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 P+K) 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 P) 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 (fP+K+G), and use the Hell trap (ducking P+K) to Gazelle upper (ducking P+KP), if it sabaki's aim for a punch.

This can be focused on, but the Rajadamunan combination (sway back P+KPK on guard or hit dfK) 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 dfK 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 K) 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 PP). The first hits execution has increased and if used after bPK or fK 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 fP 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 ffK. It can only be used from stance, so the pay-off is very large.


Virtua Fighter and all related material © SEGA
VFDC © 1997-2006