Orange Book - Brad Combo Maniacs

Orange Mook
Text - Kurita
Translation - Noodalls

Ducking K maximum charge or bfK or ffK or Ducking PP counter hit/first crouching hit or Ducking P+K sabaki P or DdfP or fK medium counter or dbKK counter hit

1. bPK slipping leftPP (B2)
2. bPK ducking PP
3. bPK slipping left K
4. KP duckingPP
5. P fP+K bfK+G
6. P KPK
7. P P dfP+KP
8. P fPK
9. P bfK+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 ffK 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 ffK 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 DdfP. One more thing, taking a P from combo 7. This is something done often when ffK connects on normal hit against middle weights. Against heavy weights, you take off one P and swap the dfP+KP for bfK+G.

fKf medium counter or greater
10. ducking K dfddfP (A1) bfK+G
11. ducking K P dfP+KP
12. ducking PP bfK+G
13. ducking K bfK+G
14. slipping left PP (B2)

If you go into ducking following the fK 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 ffK instead of dfP+KP, 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 fKf is guarded, you can go into slipping right and use strings, which is special.

dP+KfP or fP+K or dfPP counter hit
15. P bPK
16. P fPK
17. P dfP+KP
17. P bfK+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 fP+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. KP ducking K
20. KPK
21. slipping left PP (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 PK

Slipping left P (B1)
23. dP dfP+KP
24. ffK

After stomach crumple from Slipping left P (B1), 23 is the biggest damage available. However, connecting the dP requires very tight timing, so 24 is a lot easy to connect.
Also, against heavy weights you can swap the dP for a P. Against Jeffrey, P fPK is possible.

dbP Large counter
25. dfP+KP

Slipping left K
26. dfP+KP

When foot crumple from dbP occurs, or vital point crumple from Slipping left K, inputting dfP+KP asap leads to the biggest combo.

Slipping right K counter hit
27. PK
28. fP+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 PP (B2) maximum charge
29. PK
30. fPK

In the same way slipping left PP (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.


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