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Jeffry 101 (a guide to FS Jeffry)

Discussion in 'Jeffry' started by Sebo, Apr 20, 2012.

  1. Sebo

    Sebo Well-Known Member Content Manager Taka Content Manager Jeffry

    PSN:
    Sebopants
    Hail fellow mariners and those who wish to learn what the Black Australian who fights with an ancient-Greek-style is capable of!

    New to VF? This is will hopefully be written well enough for you as well. I plan to outline:

    Basic summary (and comparison with other characters)
    Movelist
    Punishment/Combos
    Quick Reference-guide (attack speeds/when to use/the importance of walls/flow charts)
    maybe some other things? (depends on time constraints, as I`m typing this I`m also doing homework for a shit load of classes)

    ====
    For the Jeffry/VF Veterans:

    Have you been playing Jeffry for a long time? Aside from a few adjustments to his different movelist and the overall system (which may take some time), you`ll find that his basic play styles are mostly intact.

    Playing the basic frame game, like landing [P] and then immediately doing [6][K] is still there. The combos are of course very different now, but with some practice they`re pretty easy to remember, preform, and not nearly as much hard to hitcheck as it was is VFX~VF5 (by this I mean some of the better combos do not require checking stance).

    Jeffry`s throw game isn`t too shabby either, doing 65 with HCF[P]+[G], 60 HCB [P]+[G], and with only one throw escape permitted, it`s not too bad. Granted, it`s not Taka, Wolf, Shun, Lion, or Akira quality (this is debatable except for Taka and Wolf), but it still functions as it should. In addition to his throw game, Jeffry has been given a few new tools to deal with defensive players.

    Playing a machi/pokey/`lethodical` Jeffry is still more than possible. Yes, Jeffry`s [1][K]+[G] and [2][K]+[G] (and the old flopping [3][K]+[G]) have been changed (meaning Jeffry has fewer lows now), but he has gained a number moves that mitigate the loss of those moves.

    Also Jeffry`s anti-step/circular game has been beefed up to almost ridiculous levels. Guess right, half-life gone. Add a little more if near a wall (or more if you do [K]+[G] [​IMG], more on this later). Speaking of walls, while everyone has a pretty good wall combos now, Jeffry`s has gotten so much easier to preform and hit confirm.

    Overall, Jeffry is a solid character. Granted he doesn`t have the same amount of users as many of the other characters, there is a great amount of glee to be had in launching one of the countless Eileen/Pai/Vanessa/Sarah/Akira/Jacky/etc. players into the air.

    For the new comers to VF

    Want to learn how to play VF and do really good damage without too much difficulty? You`ve come to the right place.

    Jeffry is an excellent starting place to start for a few reasons:
    1. Compared to most other characters, Jeffry has no boundary between technique and execution. All his moves are easy to do. Also he has all the basic categories of attacks, with a 12 frame [P], an elbow-class attack in [6][P]/[4][K], very good `side kick` in [3][K] and [6][6][P] (use [4][P]+[K] for side staggers), and a knee class launcher in [6][K].

    2. Unlike most other characters, Jeffry lacks sabaki/inashi/reversals. This is an excellent `handicap,` because it will strengthen your overall defensive/hitchecking abilities to use block, step, etc. instead of spamming attacks. (i.e. Vanessa [1][P])

    3. Jeffry, while being simple to use, is very versatile. He can be played up close and at long distance with little difficulty, a trait most characters do not have.

    4. If you like combos, Jeffry is the character to play. He quite possibly has the most attacks that lead to a combo. There is room for `error` or exploration as he has many possible combo enders, wall refloats, etc.
    ====

    Following this post, I plan to outline his entire movelist. Stay tuned.
     
    bulbi likes this.
  2. KingofcarnageVF

    KingofcarnageVF Well-Known Member

    Tjamk You Sebo.
     
  3. KoD

    KoD Well-Known Member

    PSN:
    codiak
    looking forward to some...

    L
    E
    T
    H
    O
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    I
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    A
    L
     
  4. Sebo

    Sebo Well-Known Member Content Manager Taka Content Manager Jeffry

    PSN:
    Sebopants
    Okay I lied... I'm gonna start with combos right now. This is more of a vague sketch of what he can do, and aside from a few exceptions, I do not have the notes or time to fill out all the specifics for weight/stance etc (so not many Taka combos right now). Also this first draft will not look too pretty, and will have a lot of superfluous combos that are probably no brainers.

    ====
    Jeffry's launchers are a canvas, the combos he has are his brush
    ====

    [3][P][P] *does not launch Taka, but at least gives some advantage*
    ====
    [P] [4][6][P]+[K] [6][6][P][P] (for females only)
    [P] [2][P] [6][P][P] (lolz, works on at least Eileen, probably can do better combo ender)
    [P] [P][6][P][P] (Eileen again, maybe higher. maybe can do something after wall hit?)
    [2][P] [​IMG][3][P][P]
    [P]/[2][P] [2][P]+[K]
    [2][P]/[P] [P][P][P] *wall hit* [2][K] (probably only females)
    [2][P]/[P] [6][6][P][P]/[4][3][P][P]/[2][K][P]/[6][P][P] (replace [P] with [2][P] on heavier characters)
    [6][6][P][P]/[4][3][P][P]/[2][K][P] (or opt to not use and [P]'s)
    *forgot to try [4][K][P] and to see what kind of wall options*

    [6][K]/[3][3][P]/[4][1][2][3][6][P]+[K]
    ====
    [P] [4][3][P]+[K] [6][K]/[6][6][P][P]/[4][K][P](wall options?)/[6][P][P]/[1][P][P](lol)/[K][P][P](potential for wall?)/[K][P][K]/[2][P]+[K]/[3][K]/[P][P][P] (wall hit?)/[4][P][K] *low wall hit*> [6][6][P][P]/[2][K][P]/[4][3][P][P]
    Can replace [4][3][P]+[K] with [2][1][4][P]+[K], but probably only on counter hit on heavier characters, and is most likely stance dependent as they bounce really far away so your followups may whiff. Remove [4][3][P]+[K] on heavy characters on normal hit.
    [P] [4][3][P]+[K] [4][1][2][3][6][P]+[K] [2][K] (my go to without a chance of wall continuation)
    [P] [4][3][P]+[K] [4][1][2][3][6][P]+[K] wall splat [6][6][P][P]/[4][3][P][P]/[2][K][P]

    There is an almost infinite number of variations you can do after any of these launchers ([P]>[P]>[4][3][P][P]/[P]+[K][P]+[K]+[G][P][P]>[6][6][P][P]etc)

    [4][6][P]+[K]/[1][P]+[K]*blocked*[P]/Threat [P][P]
    ====
    [2][P] [6][6][P][P]/[4][3][P][P]/[2][K][P]/[6][P][P] *dash forward after [1][P]+[K]*blocked*[P]*

    [6][P]+[K]
    ====
    [6][6][P][P]/[2][K][P]/[4][3][P][P] (sometimes, depending on range you can [2][P] before the follow ups)
    [3][3][P] [2][K][P] In closed stance vs. light characters, the [3][3][P] can refloat enough for [2][K][P] or just [2][K].
    Ground throw

    [3][P]+[K] (love this move)
    ====
    [2][P] [6][6][P][P]/[2][K][P]/[4][3][P][P]
    Ground throw

    [4][6][P]/[3][K]+[G]
    ====
    [2][1][4][P]+[K] [4][1][2][3][6][P]+[K] [4][K][P]
    [2][1][4][P]+[K] [4][1][2][3][6][P]+[K] [2][K][P]
    more possible, but these do a fuck ton of damage already

    [K]
    ====
    [K][P][P]+[K]+[G][P][P]>[6][6][P][P]/[2][K][P]/[4][3][P][P] (can add [2][P] after Threat [P][P]?) Does not work on heavies (maybe stance/CH necessary?)
    [K][P][P] > Wall hit (kind is dependent on range), can also ring out over short wall
    [K][P][K] (wall hit too?) For Taka

    [1][K]+[G]
    ====
    Dash [2][P] [6][6][P][P]/[2][K][P]/[4][3][P][P]
    Dash [P]+[K]+[G][P][P]>[6][6][P][P]/[2][K][P]/[4][3][P][P] (can add [2][P] after Threat [P][P]?, not for heavies)

    [2][1][4][P]+[K]
    ====
    [6_][P] [4][3][P]+[K] (use enders from [6]:K/etc)

    [6][K]+[G]
    ====
    normal hit [P][K]
    normal hit [P][K][P]/[P][P][P] ??? (might work vs Taka?)
    counter hit (15 frames) [4][K][P] (wall hit possible)
    counter hit (hit during last frame, 21 frames) [4][6][P] > combo [​IMG] ([6][K] or any move less than [4][6][P] should be possible)

    Threat [6][P][P]+[G]
    ====
    [6][K]+[G]
    [4][6][P]+[K] > combo
    [1][K]+[G] > combo (though Threat PP won`t lead to a flop that can be followed up with typical enders)
    There should be more available

    [9][P]
    ====
    Ground throw
    [2][K]
    [3][3][P]
    [1][K]+[G]
    [1][P]
    [1][K]
    [2][K]+[G]

    [9][G][K]
    ====
    [6][6][P][P]/[2][K][P]/[4][3][P][P] (etc?)

    [4][P]+[K] ch vs sideturned
    ====
    [4][3][P]+[K] [4][1][2][3][6][P]+[K] [2][K][P] (does a ton of damage)
    Lots of variations too

    Threat [K][P]+[G] Wall hit
    ====
    [6][6][P][P]/[2][K][P]/[4][3][P][P]

    [4][P]+[G] Wall
    ====
    No idea, never can get it to work, but also forgetting it exists

    High (standing) Wall splat
    ====
    [4][3][P]+[K] (rebounce)
    [2][1][4][P]+[K](rebounce)
    [4][P][K]
    [6][K]
    [6][6][K]+[G]

    Low (sitting) wall splat
    ====
    [6][6][P][P] (off the ground follow up with no recovery)
    [2][K][P]
    [4][3][P][P]
    [6][P][P]

    Hits grounded, failure to tech
    ====
    [2][K]
    [3][3][P]
    [1][K]+[G]
    [1][P]
    [1][K]
    [2][K]+[G] (strict timing)

    Can cause Wall splat (the kind of wall splat is range dependent)
    ====
    CH [4][K]
    CH [4][3][P]
    Launchers
    [K]+[G]
    [4][K][P]
    [3][K]
    [K][P][P]
    yadda yadda

    ====
    Combos, Launchers, Variation; Jeffry haz em
     
  5. Kruza

    Kruza Well-Known Member

    XBL:
    Kruza
    Nice! Hey Sebo, I would like to add a lot of this stuff into the FS Jeffry GDS file if you don't mind.

    Kruza
     
  6. Sebo

    Sebo Well-Known Member Content Manager Taka Content Manager Jeffry

    PSN:
    Sebopants
    It`s far from complete, and I forgot the basic Wall combo template, but yes, go for it.
     
  7. Sebo

    Sebo Well-Known Member Content Manager Taka Content Manager Jeffry

    PSN:
    Sebopants
    This probably is the best way to perform a wall combo, but it's the best I've come up with.

    Wall Combo Recipe
    ====

    First you need to get the opponent near a wall. Jeffry has many means of doing this:

    Evasion
    OM
    [4][4][P]+[G]
    Ground throw [2][P]+[G]
    etc.

    Afterwards you need to cause either a wall splat or stagger.

    A good means of getting a stagger is [4][P]+[K], no idea what else you can use. The quickest (?), but most reliable tool after that is to use [3][K] for the splat.

    To just cause a splat (without [4][P]+[K]), here is list (not complete):
    [9][K]
    [3][K]
    [6][K] (or any big launcher)
    CH [4][K]
    CH [4][3][P]
    [4][K][P] (if Jeff's stomach is facing wall) (leads to low splat)
    [K]+[G] (if Jeff's back is to the wall)
    [1][K]+[G]?
    Threat [K][P]+[G] (low splat)
    etc.

    Now you've hit the opponent against the wall. Here is where you use a bounce, in the form of [4][3][P]+[K]. Afterwards, for additional damage, I use [P] to slightly refloat (but it isn't necessary). After this, maybe only against lighter characters (and maybe stance dependent on others characters), you can do [2][1][4][P]+[K]. Because this isn't always guaranteed, I just do [4][P][K]. However you have a few other options to use after a high wall splat:

    [6][K] (not as damaging but really easy to do)
    [9][K], quickly (not as damaging but funny as hell)
    others?

    You have now initiated a low splat. From here you have many options:

    [6][6][P][P]
    [2][K][P]
    [4][3][P][P]
    [6][P][P] ?
    [1][P][P] lol
    [9][G][K] LOL
    [9][P] LOOOLZ
    etc.

    Remember, some attacks will always cause a low wall splat, and depending on range, all of them might.

    So here is a summary:

    <WALL SPLAT ATTACK> A.[4][3][P]+[K] [[P]] [[2][1][4][P]+[K]] B[4][P][K] C[6][6][P][P] (off the ground attack might be possible if they don't tech) *don't need attacks within the brackets*

    A= Rebounce
    B= High Wall Splat
    C= Low Wall Splat

    This works on everyone, except Taka, 100% of the time.


    Of course there are many variations available, and different kinds of wall hits. For example, [3][P][P] [P] [P][P][P] (wall) vs females doesn't cause a splat, but allows for a free [2][K].

    -----

    I need to work on Taka combos and [4][P]+[G] combos. Hopefully that will be next.
     
  8. Sebo

    Sebo Well-Known Member Content Manager Taka Content Manager Jeffry

    PSN:
    Sebopants
    Some additional information

    [4][P]+[G]
    ====
    [2][1][4][P]+[K] [P] [4][3][P]+[K] [4][P][K] [6][6][P][P]

    A bitch to get as it is very finicky (tight input required as you might just get [P]+[K], camera issues, range issues, stance issues) probably doesn't work on heavies, can replace [4][P][K] with other high wall splat moves, and [6][6][P][P] with other low splat moves.

    Also a few other notes in regards wall throws:
    After initiating a wall splat with [3][K], you can use [4][1][2][3][6][P]+[K] to begin, then continue from there.

    Instead of doing just [4][P][K] vs. high wall splat, you can do [4][P][P]+[K]+[G], the second hit will whiff, but then to Threat [P][P], which will then cause a flop. After the flop you have a few options available to you:

    Basic, finishers ([6][6][P][P]/etc.), OR you can do [P]+[K][P]+[K]+[G], after the first hit the opponent can recover, but you will have access to Jeffry's options from threat. Scary shit.

    -----
    Versus low wall splat (maybe character specific), if you input it right away, you can do [9][P]+[G].
    -----
    [P][P][P] (last hit on CH) will ringout even Taka (!) on counter hit in half wall stage.

    [3][P]+[K]
    ====
    [3][3][P] [2][K][P] (relaunch should work, unless I'm just retarded)
    [2][P] [2][P] (wall hit) [4][3][P]+[K] WALL COMBO
    [2][P] [2][P] [3][K] (wall hit) low wall splat

    The last two are most likely weight/stance dependent.

    [1][P]+[K][K] can cause a high wall splat (maybe on counter only?).

    ----

    [6][6][K]+[G] can be used vs. high wall splat, and after [4][3][P]+[K] in non-wall combos for varieties' sake.

    [1][P]+[K] on hit with the opponent's back to the wall can be followed up with [2][P] and maybe something else. Dunno, will need to wait for console for that.

    ======
    Punishment
    ======
    +10
    Throw
    +12
    [P][K]
    [P][K][P]/[P][P][P] (vs. Taka)
    +14
    [6][P][P]
    [4][K][P]
    +15
    [P]+[K][P]+[K]+[G] (yes, it's a normal hit combo as well)
    +16
    [​IMG][3][P][P]/[​IMG][3][P][P]+[K]+[G] (if blocking a low or ducking a high, very good shit)
    [3][P][P]
    [3][K] (long range)
    [K][P][K]/[K][P][P]/[K][P][P]+[K]+[G][P][P] combo
    +17~
    [6][K]
     
  9. KingofcarnageVF

    KingofcarnageVF Well-Known Member

    Unlock the Magic
     
  10. NGKrush

    NGKrush Well-Known Member

    PSN:
    de_kroet
    XBL:
    de kroet
    why does pkp & ppp work on taka? isn't everybodies recovery on block/hit the same?
     
  11. Kruza

    Kruza Well-Known Member

    XBL:
    Kruza
    Heh, not for Taka. Taka can take hits from certain moves and canned strings that would knock down every other character and still remain on his feet.

    Kruza
     
  12. JackyB

    JackyB Well-Known Member

    Good stuff bro.
     
  13. Sebo

    Sebo Well-Known Member Content Manager Taka Content Manager Jeffry

    PSN:
    Sebopants
    Some more updates (obviously):

    [K][P]
    =====
    [P] [4][6][P]+[K] [6][6][P][P]/[4][3][P][P]/etc (vs. females)
    [2][P] Typical combo enders

    [6][6][K]+[G]/[1][P]+[K] (near wall, but far enough for 66K+G for it not to wall splat)
    =====
    [6][6][P][P]/[2][K][P]/[4][3][P][P]

    [4][6][P]+[K]
    ====
    [P] [P]+[K]>Threat... not very good damage but threat options vs a scared opponent is lethal imagine this: you do this combo, opponent's back is to the wall, [K]+[G] beats step (and can wall splat), [6][P] beats guard and leads to a crazy combo, [K][P]+[G] can lead to a low wall splat netting 80~90ish damage, etc)
    [P] [4][6][P]+[K] (rebound) typical ender (open stance vs. Aoi, Eileen, Lion and maybe others, whiffs on Pai/Shun)

    [3][P][P]
    ====
    [P] [4][6][P]+[K] ender (previously posted, but works on Shun/Lion)

    [4][6][P]/[3][K]+[G]
    ====
    [2][1][4][P]+[K] [1][K]+[G] Wall [P][P][P] [2][K]

    [4][1][2][3][6][P] (on hit/ch, not sure about vs. guard)
    ====
    [P] [6][6][P][P]/[2][K][P]/[4][3][P][P]

    This may not be completely accurate but, but in stages like Jacky's, vs. at least Aoi, you can get her to the wall from the center of the ring, doing [3][3][P] [P] [P] [4][3][P][P] wall [2][K]. Not the most damaging combo, but it takes the light weights immediately to the wall.

    -----
    The next thing I'm going to post is going to be a movelist rundown, quick reference, and maybe incorporate combos within it. It's gonna be a beast of a project, but I'll do my best with my current school load.

    After that, a more in-depth look at Jeffry theory maybe? (read as, weighing in his abilities, bitching about his short comings, lol)
     
  14. avok23

    avok23 Active Member

    Wow this is too cool.
     
  15. Sebo

    Sebo Well-Known Member Content Manager Taka Content Manager Jeffry

    PSN:
    Sebopants
    So my current project of outlining all the moves, and updating all the combos is really ambitious, no idea when it`ll be done, but because there have been no updates, I`ll post some other findings in the form of normal hit/etc. comboing strings.
    -----------------------

    Normal hit (if it works on normal, it works on other kinds of hits too)
    -----
    [P][P]
    [P][6][P][P]+[K]+[G]
    [P][K]
    [P][K][P] (second to third hit)
    [6][P][P] (zero delay)
    [6][6][P][P] (with no delay)
    [4][3][P][P]
    [3][P][P] (slight delay won`t make it fail)
    [​IMG][3][P][P]
    [​IMG][3][P][P]+[K]+[G]
    [4][P][K]
    [4][P][P]+[K]+[G]
    [K][P][K]
    [K][P][P]
    [K][P][P]+[K]+[G]
    [4][K][P]
    [2][K][P] (little to no delay)
    [P]+[K][P] (no delay)
    [P]+[K][P]+[K]+[G]
    Threat [P][P] (no delay)
    [K][P][P]+[K]+[G]

    minor counter
    -----
    [P][P][P] (versus Taka, and vs. side turn after evade)
    [P][K][P] (versus Taka)
    [6][P][P] (without delay)
    [1][P][P] (works because it goes under highs, never use as a punisher, lol)

    major counter
    -----
    [P][6][P] (might work in minor counter?)
    [P][6][P][P] (first hit whiffs, or is blocked)
    [P][P][P] if the second hit counters, the space between [P][P] is quite large, can get additional damage with a wall

    Still no idea off [K][P][P]/[K][P][K] if the [K] misses but the second high hits.

    -------------------------
    Time to get back to homework, and then swim, and then go to the game center and get some more practice in. Made some decent discoveries recently, and am reformatting the combo list.
     
  16. Sebo

    Sebo Well-Known Member Content Manager Taka Content Manager Jeffry

    PSN:
    Sebopants
    Making some progress, but still not ready, so here is a compilation of things that you can combo after. With Jeffry, at least 75% of his striking attacks can lead to a combo (especially near a wall). Be wary that splat properties can change due to distance from a wall.
    ----
    [P][P][P] on normal hit causes a wall lick (no idea what else to call it, plus it`s a funny image) for at least [2][K], on counter away from wall [6][6][P][P]/etc., near a wall, a better wall combo is possible(?) (need more testing)
    [P][K] if the second hit counter hits, depending on distance, wall combo may be possible (with [2][P]->string)
    [P][K][P] if the second counter hits, more reliable means of setting up [4][3][P]+[K] wall combo.
    [P][6][P][P] causes a wall lick on normal hit, high wall splat on counter
    [6][P][P] causes a wall lick
    [4][P][K] if the first hit connects and make the opponent hit the wall, the K will lead to a gut-collapse-thingy for a free [6][6][P][P]/etc.
    [6][6][P][P] the old crouch stagger is still there, the second hit will launch, near a wall will cause a wall lick, without a wall, nothing
    [4][6][P] head crumple
    [3][P][P] launches, with proper spacing, can lead to [4][3][P]+[K] wall combos
    [3][3][P] uh, this should be obvious
    [4][3][P] on counter causes a high wall splat
    [4][3][P][P] cause a wall lick on normal hit, not sure about counter...
    [4][1][2][3][6][P] leads to flop (near a wall... no idea)
    [1][P][P] low wall splat
    [9][P] leads to free off the ground attack
    [9][G][P] leads to a wall lick on normal hit, high wall splay on counter
    [K] high wall splat on counter
    [K][P] can lead to launch combos (better if on counter), and can make a decent wall carry -> wall combo
    [K][P][P] leads to low wall splat
    [K][P][K] leads to a wall lick
    [6][K] yeah...
    [3][K] wall splat
    [2][K][P] a wall lick
    [4][K] on counter leads to high wall splat (!!!)
    [4][K][P] leads to low wall splat
    [9][K] High wall splat
    [9][G][K] string follow up [6][6][P][P]/etc
    [6][P]+[K] crumple
    [3][P]+[K] crumple, very good near a wall
    [1][P]+[K] leads to mach-breaker down, follow ups available near wall
    [1][P]+[K][P] flop away from wall, splat near a wall
    [4][6][P]+[K] flop
    [1][P]+[K][K] wall splat on hit
    [4][1][2][3][6][P]+[K] high launch
    [2][1][4][P]+[K] launch
    [K]+[G] high wall splat... amazing damage
    [6][K]+[G] on hit free [P][K], etc
    [3][K]+[G] crumple
    [1][K]+[G] flop on hit, big wall combo if close enough
    [6][6][K]+[G] wall splat, or a little further away, mach-breaker style knock down
    Threat [P][P] flop
    Threat [6][P][P]+[G] amazing wall carry, wall combo, flop combos, etc
    Threat [K][P]+[G] low wall splat
    Threat [K]+[G] wall splat
    BT [K] [2][P] string, good range
    BT [2][P] wall lick? not too sure, but seems like it would
    BT [2][K] wall lick?
    Wall [6][P]+[K]+[G] yeah
    [4][P]+[G] wall combos
    wall [6][P]+[G], free downed attack? great way to get into BT

    I think this might be everything. Adding all that damage possible, while not uniquely a Jeffry tactic, is important.
     
  17. Sebo

    Sebo Well-Known Member Content Manager Taka Content Manager Jeffry

    PSN:
    Sebopants
    It's been a while since the last post, so I feel like giving an update. Making some progress on the movelist discussion, hard to find time to post/type and find all the specific uses within 20ish pages of hand written notes. The combo list is getting up there towards completion, though for all character specific combos/damage, I will need dojo mode. But in general, I've been plumbing the depths of Jeffry's potential, and I think I'm reaching the bottom of the deep well, and I feel confident that almost all of the following information will be quite accurate, and applicable in real matches (and also a lot of gimmicky things). Without further ado, this is the beginning of a longer series of posts outlining his attacks/strategy. After that I plan to have his combos completed.
    -----

    Quick Reference Lists(will serve as movelist discussion as well) Will only post frames for emphasis. Disclaimer: the opinions below are opinions. Your views on the following information may be different, and I by no means want anyone to think that these ideas are the end-all in reference to their usage. That’s beauty of VF; two players using the same character may have a completely different play-styles but still be tournament viable. The whole purpose of this guide is to learn a basic (with some esoteric information as well) guide to Jeffry, whether playing as him or against him.
    ====
    [P]
    ====
    This is a jab. Jabs are arguably the most important moves in the whole game, and Jeffry has one, and you should use it. It is used as a poke, a means of interrupting, within combos, and for punishing. On block you have +2, +5 on hit, +8 on counter; I think you can see why this is so useful and can really start some crazy flow charts.

    The usage of [P] does not stop there. As a punisher, [P] and its derivatives are extremely useful. [P][K], while not unique to Jeffry, is a good means of netting guaranteed damage and +4 on hit. Versus Taka you can either do [P][K][P] for 41 damage (frames on hit change?) or [P][P][P] for 39 damage and knockdown. After evading the opponent, and with the proper advantage, [P][P][P] is guaranteed for knockdown and possibly a wall hit.

    There also some other esoteric usages;
    *If [P] counter hits, the follow up of [6][P][P]+[K]+[G] will connect. But this is quite difficult to hitcheck.
    *With [P][P], there is a long delay window available, and if the second [P][P] counters, [P][P][P] will connect, and if near a wall, you can apply addition damage via [2][K] (and others are possible, but [2][K] seems to be the best option so far). While not wise to do too much, more of a once in a blue moon strategy, but doing [P] from a distance that would whiff, and then doing the second hit if you`ve properly baited a counter attack attempt. If an opponent knows of this, and you know they won`t attack, going for a throw immediately afterwards is a decent tactic
    *If the final hit [P], if it counters can lead to a possibility of a wall combo, and can ringout even Taka over a fence.
    *If [P][6][P], the second hit, counters the last hit of [P][6][P][P] will connect. If near a war, it will result in a wall hit.
    *The last hit of [P][6][P][P] covers Jeffry`s back, and if you`re parallel to the wall (stomach facing the wall), if the last hit counters, you will get a high wall splat. Also, the final hit sobers one point.
    *If the second hit of [P][K] counter hits, combos are possible. The second hit is very delayable and is half- circular as well. Depending on proximity to the wall, a 70+ damage wall combo is possible. After the second hit of [P][K][P] counters, and you do input the final hit (very is very little room for to deal), you will get a little 2-hit wall carry combo, and depending on range can lead to a fairly damaging wall combo. Also it [P][K][P] rings out over short walls with little difficulty, and [P][K][P] changes footing.
    *Versus Wolf’s [P]+[K]+[G] and Taka’s [4][P]+[K]+[G], [P][K]/[P][K][P] does decent damage and knocks down.

    Lastly, [6_] input increases the range slightly, and is sometimes necessary in combos.

    [6][P]
    ====
    This is one of a few attacks that functions as an “elbow†class attack, and coincidentally this is an actual elbow. [6][P], as well as [4][K], is Jeffry’s fastest mid attack, and like all elbow class attacks in the game, this move is very important to Jeffry. With that said, it is probably one of the worst elbows in the game in terms of frames on hit and counter, but even then it is still a very useful attack due to the fact it’s quick and a mid. [6][P] has decent range, but be warned, some attacks that some characters have, like Eileen, Shun, and Lion, are able to go under this move with little difficulty.

    [6][P][P] is a decent attack, but is really hard to hit confirm on counter hit, and almost impossible on normal hit. It will combo on normal hit with no delay at all, and on counter hit if the delay is kept as short as possible. It’s works well as a punisher, and in general the second hit of [6][P][P] is very delayable and most often serves as a psychological tool to dissuade the opponent from attack immediately after blocking [6][P] or after evading it. [6][P][P] serves as a combo ender that leads to a slam hit, where if the opponent doesn’t do a recovery immediately, you can go for a downed [3][K]. Lastly, [6][P][P] sobers one point and depending on range, can lead to a wall hit and a free [2][K].

    [2][P]
    ====
    This [2][P], if used well, it will be your best friend. Like [P], [2][P] has many uses, but with the added benefit of ducking under highs. Being the same speed as [P], this is Jeffry’s fastest move (unless you count BT [P] which is 11 frames). Be warned, over usage of this attack can be punished, and versus every other character aside from Jeffry in the game has tool that can deal directly with [2][P] and lows in general (some extremely damaging).

    So it may come as a contradiction that [2][P], as Jeffry, is one of your best tools, but at the same time it can be your worst enemy, but it is true. Just use this wisely (though this can be said about all moves in VF). Use it at slight advantage if you predict an opponent will use something that can go under mids and highs, use it disadvantage if you predict a slower attack in response, etc.

    [6][6][P]
    ====
    This move is up there in importance as it serves as Jeffry’s mid-range harassment tool. It basically functions as a “side-kick†attack that every character has, and while Jeffry’s [3][K] is a literal sidekick, [6][6][P] serves as a means of closing distance, doing damage, setting up a guessing game, and all the while not knocking down. Though that last point isn’t entirely true, as if the first hit connects on a crouching opponent, it will cause a stagger and the second hit will launch slightly, and if it makes contact with the wall, you can get a free [2][K] (or similar) attack for additional damage.

    Back to the first point, the range on this attack is pretty good, but whether you use it at max or close range is irrelevant (though maybe spacing/footing may change properties on block and such). Also, as previously stated, [6][6][P][P] has a built-in mind game, as the two hits are mid (well, the second in special mid), and is extremely delayable. It is a legitimate tactic to do [6][6][P] and go for a throw or something else, of course only if they’re going to continue blocking. Like all tactics, what you do should be based on how your opponent reacts in certain situations.

    Some final notes on this attack: this is a multi-purpose combo ender. While it isn’t alone in this fact ([2][K][P]/[4][3][P][P]/etc.), [6][6][P][P] offers the best trade-off between damage, distance it carries, and okizeme options. [6][6][P][P] changes footing as well.

    [4][P]
    ====
    This is Jeffry’s old [4][P]+[K], and as the input has changed, this move’s importance has as changed... greatly. It is now 17 frames in speed, and while high, that shouldn’t dissuade usage of this move. It is Jeffry’s fastest single-hit half-circular that covers his back, and [4][P][K] does decent damage (more so on counterhit). Also if it hits, [4][P][P]+[K]+[G] will connect for a threat stance based mind game, which can lead to massive damage (60-70%ish near a wall).

    Also, if [4][P] connects and the opponent hits a wall, the follow up [K] will knock them down into a low wall splat state, allowing for a follow up. Speak of [4][P] and walls, this is probably one of Jeffry’s most important tools in the act or initiation of wall combos. For example, you perform [6][K] [P] [4][3][P]+[K], this leads to a <standing bound> state. While you have many, I literally mean many, options that can lead to many different oki options, wall hits, etc. [4][P][K] does decent damage and knock the opponent forward quite a distance (good for ring control). But let’s say a wall is nearby, [4][P][K] will initiate a low wall splat. Now let’s say after [4][3][P]+[K] bounds, the opponent is really close to the wall, [4][P][P]+[K]+[G][P][P] will put the opponent into a flop state allowing for more/different combo options and arguably scarier oki options. In wall combos in general, <wall hit> [4][3][P]+[K] <standing bound> [4][P][P]+[K]+[G][P][P] is arguably the best option ([4][P][K] vs. Taka).

    Final two points: [4][P] changes foot position, [4][P][K] changes it back, and versus Taka’s [4][P]+[K]+[G] and Wolf’s [P]+[K]+[G], [4][P][K] does good damage, the second hit being on counter hit, and doesn’t knock down. Overall, [4][P] is an excellent attack, and if you like getting max damage combos and winning in general, you need to learn the applications of this move.

    -----
    I plan to post up more, when it's done, so I don't not ask you to hold your breath as that may be dangerous. Also, maybe can this thread get a sticky?
     
  18. Sebo

    Sebo Well-Known Member Content Manager Taka Content Manager Jeffry

    PSN:
    Sebopants
    Also a quick addition to [6][P][P]: it is useful as a punisher when the opponent's back is to a wall, as it allows for a free [2][K].

    ======
    [4][6][P]
    ====
    Like [K], this covers Jeffry’s stomach, but leads to 80-90 damage (more possible near a wall). While a little slow, this is a special high and whereas some lows will go under Jeffry’s mid attacks, with proper frames [4][6][P] will beat those lows. Also after a knockdown (be it from a combo or throw) dashing in and doing [4][6][P], while risky and requires just frame timing as there are only 3 active frames available, can beat out both rising mid and low attacks. The range isn’t excellent, but it is sufficient, and is just one of many really good oki moves. It sobers one point.

    [4][3][P]
    ====
    The old “Uh-uh!â€, a mid-longish range double handed hit that leads either to knock down or you being punished. This is a great move, but there is a lot of risk involved when playing smart players. However, its many fine points outweigh the fact you can lose 60+ damage on block.

    For starters, the range is pretty good, and you can also input a backdash ([4][4][3][P]). With this additional input and the attack’s animation, at certain ranges it will go over lows, and with a proper delay, [4][3][P] will go under some highs allowing for the additional [P] to connect. The delay possible between both hits is pretty long, sometimes allowing you to have [4][3][P] get blocked but the opponent being too afraid to punish. With the long delay, it is possible to beat opponents who have evaded the first hit and then try to counter attack.

    If the first hit counters with an opponent’s back to the wall, you will get a high wall splat and can potentially do an additional 70-90(?) damage+ oki. If it connects on normal hit and you missed the input for the second [P], you can tack on additional damage with [2][K]. [4][3][P][P], if it hits near a wall, a [2][K] is also possible here as well. Not sure about counter hit, but a counter hit on the second [P] will ring out over short walls at the right distance. [4][3][P][P] also serves as combo ender, doing slightly more damage and causing more push than [6][6][P][P] at the cost of not as good okizeme. [4][3][P][P] also breaks walls at the end of the round, and changes footing.

    [4][1][2][3][6][P]
    ====
    While more of a gimmick, this move can have decent application on a rising opponent. Yes, this is Jeffry’s slowest move (when charged), but the range is good, it hits mid, the timing can be modified, is a half-circular mid, and can stagger guard or become unblockable. The damage potential varies from the kind of hit and how long it was charged, but max damage can lead to roughly 100 in a combo. Of course when the opponent learns how to evade this attack, it means you’ve used it too much, but with proper spacing this is the ultimate scrub killer (though not to the degree of Pai’s [3][P][K] setups). It can sober 1, 2, or 3 drink points depending on the charge.

    Outside for harassing a rising opponent, I cannot come up with a usage for this slow attack, aside from doing after KOing the opponent to look threatening, but [2][K]+[G] is better at that. And doing it took much might make the opponent learn that it can be evaded, so yeah, oki only.

    [​IMG][3][P]
    ====
    Jeffry’s old rising upper is a legitimate attack now! While it is a decent attack on it’s own right, the follow ups make this a very good move in Jeffry’s arsenal, but only with proper hit checking, as both can be duck under if the first hit is blocked, or if you delay the follow up too long. The first hit, if it connects on counter leads to a stagger, and [​IMG][3][P][P], a high half-circular hits the opponent putting them into a side-turned situation. While Jeffry’s vs. side-turned game isn’t the best, it isn’t something to dismiss. More on side-turned situations later. The other follow up is a threat transition, and while I have no idea to what the actual frames you have to work with, threat stance is still a very strong tool, and really powerful near a wall. [​IMG][3][P][P] changes footing, and can be used in combos for variety's sake, but there are more damaging possibilities. Lastly, this is a decent alternative for punishing low attacks (as you can’t input [3][P][P] from crouch) and even though it does less immediate damage, the mix ups versus a side-turned opponent are pretty powerful, and threat setups are always scary.

    [3][P]
    ====
    Jeffry’s 16 frame standing punisher, when things get a little more damaging (or very much so near a wall and or against light-weights). The two hit [3][P][P] might just be impossible to hit check, but can be delayed ever so slightly allowing for a mind game between doing both hits or something else (throw, [2][P], [1][K], whatever, but it is all very dangerous regardless), but this isn’t something to rely on. Because he is totally broken (lol), doing [3][P][P] will vs. Taka, give you only +5 but still be -13 on block. Totally a fair trade. Lastly, more of a gimmicky thing, you can use [3][P][P] within combos, just because it is fun to mix things up on occasion.

    [3][3][P]
    ====
    Kenka upper is the same as it has alway been (though I miss VF4Evo’s animation and range) and can be used as a slightly slower sibling of [6][K], but the trade-off of having much longer range and being less screwed on block (-13 instead of -15). So with proper spacing and buffering, this can be a pretty decent whiff punisher. Also because of the input you can potentially crouch dash under highs and throws (of course make it a more “pronounced†input. The combos off of Kenka upper are similar to [6][K] and [4][1][2][3][6][P]+[K], and the follow ups are numerous and damaging (the degree of which, is dependent on hit type and wall proximity). This move changes footing and can hit opponents who fail to tech after a beat down, or [9][P], and can cause a slight refloat after stomach crumples.

    [1][P]
    ====
    This move has it’s place, but it feels a little overshadowed by other moves that Jeffry has, and other lows that other characters happen to be blessed with. For starters, this attack is really slow and the second hit is -20 on block, only combos on minor counter and regular counter, and while the second hit is half-circular, a smart opponent will just block it and then fuck you up for free. However, as troubling as these facts are, this move still has some uses.

    It ducks under high attacks very quickly. No idea at what frames, but it is almost an immediate crouch state. Because of this, you will get a lot of minor counter combos versus throw attempts and Jab storms. While there are arguably better tools to deal with highs, this is still a legitimate usage. This attack can also be used within combos because... well, it looks funny and [1][P] serves as an off the ground attack (OTG), much like [3][3][P]/[2][K]/etc.. Lastly, if the opponent’s back is to the wall, [1][P][P] will cause a low wall splat. Still not the best attack, but functional.
    ====

    This just reminded me that I failed to take comprehensive notes on what breaks walls. [​IMG]
     
  19. Sebo

    Sebo Well-Known Member Content Manager Taka Content Manager Jeffry

    PSN:
    Sebopants
    [K]
    ====
    Jeffry’s new [K] is an awesome attack. While his old [K][K][P] was a decent attack, the new [K] and new strings have better uses and can potentially be very damaging. For starters, [K]’s range is a little deceptive. It is quite long. Second it is 16 frames in speed, and is as a result Jeffry’s fastest stand-alone circular (covers stomach). Now [K] by itself isn’t all that good but can, with proper spacing, lead to very damaging wall setups, normal hit can at least lead to a free [2][K] (more is most likely possible). On counter, expect a high wall splat and a wall combo. All attached to a fast half-circular.

    Does is stop there? Ha! [K][P] is a further evolution in this move’s awesomeness. On regular hit, you can preform [2][P] > combo, and on counter hit [P]> combo (really crazy ones versus light weights by the way). It also functions as a decent wall carry, and can induce a wall hit where you can [4][3][P]+[K] > wall combo. Also with proper spacing, and on counter, this easily ring out over short walls. Granted not all is rosy, as both are high, but at least it is really easy to hit-check if the first one countered. [K][P] changes footing, and can be delayed slightly.

    From [K][P] you have three canned options: threat transition (good if you can hitcheck whether the second hit of [K][P] hit), and while not the best options as a stand alone attack (as there are better threat transitions available), but if the [K] connects, doing [K][P][P]+[K]+[G][P][P]>flop will combo on the lighter half of the cast.

    [K][P][P] is a decent combo ender, wall carry, and a decent, long ranged means of ringing out over a short wall. I think if the second hit of [K][P][P] counters, the final hit combos, but not 100% sure. [K][P][P] also causes a low wall splat, allowing for additional damage.

    [K][P][K] is the final attack available in the [K] series, and while not the best, most damaging, and punishable on block, it has it’s uses. The final hit, against a wall will cause a wall hit where you can at least get a free [2][K] (maybe something more). [K][P][K] changes footing back to where Jeff started.

    All in all, [K] is very versatile as a means of starting combos, ringing out, and is arguably Jeffry’s best option to punish (from standing) at -16, or whiffs.

    [6][K]
    ====
    While this move can lead to massive damage (yes, I tire of writing this... especially near a wall), there is great risk involved. This should be your go to punisher in +17~ situations, but sometimes the range isn’t sufficient enough. There isn’t much else to say about this move, other than use it at instances where you have advantage, and against side-turned opponents, [6][K] is only -9 on block (which reminds me to, when console comes out to find all ST-frames).

    [4][K]
    ====
    A 14 frame knee that is now (finally) a mid. While you can no longer use it as a 14 frame counter hit combo starter, as nothing can connect (not even [1][K]), near a wall, it causes a high wall splat, which is a terrifying prospect. Either stand and block with a wall to your back ([6]/[4] throws can lead to 70 and 100ish damage respectively), try to evade (eat [K], [4][P], [K]+[G]!!!, etc and get splated anyway), or try to counter attack ([4][K]).

    In addition to being scary as well near a wall, [4][K][P] has other uses. For starters, it is a decent punisher vs. -14~15 for knock down, and if the wall is facing your stomach, you get a low wall splat. [4][K][P] can induce these splats when used in combos as well, so keep track of your footing at all times (and why I make a point to mention footing). [4][K] changes stance and [4][K][P] sobers one point and is half-circular, but no one ever step into this, as the opponent can block the first hit, duck the second and punish you badly if you’re too predictable.

    Another important distinction for [4][K], it is a knee but it functions like an elbow as it is the same speed. This might not seem like a big deal at first, but using lots of jabs, and elbows may tell the opponent when to use a punch/elbow sabaki (or Lei's [8][P]+[K]+[G] stance). Being a knee, however, [4][K] will beat most sabakis (aside from Lion's [2][1][4][P], and others). Regardless, it is a good tool to keep them guessing, and use the fact that they have those sabaki/inashi-thingies against them!

    [2][K]
    ====
    Toe kick. This move should see a lot of use as it simply is so useful, in getting that free damage off of wall hits, failure to tech, etc. While other moves can serve the same function as a means of getting additional damage, it is the best trade off of damage, range, speed and safety. And not sure if it is still in the game, in Vanilla Fighter 5, [2][K] off of a wall combo versus a tech-ing opponent can be a means of setting up TKoD (more on that soon) This move has really good range, and is probably one of Jeffry’s most terrifying moves. If you don’t know why: TKoD (Toe Kick of Doom/Death) or トースパ (toe-splash), and the canned follow up of [2][K][P].

    Performing TKoD or トースパ: [2][K] needs to connect, hit or counter to work. Inorder to the [2][3][6][P]+[G] to work you need to wait for Jeffry’s foot to return to the floor, and a little afterwards is (buffering-wise) permissible. While you still might be able to be [2][P]ed out of it if [2][K] connects on normal hit, I’m pretty sure that it is uninterruptible on CH... with one exception. As the [2][3][6][P]+[G] portion is a catch throw, the opponent can throw you out of this, and because of the [2][3][6][P]+[G] input, you’ve already used a throw escape input, so you’ll break [6][P]+[G] throws for free, but the other ones will get you. However, this is where there is a further setup. If the opponent knows this and performs a throw when you land a normal/counter hit [2][K], if you don’t perform [2][3][6][P]+[G] their throw will whiff, and if you read that they’ll attempt this, hit them with something hard. [2][K] is a great attack to really make the opponent pause, and even if you don’t attempt splash, [2][K] gives decent frames (2 on hit, 8 on counter), and is an all-around good poke.
    Also with proper hit-checking, [2][K][P] is a natural combo, and even if the opponent blocks or evades the first hit, the delay time is pretty long and can dissuade an immediate counter attack attempt. [2][K][P] serves as the third leg of the combo ender trinity ([6][6][P][P]/[4][3][P][P], yes it is more than a trinity as there is more available...). It cause the most damage of the three, and cause a tech-able beat down, but doesn’t push the opponent as far in the ring as the other ones do.

    [1][K]
    ====
    This is Jeffry’s only real low from standing (as [2][K]+[G] is slow as hell). Like most lows of this variety, it is negative frames on hit and you’re even on counter hit, and ducks under highs very quickly. Unlike a lot of other lows of this type, the range is pretty good. This can be used to hit OTG, and is the only ender in weird combos versus heavy weights ([P][K] counter on ther second hit > [2][P] [1][K]). All around this a really good low... yes, it isn’t his old [2][K]+[G]... and this is essentially his only low, but it will have to do and functions fine as a poke. Just don’t be predictable as it is -15 on block. Lastly, it changes footing.

    [3][K]
    ====
    Three-Kay, Jeffry’s knockdown sidekick. Still a decent ranged whiff punisher, braindead simple low punisher (though there are better options, obviously), and with a wall to the opponent’s back to the wall... a wall combo starter. Yes, the distance dictates whether it causes a high splat or a low splat, regardless, that’s decent damage. Also, [3][K] can be used in combos, and from there it can induce low wall splats (like after [4][3][P]+[K] bounds). Also, [3][K] seems to be free after [4][4][P]+[G] or ground [2][P]+[G] (?), which increases the ringout range by almost double. And, lastly, it changes footing.

    ====
    I need to get some sleep. 0_o
     
  20. jinxhand

    jinxhand Well-Known Member

    Good stuff you got here... I can't wait to actually experience how this all unfolds in actual gameplay...
     

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