1. Hey Guest, looking for Virtua Fighter 5: Ultimate Showdown content? Rest assured that the game is identical to Virtua Fighter 5: Final Showdown so all current resources on here such as Command Lists with frame data, Combo Lists and the Wiki still apply. However, you can expect some VF5US specific changes to come soon!
    Dismiss Notice

Virtua Fighter 5: Final Showdown Brad Thread

Discussion in 'Brad' started by Libertine, Feb 6, 2012.

  1. Libertine

    Libertine Well-Known Member Content Manager Brad Silver Supporter Content Coordinator

    Here are some of the most significant aspects to Brad in Final Showdown:


    Frame Data


    The following frame data, taken from the Masters Guide, is a work in progress and is not accommodated to the changes in Version A:

    Brad's Frame Data


    Throws


    Brad benefits highly from the new throw system. In the past, his throw game was weak compared to that of the other characters due to the low number of throw directions and guaranteed damage he was given. Now, he has as many throw directions as every character (3) and his damage from his throws is pretty decent from every direction, including his fastest input throws (neutral and single directional throws). Here's a brief synopsis of how Brad's throws should be utilized:

    [P][+][G] – Brad’s neutral throw. Against a wall, it will cause the opponent to undergo a short stagger with nothing being guaranteed. Nevertheless, the wall pressure afterwards is very strong. This throw is also good near the edge of a ring.

    [4][P][+][G] – Same throw as it has always been except that it does 50 damage now. This throw should be used to keep opponent’s guessing, as it is Brad’s only throw with the [4] direction.

    [4][6][P][+][G] – This throw can good to mix between Brad's neutral throw ([P][+][G]) near the edge of the ring. In a normal situation however, it may be best to attempt the more damaging [6][6][P][+][G] instead. On the other hand, since the opponent recovers face down feet away after this throw, the player may achieve more damage from a correct guess during okizeme. Also, if the opponent doesn’t recover, a light down attack should be guaranteed.

    (Facing Wall) [4][6][P][+][G] – This throw deals 55 damage and guarantees a light down attack for 55 + 13 = 68 damage. Mix this throw against the wall with [P][+][G] for strong wall pressure.

    [6][P][+][G] – A light down attack is guaranteed afterwards unlike in VF5:R, so the damage for this throw is 35 + 13 = 48. Also, Aoi cannot reverse the kick since the opponent falls to the side after this throw.

    [6][6][P][+][G] – This is Brad’s most powerful throw. A light down attack is guaranteed afterwards, so the damage is 50 + 13 = 63. The opponent also falls to the side, so Aoi cannot perform her reversals to avoid damage.

    (Left Side) [P][+][G] – I’m pretty sure that a light down attack is no longer guaranteed after this throw.

    (Right Side) [P][+][G] – A light down attack should still be guaranteed after this throw, and my guess is that a heavy down attack is guaranteed unless the opponent rolls towards his back.

    (Back Side) [P][+][G] – This 50 damage throw guarantees a light down attack afterwards. The damage in total is 50 + 13 = 63 damage.


    Stances


    The second table in the datasheet posted in the “Frame Data†section contains frame data taken from Arcadia magazine (2010 October No. 125). While far from being complete, it offers frame data for three of Brad’s moves ([6][K][P], [4][K], and Ducking [P][P][P][P]) that, to my knowledge, has never been published elsewhere. The first figure represents the frame situation for when a stance is not entered. The second and third figures denote the frame situation for when Brad enters into Ducking and Slipping (with the fastest timing) respectively. I’m not sure if the data remains the same for Version A in all respects. One thing that has apparently changed is the effectiveness of Slipping, as demonstrated in this video:




    Ducking


    This stance is extremely powerful in Final Showdown. If entered at the right advantage, Brad can now force a very powerful nitaku situation between:

    Ducking [P][+][G] – A catch throw with 4 active frames. This should interrupt the opponent’s striking attacks at a certain advantage, and will catch an evade attempt on both sides. When this throw is successful, the Neck Catch state is entered.

    Ducking [K][+][G] – A powerful mid knee that avoids low attacks and launches on any hit. It is punishable on guard by the fastest input throws.

    The power of this guessing game is offset somewhat by the fact that the opponent has the opportunity to avoid damage if the catch throw is successful. It is important to mix his three options from Neck Catch:

    [P][+][G] – A 40 damage throw increased to 47 damage in Version A. A light down attack may land if the opponent doesn’t know how to stand correctly.

    [6][P][+][G] – At 55 damage (51 against a wall), this is Brad’s highest direct damage throw from Neck Catch. Additionally, a light down attack is guaranteed if the opponent doesn’t recover. It is extremely powerful near the edge of the ring and against a wall, since the opponent will likely be prioritizing the throw escape for this throw. This increases the likelihood of his other throws being successful. Against a wall, Brad can follow with combos such as Slipping [P][P][K][K] and [3][P][P] [9][K][+][G] for massive damage.

    [4][P][+][G] – Though this throw deals a measly 15 damage, it is arguably Brad’s best option from Neck Catch. While it could be possible for some characters to avoid this, [3][P][+][K][P] after this throw seems to be pretty guaranteed. Against most characters, the player may opt to hit the opponent with [4][K] into Ducking for a powerful 50/50 guessing game against a side turned opponent. The options are:

    Ducking [P][+][G]

    Ducking [P][+][K][P] – This is a mid, mid, hit checkable, two hit combination with a fairly big window for delay. The second hit launches the opponent for big damage combos. The combination is guaranteed on a counter hit and crouching opponents. Normally -13 when the second hit is guarded, this becomes merely throw punishable against a side turned opponent. Brad also has Ducking [P][+][K][2]/[8][P] as an option. If the second strike of this attack lands on a counter hit, [P][6][P][K] is guaranteed as it turns the opponent to the side. Brad gains an additional bonus when the opponent, already side turned, is turned by this attack to his (the opponent’s) back side. In this situation a back throw and subsequent light down attack are guaranteed. Also, since this side-turning variant is high, it may sometimes result in the opponent crouching in anticipation of it. In this case the mid punch can be used instead.

    Akira can avoid this situation by using his back turned [2][K], so against him it might be best to use [3][P]:+[K][P] or another option after the throw (perhaps Ducking [K][+][G]). If Brad can throw his opponent against a wall, he can follow with [4][6][K][+][G] for a guaranteed wall splat.

    Brad has a couple of other powerful moves from Ducking:

    Ducking [P][P][P][P] – The first punch is high and 13 frames in execution, making it Brad’s quickest move upon entering Ducking. Use this move against opponents who are aware when they can interrupt the nitaku situation presented by Ducking [P]:+[G] and Ducking [K][+][G]. The frame situation for Brad becomes +2, +5, and +8 on guard, hit, and counter hit respectively. These are the same exact frames for Brad’s normal jab, so the strategies that can be applied to that move, such as [P] -> throw, are applicable here as well. The first two hits of the four hit combination constitute a natural combo, and on Taka all four hits combo naturally.

    On the second and fourth punches, Brad can enter into stances. Under “Data 2†in the above linked frame chart, the frames for the latter (Ducking Rush) are specified on guard, hit, and counter hit. However, the frame situation for Slipping has most likely changed for Version A.

    Ducking [K] – A slow (18f), but safe (-4) mid kick that pushes the opponent away from Brad. Against a wall, Counter Hit [4][K] Ducking [K] will lead to a wall splat for big damage combos. This kick also has a fair bit of range.

    None of the options that were present in Ducking in previous installments have been retained in Final Showdown. Therefore, it’s important to become acquainted with these changes as they are a big part of Brad’s game play.


    Slipping


    Previously, Brad had two separate stances named Slipping Left and Slipping Right. These have been condensed into simply “Slipping†in Final Showdown. This stance preserves the best attributes of his old stances while also offering significant improvements.

    Slipping [P][P][K][K] – A powerful 4 hit combination that has undergone a nerf since Version A. It is now possible for the opponent to crouch under the second hit. It seems that all four hits are guaranteed if the first hit connects. The last hit of this combination is also safe on guard (-6) and pushes the opponent away from Brad. The opponent can evade this combination at least after guarding the second hit. A low kick is available as an option after the second strike which trips the opponent on a counter hit.

    Slipping [K] – This move is an improvement over Brad’s Piercing Knee from VF5:R in that it launches on a normal hit. Combos dealing a decent amount of damage can be made afterwards too. A very useful feature of this move is it’s effectiveness on wake-up, as demonstrated in this video:



    Slipping [P][+][K] – This is Brad’s former Smash Hook except that it is now an elbow. The same frames seem to apply except that it is now safer than it was in VF5 Version C at -2 on guard. Some huge damage combos are possible when this move connects. For the situations in which this move will interrupt attacks, refer to video linked under the “Stances†heading.

    Slipping [K][+][G] – Brad’s Hunting Middle Kick. The ability to enter into Neck Catch has been lost (as it has from all of Brad’s striking moves), but on a counter hit [P][K] is still guaranteed. On guard Brad is left at +5 where powerful pressure moves such as [4][P][K], [6_][K], [4][K][+][G], and dash-in throw can be utilized. It probably also retains the sticky guard effect that it had in VF5:R on a side turned opponent. As an added benefit, this move appears to leave Brad quite safe when it is evaded.


    Sway Back


    Sway Back [P][P][K][K] – If the first move connects on a counter hit, the entire combination is guaranteed. It is most likely possible to evade the combination if the opponent guards the second strike. It is no longer possible to enter into stances from the same strike, so if the opponent is good at reversing the third strike Brad must decide to deal with this situation through other means. The player may decide, upon hit checking the second strike, to use Brad’s new low kick from the series (Sway Back [P][P][2][K]) which trips on a counter hit or to go for a throw. It is also possible to enter into stances after the first punch.

    This combination is quite useful as the execution of the first attack is fast (12f) and is performed after Brad lunges himself back a bit. Using it after attacks such as [3][P][P][+][K] or even [6][P] are guarded can catch opponents on their counter attempts.

    Sway Back [P][+][K] – In addition to the struggle being easier to break since Version A, it now connects high. It seems like a useless move.

    Sway Back [K] – Since Version A, this move has given a hit effect similar to his new Slipping [K] on a normal hit, if not the same effect. This probably allows for Brad to make better combos than when it launched the opponent into the air. If the opponent routinely crouches in anticipation of Sway Back [P][P][K][K], then this move may be good to use.

    Sway Back [K][+][G] – On a back dashing opponent, this move will knock down as it will on a counter hit except that the special animation Brad normally undergoes will be bypassed. This allows for a heavy down attack to be landed. Also, against a wall it’s worth mixing this move with Sway Back [K].


    General Moves


    [3][P][K] – A mid to a high full circular kick that’s -7 on guard with pushback. The kick will knock the opponent down on any hit. It’s important to note the opponent’s trajectory when the kick lands successfully: He will be knocked towards Brad’s backside prior to the kick. Therefore, if the edge of a ring or wall is towards Brad’s back, using this move will shift the opponent in this direction should the kick connect. Unless this series is delayed, it should be a natural combo. Be aware that while the second strike can be delayed on a counter hit and still combo, it’s possible to delay it too much.

    If the kick lands and launches an opponent against a wall, the following combination may be used:

    [4][P][6] Ducking [K][+][G] [6][K][+][G] or [4][6][P][+][K] [3][P][+][K][P]

    [3][P][P][+][K] – The delay between the first and second strikes has been removed from VF5:R, making it a fast, strong, and safe (-8 with pushback) mid, mid option. However, the second hit can be delayed.

    [3][P][+][K][P] – This two hit series has very long range and has received a nice window for delaying the last strike in Final Showdown. A tactic at long range is to use the first strike followed by [4][4][K].

    [4][P][K] – This is a very important move for Brad, as it is his only move tracking towards his back. The series deals a nice chunk of damage on any hit, and it’s possible to enter into stances on either strike. It is also possible to delay this series, and while it’s no longer possible to enter into Neck Catch on a counter hit with the second strike, it has become a mid (as opposed to a special mid) in Final Showdown.

    [6][P] – Among Brad’s most basic yet most powerful moves, this 14 frame mid elbow is among the most versatile in its class. There are a couple different styles of play revolving around this move. The first is involves hit scanning in order to use its canned [K] follow-up and other moves. If the move is guarded, Brad can opt to fuzzy guard, use a standing throw escape, or shift into Sway Back. On a counter hit, Brad can use the canned attack or go for some other options, some of the best being: [4][P][K], [6_][K], [4][K], and dash-in throw. The second style of play involves entering into stances off of this elbow. It may be possible to delay entry into stances from this move in order to hit scan.

    [6_][K] – Between [4][P][K] and this move, these are Brad’s main moves for catching evades. Since half-circulars now connect on a counter hit against an evader, it is possible to score big damage from a combo should the opponent evade towards this kick. Also, being a 17 frame special high, this move will allow Brad to beat low punches at +5 into a combo. On guard, this move is fairly safe at -6 while also pushing the opponent away from Brad.

    [4][K] – This kick executes in 17 frames and is very powerful for a variety of reasons. First, it has lots of range, is mid, and is safe while also offering pushback whether it connects or is guarded. Second, the frame situation on guard is strongly in Brad’s favor. Slipping [P][+][K] should beat any elbow attempts for a big damage combo. Ducking [P] should also interrupt elbow attempts (and maybe jab attempts), while Ducking [K][+][G] will launch opponents using low punches. For catching evades, Ducking [P][+][G] will catch towards both directions. Better still is the fact that Counter Hit [4][K][6] Ducking [P][P] will combo on all characters. All four strikes (Ducking Rush) will connect against Taka while also leaving Brad with the advantage should he enter into a stance.* [4][K] is also a good tool for pressuring side turned opponents with Ducking [P][+][K][P] and Ducking [P][+][G]. Against a wall, Counter Hit [4][K][6] Ducking [K] is guaranteed and causes a wall splat.

    [4][4][K] – The changed input of this kick allows it to be executed from a back dash. It offers lots of range, is very safe, and causes Brad to enter into the back turned state. This move is ideal for keep away tactics.

    [6][6][K] – A full circular mid that knocks down on any hit. Should the opponent not recover, it’s possible to connect with [1][K] afterwards. The damage of this attack increases with distance.

    [4][P][+][K] – This has the potential to be one of the best reverse nitaku tools in the entire game. While high, this move executes in 12 frames and launches on a counter hit. Depending upon the character, Brad can create a combo with damage in the eighties range.

    [4][6][P][+][K] - This punch results in a special guard animation as well as some pushback when guarded, with Brad receiving an advantage, on paper, of +2. On any hit it will knock the opponent far from Brad and onto the ground, making it ideal for opponents near the edge of a ring. It is also good for creating initial wall splats as well as wall splats during wall combos. An interesting feature is that [6][6][K] appears to be guaranteed against Taka when it connects. [4][6][P][+][K] may serve as the alternative for [6][P][+][K] against this character.

    [6][P][+][K] – This 14 frame high punisher is a staple of Brad’s game. It launches on normal hit and gives above average damage combos for this type of move.

    [2][P][+][K][6][P] – While the powerful Counter Hit [2][P][+][K][P][6][P] launcher from the initial version of Final Showdown has been removed, this less damaging variant still exists and offers plenty of damage. This is Brad’s best mid launcher, connecting as a combo from a minor counter onwards and also against crouching opponents.

    [9][P][+][K] – A jumping elbow that will avoid all lows. It hits mid and will allow for a guaranteed [9][K][+][G] on all characters. This move ([9][P][+][K]) also has a role in combos as it creates a hit effect where an airborne opponent is propped into a standing position.

    [2][K][+][G] – A full circular low that, while leaving Brad at -4 on hit, is nevertheless powerful as it deals decent damage and doesn’t telegraph itself animation-wise. Connecting with this move when the opponent’s back is to a wall will stagger him, whereupon [6][P][+][K] is guaranteed. The same setup is possible if the sweep is replaced by [1][K][+][G].


    Combos


    Pending a combos post/thread, these videos will suffice for the purpose of demonstrating some of the combinations Brad can make:







    *This is assuming that Brad now enters into both Slipping and Ducking with an advantage in Version A. Entering into the latter stance should definitely leave Brad with an advantage.
     
    BeastEG likes this.
  2. SDS_Overfiend1

    SDS_Overfiend1 Well-Known Member

    Thanks for the info...much appreciated. Watched so many brad i really wanted to know what was changed command wise.
     
  3. Tiripsem

    Tiripsem Well-Known Member

    Wow, amazing breakdown of FS Brad, Lib!

    Something I noticed though,

    Aoi can now reverse down attacks while side turned in FS. Do you mean the kick is guaranteed frame wise?
     
  4. Libertine

    Libertine Well-Known Member Content Manager Brad Silver Supporter Content Coordinator

    I had no idea! Can she do it while on her stomach though? I've never seen any Aoi player do it before.
     
    BeastEG likes this.
  5. akai

    akai Moderator Staff Member Bronze Supporter

    PSN:
    Akai_JC
    XBL:
    Akai JC
    Thanks for sharing. If you ever want to update the first post, send a PM to a mod and they can update it for you.
     
  6. Tiripsem

    Tiripsem Well-Known Member

    Yup,


    At approximately 2:50. I'm almost positive she can't reverse it stomach down. Brad's throws could still be guaranteed if Aoi can't reverse it in time like Vanessa's Elbow Rush throw in VF5 Vanilla.
     
  7. Libertine

    Libertine Well-Known Member Content Manager Brad Silver Supporter Content Coordinator

    Thanks. My guess would be that Aoi can't reverse the down attacks after Brad's throws because she can't recover in time. Therefore, my initial statements erroneously stated the situation.
     
    BeastEG likes this.
  8. Dobi

    Dobi Well-Known Member

    Thanks for the write up.

    Do you know what the command input is for Brad doing the elbow which leaves him backturned? Seems like it's a mid? It's done many times in the middle of combos.

    I think the move is 44P.
    And a new move, similar to Bruce in Tekken, 1P+K.
     
  9. Libertine

    Libertine Well-Known Member Content Manager Brad Silver Supporter Content Coordinator

    Yeah, it's [4][4][P] and it's a high. [1][P][+][K] is also the correct input for the move similar to Bruce's. If you watch the last video in my initial post, you can see both of them utilized in combos.

    While it seems to be primarily a combo move, if I'm right it forces a crouch on hit and guard. It's also mid and -2 when blocked. I might include this in Brad's frame data under the notes section after I verify.



    At the end of this video it forces a crouch on hit. I'm not sure about the effect on guard.



    At 1:33 this move forces a crouch on guard as well.
     
    BeastEG likes this.
  10. erdraug

    erdraug Well-Known Member Content Mgr Vanessa

    XBL:
    erdraug
    Amazing write-up Libertine [​IMG]
     
  11. Libertine

    Libertine Well-Known Member Content Manager Brad Silver Supporter Content Coordinator

    Guys, I'm deleting the first two data sheets. The information prior to Version A isn't needed, and I'm not sure if the stance entry data is even the same. If anybody wants the data for the latter, it can be found here now in a separate spreadsheet:

    Stance Entry Data

    Also, I'm composing a combo list for Brad that currently only has combos for his Rising Upper ([​IMG][3][P]). However, I plan to update this list as time and information permit.

    Click
     
    BeastEG likes this.
  12. tonyfamilia

    tonyfamilia Well-Known Member

    Good looking out Libertine, appreciate all the work you put into this.
     
  13. Libertine

    Libertine Well-Known Member Content Manager Brad Silver Supporter Content Coordinator

    Some new info that I've gathered from Itoshun's ranking battle against Joseph:

    After Neck Catch [4][P][+][G], [3][P][P] seems to be guaranteed. Itoshun used this to set up the following:

    Counter Hit [6][P] Slipping [P][+][K]

    It might be that on a side counter hit with the first attack, the second attack is guaranteed leading into a launch! This should be easy to hit check. If the opponent guards the first attack and you think that he will crouch, use Slipping [K] instead.
     
    BeastEG likes this.
  14. Dobi

    Dobi Well-Known Member

    Is that 3PP always guaranteed after the Neck Catch throw?

    I didn't see any other Brads doing it before.
     
  15. Chibitox

    Chibitox Well-Known Member Bronze Supporter

    Thanks for the writeup Libertine.
    Make me want try the new Brad [​IMG]
    He really seems easy mode now with the simplified slipping. I don't know if I like it or not yet, as I liked phasing turn and it's gone now. But I'm really digging the 9P+K and his wall game is something to be feared.


    Has anyone figured out yet what was explained in the second vid you linked (muda TV 26) ?
    He seems to talk about setups for unblockable piercing knee doesn't he ?
     
  16. AnimalStaccato

    AnimalStaccato Well-Known Member

    Great write up Libertine. Any plans to do it for any other characters?
     
  17. tonyfamilia

    tonyfamilia Well-Known Member

    Man, fuck the other characters.
     
  18. Libertine

    Libertine Well-Known Member Content Manager Brad Silver Supporter Content Coordinator

    It should be guaranteed, since 17 frame moves with enough range are guaranteed in this situation. I guess other Brad players on YouTube or wherever just weren't aware of the setup(s).
     
    BeastEG likes this.
  19. Dobi

    Dobi Well-Known Member

    Cool. I didn't know that. Thanks.

    Do you have frame data for the Neck Catch throws?
     
  20. AnimalStaccato

    AnimalStaccato Well-Known Member

    Lul, just because you had your character done. [​IMG] [​IMG]

    [​IMG] [6] [​IMG] [6] [​IMG] [6] [​IMG] [3]
    ___________________[​IMG]
    ___________________[2]
    ___________________[​IMG]
    __________________[1]
    ________________[​IMG]

    lol just realised you can do smiley face flowcharts on here sorta.
     

Share This Page

  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice