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Jeff light wall stagger

Discussion in 'Jeffry' started by catharsis, Dec 12, 2002.

  1. catharsis

    catharsis Well-Known Member

    Playing as Jeffry, I often find myself getting into the following situation:

    opponent pressures defensive ol' me towards the wall, and when i get a chance i fling him into it using [1][P]+[G], whereupon the opponent is stuck in a strong wall stagger ... If I'm out of range for a [K][K][P], I like to go for the [4][P], [2][P]+[G], and this is where I run into problems. The down throw will push the opponent into the wall, but only for a weak wall stagger. Does Jeff have any moves good for capitalizing on this situation? I usually try for a throw, but the timing is dodgy, because you have to take into account the hitstun... plus, if your opponent recovers swinging, the throw will be interrupted. Most of Jeff's moves are so slow that they get interrupted, and I can't believe that I have to settle for a [P] or [2][P].. what do you guys do in this sort of situation?
     
  2. mindelixir

    mindelixir Well-Known Member

    OK, that KKP and elbow isn't guaranteed, in fact it's hard to connect anything at all against someone who can struggle... Your safest bet is the DEU. About pickup stagger, I'm not sure the frame advantage exactly that you have, but it's not enough to get you anything but a good chance at an MC.
     
  3. Aeon

    Aeon Well-Known Member

    Well, if i've got it correctly (from posts on this forum), Jeff is about nitaku (i.e. guessing games), and the idea is that you get the advantage to press your guessing game. If you can pickup and light wall stagger, you've got the advantage (number of frames?), but remember that the fastest punch in the game comes out in 11 frames, so even if you have only a few frames advantage, you have a great chance for an interrupt with [6]+[P] or [6],[6]+[P] like the previous poser stated.

    The ducking low [2]+[K]+[G] is a great option because you get underneath most quick stuff that can hurt ya like [P], and comes out in 16 frames so you've got a great chance at an interrupt. If the opponent likes to [2]+[P], the shot knee (or knee push) [4]+[K] comes out in 14 frames, eats low punch, and is a great option in any case. Under-used move IMO.

    Crouch dash backward then [3]+[K] or a simple [6]+[K] or a buffered [1]+[P]+[K] might work to get you out of range of that [P], [2]+[P] crap your opponent might be pulling and punish them...

    But once you get them in the habit of blocking after a stagger as opposed to trying to [P] their way out of the situation, you can start throwing.

    I guess all this is what's meant by nitaku. I'm finally starting to get it myself.

    Edit: thanks for the headsup, Llanfair.
     
  4. Llanfair

    Llanfair Well-Known Member

    Just a small interjection here. I've seen others do this too, and I think people should finally start using this feature properly.

    [6_] = HOLD forward
    [6] = TAP forward

    The colours are there for the distinction. so, unless the move you describe requires a holding motion, ie Lau's Upknife [2_],[3]+[P], then joystick motions are regularly white.
     
  5. CreeD

    CreeD Well-Known Member

    I tested the pickup -> light wall stagger and found nothing is guaranteed. Even a punch will be blocked, though blocked punch forces a 50/50 guessing game on the opponent. knee or throw is effective here. Note that the opponent not only has time to dodge anything you try, they can also therefore do EDTE to avoid two throws and any attack. I was hoping something more effective might come up but I can't find a thing. Wolf a least can catch with perfect timing, but jeff lacks in the catch throw department.
     

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