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