Jeff is extremely powerful and not given enough credit. So go ahead and select him and try this. (this particular series will get you an excellent against the computer quite often, and it'll generally work well against humans as long as you switch it up a bit) f+pk, d/f+pkg, d/f+k hellstab, powerbomb, stomp nice little jeff opener, if they begin to reverse the powerbomb, use the iron claw (d+pkg) or the machine gun knee (d, f+pkg), if your opponent is a multiple throw escaping monster, pull out a double hammer (b, d/f+p,p) and watch for that tech roll if you get the low throw -try dashing or crouch dashing until you are right on top of the opponent and as soon as he gets up but right before an attack could hit you (so either you hit first or interupt) use his double body blow (d/f+pk, p) then splash mountain (d/f, d/f+pg) for an excellent victory with the health set at normal.... so we have, hellstab, powerbomb, stomp, (dash), double body blow, splash mountain... Excellent! I know that the above series is a little bit cheap and that it doesn't exactly work on humans every time, but the point of this post is to bring a bit of Jeff awareness to the board. When played correctly Jeff can be an evil force in the high/low/throw mindgame of versus play, and considering that from each level he has many quick high damage options, I have wondered why he is ranked bottom tier. If need is demonstrated, Jeff flowcharts, options and my own tweaked advanced combos will be posted.