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Jeff Combos (112 and 137 damage)

Discussion in 'Jeffry' started by mindelixir, Jun 18, 2002.

  1. mindelixir

    mindelixir Well-Known Member

    112 Damage Combo vs. Pai (possibly other lightweights too)
    [both characters perpendicular to a wall]

    b+p+g, k, k, p

    Jeff 137 Damage vs. any character
    with opponent's back to wall

    f+k+g, f+p+k. d, d/f+p+k+g

    can someone verify if these are true combos?
     
  2. charly_oscar

    charly_oscar New Member

    The first one works, but watch the timing from the off-the-wall bounce. I think it works w/light and mid weights. As far as the second combo is concerned, I'm not sure if that one will work or not. I don't think you're going to be close enough to tack on the XPD. Keep in mind that I can only speak from the console point of view.

    Unfortunately, no VF4's in my neck of the woods in MD. I'd love to try out the stuff from my PS2 on real humans. Plus I'm bored with CPU stagnant tactics.

    Let me pose a question. Why isn't there more Jeff talk here in this forum? Does Kashiwa Jeff still play in Japan or has he retired?

    I've already read a couple of threads talking about getting rid of him for the next installment! What's going on! Doesn't anybody play with the big guy anymore? I admit, he's an acquired taste, but man...

    Jeff's my main chara and I have fun working in his throws betw and in combos to punish. Do people find Jeff to stiff and tight to play? Is it his lack of mobility or is he just not flashy enough?

    I had to ask because I'd hate to see the big guy go.
     
  3. mindelixir

    mindelixir Well-Known Member

    The second combo has no XPD. It's a low throw guaranteed after the hellstab crumble/ crumple whatever the hell they do...... And I guess it's not a true combo because the machine gun knee is escable... I'm really not too sure why Jeff gets neglected, he's my character of choice and I'd love to hear some strategies or high damage floats..... Here's a nasty looking wall combo (not high damage but at least a change)
    [6]+[K], [P],[4]+[P]+[K],[K]
    One of my staples that I haven't seen many other places
    [4][6]+[P],[6][4]+[P],[3]+[K]+[G]
    the kick isn't guaranteed and the combo is used for humiliation rather than damage
    don't forget to exploit these floats as well

    [4][6][P]+[K],[2][P],[6][K]
    [4][6][K],[6][6][P],[P]
    [4][6][K],[4][K],[P]
     
  4. gribbly

    gribbly Well-Known Member

    The low throw is guaranteed after f+P+K, but there's no guarantee that it won't be broken. I was playing the LA crew recently and had my f+P+K, d/f+P+K+G broken regularly.

    Your "staple" is interesting, but how do you get the b,f+P to hit reliably? I find this move is very hard to connect against humans - it's slow to execute and hits high. Understandable, since Jeff can open up a can on the victim afterwards, but still.

    One thing I was playing with recently is the threat stance blocked punch into throw thing - P+K+G, P (blocked), f+P+G. This causes a KD crumple anim like f+P+K, and a low throw is guaranteed. You can also hit with b,f+K, and u/f/+K+G. Unfortunately this is harder to land on a real opponent than b,f+P =]

    grib.
     
  5. Mike90210

    Mike90210 Well-Known Member

    The only time that Ive been successful with [4][6]+[P] is after a pickup. Usually I will alternate my pickups with Splash Mountain, [4][6][6]+[P]+[G], TKoD, [4][6]+[P]combo. I usually do the throws first...until my opponents start to throw escape after pickup
     
  6. gribbly

    gribbly Well-Known Member

    That all makes a lot of sense mike, but it's pure yomi and it's a shame there doesn't seem to be a more reliable way of getting this move to connect.

    Hmm that makes me think maybe there's a case where you can land something that must be struggled (i.e., the joystick icon appears), so [4][6]+[P] will hit unless the opponent struggles hard.

    Perhaps [6]+[K]+[G] or [4][6][6]+[P](+[K]) would do the job? I might try this when I get home tonight.

    grib.
     
  7. mindelixir

    mindelixir Well-Known Member

    For [4][6][P]

    Use reverse crouch dashing and then guard cancel at a sweet (safe) spot just outside close range... threaten with [4][6][6][P][G] or use quick CDs to move away and interrupt..... I use it on rising opponents as well.

    The [6][K][G], [4][6][6][P]/[4][6][6][P][K], and even [6][6][P] interupt are good ways to land a shot elbow if you mix throws in.....

    Elbow Combos
    [6][K],[P],[P][4][P]
    [6][K],[4][K],[P]
    [4][6][P],[3][P][K],[P][df,[3][K][G]

    For [4][6][K] a reverse crouch dash first makes all the difference. This move comes out slow at first but his leg swings down fast hitting most anything coming his way.... useful against characters with mid and long range threats.

    [4][6][K],[6][6][P],[P] is my main defensive midrange tool and can be alternated with jeff's evade elbow to DEU...

    On a side note, a [2][P] to [6][P][K] (and follow up) is a very useful poking tool with high reward...
     
  8. TomDC85

    TomDC85 Well-Known Member

    When you are a little way from a wall with your back to it, use [1][G][P], then [K],[K],[P] for a tasty 88 damage. You can often land a ground attack too. Kicks but. Check the thread from items FAQ on page 4, coz I posted something about his 'bald head' that I can't be bothered to rewrite. Long live Mr. T!
     

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