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Brad Tactical Guide by Shiwapon

Discussion in 'Brad' started by VolcanoShed, May 19, 2024.

  1. VolcanoShed

    VolcanoShed Well-Known Member

    Link to the original article on Shiwapon's blog: https://nantejaakuna.hatenablog.com/entry/2021/03/24/154437

    Shiwapon's Youtube/Stream: https://www.youtube.com/channel/UCLaVUj3C3F48pWD2JozpuiQ

    Shiwapon's Twitter: https://twitter.com/shiwaponkun

    [This is a rough translation with the help of Google Translate and DeepL, and some edits to match english VF terms, it won't be completely accurate but I wanted to share this since this guide helped me. Additional comments are in brackets]

    Brad Tactical Guide

    Beginner

    First of all, try not to assume a stance by accident.

    This character will move into a stance if you input 2, 6, etc. after a move, so it is often impossible to perform a fuzzy guard or other maneuver after a move at first.
    Use G after a move to separate it from other moves.

    Let's develop an attack from 6P

    Let's start with this character's attack from 6P, which is a fast-generating middle attack.
    This technique gives you a huge advantage when you hit a crouching hit or a counter hit.

    Also, even if the first hit is blocked, it is difficult for the opponent to move because there is a derivative.
    If the opponent tries to move, you can aim for a 6PK...but this character can also shift into Slipping stance with a 2 or 8 after the 6PK.

    Slipping P+K occurs very quickly during slipping, and if your opponent hits back with a 16F or slower attack (or a 15F attack with low damage), you can hit this first.
    You will lose to your opponent's 6P, P, and 2P, so in that case, do a backdash after 6P to avoid your opponent's attack.

    If the opponent is guarding, you can confuse them by throwing from a 6P single shot stop. [6P > throw]

    Nitaku: uppercut, high kick, or throw

    When 6P hits a crouching hit or a counter hit, you have two options [nitaku].
    At this time, aim for 6_K high kick. [you can input this as 236K]

    This technique is an EX high half-circular attack that destroys the opponent's evade towards Brad's stomach.
    Because it is an EX high attack, even if the opponent is rampant with 2P etc., this attack can win.

    If your opponent doesn't like it and chooses to crouch or evade, try throwing things like 66P+G or 4P+G.
    Don't forget that after 66P+G hits, a small 3K down attack is guaranteed.

    Intermediate

    Beat your opponent's fuzzy guard with lows or catch throws

    If your opponent is fuzzy guarding try to break them up with a catch throw or a low attack.

    2K+G and 1K+G are circular attacks [2K+G is full-circular, 1K+G hits towards Brad's back], so you can take damage to the standing guard while crushing the opponent's evasion.
    You'll be at a slight disadvantage after hitting, so be prepared to defend with evade or fuzzy guard, or dodge your opponent's attacks with a backdash.

    Also, P+G from 6P+K+G is an effective option to break the opponent's fuzzy guarding.

    From here, let's make three choices: P+G, 6P+G, and 4P+G.
    After 4P+G, 3P+KP is confirmed while moving backwards, so the damage is quite high.

    Even if you are blocked, attack from an advantageous action.

    Brad has techniques that are advantageous even when blocked, so it's a good idea to use those techniques to attack opponents who don't know Brad.

    P

    As you know, this is a common punch for all characters that gives +2 even if blocked.
    After this, 6P becomes an unbreakable linkup.​

    46P+K

    A long upper straight with +2 even if guarded.
    After this, 6P will not be broken.​

    K+G during Slipping

    This is a +5 [on block] half-circular kick [hits towards Brad's back] that makes the opponent guard.
    After this, blows such as 6_K and 4K will not be interrupted.

    However, the distance after guarding is far enough that the opponent can easily backdash.
    At that time, aim for the opponent's backdash with a long reach move such as 66K or 46P+K.​

    Let's start with 4K

    4K is disadvantageous if guarded, but if you transition to ducking with by inputting 6 [4K6], Brad can take advantage of the read battle.
    First of all, Ducking P [after 4K6] is an uninterruptible linkup, so let's attack with this as our main focus.

    Even if Ducking P is blocked, Brad is +2F, so you can attack with 6P etc.

    If your opponent tries to stop your Ducking P with a 2P , aim for a Ducking K+G. This has a jump status, so you can aim for a combo while jumping over the opponent's 2P.
    If it's blocked, it's -10F, so be careful not to hit too hard.

    If your opponent is solidifying his guard, try grabbing him with Ducking P+G.

    If the opponent crouches down against Ducking P+G, aim for Ducking P+KP or Ducking P+K2P/P+K8P.
    Ducking P+KP is a mid attack with 2 stages that hits continuously and has a fairly large return when it hits.
    However, it also carries a certain amount of risk, as it is -13 when guarded.

    Ducking P+K2P/P+K8P is a high attack that turns the opponent sideways.
    If you are not confident about confirming the hit of P+KP, try this one.
    If it hits, 2P is confirmed, and then you can continue your sideturned offense.

    Intermediate

    Use 2P+K against crouching opponents

    Brad's low attacks and 6_K are powerful, so the opponent tends to choose crouching.
    In such a case, try aiming for 2P+K.

    If this hits a crouching opponent, it will stagger them.
    After that, the derivative 6P [2P+K6P] is confirmed, and after that it becomes a combo.

    If the opponent is crouching, there is a gap, so you want to do your best to confirm the hit, but it is quite difficult.

    In such a case, you can use 2P+KP to cut down the opponent without using a derivative, or 2P+K and then dash to 2P+K. This is also effective against crouching opponents.

    Recommended side attack

    After evading an opponent's move, a successful OM, or a Ducking P+K2P/P+K8P hit, there is a chance for a flanking attack.
    After this, aim for 3K.
    On a counter-hit, you get a side collapse and a combo, and on a crouching hit, 6PK becomes unguardable.

    Also, this character should show 4K6 [4K into Ducking] on the side. Ducking after 4K has a greater advantage [on the side] than when facing forward, so you can set up a complete rock-paper-scissors with P+K, P+G, and K+G.

    Also, if 4K hits a side counter hit, Ducking P+KP is guaranteed, so let's start with Ducking from 4K [4K6] for now.

    As another mid attack, 6P2/6P8 [6P into Slipping] is also recommended.
    When this hits a counter hit, Slipping P+K will hit continuously. Also, if it is a crouching hit, Slipping K to the opponent's back side will be unguardable.

    Because of these strong mid attack options, the counter options are 2K+G and 6P+K+GP+G, actions that cannot be evaded and that make the opponent want to crouch.

    Let's attack forcefully from P+K

    Although Brad's P+K is a high attack, by transitioning to Ducking [P+K6], Brad can develop an advantageous attack. Since Ducking P+K [after P+K6] cannot be interrupted , let's build an attack based on this.

    As a pair, let's use Ducking P+G.

    Advanced

    Violent techniques that can be used with pinpoint precision

    This character has multiple violent techniques that shine with pinpoint precision.
    By showing your skills according to the situation, you can put pressure on your opponent.

    9P+K

    A jump status technique that attacks while bypassing the opponent's low attacks.
    Try using it at points where the opponent is hitting attacks such as 2P.​

    4P+K

    A high attack with 12F start-up
    You can aim for a combo on a counter hit, so try to aim at the timing when your opponent uses a slow move.

    Aim for the area where Brad is -1F to -3F, such as after escaping a side throw or after your catch throw is escaped
    You will lose to the opponent's 6P, but in that case, backdash and aim for a 6P+K or similar move.​

    - Cut down your opponent's HP by fighting from a distance

    Brad has many foot techniques with long reach and long duration.
    In particular, you can curl 4K and 44K at mid-range to suppress your opponent's approach.

    While showing these at mid-range, if your opponent is aiming for the timing of a move, run and throw, or when they try to crush your move, punish them with a long move such as 3P+KP.

    Wall approach

    ●Opponent's back against the wall

    When using this foot position, we recommend starting with 4K.
    When 4K hits, they will be wall staggered, and you can aim for combos involving the wall such as Slipping P+K and Ducking K.

    If your opponent is hardening their guard, use Ducking P+G to break down their guard.
    If you land a catch throw while your opponent is against the wall, Neck Clinch 6P+G will give you a chance to do a lot of damage, so aim for it.

    Also, since 2KK will hit continuously, it is a good idea to follow up with 46K+G and attack afterward.

    Also, 4P+K+GP+K is an effective technique against unfamiliar opponents.
    After 4P+K+GP+K, aim for a wall combo with 6P+K or 4P into Slipping P+K.
    Because it [4P+K+GP+K] is a high attack, opponents who know it will crouch down and you will receive a painful counterattack, so be careful.

    ●Parallel to the wall, Brad's back facing the wall

    When using this foot position, aim for a wall stagger with 2K+G, and then use 6P+K to perform a combo.
    For opponents who crouch against 2K+G, it is best to stand them up with 6P and go for nitaku, or aim for a wall combo with 3PK.

    ●Parallel to the wall, Brad's stomach facing the wall

    When in this foot position, use 1K+G to aim for a side wall hit.
    After that, the combo is confirmed with 6P+K or 6K+G.

    If your opponent crouches, use 6P to stand them up and put them in nitaku, or use 4P.
    After 4P, your back will be facing the wall, so this is your chance to aim for the attacks mentioned above.

    If the opponent guards the 4P and gets out of control, you can move from 4PK to Ducking [4PK6] and set up 3 options.

    Let's destroy Maho-type [shoulder/low-profile] techniques

    Because Brad has a preference for techniques that hit higher up, he is vulnerable to moves that have a sneak attack [low profile], such as Akira's 2_3P+K.
    You can try to crush it with low attacks, but it's a little difficult to hit because there's a big risk when it's blocked.

    In such a case, try using 3P+K.
    This technique has a strong judgment, and when it hits, it hits continuously up to the derived P [3P+KP].

    It can be used to attack from the ground up while taking a fair amount of damage, so if you are afraid of the opponent's reverse choice, mix it in with your attack.​
     
    Dennis0201, Chanchai and akai like this.

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