VF4 / Brad [ print friendly ] [ command view ]
Bring it On!
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Hunting time
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How about a warm up? Come on!
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BRAD BURNS DOJO
Virtua Fighter 4 Evolution Version A
By Mike Abdow
Version 1.0
Last Updated 9 March 2003
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COMBOS
The combo section is divided up into the following sub-sections:
- Air Combos
- Knee Upper Combos
- Slam Combos
- Hunting Middle Kick Combos
- Head Crumble Combos
- Stomach Crumble Combos
- Vital Area Crumble Combos
- Back Stagger Combos
The large number of combos may at first be intimidating, but for
each Combo section listed above, you can probably get away with
only knowing/using one or two combos which work in any stance against
any character. To really maximize combo damage though, you should
pay attention to stance and opponent weight. This can be said for
any character really.
Apart from the first sub-section, Air Combos, each sub-section has
some notes about each combo which basically explain what situation
to use the combo in. The first sub-section spells it out for you
in a huge table.
The following abbreviations are used throughout this section:
- NH - Normal Hit
- CH - Counter Hit
- 1ST - 1st hit Stagger
- C - Closed Stance
- O - Open Stance
Air Combos
Translated from Arcadia March 2003 Issue.
The following combos, while no means complete, are representative
of the various combos Brad can perform across all the character
weights and in either stance. The combo-scaled damages are shown
to give you an idea of the damage potential involved. The total
damage of a combo, of course, depends on the first move you started
with. A number of combo starters are shown in the second table.
1 |
   ~   |
50 |
2 |
  ~   + |
47 |
3 |
   ~ SF  |
47 |
4 |
~  + ~  +  |
44 |
5 |
  ~   |
42 |
6 |
~  + ~   + |
41 |
7 |
~    |
39 |
8 |
~ ~  +  |
37 |
9 |
~    |
36 |
10 |
~  +  |
34 |
11 |
 ~  +  |
32 |
12 |
   |
31 |
13 |
~   + |
30 |
14 |
 ~   + |
28 |
The table below lists a number of air combo starters. The recommended
combo for each hit type and stance is then listed for every character.
|
Ao |
Pa |
Sa |
Va |
Go |
Br |
Le |
Ka |
Sh |
Li |
La |
Ja |
Ak |
Wo |
Je |
   |
CH |
C |
2 |
2 |
2 |
2 |
2 |
2 |
2 |
2 |
6 |
6 |
2 |
1 |
6 |
9 |
9 |
O |
1 |
1 |
1 |
1 |
1 |
1 |
1 |
1 |
1 |
1 |
1 |
5 |
7 |
7 |
NH |
C |
4 |
4 |
4 |
2 |
6 |
6 |
6 |
6 |
9 |
9 |
9 |
9 |
9 |
9 |
9 |
O |
1 |
1 |
1 |
1 |
1 |
1 |
5 |
5 |
6 |
8 |
6 |
6 |
7 |
   |
CH |
C |
2 |
2 |
2 |
2 |
5 |
5 |
6 |
5 |
6 |
6 |
6 |
6 |
9 |
9 |
9 |
O |
1 |
1 |
1 |
1 |
3 |
3 |
3 |
7 |
NH |
C |
6 |
6 |
6 |
6 |
9 |
9 |
9 |
9 |
9 |
9 |
9 |
9 |
9 |
14 |
14 |
O |
7 |
7 |
7 |
7 |
8 |
8 |
8 |
13 |
13 |
(Ducking)   |
CH |
C |
6 |
5 |
6 |
6 |
6 |
6 |
6 |
6 |
10 |
10 |
10 |
9 |
9 |
9 |
9 |
O |
2 |
1 |
2 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
8 |
10 |
1ST |
C |
7 |
7 |
9 |
7 |
9 |
9 |
11 |
9 |
9 |
11 |
11 |
9 |
12 |
13 |
12 |
O |
6 |
6 |
6 |
8 |
8 |
9 |
8 |
9 |
9 |
10 |
13 |
   |
CH |
C |
6 |
6 |
6 |
6 |
6 |
7 |
7 |
7 |
10 |
9 |
7 |
9 |
9 |
9 |
13 |
O |
7 |
8 |
8 |
8 |
8 |
8 |
10 |
10 |
  |
CH |
C |
7 |
7 |
7 |
7 |
9 |
9 |
9 |
9 |
14 |
10 |
9 |
9 |
14 |
14 |
14 |
O |
6 |
6 |
6 |
6 |
8 |
8 |
7 |
7 |
8 |
9 |
9 |
13 |
13 |
Knee Upper Combos
1 |
(Ducking) ~  + ~   + |
C |
O |
2 |
(Ducking) ~ ~  +  |
C |
|
3 |
(Ducking)  ~   + |
C |
O |
- Combo 1 works on all Light Weight Characters except Sarah.
- Combo 2 works on all Characters up to Jacky.
- Combo 3, although it does less damage than combo 2, recovers quicker and is better for okizeme.
- Combo 3 works in any stance, and on all characters except Heavy Weights. For Heavy Weights, change the Cross Upper (Ducking)
 to the Ducking Knee Upper (Ducking) .
Slam Combos
Sok Club
 + |
NH |
CH |
Ti Sok Ran
 +   |
NH |
CH |
Ti Sok Combination
   |
|
CH |
1 |
~    |
|
O |
2 |
~    |
C |
|
3 |
~  +  |
C |
O |
4 |
~   + |
C |
O |
5 |
   |
C |
O |
6 |
   |
C |
|
- Up to Mid Weights, use combo 1 or 2, depending on stance.
- After combo 1, you can go into Ducking or Slipping for okizeme.
- Combo 2 works on all characters except Heavy Weights. Also you need to hold forward for the standing
.
- Since Combo 2 can be tricky, during Open Stance you can also do Combo 3 though it does less damage.
- Combo 4 is reliable to use against Jacky and Akira.
- Combo 1 can work against HW in Open Stance, but for Jeffry you need to delay the
slightly. If the timing is too difficult for you, just leave out the (i.e. just do Combo 5).
- In Closed Stance, Combo 4 works against Heavy Weights and you need to delay the
slightly. Again, if this is difficult, just leave out the (i.e. Combo 6).
- Combo 5 works against Jeffry, and for Wolf if you don't watch your stance, you can just do a big down attack for similar damage.
Hunting Middle Kick Combos
Hunting Middle Kick (Slipping Right)  |
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CH |
- Both combos works on all characters. The damage of Combo 1 is less than Combo 2, but since you're left at a disadvantage afterwards, it's best to use
 which leaves you with the advantage.
Head Crumble Combos
Smash Hook (Slipping Right)  |
NH |
CH |
1 |
  ~ (Ducking)  |
C |
O |
2 |
   |
C |
O |
3 |
 +    |
C |
O |
- Combo 1 works on all Light Weights, Lion and Brad. If in Open Stance, it will also work on Lei Fei, Kage, Goh and Lau.
- Combo 2 works on all characters.
- Combo 1 has better damage, but if you don't watch stance then just stick to Combo 2.
- Combo 3 also works on all characters. For Heavy Weight characters, leave out the middle
(i.e. just do  +  ).
Stomach Crumble Combos
Body Hook (Slipping Left)  |
NH |
CH |
- Combo 1 works on all characters except Jeffry, in Closed Stance. The
 requires specific timing – too early and they won't float high enough, too late and you'll miss.
- Combo 2 works reliably against everyone.
- For Combo 1 against Brad, change
 + to   , for slightly better damage.
Vital Area Crumble Combos
A special note is required about the Piercing Knee (Slipping Left) . In the official Evolution Version A, this attack produces a Vital Area Crumble on counter hit (similar to the counter hit effect of Wolf's Knee). However, it turns out that the Evo Version A's that Sega exported to the rest of the non-VF.Net world, is not the official Version A. Kyasao even mentions this in his diary after his trip to Korea for the TBZone team tournament, where he experienced this Not-Quite-Version A for the first time. I'm not aware of all the differences, but one thing that is known for sure is that Brad's Piercing Knee will not produce a Vital Area Crumble on counter hit. So if you're playing Evo Ver.A in an arcade without VF.Net, then this section is useless. But if you're playing Ver.B, arcade or console, then this section still applies.
Piercing Knee (Slipping Left)  |
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CH |
- Combo 1 works on all characters in any stance, but for Mid Weights and Vanessa in Closed Stance, the second hit has a tendency to miss.
- Combo 2 is more reliable and works on everyone, although Combo 1 has better damage.
Back Stagger Combos
For Brad, the primary ways he can setup a back stagger is from any of his crumble attacks or the Body Knee Crush throw   + . In these situations the opponent is in a face down head towards position, and should they Tech Roll then you can hit them with a mid-move to produce the back stagger. You'll want to use a mid move which doesn't knock down, and either the Middle Kick  or   + are best suited for this. There is a certain timing required as well, which is basically ensuring you hit them towards the end of the roll. Usually, a short dash forward quickly followed by your attack will work. As a bonus, if your opponent doesn't instantly recover, then the   + will still hit them for good damage.
Middle Kick
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Back Stagger |
Pap Sok Kao
  + |
Back Stagger |
1 |
 + ~   |
C |
O |
2 |
  ~ (Ducking) ~  +  |
C |
O |
- Combo 1 works on all characters. Some timing and a slight dash forward is required for the
 + .
- For Combo 2 on Middle Weight characters, replace
 + with   +
Contents
Checkmate
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That all you got? I was hoping you'd be better than that!
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I sting like a bee, bite like a tiger.
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