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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SPECIAL MOVEMENT
Ducking (++)
- Avoids all high attacks but is vulnerable to high throws at the start, and low throws at the end.
- Effective after a round-opening back dash since it moves forward slightly enabling you to counter any opening high attacks/throws your opponent may have attempted.
- Ducking can float after a stagger, and delay is possible. On guard, it is Elbow+ counterable. In general it's useful in combos.
- Ducking will float on counter hit. On normal hit you retain the advantage, and on guard you are slightly disadvantaged.
- Ducking + is a full circular mid attack. On guard it is elbow counterable.
Slipping ( or ++)
- Vulnerable to high throw at the start, low throw at the end, though there's a very small window to be thrown.
- Avoids almost all linear high attacks and some mid attacks depending on their direction. It can even avoid low attacks in some cases.
- Avoid some heel dropping attacks (such as Jacky's Spin Heel Sword, etc) if the body slips in the direction of the kicking leg, you can expose the opponent's back.
- Avoids some half-circular attacks with the right timing.
- It is recommended to distinguish Slipping Right and Left as slipping to Brad's back side or front side, respectively. In other words, slipping right (i.e. back) is the same as slipping in the direction of your leading foot, and slipping left (i.e. front) is in the direction of your rear foot. Note: Unlike every other character, Brad's default stance is left foot forward.
- Slipping Right , Smash Hook, results in a head crumble on normal hit.
- Slipping Right , Hunting Middle Kick, on guard has medium advantage. On normal or counter hit, you can go into the Neck Catch Throw, and the catch can beat some attacks your opponent may attempt. See table in Neck Catch Throw section for more information.
- Slipping Left results in a stomach crumble on normal hit. Against a crouching guard it will stagger.
- Slipping Left vital part collapse (nut cracker) on hit. After guard, there's a slight disadvantage. It's a low risk, high reward move and good for maintaining pressure.
Slipping Combination Analysis
The table below details how effective certain Slipping Combinations can be against your opponent's counter attack. For example, if you hit your opponent with and then you slip left with Body Hook, you'll beat their attempted . This is quite a powerful flowchart for you to use! Once your opponent fears doing a , you can really start taking advantage of the situation.
Command |
Guard |
Hit |
Counter Hit |
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X |
X |
O |
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X |
X |
O |
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X |
/\ |
OO |
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/\ |
OO |
OO |
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/\ |
OO |
OO |
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/\ |
OO |
-- |
Sway Back |
/\ |
O |
OO |
OO = Slipping Left Body Hook beats
O = Slipping Left Body Hook beats Elbow class attacks
/\ = Slipping Right Smash Hook beats Elbow class attacks
-- = Opponent down
Sway Back (++)
- Avoids some attacks by swaying back out of reach, and can similarly avoid throws too. Useful for avoiding some Rising Attacks too!
- There are no highly rewarding attacks to use during the sway. If the attack you avoided has a slow recovery, use , otherwise use .
- After a Sway Back you can go into Ducking or Slipping to expand your attacking options.
- Sway Back is medium (speed) punch counterable.
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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