VF4 / Brad [ print friendly ] [ command view ] Master Guide - Brad Burns
Overview
During VF4EVO, Brad was a character with tricky movements and good
strike attack damage potential; but his throw game was weak, he
lacked moves from crouching, and it was easy to stop his special
movements with a low punch. With these weaknesses, matches often
become difficult battles. In Final Tuned, those weaknesses have
mostly been addressed. Among the changes, a low punch sabaki from
his special movements of which can be followed up with a combo has
vastly strengthened Brad. On top of that, a charge move and new
from crouch move have been added, thus making Brad a character with
an easier offense compared to before.
Change Moves
A1 Rising Upper
A mid attack with middle kick class execution, floats the opponent
on counter hit. Throw counterable on guard. The main use is to
punish the opponent.s attempt to interrupt at +4, its value is its
ability to float the opponent for combo.
A2 Rising Elbow
The main use of this move is a follow up after a lp hit. In this
case, the move is uncounterable on guard, and if you counter hit,
you can stagger the opponent. Against an opponent who struggles,
you can go for +; against someone who doesn.t struggle,
you can go for +.
B1 Body Break (Slipping Left)
Mid attack that crumples on normal hit, uncounterable on guard, and
can beat an evade attempt when you are at advantage. You should use
this move when spaced apart from you opponent.
B2 Flicker Jab ~ Chopping Blow (Slipping Left)
A high mid series where the second hit can be charged. If the
second hit is executed immediately, the series is a true combo, and
it leaves Brad at advantage. On guard it is mid weight
counterable. If maximum charged second hit is guarded, it puts Brad
at about +3, from which you can attack.
New Moves and Key Changes
- Last is two mid knee hits, if the first knee
hits, second one is guaranteed and knocks down. On guard, it is
middle kick counterable.
- Low attack at opponent.s feet. This move is elbow
counterable on guard, and on normal hit Brad is at -6. There are
some uses for this move because Brad is considered ducking at
execution. On heavy counter it causes a foot crumble from which you
can combo.
- On guard it is elbow counterable, otherwise same as
before.
- Motion for this move has been renewed, it now causes
stagger on a crouching opponent. When this happens, Brad has a very
good opportunity for BT .
(on counter) + - The motion for the middle kick is
changed, and the catch throw after is now changed into a hit throw.
This makes the catch much more reliable compared to before, the
effect of the catch itself remains the same as before.
- This move does not float on light counter, only medium
counter or higher.
(slipping right or left) + - Mid level hook attack that goes
to slipping right, so you can do this move over and over again.
(sway back) + (on hit or guard) - With the
fastest input, first two high hits are a true combo. On the third
mid kick, you can go for the fourth mid kick if it hits or is
guarded. Since the third hit is throw counterable, you should
always go for the fourth hit, which is uncounterable.
(sway back) + - A low kick attack from sway back. On counter
hit it causes a foot crumple, but since Brad will do a pose, you
can not do any follow up attacks.
(ducking) (max charge) - When this move hits, it will cause
Brad.s highest float, so you should go for the biggest combo
possible. On guard, it causes a stagger from which + is
guaranteed. Since it can be hard to hit check this move for hit or
stagger, it.s a good idea to always go for + and combo
from there.
(ducking) + - Brad.s new low punch sabaki. On successful
sabaki, you can go for the follow up. Furthermore, since Brad
has a very large advantage on successful sabaki, you can even do a
forward dash into . When you failed to do the follow
up, that is something you can do instead.
(ducking) + (on successful sabaki) - Floater after
successful low punch sabaki.
+ - The animation when the opponent escapes this throw
has been changed so that Brad is a little further away from the
opponent. This makes defensive tech a bit easier and less risk of a
throw from the opponent.
+ - If the opponent is thrown into a wall, now they take
22 damage.
Other Notes: on crouching opponent now leaves Brad at
even. From his neck catch, you can now do + at anytime; this
is the same move as the third from neck catch, which can now be
TR.ed for less damage.
Execution Frames for Key Moves
12
14
+ 14
15
(A2) 15
(A1) 16
16
+ 16
+ 16
17
17
17
+ 17
+ 18
21
Counter Table
-12 (Can only hit standing opponent)
-14
+ -14 (Can only hit standing opponent)
+ -16
+ -16
-17
-23
Source: Virtua Fighter 4 Final Tuned Master Guide
Posted by Srider on 05/01/2005
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Edited by Myke on 03/04/2005
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