VF4 / Brad [ print friendly ] [ command view ] Arcadia Issue 52 - Brad
The VF4FT No.1 Ultra Tune up
The moves from each stance have been strengthened, and the hit
throw neck grapple have been drastically improved. Dig into the
important points to aim for in this new Muay Tai battler's
techniques.
Stengthening the strings from each stance
What may become the key to the new Brad, his whipping body
(slipping right or left +) and if done one after the other it
will stuff any move with less than 15 frames after getting guarded.
Also, the whipping body -> smash hook (slipping right ) if
used will stuff all standing attacks, and if the whipping body is a
CH it will naturally combo. Either can be stopped by a crouching
guard, but in that case change to ducking (++), and use
the Hell trap (ducking +) to Gazelle upper (ducking
+), if it sabaki's aim for a punch.
This can be focused on, but the Rajadamunan combination (sway back
+ on guard or hit ) can be delayed on the third
hit, so after having the first two hits guarded lets you use a
strong mix up. On guard it's not counterable, so you can just use
all four hits every time.
The chances to use the neck-grapple has increased a huge amount.
This was introduced in the previous issue, on CH the can
link into the neck-grapple (except when hitting with the tip) The
other properties of the move haven't changed so it's definitely a
good option in ni-taku.
Also, the hunting middle kick (slipping right ) will guarantee
neck-grapple on just hit (again, except when hitting with the tip)
so use it at long range, and also focus on it in okizeme.
About the Change Moves
Of note is the chopping blow (slipping left ). The first hits
execution has increased and if used after or are
guarded it will beat out any 14 frame attack (its execution is 13
frames, but for it to win cleanly the opposition's move must be
14). It's also strong as the second hit can be delayed and
charged.
Also, about the A move set, the execution of A1 has changed from 15
to 16 frames, so take note of this.
Captions
- If the rajadamnan combination's third hit connects, always carry
on to the 4th hit. The opponent will be hit to the side and unable
to techroll. A large pounce from here is difficult to avoid.
- The chopping blow, if charged to maximum will give advantage on
block, so it is a powerful move.
- The advantage of the chopping blow is such that on CH it will
guarantee and on hit will give a standing punch.
Footnotes
When aiming for the Hell trap into Gazelle upper, input up until
the punch each time. With this move, it only comes out if the hell
trap sabaki's something and if nothing is sabaki'ed, nothing will
come out. Also, the combos that can be connected after the Gazelle
upper are pretty much the same as those after the . It can
only be used from stance, so the pay-off is very large.
Posted by
noodalls
on 15/08/2004
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Edited by
Myke
on 03/04/2005
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