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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MOVE ANALYSIS
Combination Low (  )
- A combination ending in a low kick
- Useful against opponents who rely on standing guard
- On normal and counter hit, you're disadvantaged so don't overuse.
- Mix it up with
 ~ Ducking or Slipping
Double Strike (  )
- Can be performed from standing with
  and can be delayed.
- If the first hit is a counter hit, the second hit is guaranteed and can lead to an air combo.
- Useful combo since it's reasonably fast, hits low and allows for continuation.
- The
 is Elbow+ counterable if guarded, but   is uncounterable.
- Your opponent can crouch after the first kick to avoid the second since it hits high. So don't abuse this move!
Jaguar Tail ( + )
- Full circular low attack
- On normal hit, Brad is disadvantaged.
- On guard it is Elbow counterable so don't overuse this move.
- On counter hit, it knocks down. Follow up with
 + possible, and against Light Weight characters,  + is possible.
Ti Sok Bon ( + )
- Although it has only a short reach, it's attack execution time is quite short (i.e. it's fast) and hit duration long, so it can potentially beat an opponent's
when up close.
- Also, it's a good move to use to break your opponent's rising attack., particularly after the
 + throw due to the awkward position of your opponent on the ground. Followup with a Last Shot combo ( +  ).
- On guard, only slightly disadvantaged and a crouch dash will avoid any high throw attempt.
- On counter hit, the opponent is staggered and you can keep attacking with a Last Shot combo (
 +  ), etc.
- This move forces your opponent to crouch, so followup with a mid move as appropriate.
- In an air combo, this move will slam the opponent to the ground, and instant recovery can be difficult for the opponent (but not impossible). If they don't instantly recover, a small down attack afterwards is guaranteed, and a big down attack can be attempted too although more risky.
- Can be useful after the opponent tech rolls.
Ti Sok Ran ( + )
- While mainly useful in air combos, at the start of the round it is possible to beat an opponent's
due to the slight ducking animation.
- Since this attack moves forward, it's effective to use after a back dash, and you can delay the 2nd hit.
- Even though the 1st hit leaves Brad disadvantaged, your opponent should be wary of trying to counter attack you since you can continue into the 2nd hit.
- If the 2nd hit is guarded, it is Slow Punch counterable.
Rising Upper (  )
- A useful move to have from the crouch position.
- On normal hit, the situation is even.
- On a counter hit it floats and you can followup up with an air combo for good damage. Against Light Weight characters,
~  + ~   + is easy to perform, and does great damage.
- On guard, it is throw counterable.
Stopping ~ Mobility Jab ( )
- If
hits, the following cannot be interrupted. From here you can decide to shift to special movement (ducking or slipping), or complete the Teep Combination   .
- If you continue to the Teep Combination and the
is a normal or counter hit, you can shift to the Neck Catch throw with + .
- Useful as a followup to the Smash Hook head crumble peformed from Slipping.
Death Trap ( + )
- This middle kick reversal works against all mid-level kicks, sidekicks, linear and circular.
- The fact that it works against mid-circular kicks means you can reverse mid rising kicks.
Neck Catch Throw
- Not an integral part to Brad's overall game, but it has some usefulness that you can take advantage of should the opportunity arise.
- Care must be taken when attempting the Neck Catch after a normal hit since it's possible for the opponent to see it coming and stop it with an attack.
- When you're in the Neck Catch, you can attack with Elbow Slash
, Gokko Ti Kao or Position Change with a joystick direction ( , , or ).
- After a Position Change, the damage from Gokko Ti Kao
increases from 12pts to 20pts. The third and final Gokko Ti Kao does 30 pts damage.
- After two consecutive Position Changes, you will cancel the Neck Catch throw with a Through, which resembles the Change throw (
 + ).
- You must decide and act quickly since the opponent can struggle out of the Neck Catch.
- After connecting the Gokko Ti Kao 3 times, the opponent will be knocked down, and a small down attack (
 ) is guaranteed.
- In general, if your opponent is struggling quickly then the Elbow Slash
is the best option since the escape is just . If you're going for damage then aim for a Position Change and Gokko Ti Kao . If you're going for a Ring Out, then setup a Through with two Position Changes.
The following table, translated from Arcadia (Dec 02), summarises the ability for the Neck Catch Throw to beat your opponent's attacks. The Disadvantage column describes the situation when Brad's attack is guarded. The Neck Catch Throw column describes the class of attacks that the catch throw will beat. The opponent can successfully stop the Neck Catch throw with an attack from a faster class only. In the cases where Fast can be beaten, the Neck Catch Throw is guaranteed.
Command |
Advantage |
Neck Catch Throw |
   (normal) |
Small |
X |
   (counter) |
Medium |
Middle class |
  (counter) |
Large |
X |
  (counter) |
Large |
Fast  |
 (counter) |
Large |
Fast  |
(Ducking) (counter) |
Large |
Fast  |
(Slipping Right) (normal) |
Large |
Elbow class |
(Slipping Right) (counter) |
Guaranteed attack for Brad |
Fast  |
Change ( + )
- Useful for Ring Out.
- No followup attacks are guaranteed but you are in a favourable position.
- Ti Sok Ran (
 + ), Back dash, Sway Back or Middle Kick may be effective in some cases.
- Also useful when back against the wall to setup a wall stagger. Followup accordingly.
Body Knee Crush (  + )
Brad's best throw. The opponent lands in a face down head towards position and sets up a great guessing game. If your opponent doesn't perform Instant Recovery, the Pap Sok Kao   + is guaranteed for big damage. If they fail (again) to perform Instant Recovery after the Pap Sok Kao, then a small down attack ( ) is guaranteed, or you can gamble for a big down attack ( ).
Eventually your opponents will be forced into an Instant Recovery. If they Tech Roll ( or  + + ) then you can back stagger them with any non-knockdown mid attack such as the Middle Kick  , or preferably the Pap Sok Kao   + . A simple back stagger combo is  + ~  (big down attack) and does reasonable damage, especially if you back stagger with the Pap Sok Kao.
The safest Instant Recovery option for your opponent is to Quick Rise ( + + ), but they're not out of danger yet. As they're getting up you're in an ideal position to force a two choice (nitaku) guessing game between a mid attack or throw. The table below, translated from Arcadia (Nov 02), summarises the different outcomes possible after the Body Knee Crush throw by considering both the opponent's and Brad's choices.
Opponent's choices |
Brad's choices |
Pap Sok Kao   + |
Hunting Middle Kick (Slipping Right)  |
Body Hook (Ducking)  |
Step Change Knee    |
Ducking ~ Throw |
Escape after Quick Rise |
OO |
OO |
OO |
OO |
OO |
Attack after Quick Rise |
OO |
OO |
OO |
OO |
X |
Guard after Quick Rise |
X |
O |
E |
E |
OO |
Tech Roll |
OO |
O |
E |
X |
E |
Stay down |
OO |
E |
E |
E |
E |
OO indicates Brad's move will hit. O indicates Brad keeps his advantage. E indicates situation gets even. X indicates Brad gets oppnent's counter attack.
Notes:
- Step Change Knee won't work on Aoi, Pai or Shun.
- For opponent's who attempt to Escape after a Quick Rise, you should delay slightly so that they move before your attack, resulting in a slow unsuccessful escape.
I can't emphasise strongly enough how good this throw is for Brad. After one of these throws, the guessing game is for him to force, and if you guess right, your opponent will find it very difficult to stay on his feet.
A word of caution though, this throw is going to be no.1 on your opponent's Throw Escape list, so don't expect your game to revolve around this single throw. Like Kage players relying on the Ten Foot Toss, or Wolf players relying on the Giant Swing, it would be extremely unwise to put all your eggs in this one basket. Let this throw compliment your game rather than forming an entire base around it.
Playing the Advantage
This section, derived from the Green Book, is a suggestion of what to do when you have the advantage. Advantages (and disadvantages) can be classed into three areas – small, medium and large. As you can guess, the more advantage you have, the bigger chance you can take. Usually the most common reaction when disadvantaged is to  , so the following table shows what attacks you can perform to beat your opponent's  when you have the advantage.
Advantage |
Caused By |
Will Beat Opponent's   |
small |
guard |
  |
medium |
Jab ~ Straight  hit |
Elbow Hook   |
 hit
| Rising Upper  
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Ti Sok Combination  
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Opponent's  guard
| Last Shot  + 
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large |
 counter hit |
Knee Upper   |
counter hit |
Kau Roi    |
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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