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    Brad by ChickyHearn

    Version: 1.1 | Updated: 05/24/06 | Printable Version | Search Guide | Bookmark Guide

    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 youíre near a wall.  Ie, Bradís 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 donít 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