Dead or Alive 3 Brad Wong FAQ Version 1.1 By ChickyHearn Walkthrough 0. Introduction 0a. Version History 1. Introduction to Brad Wong 2. Dead or Alive 3 Controls 2a. Moving 2b. Attacking 2c. Defending 2d. Countering/Holding 3. Brad Wong Movelist 3a. Standing 3b. Dokuritsu-Ho/Leg Holding stance 3c. Heisei/Backwards stance 3d. Kokoto/Kozento/Lying stance 3e. Throwing 3f. Countering/Holding 3g. Down Attacks 3h. Special Moves 4. Brad Wong Combos 5. Extra Stuff 5a. Costumes 5b. Quotes 5c. Ending 6. Conclusion/Legal Stuff ___________________________________________________ 0. Introduction Well, ChickyHearn is back with a character FAQ for Dead or Alive's Brad Wong. As most of you know Brad Wong uses Zui Ba Xian Quan (Drunken Boxing) which is a rare style that has the user pretend to be drunk and then suddenly attack out of unusual stances or positions. Although not the first or most complex of the drunken boxing fighters in game history (Shun Di from VF4 is probably the most complete drunken boxer) Brad Wong can easily hold his own in any fighting game. This FAQ aim to inform you and help you with tactic at using his style and maybe teach you alittle something of Drunken Boxing. 0a. Version History Version 1.1- updated 5/6/06 - Thanks to Dave Higaki their are now six new combos listed in the combo section and under Introduction to Brad Wong their are two other little paragraphs that Dave sent me that help the player use Brad to a more advanced level. Thanks alot Dave. Version 1.0- started on 8/02/05 ____________________________________________________ 1. Introduction to Brad Wong (From the game) Nationality: Chinese Gender: Male Birthday: September 10 Age: 30 Blood Type: O Height: 6'0" Weight: 168 lbs Body Size: B45" W31" H36" Fighting Style: Zui Ba Xian Quan Occupation: Bohemain Likes: Drinking Hobbies: Game of Go, Chinese Fiddle One day, the old master Chen, great teacher of Zui Ba Xian Quan, says to Brad: "Bring me the legendary drink. The name is 'Genera'" These words are a riddle to Brad Wong, and he begins his journey in search of the mysterious "Genra." After three years of wandering, he finds himself in a fighting tournament. (From me) Brad Wong plays as a mix up character as he has 4 different stances. Of his four stances you'll probably only be using 3 of them. The four stances are as follows: Standing Stance Haisei/Backward Stance Kokoto/Lying Stance Dokuritsu-Ho/Leg Holding Stance You'll be using Standing, Backward, and Lying Stance most as they are the most flexable; the Leg Holding Stance is not very flexable due to fact that you have limited movement (some wouldn't even call it a stance). Brad Wong fights as an offensive character as his counters are only average. His regular moves should let you easily hold your own in battle. A plus to the fact that his moves are irregular is that moves that appear to hit high or mid will hit low driving counter characters like Leifang or Bayman crazy. The key word to winning with Brad Wong is pressure. (From Dave Higaki) One of the key tricks about using Brad is that you have to bait and trick your opponents with his moves. For example, the Tenshi-Chu (P, P, P) is only an ok move. But after using a few times, your opponent will expect the 3rd strike to hit high. Fake him out by using Tenshin-Senpu and move to Haisei (backwards stance). While he/she tries to counter high the non-attack, press the throw button to execute Suiho-Unshin-Haiho for some nasty damage, especially for when you’re near a wall. Ie, Brad’s easier to use against a live player versus a CPU player. Another trick with Brad is that many of his moves can be staggered to throw off counter timing. For example (again) the Zenso-Tai is normally an easy move to counter. However, you can put a pause between the 1st-2nd and 2nd-3rd hits to mess with your opponent. Do it as fast as possible once or twice, then slow down the button presses to muck around with him/her. Most of the moves you can stagger can also be Free cancelled. So instead of pushing the 3rd K button press, stop the chain and go for a low throw. ______________________________________________________ 2. Dead or Alive 3 Controls Here a little refresher course of the Dead or Alive 3. This covers just the basics of the game, sort of like an instruction booklet in my FAQ. Control Scheme Buttons P=Punch Y Button K=Kick B Button F=Free X Button F+P=Throw A Button Control Pad U(u)=Jump D(d)=Crouch T(t)=Toward (Character facing right) B(b)=Back (Character facing right) QCF= Quarter Circle Forward (d/df/f) -If a move has a "/" symbol it means you press the direction pad in both directions in the same time. EX: d/b= down back -If a move has a "," symbol it means you press the direction pad commands in that certain order. -Lower case letters indicate that you only TAP the button and not hold it down extendedly. _______________________________________________________ 2a. Moving Moving consists of basic movement such as forward and backwards, Dead or Alive 3 also uses a side step move by double tapping Up or Down. In this game you'll actually be using the side step move alot. Unlike many 3-D fighters walls deal extra damage thus making this move an important one. Also in many fighting games jumping isn't very important, however, you can if you want. Its just that unlike 2-D fighters, jumping doesn't play much of a role in actual game play. U=Jump D=Crouch T=Toward (Character facing right) B=Back (Character facing right) u,u= Upper Side Step d,d= Lower Side Step ________________________________________________________ 2b. Attacking Of course like any fighting game attacking is important. With Dead or Alive 3 their are only three basic button that are needed to play the game, but because of the Xbox controller you'll be using the extra four buttons as "hot keys" to make game play easier. P=Punch Y Button K=Kick B Button F=Free X Button F+P=Throw A Button Punch //////////////////////// Basic punch attack, animation/move changes depending on which stance you are in and input command. Kick //////////////////// Basic kick attack, again animation/move changes in response to the stance you are currently in and input command. Free //////////////////// Allows you to have free movement, thus you are able to move up/down on the fight stage. Throw //////////////////////// Throws are "unblockable" however they can be interupted by having the other opponent use a throw or other move a moment as soon as you begin the throw. Again throws vary according to stance and input command. __________________________________________________________ 2c. Defense In DOA3 defense consists of blocking and holds. With blocking the only thing you have to do is hold the F (Free) button and if it is a low attack press down. While blocking you take no damage, however their are certain attacks that are unblockable like Jahn Lee's flying kick. You can however counter throws by inputing the throw command right in the beginning of the opponent throw. Also often times blocking is a combination of switching from high to low. By the way midsection hits are considered high level and thus you do not need to press the block button and down at the same time. F+P= Counter Throw F= Free/Block ___________________________________________________________ 2d. Countering/Holding The trademark of the DOA series gameplay are the counters/holds. These are moves that allow you to intercept another move and use one of your own moves to do damage. Basically every move you throw is a move that can possible back fire and damage you instead. Do perform holds all you need to do is press the directional pad in the opposite direction of which you are being attacked and pressing the F (Free) button. This also takes in account where you are being attacked. Being attacked high mean you press up/back, if your being attacked mid level you press back, being attacked low means down/back. Some holds require you to make two motions but Brad Wong has none of these types of holds. High Hold= u/b + F Mid Hold= b + F Low Hold= d/b + F ____________________________________________________________ 3. Brad Wong Movelist Brad Wong has quite a few moves, some more useful than others of course. Three out of his four stances have real potental and can be useful through out a battle. I'll be listing the moves along with a description, move input buttons, and tactics on useing the moves. To see which button is which take a look at Section 2 Controls. EXAMPLE Name: XXXXXXXX Command: XXXXXXXX Description: XXXXXXXX Tactics: XXXXXXXX Special Notes: XXXXXXXXX Here's the button key one last time. Buttons P=Punch Y Button K=Kick B Button F=Free X Button F+P=Throw A Button Control Pad U(u)=Jump D(d)=Crouch T(t)=Toward (Character facing right) B(b)=Back (Character facing right) QCF= Quarter Circle Forward (d/df/f) -If a move has a "/" symbol it means you press the direction pad in both directions in the same time. EX: d/b= down back -Lower case letters indicate that you only TAP the button and not hold it down extendedly. -BTW if I don't write anything in the Tactics section of each move, it doesn't mean that the move is useless, it just that I don't use it much, if you do I don't mind adding it if you miss you e-mail me your tactics for particular moves. ____________________________________________________________ 3a. Standing You'll be spending the most time in this stance as he is most flexable during this stance. He has fairly quick moves that hit for good damage. Also from this stance you are able to access all other three stances that he has to use. This is of course the stance that he starts off with in the beginning of fights. 1. Tenshin-Chu Command: P, P, P Description: Two hand strikes and an elbow to the chin Tactics: Basic combo, use carefully often it is preditable. Special Notes: Brad Wong turns his back (Haisei) to the opponent after the elbow (third strike) 2. Ren-Sempu Command P, P, K Description: Two hand strikes and a spinning kick Tactics: Basic combo, you'll probably end up using it more than his Tenshin-Chu Special Notes: Knocks down opponent 3. Ren-Dokuritsu Command: P, P, t Description: Two hand strikes and Brad Wong enters his Dokuritsu-Ho stance Tactics: Only use with you want to enter his Dokuritsu-Ho stance Special Notes: Enters Dokuritsu-Ho stance 4. Tenshin-Senpu Command P, P, b Description: Two hand strikes and Brad Wong enters his Haisei stance Tactics: Your probably better off using Tenshin-Chu when you want to face your back towards your opponent. Special Notes: Enters Haisei stance 5. Ren-Toshin Command P, P, d/b K Description: Two hand strikes, one kick and Brad Wong enters his lying down stance Tactics: A good way to enter Kokoto stance, however, I perfer to use D P+K. Special Notes: Enters Kokoto stance 6. Tessa Command: P, P, d K Description: Two hand strikes and a sliding kick Tactics: none Special Notes: none 7. Katsumen-Tai Command: P, K Description: One hand strike and a right kick to the head Tactics: The kick move comes out quickly, use that to your advantage Special Notes: none 8. Senshin-Getsuga Command: f, P, P Description: Does a two handed strike which leads to another powerful one handed strike Tactics: Kinda of slow comming out, I'd recommend doing the move as the opponent rises. Special Notes: Pushes the opponent back and knocks them down. 9. Soko-Shu, Suiho Command: f, P, b, P Description: Strike to the mid section and then a over head strike Tactics: none Special Notes: none 10. Suiho-Chogeki Command u, P Description: Over head strike Tactics: none Special Notes: none 11. Koshu Command: P+K Description: Strike to the opponents head as he turns his back Tactics: Useful entering Haisei stance Special Notes: Enters Haisei stance 12. Ren-Chowan Command: d/t, P, P Description: Two open handed "uppercuts" Tactics: none Special Notes: none 13. Kasenko, Yogeki Command: b, t, P, P, P Description: Attacks using both his hips and elbows Tactics: Stuns the opponent after the last hit Special Notes: Enters Haisei stance after last hit 14. Kasenko, Tantai-Son Command: b, t, P, P, K Description: Two hip/elbow strikes and a kick behind the opponents knee Tactics: none Special Notes: Knock Down 15. Gyoin-Chowan Command: b, P, P Description: Takes a "drink" and then surprises the opponent with an "uppercut" Tactics: none Special Notes: This move can be canceled in that you can press B P and have Brad Wong only take a "drink" without throwing the attack afterwards. Thus making it a "confuse" move and also allows him to avoid High attacks. If the move is completed Brad enters his Heisei stance. 16. Gyoin-Zenku-Hontetsu Command: b, P, K, K Description: Brad takes a "drink" then does a backwards flip kick then a forward flip kick Tactics: none Special Notes: Can cancel with the "drinking" motion 17. Sohaku Command: f, f, P, P Description: Brad first attcks with his hips/elbows and then throws a very powerful double fisted blow to the midsection. Tactics: Best when used when your opponent either getting up or is close to you and next to a wall Special Notes: If you press P only once you'll end up in Brad's Heisei stance. This move will knock the opponent quite a distance away from you. 18. Kyuho-Toda Command: D/T, P, P Description: Brad does a two handed midsection blow and follows that up with a head butt. Tactics: none Special Notes: You must be crouching first to perform the move. It is also a move that knocks back the opponent and knocks them down as well 19. Koso Command: f, P+K Description: A powerful open palmed blow Tactics: Use to quickly knock back you opponent into walls Special Notes: Knock back and Knock down attack 20: Honshin-Jokaku-Zengeki Command: qcf, P Description: A funky looking uppercut Tactics: Use twice in a row if possible to launch your opponent for a juggle. Special Notes: none 21. Senshin-Choto Command: qcb, P Description: A flying and twisting headbutt move. Tactics: Best used up close Special Notes: Brad will end up in his Kokoto stance with his head forward after the headbutt. The headbutt itself has knock back and knock down properties. 22. Taiho-Getsuga Command: b, P+K Description: Twists backwards away from the opponent and then suddenly dashes forward with a midsection blow Tactics: none Special Notes: none 23. Keppo-Sokuto Command: d/b, P, K Description: Crouching midsection blow followed up with a low kick Tactics: none Special Notes: If you press P but do not press K you will end up in Heisei stance 24. Keppo-Honshin-Dantai Command: D/B, P, K Description: Crouching midsection blow followed up with a low kick that has Brad roll backwards. Tactics: A good hit and run move Special Notes: If you press P but do not press K you will end up in Heisei stance 25. Ren-Sokuto Command: d/b, P, P, K Description: Two crouching mid blows and then a powerful overhead kick Tactics: Be careful because the move comes out slow and thus could easily be countered Special Notes: By press P once or twice with out K you will end up in Heisei stance. 26. Ren-Honshin-Dantai Command: D/B, P, P, K Description: Two crouching mid blows, a kick to the legs, and then a roll backwards Tactics: none Special Notes: By press P once or twice with out K you will end up in Heisei stance. 27. Sokusen-Getsuga Command: u, u, P or d, d, P Description: A spin in either direction and then a midsection blow Tactics: none Special Notes: Knock down 28. Ren-Koshutai Command: K, K, K Description: Three kicks Tactics: Allows for juggles after the third kick, basic combo, be careful not to become predictable with this. Special Notes: Ends in Heisei stance 29. Ren-Sentai-Zachi Command: K, K, d, K Description: Two high kicks and a low "drop kick" which leads in to Kokoto stance Tactics: Good way to enter Kokoto stance Special Notes: Ends in Kokoto stance feet first 30. Zenso-Tai Command: D/B, K, K, K Description: Three sweeping low kicks Tactics: Quick, but easily counterable Special Notes: Ends with Kokoto stance feet first. 31. Ren-Kohontai Command: d/b, K, K, K Description: Sweep kick followed by a spring kick followed by a flip kick Tactics: Good move because it alternates between low/mid/high sections. Special Notes: Ends in Heisei stance 32. Renkan-Bokko Command: b/d, K, K, d, K Description: Sweep kick followed by a spring kick followed by a low drop kick Tactics: Good move because again it alternates between body areas. Special Notes: Ends in Kokoto stance feet first. 33. Renkan-Sohi Command: F+K, K, K Description: Three spinning kicks Tactics: If you use it where your opponent won't hit a wall or object then usually only one kick will connect. This move is also easily countered. Special Notes: After anyone of the kicks Brad ends up in Heisei stance afterwards. 34. Zenteki, Senpu-Kyaku Command: d/t, K, K Description: Kick to the chin followed up with a spinning kick Tactics: none Special Notes: Knock down 35. Zenteki, Ren-Chowan Command: d/t, K, P, P Description: Kick to the chin followed up with two "uppercut" moves. Tactics: none Special Notes: Launches the opponent in the air for juggles. 36. Kocho-Soteki, Kohon Command: d/t, d/t, K, K Description: Double kick to a flip kick Tactics: none Special Notes: Ends in Heisei stance 37. Kocho-Soteki, Bokko Command: d/t, d/t, K, d, K Description: Double kick to mid section then to lower section Tactics: none Special Notes: Ends in Kokoto stance feet first. 38. Senpu, Zenku Command: f, K, K Description: Overhead kick followed by flip kick Tactics: This move is executed quite quickly, surprise the opponent. Special Notes: Knock Down 39. Zenku-Hontetsu Command: u/t, K Description: Flip kick Tactics: none Special Notes: Knock Down 40. Taishin-Zenku-Hontetsu Command: u/b, K, K Description: Cartwheel kick to flip kick Tactics: I recommend only doing the cartwheel kick if the opponent is not against a wall or object. Special Notes: Cartwheel kick knocks down opponent. 41. Toshin-Dantai Command: b, b, K Description: Falling midsection kick Tactics: Useful when wanting to enter Kokoto stance. Special Notes: Ends in Kokoto stance. 42. Hoho-Sohi Command: u, K Description: A modified drop kick Tactics: none Special Notes: Ends in Kokoto stance, feet first. 43. Tantai, Senpu Command: d, K, K Description: Kick to the shin followed by a round house kick Tactics: none Special Notes: none 44. Konsen-Tai Command: D, K, K Description: Kick to the shin followed by a Caporia style sweep. Tactics: none Special Notes: Ends up in Kokoto stance, feet first. 45. Tantai, Shoshi-Suiteki Command: d, K, P Description: Kick to the shin followed by a hand strike to the face. Tactics: none Special Notes: none 46. Kosotai Command: d, F+K Description: Sweep kick Tactics: none Special Notes: Knock Down 47. Sentai-Zachi Command: f, f, K Description: Double kick to lower legs Tactics: none Special Notes: Ends in Kokoto stance, feet first 48. Yakuho-Choda Command: u/t, P, P Description: Flip followed by a sliding punch Tactics: none Special Notes: none ________________________________________________________________ 3b. Dokuritsu-Ho stance This stance has Brad Wong holding knee close to his chest while one hand is above his head and the other is next to his knee. This stance has ZERO movement, as in you cannot move while in this position. Also the moveset within this stance is limited and thus I rarely specifically use this stance. All moves listed in this section must be done while in his Dokuritsu-Ho stance. 1. Dokuritsu-Ho Command: b, K Description: Brad Wong holding knee close to his chest while one hand is above his head and the other is next to his knee Tactics: Basic switch to Dokuritsu-Ho stance Special Notes: Enters Dokuritsu-Ho stance. 2. Dokuritsu, Koso Command: P Description: Lungeing strike Tactics: Used to make space between you and your opponent. Special Notes: Knock Down and will knock opponent quite a distance from you. 3. Senpu-Choda Command: K, P Description: Spinning round house kick followed by a sliding punch Tactics: none Special Notes: Unless your opponent is hit against an object chances are they will avoid the punch. 4. Soteki Command: K, K Description: Spinning round house followed by a basic kick Tactics: Use if you wish to attack and then quickly re-enter the Dokuritsu-Ho stance Special Notes: Ends in Dokuritsu-Ho stance. 5. Teppo-Zenteki Command: b, K Description: Short range hop kick Tactics: none Special Notes: Stays in Dokuritsu-Ho stance. 6. Dokuritsu-Kosotai Command: d, K Description: Sweep kick Tactics: none Special Notes: Knock Down 7. One Footed Kick Command: K Description: Basic kick, stays in Dokuritsu-Ho stance. Tactics: none Special Notes: After each kick Brad moves just alittle bit backwards. ___________________________________________________________________ 3c. Heisei stance Brad Wong faces his back toward his opponent while in this stance which you will probably be using quite abit as many of his moves end in the Heisei stance. While in this stance your movement is decreased as you cannot sidestep and forward movement is slow. All moves listed here (except the the first) must be done while in the Heisei stance. 1. Heisei Command: b, b, P Description: Brad faces his back towards his opponent. Tactics: none Special Notes: Enters Heisei stance. 2. Koshu-Getsuga Command: P, P, P Description: Two hand strikes while leaning backwards followed by a forward strike Tactics: Basic combo, use carefully Special Notes: Knocks back opponent after thrid strike. Also if you press P once you will punch leaning backwards and still stay in the Heisei stance 3. Renkan-Yogeki Command: P, P, f, P, P Description: Two hand strikes while leaning backwards followed by a forward strike and then a hip to the midsection. Tactics: Use if you wish to attack and stay in Heisei stance. Special Notes: Pressing P once or after completeing the move will put you again into the Heisei stance. 4. Renkan-Kaso Command: P, P, f, P, d, P Description: Two hand strikes leaning backwards followed by a forward strike and completed with a hand strike to the lower leg. Tactics: none Special Notes: Pressing P once will allow you to attack and stay in the Heisei stance. The lower leg strike knocks the opponent down. 5. Rengeki, Honshin-Dantai Command: P, P, d, K Description: Two hand strikes while leaning backwards followed by a rolling kick that propels you backwards. Tactics: A hit and run combo. Special Notes: Ends in the Heisei stance. 6. Getsuga, Koshutai Command: P, K Description: One hand strike while leaning backwards followed by a backwards kick. Tactics: none Special Notes: none 7. Rensen-Sogeki Command: d, P, P Description: Two swinging elbow strikes Tactics: none Special Notes: none 8. Haisei-Sokuto Command; D, P, K Description: Crouching strike followed by an overhead kick. Tactics: none Special Notes: Must be crouching, Knock Down. 9. Haisei-Honshin-Dantai Command: D, P, D, K Description: Crouching strike followed by a rolling kick to the legs that propels you backwards. Tactics: none Special Notes: Ends in Heisei stance 10. Zenkon-Hon Command: f, K, B Description: Flutter kicks to midsection followed by a roll backwards Tactics: Hit and Run technique Special Notes: Ends in Heisei stance. 11. Kokon, Uron Command: f, K, F, K Description: Flutter kicks followed by a hand stand spinning kick. Tactics: Useful combo because it surprises many human opponents and ends in Kokoto stance rather than Heisei or Standing. Special Notes: Ends in Kokoto stance, feet first. 12. Kokon, Bokko Command: f, K, D/T, K Description: Flutter kicks followed by a roll forward. Tactics: none Special Notes: Ends in Heisei stance. 13. Haisei-Sohaku Command: f, f, P, P Description: Two powerful midsection strikes Tactics: Use to make space between you and your opponent. Special Notes: Knock down and Knock away. 14. Shoshi-Suiteki Command: P+K Description: Basic strike Tactics: none Special Notes: Ends in regular standing stance. 15. Kohontai Command: u, K Description: Cartwheel kick Tactics: none Special Notes: Knock down, ends in Heisei stance. 16. Tohon-Kishin Command: F+K Description: Cartwheel kick Tactics: none Special Notes: Knock down, ends in regular standing stance. _____________________________________________________________ 3d. Kokoto/Kozento stance This stance has Brad Wong laying on the ground on his side, the advantages of this stance are that most high attacks completely go over him and alot of the time opponents walk unguarded to you, the disadvantages is that you have little movement and your moveset is pretty small. Their are actually two versions of this stance, one that has Brad Wong's feet toward the opponent and one where he has his head towards the opponent. I'll note next to each move which version is needed. 1. Kokoto Command: d, P+K Description: Brad Wong lays on the ground, feet towards the opponent. Tactics: none Special Notes: Enter Kokoto stance 2. Kozento Command: d/t, P+K Description: Brad Wong lays on the ground, head towards the opponent. Tactics: none Special Notes: Enters Kozento stance 3. Zenten (Offically done in Kokoto, but can be done in Kozento) Command: t Description: Rolls towards the opponent Tactics: none Special Notes: If done while in Kozento you will end up in the Heisei stance. 4. Koten (Offically done in Kokoto, but can be done in Kozento) Command: b Description: Rolls backwards Tactics: none Special Notes: If done while in Kozento you will end up in the Heisei stance. 5. Oten (Offically done in Kokoto, but can be done in Kozento) Command: u or d Description: Rolls into the foreground or background. Tactics: none Special Notes: none 6. Rigyo, Zenku (Kokoto only) Command: F, K Description: Overhead flip kick Tactics: none Special Notes: Knock down 7. Rigyo, Getsuga (Kokoto only) Command: P Description: Flips up followed by a punch. Tactics: none Special Notes: none 8. Fukushin-Haitai (Kokoto only) Command: K Description: Kick while lying on the ground. Tactics: none Special Notes: none 9. Zenkon-Soteki (Kokoto only) Command: f, K Description: Rolling kick Tactics: Useful surprise move, often times people will think your just rolling. Special Notes: Knocks opponent in air. 10. Fukushin-Bokko (Kokoto only) Command: F+K Description: Low drop kick Tactics: Useful if wanting to attack, but still wanting to stay in Kokoto stance. Special Notes: Stays in Kokoto stance after attacking. 11. Kinkosen (Kozento only) Command: F Description: Spins legs while rising off ground Tactics: none Special Notes: none 12. Kokon, Gyoshin-Getsuga (Kozento only) Command; P Description: Rolling forward punch Tactics: none Special Notes: Ends in Heisei stance. 13. Uron-Kochu (Kozento only) Command: K Description: Spinning hand stand kick Tactics: Useful for catching opponent off guard. Special Notes: none 14. Kokon-Soteki (Kozento only) Command: f, K Description: Spring kick Tactics: Is executed quickly, easy to surprise the opponent. Special Notes: Launches opponent in to the air, ends in Heisei stance. 15. Rigyoen (Kozento only) Command: F+K Description: Kick to the legs, switches to Kokoto stance. Tactics: none Special Notes: Quickly changes to Kokoto stance. __________________________________________________________ 3e. Throws Throws are not really needed for Brad to win, but he does have some nice throws that will catch some opponents off guard. Plus his throws just look plan cool to look at. 1. Ro-Dohin Command: F+P Description: Elbows the opponent and then falls on top of them. Tactics: none Special Notes: none 2. Tetsu-Kairi Command: b, F+P Description: Kicks opponent in midsection and then flip kicks them over the head. Tactics: none Special Notes: none 3. Senhen-Nyudo Command: b, F+P (Brad against a wall or object) Description: Brad slips under the opponents legs and then kicks them into the wall or object. Tactics: none Special Notes: Ends in Kozento stance. 4. Senshi Command: f, F+P Description: Two kicks, one to the midsection another to the head Tactics: none Special Notes: none 5. Kazan-Rakuro Command: f, F+P (Opponent against wall or object) Description: Brad runs up the wall or object and then falls on the opponent. Tactics: none Special Notes: None 6. Tenshin-Soko Command: f, f, F+P Description: Brad flips over the opponents back Tactics: Useful when wanting to do throws that require the opponents back. Special Notes: Does not do any damage, only creates an opening for attacks. 7. Kan-Shori Command: F+P (To the opponent's back) Description: Throws the opponent over his shoulders. Tactics: none Special Notes: none 8. So-Kokukyu (To the opponent's back) Command: b, F+P Description: "Stirs" the opponent between his arms. Tactics: none Special Notes: none 9. Suiho-Unshin-Haiho Command: F+P then P (Brad's back toward the opponent) Description: Brad spins around the opponent's back Tactics: none Special NoteS: Does no damage, if you do not press P then Brad will do a head butt to the opponent. 10. Hashitsu-Gyosen Command: d, F+P (To crouching opponent) Description: Elbows the opponents leg and kicks the opponent away. Tactics: none Special Notes: none 11. Ran-Saiwa Command: d/b, F+P (To crouching opponent) Description: Knees the opponent's back Tactics: none Special Notes: none 12. Kan-Shoshi Command: d, F+P (To the back of a crouching opponent) Description: Kicks the back of the opponent's head Tactics: none Special Notes: none 13. Juji-Senraku Command: d, F+P (Brad's back towards the opponent) Description: Leg sweep followed by a leg drop to the midsection Tactics: none Special Notes: none 14. Konsentai Command: F+P (While in Kokoto or Kozento) Description: Brad locks the legs of the opponent and kicks them in head. Tactics: Useful because it's not easily blockable due to the fact that most opponents do not expect you to try and throw them while on the ground. Special Notes: none _____________________________________________________________ 3f. Countering/Holding Brad Wong's counters or Holds are not considerable strong compared with many other characters, they are average. They are still a useful and vital element, however, to playing as him. 1. Yoki-Chochu Command: u/b, F (against hand strikes) Description: Grabs the opponents incoming strike and lunges his shoulder into them. Tactics: none Special Notes: Knock Down 2. Hoto-Choshitsu Command: u/b, F (against leg strikes) Description: Flips the opponent over his leg. Tactics: none Special Notes: none 3. Suimu-Hateki Command: b, F (against hand strikes) Description: Grabs the opponents arm and flips them over. Tactics: none Special Notes: none 4. Hotai-Gyoso Command: b, F (against leg strikes) Description: Grabs the opponents leg and then propels them using his legs into the air. Tactics: none Special Notes: Knock the opponent away from you and knocks them down as well. 5. Senri-Goan Command: d/b, F (against hand strikes) Description: Rolls on to the opponents back and then "breaks" their arm. Tactics: none Special Notes: none 6. Ryuso-Senkyaku Command: d/b, F (against leg strikes) Description: Grabs the opponents leg and then kicks them in the face. Tactics: none Special Notes: none 7. Ryusui-Rakuyo Command: b, F (against jumping hand strikes) Description: Grabs the opponents body in mid air and flips them over his shoulder. Tactics: none Special Notes: none 8. Leg Parry Command: b, F (against jumping leg strikes) Description: Parrys the opponents attack Tactics: none Special Notes: Does not damage. _____________________________________________________________ 3g. Down Attacks Brad Wong has three down attacks, naturally these moves must be done when the opponent has been knocked to the ground. 1. Zaban-Tetsu Command: u, P+K Description: Jumps and lands on the opponent. Tactics: I don't usually use the Down attacks that require jumping because they are usually just too slow and are easily avoided. Special Notes: none 2. Zenku-Hon Command: u, F+P+K Description: Brad jumps head first onto the opponent. Tactics: none Special Notes: none 3. Toshu-Richu Command: d, P Description: Brad does a shoulder dive onto the opponent. Tactics: The safest of the Down Attacks. Special Notes: none ______________________________________________________________ 3h. Special Moves 1. Back Dash Command: f, f (Must be done in Heisei stance) Description: A dash towards the opponent. Tactics: none Special Notes: none 2. Hekika-Kuhon Command: b, P+K (Brad Wong against a wall or object) Description: Brad Wongs runs up the side of a wall or object to switch sides with the opponent. Tactics: none Special Notes: none 3. Kuchu-Hone Command: u/t, P Description: Front flip towards the opponent. Tactics: none Special Notes: none 4. Taishin-Hon Command: u/b, P Description: Back flip away from the opponent. Tactics: none Special Notes: none 5. Nehan-Tenshin Command: P+K (after being knocked to the ground) Description: Enters Kokoto or Kozento stance. Tactics: none Special Notes: none 6. Appeal: Gyoshin-Inshu Command: b, f, b, F+P+K Description: Yells while leaning back doing a drinking motion. Tactics: none Special Notes: It's a taunting move 7. Appeal: Shogo-Koko Command: d, d, F+P+K Description: Yells while doing a standing drinking motion. Tactics: none Special Notes: It's a taunting move. ______________________________________________________________ 4. Brad Wong Combos Brad Wong combos well, actually most say that you can just button mash and easily string together combos, either way here are a few select combos that I use. Please if you people reading this have any combos that you use please send them in and I'll try to post them and give you credit. 1. 6 hit combo (standing stance) d/t, P, P, d/t, P, P, P, P, P Ends in Heisei stance 2. 4 hit combo (standing stance) P, P, P, P, P, P Don't try and use this too often, it's easily counterable and it shows that your just button mashing to win. 3. 6 hit combo (standing stance) P, P, P, d, K, K, P, P, P Ends in Heisei stance 4. 4 hit combo (Kokoto stance) f, K, P, P, P 5. 6 hit combo (Kokoto stance) d/t, d/t, K, K, K, P, P, P 6. 6 hit combo (standing stance) f, f, K, F+K, K, P, P, P Ends in Heisei stance *Combos sent in by Dave Higaki* Dave's Key U: up D: down B: back from opponent F: forward to opponent HB: hold back HD: hold down DB: down-back P: Punch K: Kick Free: Free Free + K: You can guess Free + P: I hope I don’t have to tell you this one :P Standing: 1. Tantai,Shoshi-Suiteki -> Katsumen-Tai -> Sohaku Commands: D, K, P, P, K, F, F, P, P Description: Brad starts off with a low off-foot kick, followed by two high punches, another high neck kick, then slams into his foe with his elbows before ending with a powerful push attack. Damage: 12, 18 + Stun, 10, 24 + Stun, 11 + Stun, 19 + Stun = 77 damage ( the highly probable wall damage will add upto + 20 for a max of 97 ) Stagger?: You can leave a 1/2 second pause after the initial hit, if you need to make sure to get the first Stun hit in. Extra Notes: A personal favorite. Fast, with a nice low to high switch. The Sohaku ender can be replaced with Senshin-Getsuga (F,P,P) for a quicker easier string. 2. Tenshin-Senpu -> Suiho-Unshin-Haiho Commands: P, P, HB, Free+P Damage: 10, 12, 0, 47 = 69 damage ( wall damage can add upto +15 damage to this strike for a high of 84 damage ) Description: Brad performs two jabs then fakes by Switching to his Backwards stance, ending with spinning headbutt to his opponent's back. Stagger?: Not much of a benefit, but the 2nd P can be staggered, as well as the HB, but the timing window is minute. Extra Notes: A great fakeout move. More useful against live players, who may try countering the non-existant 3rd hit, only to be thrown afterwards. 3. Renkan-Bokko -> Kosentai Commands: DB, K, K, D, K, Free + P Damage: 18, 27 + Stun, 12, 40 = 97 damage Description: Brad leads with a quick leg sweep, followed by a mid donkey style kick and a low donkey style kick, and ends with a leg trip. Extra Notes: Another relatively fast combo. Nice thing here is that it's not reliant for a wall for some nasty damage. Beware of terrain heights performing though. 4. Renkan-Bokko -> Fukishin-Haitai -> Sohaku Comamnds: DB, K, K, D, K, K, F, F, P, P Description: Brad leads with a quick leg sweep, followed by a mid donkey style kick and a low donkey style kick. Finally, he strikes at the foe's neck while rising and performs a deadly elbow-push combo. Damage: 18 + 27 + 12 + 14 + 11 + 19 = 101 damage (wall damage can add upto +20) Extra Notes: A long but rewarding combo here! As long as the attacks are followed through in a timely manner, your opponent shouldn't have time to react and counter anywhere in this slow, deadly combo. An end result of combining two of my favorite combos together. 5. Renkan-Bokko Incom. -> Koshu-Getsuga Commands: DB, K, K, Free, P, P, P Description: Brad starts off with a quick leg sweep and a mid donkey-style kick, then punches the opponent twice backwards then spins into a double wrist slam. Damage: 18 + 27 + 5 + 6 + 16 = 72 damage (wall damage can add upto +20 damage ) Stagger?: Don't try. Extra Notes: A somewhat difficult combo because of the Free-Cancel. If you're a near a wall, replace the Koshu-Getsuga with Renkan-Yokegi (P,P,F,P,P); it's wall damage potential can have the attack deal upto 120 damage! From the ground: 6. Fukushin-Bokko -> Fukishin-Haitai -> Sohaku Description: Brad moves in for a low push kick, followed by a rising neck kick and ends with a powerful elbow-push attack combo. Commands: Free+K, K, F, F, P, P Damage: 24 + Stun, 14 + Stun, 11 + Stun, 19 + Stun = 68 damage ( the more than likely wall damage will add upto + 20 for a max of 88 ). Stagger?: Don't try and don't really need to. Extra notes: This personal favorite is great because aside from the last hit, every attack will stun your opponent. Also, by knocking them airborn, you can substitute different attacks in for the Sohaku, or even use that opportunity to go for a tag combo. The Sohaku ender can be replaced with Senshin-Getsuga (F,P,P) for a quicker, easier string for slightly less damage. _______________________________________________________________ 5. Extra Stuff Just basic extra information on costumes, quotes, and ending. _______________________________________________________________ 5a. Costumes Brad Wong has a total of four costumes in DOA4, however, two of which are just color swaps. The last two must be unlocked via DOAU or the DOA3 booster disc. Costume 1: Brad's defalt costume, consists of a redish and black upper section that flows into a blue/gold loin. His pants in this costume are blueish with an Asian design. He wears a unique necklace, arm bands, and his drinking gourd is hanging off the back of the uniform. In this costume he has no shoes just half wrappings on his feet. Costume 2: Brad wears a basic martial arts gi which is white with blue trimings, also wears a necklace, wristbands, purpleish shoes, and his drinking gourd is again on the back. Pressing X gives you an orange version of the gi. Costume 3 and 4: Brad wears a basic Chinese dress with what appears to be a dragon design on them. The only major difference is the color of the dress, Cos. 3 is white while Cos. 4 is purple and the color of the drinking gourds, Cos. 3 is purple and Cos. 4 is black. ________________________________________________________________ 5b. Quotes All of these quotes are taken from the subtitle and even I, who knows very little Japanese, can tell you that quite a few of the subtitles are very bad translations. Also I may have left some quotes out because I haven't heard them all, if you e-mail with them I'll give you credit. Opening quotes: "Want a drink?" "I drink to the snow" *hicups* "Do you want to join me in a drink?" "I drink to the moon" "Let us begin" "I can't guarentee you that you will leave here with your life" "I'm going to party like it's 2099" Win quotes: "Let's have a toast" "How do you like the style of Zui Quan" "Have you heard of the legendary wine Genra? "Have you heard of the legendary wine of warriors? "Cheers!" "Your're quite the party animal, aren't you?" Losing quote: "Zzzzz" "Ouch..." ___________________________________________________________________ 5c. Ending SPOILER Brad Wong is shown on the top of a mountain meditating as the seasons around him are constantly changing. Then suddenly we see a drop of water fall from an icicle onto a flower which then blooms. We see Brad's eyes open, he takes his drinking gourd and throws it far off the mountain. ___________________________________________________________________ 6. Conclusion/Legal Stuff Well, this is FAQ number four that has my name to it and I'm proud of it. If you have anything to add (COMBOS!!!) please e-mail me at Ness_of_Onett@hotmail.com please put Brad Wong FAQ in the subject bar. Remember I wrote it and I own it and thus if I find it on a site that I have not given permission to...Well I'd rather not think of what I would do to you :) Any way if you want to see other FAQs by me I have four others: Love Hina Advance FAQ, Choi Character FAQ for SvC, Kasumi Character FAQ for SvC and Chang/Choi for Capcom vs SNK 2. Well here is the list of credits and other things that I wish to make people aware of (which, sadly, no one ever reads). Gamefaqs and CJayC for posting my FAQs Tecmo for the Dead or Alive series All-you-can-eat Chinese resturants The man or woman who first created the potsticker, you are a god/goddess TILT R.I.P The Spot Dave Higaki for combos and comments My friends: DB, DH, FD, FQ, GH, HR, RB, VH and me, ChickyHearn, for taking the time to write this