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

VF4FT Brad Arcadia Issue 58

Jun 9, 2022
VF4FT Brad Arcadia Issue 58
  • Writer - Ohsu
    Additional information - Itoshun
    Source - Arcadia 58
    Translation - Noodalls

    Revise Brad's main low attack.

    Brad's [2][K][+][G] 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 [2][K][+][G] 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 [6][P][+][K] or [2][P][+][K][6][P] during the move's recovery.

    Also, you can substitute the [4][P][+][K][+][G] in some cases. It also avoids throws and short ranged mids, and you can go into the various strings from [4][P][+][K][+][G]. The recommended ones are [4][P][+][K][+][G] [P][+][K][P][P] hit or guard [3][K]. 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 [2][K][+][G] 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 [4][P][+][K][+][G], there is the mid hitting [4][P][+][K][+][G] [K], and [4][P][+][K][+][G] [K][+][G]. Both hits have good range but because they can only be executed from [4][P][+][K][+][G] 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 [4][P][+][K][+][G] 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! [4][P][+][K][+][G] [K][+][G] is especially hard to see coming.

    Tidbit

    - If you mix in ARE after [2][K][+][G] its usefulness will increase more. As for the move you should use, the fast executing, stringing, small whiff [3][P] is recommended. You can input it as [2][K][+][G] evade [3][3][P]
    Posted by noodalls on 03/03/2004 Edited by Myke on 03/04/2005
  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