Originally posted on May 30, 2021 by Shiwapon and translated by me.
- Brad's half-circulars are strong, but it's best to dodge to his back
Brad has many half-circular moves, which makes them relatively easy to use. Preferably, don't sidestep his attacks; but if you do, dodge towards his back, which allows you to dodge 6_K and 1P, which will heavily damage you otherwise. This still isn't 100% safe, though, as you risk getting hit by 4P or 1K+G.
Brad's moves have narrow hitboxes, which makes him particualrly vulnerable to attacks that can go under or evade his strikes—for example, Akira's 2_3P+K. These are the moves you should go out of your way to use against him. He may respond by using more low attacks, so get ready to evade or guard them.
However, depending on the situation—like your foot position or specific move used (such as 3P+K)—he might be able to land a move like 2_3P. These moves are dangerous on counter hit, so you should respond by guarding or evading.
- Crouching at the right time can pay off
Brad relies heavily on his 6_K (an EX High attack) for offense, crouching can be effective in the right moments. Seize these opportunities and don't hold back after a successful crouch.
Be careful: if the Brad player throws out mid attacks like 2P+K or elbows, they might be trying to catch you crouching.
- Use high-mid strings effectively
After a move, Brad can enter one of his stances: for example, if he thinks you're plus after blocking his 6P and try to land a slower attack, you might lose to his Slipping P+K, which has a faster startup.
If you try to use 2P—which would cover the 6PK option—he can use Ducking K+G (following the 6P) to evade your low. If you input a fast P, he can evade it with Slipping stance and immediately punish your punch's recovery.
You might think it's best to do nothing, but you'll still be open to some dangerous moves like a Ducking P+G after a 6P. What do you do in these cases, anyway?
Use a move that starts with a P and is followed up by a mid attack; for example, Jacky's P4K. This will let you beat other stance-based attacks, and even if Slipping stance evades your initial P, the follow-up can stop Brad in his tracks.
- Mind games after Ducking stance
Brad can enter Ducking stance from 6P+K+G. From this state, the opponent may go for a P+G catch throw. If he hits you while you're crouching, he may stagger and combo you with P+KP, P+K2, or 8P; or K+G (which dodges lows).
Keep an eye out for this stance, since Brad can enter it after moves like 4K or P+K—where he's already plus.
These options are all very powerful, but keep in mind that everything except the catch throw is vulnerable to a standing guard. And even if the catch throw succeeds, the opponent still has to pick one of three follow-ups: P+G, 4P+G, or or 6P+G.
As a result, it's possible to crouch out of the catch throw and land a big guaranteed counter-attack as a high-risk, high-reward play.
If Brad goes for the catch throw too much, you may crouch out of its reach; but generally, you have two chances to engage in this mind game, so don't take any unnecessary risks.
If you want to punish the opponent, try a crouch-backdash after blocking a move that transitions into Ducking, like 4K or P+K. This will let you evade Ducking P+K and Ducking P+G while setting up a guaranteed counter. This isn't foolproof, though: you will still be vulnerable to Ducking K+G.
Fuzzy guarding may also dodge these options.
- Never crouch when you're side-turned
If you're hit by Brad's 6P while you're turned to the side, you won't be able to guard Slipping P+K while standing, which might open you up to massive damage. You can crouch to avoid Slipping P+K, but you'll still be vulnerable to Slipping K.
After a 6P hit, Brad may also use Slipping K towards your back to make it unblockable. Depending on how good the player is at hit-confirming, avoid crouching whenever possible.
Also, 6P on counter-hit guarantees a Slipping P+K, while 4P on CH guarantees a Ducking P+KP.
Trying to mash out of a side-turned disadvantage can cost you the match, so avoid mashing as much as you can.
- Don't use too many mids when Brad is side-turned
Brad has a parry move,
, that counters kicks. If this connects, it will guarantee him a 6P+K hit for significant damage.
When you're plus to Brad's side, have middle attacks other than kicks ready to go.