VF4 / Brad [ print friendly ] [ normal view ] Orange Book - Brad Combo Maniacs
Orange Mook
Text - Kurita
Translation - Noodalls
Ducking [K] maximum charge or [4][6][K] or [6][6][K] or Ducking
[P][P] counter hit/first crouching hit or Ducking [P][+][K] sabaki
[P] or [2_][3][P] or [6][K] medium counter or [1][K][K] counter
hit
1. [4][P][K] slipping left[P][P] (B2)
2. [4][P][K] ducking [P][P]
3. [4][P][K] slipping left [K]
4. [K][P] ducking[P][P]
5. [P] [6][P][+][K] [4][6][K][+][G]
6. [P] [K][P][K]
7. [P] [P] [3][P][+][K][P]
8. [P] [6][P][K]
9. [P] [4][6][K][+][G]
The combos from each of Brad's floats are his main damage source.
Looks at the combo list, and then choose your big damage option.
Essentially, the combo starters are listed in terms of heigh, and
the combo followups are listed in terms of damage. About the
followups, there are three things that you must remember. Firstly,
in situations like the [6][6][K] hitting on counter hit, 1 connects
on light weights. The last hit is a slam hit, so if the opponent
fails to tech roll, a ground attack will connect, making it big
damage that is hard to avoid. The next thing to remember is when
the [6][6][K] hits on normal hit 5 will connect on light weights.
It will also connect on middle weights on counter hit, and also for
light weights floated by [2_][3][P]. One more thing, taking a [P]
from combo 7. This is something done often when [6][6][K] connects
on normal hit against middle weights. Against heavy weights, you
take off one [P] and swap the [3][P][+][K][P] for
[4][6][K][+][G].
[6][K][6] medium counter or greater
10. ducking [K] [3][2][3][P] (A1) [4][6][K][+][G]
11. ducking [K] [P] [3][P][+][K][P]
12. ducking [P][P] [4][6][K][+][G]
13. ducking [K] [4][6][K][+][G]
14. slipping left [P][P] (B2)
If you go into ducking following the [6][K] you can go for stronger
combos than you could otherwise. Specifically, against light
weights if you connect combo 10 (in either foot stance) you get
about 80 damage. The next biggest damage combo 11, will connect up
to middleweight class if in closed stance after the hit. If in open
stance you can go for [6][6][K] instead of [3][P][+][K][P], so
determine which one to go for after the [P]. But, in that case the
damage is less than that of 12, which connects up to middle
weights, so be careful. Against heavy weights, for whom combo 12
won't connect, use combo 13. Combo 14 is in itself small damage,
but ends with a slam hit, so you can try for a large pounce. If the
[6][K][6] is guarded, you can go into slipping right and use
strings, which is special.
[2][P][+][K][6][P] or [6][P][+][K] or [3][P][P] counter hit
15. [P] [4][P][K]
16. [P] [6][P][K]
17. [P] [3][P][+][K][P]
17. [P] [4][6][K][+][G]
With many chances to combo from a slam hit, go for combo 15 in open
stance and 16 in closed stance. But, combo 16 won't connect on
heavy weights, and also, after the [6][P][+][K] you need to delay the
[P] a little for it to connect. In that case, although the damage
drops a little, 17 is easier to connec,t so maybe it would be
better not to try too hard and use this instead. Finally, combo 18
is for where combo 17 won't connect: against heavy weights in
closed stance.
Slipping right [P]
19. [K][P] ducking [K]
20. [K][P][K]
21. slipping left [P][P] (B2)
After getting the head crumple from slipping right [P], the basic
combo to use against everyone is 20. 19 is a combo to use in open
stance between Sarah and Jacky. But, even though there's the need
to check footstance, there isn't much change in damage. If you're
bad at checking footstance, go for combo 20. Combo 21 has a slam
hit, so you can try for the large pounce.
BT [P][+][K]
22. BT [P][K]
Slipping left [P] (B1)
23. [2][P] [3][P][+][K][P]
24. [6][6][K]
After stomach crumple from Slipping left [P] (B1), 23 is the
biggest damage available. However, connecting the [2][P] requires
very tight timing, so 24 is a lot easy to connect.
Also, against heavy weights you can swap the [2][P] for a [P].
Against Jeffrey, [P] [6][P][K] is possible.
[1][P] Large counter
25. [3][P][+][K][P]
Slipping left [K]
26. [3][P][+][K][P]
When foot crumple from [1][P] occurs, or vital point crumple from
Slipping left [K], inputting [3][P][+][K][P] asap leads to the
biggest combo.
Slipping right [K] counter hit
27. [P][K]
28. [6][P][+][K] ~various combos.
When slipping right [K] hits on counter hit, the stun is long
enough to allow for 27 to connect on the ground. Further, on heavy
counter, combo 28 connects, which is very scary destructive power.
Slipping left [P][P] (B2) maximum charge
29. [P][K]
30. [6][P][K]
In the same way slipping left [P][P] (B2) maximum charge provides
ground combos. Because the execution is very slow, combo 29 can be
used on normal hit. The final combo 30 is for counter hits
only.
Posted by
noodalls
on 03/02/2005
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Edited by
Myke
on 03/04/2005
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