wait for the last attack
[media=youtube]8S87jdOxn6c[/media]
Brad Burns combo video I created. Exploring Brad’s combo potential in Final Showdown. Please review and rate.
Detailed transcript is available on my blog (link in my signature).
I added another move to the list. I discovered its usefulness by accident.
Anyone of you guys know how to counter a GOOD Goh player? I could not even use my pokes to counter his combinations. I tried 6pk, 2p and p. The only thing that seems to have an effect is zoning him out with 4k ducking k.
Updated first post with additional useful moves.
Has anyone had any success using :f:K+G to punish wakeups? I’ve been trying it out in training and it seems like a good move to use in that situation.
Hey everyone. New to VF and well 3D fighters to begin with so I apologize if this is a dumb question.
I’m trying to understand exactly how many frames Brad’s ducking and swaying moves are and why certain setups work. Perfect example is: P+K > swaying > K
why does the knee beat both standing P and 2P?
Correct me if I’m wrong but P+K on guard is -3. Then, after transitioning into swaying the game says I am -18. The knee comes out in 16 frames. How does that beat a typical 12 frame jab or crouching jab?
Does doing a follow-up move from ducking/swaying lower the recovery? If so by how much?
Or perhaps the swaying dodges the counter attacks?
I would greatly appreciate if someone could clear this up for me. Thank you
The disadvantage it’s showing assumes you’re going straight into guard. It’s basically an oversight/laziness. The best way to determine an entry into his stances is absolutely to test yourself.
Thanks for the quick reply. Guess I’ll just have to do more research in the lab when learning mix-ups and setups.
Anyone ever figure out the minimum amount of frames going from most attacks into ducking/slipping/whatevs into follow-ups?
Yeah for ducking check bottom of page 1 or page 2, basically CH6p sets up ducking k, and then that sets up the actual mixup of ducking throw/ducking k.
CH4k if you’re pretty close sets up the ducking mixup perfectly.
For ducking at least I couldn’t find anything with better frames than either of those two attacks and I tried all attacks that went straight into stances. Dunno about sway/slip though.
At about 2:22 of this vid:
[media=youtube]MBPAk3pQJAU[/media]
How did he do that?
It’s Sway Back > P+G on counterhit.
I personally love ending matches with it xD
Thats a beautiful game ender, but I just love how 44K ends matches leaving them stunned after a while, then they fall.
Do you guys have PS3? I have not seen any of you playing, is it that you guys are allready high ranked? Im only a guardian.
GG’s sol, sorry it was against my scrubby Jean. Add me on PSN for some Brad mirrors or more beating Jean’s ass more.
On PS3 here. I’m only a 6th dan and don’t consider myself very good, but I’m having a lot of fun playing and am interested in learning. If you ever want some mirrors or whatever feel free to add me as well.
PSN - The_Ty1err
Hahaha its no worries its either that or getting challenged every second by kyus. I will be looking foward for dat brad matchup. Same to you Ty!err.
BTW swaying K is so GOOD, I preffer swaying k rather then P.K.G a wakeup mid.
What are some good wall combos? I’ve been messing around with this one in training:
:f:K+G(wallsplat), P+K, :uf:P+K, P, BT :d:P, :df:PP*, :uf:K*
*Won’t work on heavies. Also, :uf:K is not guaranteed, meaning the opponent can escape it before it hits.
Im also trying to work on combos for a bit, basically after you stun your opponent and do :uf: P+K you can follow with P BT :d: P :df: PP :uf: K?
EDIT: Found this, incredibly useful.
[media=youtube]_flZQQVEkiE[/media]