VF4 / Brad [ print friendly ] [ command view ] Arcadia Issue 58 - Brad
Writer - Ohsu
Additional information - Itoshun
Source - Arcadia 58
Translation - Noodalls
Revise Brad's main low attack.
Brad's + has standard execution, is full circular, when
it's guarded it's very counterable, but it's difficult to see
coming as he does it from a standing motion. On counter hit it
knocks down, but on normal hit or minor counter it leaves him at
-3, meaning he has to deal with the opponent's nitaku. Because of
this, it's fair to say that the risk and return are not in line if
you use it to try to beat the opponent's standing gaurd.
But, to increase the utility of the + you have to use it
by trying to go for maximum range hits. If yo udo go for maximum
range hits, and your opponent goes for a throw or short-ranged mid
from that situation you can backdash to avoid them. In particular,
there are many short ranged mid elbows used in situations like
this, so it is very beneficial. After causing the opponents attack
to whiff or avoiding the opponent's throw, you can take damage by
hitting + or + during the move's recovery.
Also, you can substitute the ++ in some cases. It also
avoids throws and short ranged mids, and you can go into the
various strings from ++. The recommended ones are
++ + hit or guard . Against
opponent's who are watching your moves, stop half way through and
use a throw is a way to trap them.
Captions
- The hit conditions of + are a little difficult, but if
you hit it at maximum range you don't really need to think of it as
a disadvantage. Use it from backdashes or when you get the right
range against opponent's rising attacks.
When your opponent is up against the wall, nitaku from sway is
powerful.
Of the strings from ++, there is the mid hitting
++ , and ++ +. Both hits have
good range but because they can only be executed from
++ there are probably many people who don't utilise
the reach of the move itself and forget about the use of the moves.
But, when the opponent is up against a wall, these moves become
useful.
Both moves are >21 damage, so they will cause wall stun on hit,
and from there you can get good damage in combos. The position
you're in when you do ++ is the key.
Captions
- When you have the opponent up against a wall, you don't have to
worry about them retreating and avoiding your moves. This range
lets you force a powerful nitaku.
- into wall stun! ++ + is especially hard to see
coming.
Tidbit
- If you mix in ARE after + its usefulness will increase
more. As for the move you should use, the fast executing,
stringing, small whiff is recommended. You can input it as
+ evade
Posted by
noodalls
on 03/03/2004
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Edited by
Myke
on 03/04/2005
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