I'm not very familiar with Brad but doesn't 2P+K (down and P+K) make him go into his stance?
Something like that, but once he's knocked to the floor, he has to get up before he can lie down as a stance, AFAIK - it just seems like it would make sense to not have to go through that intermediate step, though that might involve coding an exception to system-wide echanics regarding the "fallen" and "getting up" states.
IIRC the attack buttons (or at least K) trigger a kick from a floored position into a standing state, while H speeds up the getting up part - maybe something like H+P+K could make Brad roll into floor stance so one of the usual outcomes wouldn't happen instead, dunno - just playing with an idea that might make sense.
But then again, I'm not that knowledgeable about DoA's general tendencies regading fallen characters - everyone get a couple of "stomping" attacks that hit on those circumstances (that aren't guaranteed hits), some crouching kicks tend to work, a character of two can grab someone in that state... I know Brad has hits and at least one throw off his lying down stance, but I don't know if stuff like a "stomping" attack can be used on him then or if that option is unavailable for an attacker.
Characters having different, unique tools is not a detriment to balance: it's a good thing. A lot of the items I'm complaining about mean that most of the cast plays identically and that's bad.
Speaking of which, this reminds me of something - both finals of DoA5 tournaments I've seen were Hayabusa/Helena matches. For what I know and have experienced of both characters they don't seem that similar, but is there something about them that makes them seem like preferable options?
For all the real and perceived problems DoA5 may have, I think in the public eye the biggest problem it could have would be to degenerate into a game of 2 or 3 characters - think SF 3rd Strike, which despite all the praise it's gotten over the years, has long degenerated into a game of Yun and Chun-Li, which made people lose patience with it.
Some superficial experience of Helena show me she seems to hadle combos quite well if you know what you're doing, and Hayabusa, while perhaps not getting that long ones, in the hand of someone with good reactions/reads and execution could wreck some havoc with those special holds into Izuna drops and a few other interesting tricks (I don't expect his teleports - something that distinguishes him from most of the cast - to do much against an experienced player).
Several other characters might feel a bit "plain" in comparison (well, Lisa's acrobatics tend to stand out to me, I'm never quite sure what can be held, how, at what height...), but there's still some decent variety between them, yet I don't really have a trained eye or the experience to tell if the variety of viable characters is an issue, but it's something that kinda worries me.