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#253353 - 2009-05-30 07:26 Re: VF5R Brad changes [Re: Myke]
Griever Offline
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Registered: 2003-12-07
Posts: 980
Loc: Poland, Poznan
PSN: Griever_PL
 Originally Posted By: Myke
 Quote:
This was the case in ver.A, however in ver.B I think they went back to the old one, a bit reanimated though (the opponent seems to fall down longer I think)

I'm pretty sure there are two types of head crumple animation. You can see for yourself in the Brad combo vid. And it wouldn't make much sense for them to create and introduce a new animation in Ver.A, only to remove it in Ver.B.


Yep, you're right. Maybe it has something to do with a move (creating the head crumple) being linear or half/full -circular.

 Originally Posted By: Myke
 Quote:
I know that + creates that blast back effect on normal hit. Maybe now + is changed to head crumple or something else, I'll try to find a video of it being used in ver.B

Actually, I think I recall + produced a slam (similar to +).

gaahhh... I don't know why I'm caring so much. Fuck Sega! \:\)


You know that you care, b/c no matter how many times non-Japanese audience is getting effed up the bottom, we still hope that after all the pain we're gonna get a kiss, a chocolate and flowers, and it will turn out to be a true love instead of simple RAPE \:D
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#254953 - 2009-06-10 22:59 Re: VF5R Brad changes [Re: Griever]
tonyfamilia Online   sleepy
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Brad vs Taka
http://www.youtube.com/watch?v=jCf9mX78bos&fmt=18

@1:37 Brad does 1P CH -> KPK for 60pts
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#255020 - 2009-06-11 09:33 Re: VF5R Brad changes [Re: Griever]
erdraug Offline
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Registered: 2007-10-01
Posts: 1004
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Originally Posted By: Griever
Originally Posted By: Myke
Quote:
This was the case in ver.A, however in ver.B I think they went back to the old one, a bit reanimated though (the opponent seems to fall down longer I think)

I'm pretty sure there are two types of head crumple animation. You can see for yourself in the Brad combo vid. And it wouldn't make much sense for them to create and introduce a new animation in Ver.A, only to remove it in Ver.B.


Yep, you're right. Maybe it has something to do with a move (creating the head crumple) being linear or half/full -circular.

I doubt that's it because both vanessa's boomerang hook and death scythe are semicircular yet they seem to produce different head crumples. BTW if there's not already a name for that kind of hit effect (hit to the head, opponent falls sideways) we might have to come out with one confused


Edited by erdraug (2009-06-11 09:42)
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#256454 - 2009-06-24 14:56 Re: VF5R Brad changes [Re: MuayThaiFighter]
MuayThaiFighter Offline
Member

Registered: 2008-08-11
Posts: 111
XBL: MuayThaiBoxerKO
How much does Brads wall throw do? does it still do 65 dmg
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#256489 - 2009-06-24 21:21 Re: VF5R Brad changes [Re: MuayThaiFighter]
Myke Offline

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The wall throw has been reduced to 55 pts now with the down attack (13 pts) still guaranteed afterwards.

So instead of totalling 78 pts it's now 68 pts.
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#257206 - 2009-07-02 16:34 Re: VF5R Brad changes [Re: Myke]
MuayThaiFighter Offline
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Registered: 2008-08-11
Posts: 111
XBL: MuayThaiBoxerKO
why do they always reduce brad....it makes me wanna quit
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#257209 - 2009-07-02 16:54 Re: VF5R Brad changes [Re: MuayThaiFighter]
Beligerent_Feck Offline
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Originally Posted By: MuayThaiFighter
why do they always reduce brad....it makes me wanna quit


Damage on quite a lot of throws has been reduced, it's not specific to Brad...
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#257214 - 2009-07-02 18:18 Re: VF5R Brad changes [Re: Beligerent_Feck]
Griever Offline
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Registered: 2003-12-07
Posts: 980
Loc: Poland, Poznan
PSN: Griever_PL
And also, I got the impression that they did a lot to Brad, but he definitely wasn't "reduced". He's a monster now, and I'd love to play him now. He'd be more my main than he is my main now... he'd be "mainer"... my "mainest of main" characters laugh
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#257670 - 2009-07-09 01:54 Re: VF5R Brad changes [Re: Myke]
Libertine Online   content
Addict

Registered: 2008-05-12
Posts: 466
Loc: New Jersey, USA
XBL: LibertineVFDC
Originally Posted By: Myke
The wall throw has been reduced to 55 pts now with the down attack (13 pts) still guaranteed afterwards.

So instead of totalling 78 pts it's now 68 pts.


It's been awhile since I've concerned myself with VF5R Brad. Is the heavy down attack still guaranteed after his 33P+G throw into the wall? If so, that's more damage than his wall throw with the light down attack now.

Brad's main reduction seems to involve his combos. Some damage on moves were reduced, and I haven't figured out how the damage scaling works now. I've seen at least one combo not connect at all anymore on a certain character, but he also may have gained some combos.

The highest damage combo off of 6_K now seems to be 4PK6 Ducking K followed by a light down attack. Is the light down attack really inescapable?

Originally Posted By: MuayThaiFighter
why do they always reduce brad....it makes me wanna quit


Brad is mostly a combo character, and his throws are used to set up oki tactics. His combo damage may be reduced, but he generally has more opportunities to create combos than other characters.

I think the light down attack after 3P+G may be guaranteed again, BTW.


Edited by Libertine (2009-07-09 02:01)
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#257710 - 2009-07-09 14:33 Re: VF5R Brad changes [Re: Libertine]
Ladon Offline
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Originally Posted By: Libertine
The highest damage combo off of 6_K now seems to be 4PK6 Ducking K followed by a light down attack. Is the light down attack really inescapable?


If you're saying what I think you're saying, then no, it is not insescapable. Or rather, it can be blocked by simply holding G while you're floating in the air.

You should instantly stand up with a standing guard. At least this is how it works in vanilla, not sure if it's different in R.
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