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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
    [P]+[K]
    ====
    This is a 15 frame attack, and because of this distinction, it can function as a intermediate-species to an elbow-class attack. But unlike [4][K] and [6][P] and [2][P]+[K] (more on this move below!), this move can allow for a threat transition, and because of this, this move is really strong (especially on counter hit). So after punishing with [P][K], instead of going for only something like [3][P]+[K] (more on this move below as well!), [P]+[K] is a decent option that will also beat 11 frame jab abare, and then lead to a fairly damaging guessing game from threat. [P]+[K][P]+[K]+[G] can be done at the end of combos as well (best done near a wall), and while it sacrifices initial damage, the threat options may make up for that loss of damage considerably. And even if the opponent decides to stay grounded and not attempt anything, threat stance comes off as an effective taunt, effectively screaming `get up you little bitch.` And depending on the sensitivity of the opponent, you can use that to your advantage. [P]+[K][P]+[K]+[G] as a 15 frame punisher seems to be pretty legit as well.

    [P]+[K][P] is still the same high follow up, and quite delayable (can be used against evading-counter attacking opponents), it is really hard to fish for a counter hit into the hit throw because anyone who has decent experience will just block or do a move to go under it. Luckily, for most of the time, they`ll just guard, and this is when you can just opt not do the follow up and do something else instead (throw, [1][K], [1][P]+[K], etc). Regardless, [P]+[K][P][P]+[G] still sobers 2 points and does decent damage, and while extremely difficult to set up, can be a formidable tool against Wolf`s [P]+[K]+[G] and Taka`s [4][P]+[K]+[G]. First you need to be out of range so the first hit whiffs during their counter`s animation, but the follow up can connect netting the hit throw as a result. Like I said, hard to do, almost impossible to do consistently for a multitude of reasons, but it exists.

    [P]+[K][P] can serve as a combo ender like [P]+[K][P]+[K]+[G], but both hits connect. The hit effect puts them in the air slightly (especially after a standing bound after [4][3][P]+[K]), and (wait for it) near a wall, can lead to at least a free [2][K]. Granted, with that kind of spacing after a standing bound, there are many more damaging options available, but this exists too. Lastly, [P]+[K][P] combos on even normal , and if the second hit connects resulting in a KO, the animation is simply awesome.

    [6][P]+[K]
    ====
    A little slow, but unlike the old [6][P]+[K], its safe on block and is extremely reliable in going under high attacks. While the damage behind this has lessened, still, it goes under highs like [1][P] but leads to a combo without the need for a wall or a ground throw attempt. The hitbox is a little funky, and unless I’m remembering this in-correctly, it whiffed against Lei Fei’s [2][P]+[K]+[G] stance.

    [6][6][P]+[K]
    ====
    This attack also goes under highs! Compared to all the others with the ability to go under highs ([2][P], [1][K], [1][P], [6][P]+[K]), [6][6][P]+[K] does the most damage in terms of being a single hit attack, and is also the slowest. The hit throw is an easy input, and after it lands you change positions with the opponent. Not sure about the okizeme opportunities after the hit throw though.

    After a standing bound, [6][6][P]+[K] can initiate a low wall splat. Not the most damaging, but probably one of the coolest looking means of starting this combo.


    [4][P]+[K]
    ====
    The 17 frame head butt that also serves as a “sidekick†style attack, as it causes backdash stagger and side crumples. Also if it connects and it causes a wall stagger, [3][K] should probably be guaranteed for a 100+ish damage wall combo. Because of the speed of the attack, it can lose out to 11 frame jabs from side turned opponents, so in preparation of this fact, use one of the several high-ducking attacks.

    Finally, after standing bound, a low wall combo is possible.

    [4][6][P]+[K]
    ====
    A straightforward attack, useful for beating sabaki attempts, and causing bounds after other launchers. The combos after this attack alone leave a lot to desired damage wise, but the fact it can cause bounds after [3][P][P], [K][P] (both for light weights), and after [6][K]/[3][3][P] (for heavier characters). Sobers one point, and changes footing.

    [4][3][P]+[K]
    ====
    As a stand alone attack, this is still a “meh†at best attack, but at least it gives +1 on block and has good range. Granted, on counter hit you get a free low throw attempt, and with the FS throw system, this is a decent option. The main role of this move, however, should be to cause standing bounds after launchers, and after a wall hit, to initiate a damaging wall combo. Sobers one point, and changes footing.

    [4][1][2][3][6][P]+[K]
    ====
    I’d love to call this an underrated move, because except for one thing this move can be seen as “WTFAWESOME!†It has excellent range, is a double limbed mid, 5 active frames (easier to be rising attacks versus other launchers, launches the absolute highest of all the attacks and can lead to half-ring wall carry combos for more than half-life, and it is only -7 on block. The thing missing? It’s 30 frames in execution. Unless you’re playing against a button masher and someone who just whiffs for fun, do not expect to land this too often, and against good players, more than a few times ever. All the need to do is evade and launch you for free afterwards. The main function of this attack is to initiate a wall hit. Example:

    [4][P]+[K] <wall stagger> [3][K] <wall splat> [4][1][2][3][6][P]+[K] <wall hit> [4][3][P]+[K] <standing bound> [4][P][P]+[K]+[G][P][P] <low bound> ender of choice

    Fits in the middle there and it isn’t necessary as you can just do [4][3][P]+[K] instead, but the damage increase is well worth it.

    [2][P]+[K]
    ====
    The last of the attack you should use as an elbow. Unlike older versions of this move, this one is actually useful. It’s 15 frames, and can cause slams in combos. Yes, this isn’t much as the opponent can just tech it, but the strong point of this comes from using it as, wait for it, an elbow. On hit, +4, on counter +7, and sobers 1 point. Those are really good frames, especially considering how [6][P] is pretty garbage as an elbow, and [4][K] is best used near a wall. Yes, this is a frame slower, but it still is useful. Using this in conjunction with [K]+[G] after and evade is effective. There are countless other fun ways to fit this in, but I’m sure everyone is creative enough for coming up with some ideas.

    [2][1][4][P]+[K]
    ====
    A double limbed combo starter that is +2 block and can lead to decent combos as well. The trade off that makes this move almost impossible to use: no range. Unless you perform it and counter the opponent’s hit box as it extends with an attack, but good luck trying to do this consistently against a worthy opponent. Most likely you will be [2][P]ed out of it, or punished for whiffing.

    Where to use this attack is in some combos (like ch [6][K]) to initiate a standing bound, but compared to just using [4][3][P]+[K], the opponent will be put in a bound state at a further range that will cause all but long ranged attacks to whiff. The other usage is that do the bigger damaged combos after [3][K]+[G] and [4][6][P]. Lastly, [4][P]+[G] <wall hit> is another use.

    [3][P]+[K]
    ====
    An attack that Jeffry has been in need of since forever. Yes, it’s a counter hit out crumple and the range isn’t all that great, but it’s attached to a 16 frame mid (and also gives +1 on hit and is only -8 on block). Can lead to nice combos, great wall combos, and is a means of setting up ground throws (which can also ringout or cause wall combos as well). Simple to use, and unlike [K] which is a high (better to use at range anyway), and [3][P][P] (which is impossible to hitcheck and unsafe on block), is arguable the best anti abare option after landing [P][K].

    [1][P]+[K]
    ====
    A slow high (25 frames), but this move if used wisely is great. On it’s own [1][P]+[K] is an okay attack. On hit it sobers one points, causes a mach-breaker styled downed state, which can lead to a combo near a wall or even an ankle-high fence, and after said combo, ring out over ankle-high fence. After a standing bound, [1][P]+[K] not only looks awesome and sobers one point on hit, it can start a low wall splat. Where this move really shines, is if it is blocked. It’s +2 on block, but that isn’t what you should fishing for; after [1][P]+[K] is blocked you have three options:

    [1][P]+[K][P] is a mid that leads to a flop on hit, and a wall splat/hit depending on range and hit type. The combos after this aren’t too damaging, but it hits mid and sobers one point and changes footing.

    [1][P]+[K][K] hits low and knocks down, covers stomach, and near a wall leads to a high wall splat (i.e. very damaging combos). It’s -16 on block, but [1][P]+[K][P] prevent the opponent from ducking.

    [1][P]+[K][P]+[G] is a high catch throw. It does 60 damage and beats guard and step. But being a high catch throw, it loses to ducking, jumping, and high throws. If it whiffs, it changes footing.
     
  2. Sebo

    Sebo Well-Known Member Content Manager Taka Content Manager Jeffry

    PSN:
    Sebopants
    [K]+[G]
    ====
    Let`s start with the bad. This is a slow 26 frame high, and while this is arguably (I`d argue for one of the best in the game in terms of damage) best anti-step tool in Jeffry arsenal, it is so slow that if you input it too slow against an evade, the opponent can just block or duck and punish it.

    The good: on counter hit, it does 67 damage, more than [4][1][2][3][6][P]+[G], and has really good range. Not too shabby as an evade throw-escape gets killed for more damage by a well timed [K]+[G]. Now, this is nothing compared to... DUH-DUH-DuuuuH, being near a wall. With Jeffry`s back facing a wall, depending on angle, can lead to massive damage. Not Jacky massive, but at least 60% damage off of a combo. Depending on angle, it is possible to have an effective threat set up. Sobers by two points, and changes footing.

    [6][K]+[G]
    ====
    This is Jeffry`s slowest uncharged move. Sega also made it completely linear. It still staggers on guard, though a decent player can step this on reaction. On hit and counter, you can get a free follow up. Where this move shines is post throw or after a knockdown on a somewhat passive player. This attack has 8 active frames, and if performed after [P]+[G] or [4][6][P]+[G][6][P]+[G][6][P]+[G] (others should be possible, just not sure), and if you know the opponent is going to perform a rising attack, [6][K]+[G] will often beat it. Depending on what frame it connects on you can get 15 frames to enough for a [4][6][P]> combo (read as roughly 75% damage, more with a wall). It`s hard to confirm when it exactly hits, so if you`re a more conservative player [P]+[K][P]+[K]+[G] is strong enough, and [6][K] is pretty quick as well. Just be aware of your surroundings for wall or ring out opprotunities.

    Aside from this, [6][K]+[G] is the easiest combo after threat [6][P][P]+[G], but there are way better options available, and it sobers 2 points.

    [6][6][K]+[G]
    ====
    Same as it has been. Decent range, +3 on block, so this one of the quicker and more conservative oki-options. With an opponent extremely close to the wall, this can cause a wall splat. Further away, it can lead to mach-breaker knock down and combo. Versus standing bound, [6][6][K]+[G] can lead to a low wall splat, or just a very cool looking ringout.

    [2][K]+[G]
    ====
    Compared to [2][K]+[G] of days long ago, this is a shit replacement to an awesome move. But instead of just complaining , let`s see the finer points. It gives 3 on hit, and 7 on counter, and the animation is a little decpective at first, as is the range. Yeah, it sucks on block, but it is a rare thing for a low to give advantage on any hit... except in FS. If it counters versus a sideturned opponent, [P][P][P] might combo, but seriously there are much better options. You can use it as a taunt, but other than that, there are better options for anything you`re aiming for.

    [3][K]+[G]
    ====
    If you can read an evade (covers the opposite direction of [4][6][P]) or abare from a rising opponent, or using is at max range as a whiff punisher (harder to do), or if you have a dumb opponent who likes ducking into mids (like me), this move is excellent. Leads to similar combos as [4][6][P], wall possiblities as well. Aside from those uses, a decent player will just block this and use your -8 advantage. Changes footing.

    [1][K]+[G]
    ====
    20 frame scoop kick with decent range and is safe on block. Without a wall the combos aren't all that impressive, but do decent damage and push a nice distance. With a wall, expect to do over 100 damage. A nice set up of this attack is after landing threat [6][P][P]+[G]. Switches footing, and can be used to hit off the ground, and because of this hitbox, all those evasive attacks get eaten up (given enough frames of course). Not the best attack, but far from the worst, and near a wall it can be quite beastly.

    [6_][P]+[K] and [6_][K]+[G]
    ====
    Staggers on guard and knocks down otherwise, [6_][K]+[G] doesn`t stagger but puts you on the ground anyway. It might be able to go over lows, maybe a wall splat you can take advantage of via rising kick or something. I dunno, can test yet. Most likely not worth the effort.

    Jump [P]
    ====
    A slow mid-headbutt, that can fly over lows, and leads to a state where you can get a free off the ground attack or ground throw attempt. This is the closest thing Jeffry has to all the [9][P]+[K]s and such out there, except this is slower. Can be used within combos (after splats) as a comical ender, but only do that with a life lead. Changes footing upon landing.

    Jump [G][P]
    ====
    A low Jeffry should have from standing, as it is an actual low that knocks down on any hit. Punishable on block, but it is half circular (covers back), and can cause a wall hit on normal hit, and a high wall splat on counter hit. This is the only half-circular option from jumping.

    Jump [K]
    ====
    May serve as a quicker means of flying over lows, but because the hitbox, it might whiff over some attacks. It can cause a wall splat alone, in a combo, or after a standing bound. It looks hilarious, and that alone is reason enough to mess around with it.

    Jump [G][K]
    ====
    Deceptive range, and animation for a while. Leads to a downed state that allows for the trinity ([6][6][P][P], [4][3][P][P], or [2][K][P]) as an ender. Can be a hilarious means getting damage off of a low wall splat, but requires quick timing most of the time.

    BT [P]
    ====
    Jeffry`s fastest attack that can lead to [P] strings... except getting into BT is really hard, and still Jeffry`s BT game is pretty much nonexistent.

    BT [K]
    ====
    Can lead to combos, and covers hit back (LOL), but BT and Jeffry don`t mesh too well.

    BT [2][P]
    ====
    The arguable the most useful, if not the second most useful, from BT (what an achievement with only 5 attacks). It`s a quick double limbed attack that knocks down. Might lead to a wall lick according to the knockdown animation.

    BT [2][K]
    ====
    Does less damage at a slow speed, and still -20 on block. Why? I know Jeffry`s BT has never been a feature in his game, but the fact this is still the same, makes no sense. Especially since there are better BT games in general.
    Maybe it can lead to a wall hit, but can't find out now.

    Wall BT [6][P]+[K]+[G]
    ====
    This is Jeffry`s best BT attack as it staggers blockers (?), might be full circular, and leads to a head crumple and a decent combo.
    ---------------
    Next up will be Threat, anti-grounded, and then throws.

    After the movelist is complete, I'll post up Combos, hit effects (what to do during a X bound/splat), oki/general strategy, etc.
     
  3. Sebo

    Sebo Well-Known Member Content Manager Taka Content Manager Jeffry

    PSN:
    Sebopants
    [P]+[K]+[G]
    ====
    Threat Stance is amazing. The function has changed considerably, and as a result, the applications for this have been changed as well. For example, old Threat Stance could not be used to any great effect in combos. In FS, using within combos and transitioning into Threat at a combo ender leads to many possibilities.

    Threat stance has a built-in slow, 1 damage, high smack, and in order to perform any threat stance attack, this attack must hit first. But because of threat-smack’s speed, this can be a problem in the usage of threat stance on it’s own. Doing the new threat stance, alone, versus a downed opponent seems like an excellent means of inviting an attack. You see, threat stance has a long animation, almost a second long, but the inputs for performing an attack have a limited time frame, and the attacks themselves are a little slow as well (threat [P] is 15 frames).

    So, what is the best way to use threat? Transitional attacks, and as oki after a transitional attack used as a combo ender. Jeffry has several transitions, and it will serve you well to remember these (Jeffry user or opponent): [P][6][P], [​IMG][3][P], [4][P], [K][P], [P]+[K]. For best effect, the first hit must connect for the transition to combo, otherwise the opponent can just [2][P] (or better high ducking attacks). Each of these attacks have their own purpose, and while I outlined earlier, here is a refresher:

    [P][6][P] is a high-mid. The [6][P] can be delayed slightly.
    [​IMG][3][P] is a quick mid, good as a poke, and a low punish.
    [4][P] half circular.
    [K][P], first hit covers the opposite side of [4][P]. The two hits can be delayed slightly. This is the least useful of all transitions.
    [P]+[K] is 15 frame attack. Great as a -15 punisher, excellent poke, and as a combo ender into threat transition, this is arguably the best transitional attack.

    Now you are in threat stance, but what to do now? Depends what you expect your opponent to do. Threat has two high attacks that rank up there as being some of the scariest tools in the game, so [2][P] or just ducking is an excellent means of nullifying those two attacks.

    [P]+[K]+[G][P]_[P][P]
    ----
    Threats means of dealing with crouch, while not as amazing as his high tools in stance, are enough to make this stance a real guessing game. Threat [P], as previously mentioned, is the stance’s fastest attack. It is a mid punch, that staggers crouched opponents, and the follow up [P] is very delayable (sobers 1 point), but if you don’t hitcheck it quick enough, [P][P] no longer combos. And when it is blocked, you’re at -15.

    [P]+[K]+[G][P][P] is great in combos, and as a combo starter, as it leads to a flop state. The funny thing being, you can use [P]+[K][P]+[K]+[G] to set up threat on wake up again. Just remember [P]+[K]+[G][P][P] changes footing.

    [P]+[K]+[G][K]
    ----
    Threat [K] another good tool deal with crouch. On hit it leads to a hit throw, and with a wall, you get a low wall splat which in total can lead to around 90ish damage. Changes footing. A simple to use move, this is all that can really be written in terms of substance, so here is a fun note. In a ringout stage, the opponent on the edge, the hit throw can lead to a hilarious ringout. Upon landing [K][P]+[G] the opponent moves back slightly, and Jeffry lets loose a wail. Due to the animation, the opponent just might fall out leading to an extremely anti-climactic finish where Jeffry just screams anyway (though his mouth isn’t animated). It’s hilarious to see, and totally worth the effort.

    [P]+[K]+[G][P]+[K]
    ----
    This is the last mid in question, its real usage shouldn’t be seen in just hitting crouched opponents. [P]+[K] still staggers on guard and hit, and does enough damage to theoretically beat out rising attacks. The range of this attack is decent, so it just might hit people attempting a backdash (but not completely sure on this).

    [P]+[K]+[G][K]+[G]
    ----
    Remember normal [K]+[G]? This exactly the same, except it comes out at 20 frames instead. All the same things apply, be it wall combo or whatever.

    [P]+[K]+[G][6][P]
    ----
    This, along with [K]+[G], is what makes Threat Stance... uh, threatening. This no longer knocks down on any hit, but this means that you can still get the [6][P][P]+[G] hit throw for additional damage to your follow up. There are many things you can do, but depending on your position in the ring, you choices should be uniform. Wall to the back of the opponent? [1][K]+[G] will lead to a half-life combo. Middle of the ring or your back to the edge? [4][3][P]+[K] bounce combos move a great distance, and some versions can cause a wall splat, and can lead to even more damage. There are many possibilities, and to say the least, [P]+[K]+[G][6][P] is an awesome attack.
     
  4. Sebo

    Sebo Well-Known Member Content Manager Taka Content Manager Jeffry

    PSN:
    Sebopants
    Downed Attacks
    ====
    After a knock down, and the opponent doesn’t tech immediately, some form of downed attack is possible.

    Downed [3][K]
    ----
    Useful after some throws, after beat-down combo enders and strings, and if the opponent doesn’t just-tech after a wall hit into [2][K]. Can catch side rolls, generally loses to back rolls. Due to the speed, likelihood of counter hitting a rising attack is most likely.

    Downed [8][P]
    ----
    Slower, but more damaging, loses more often to side-rolling, but can get back rollers. Be warned of rising kicks, as [8][P] can easily be stuffed.

    Downed [8][K]+[G]
    ----
    Generally losses to rolling, side or back, but hits for the most damage, can make rising kicks whiff and then get quickly punish them and usually putting Jeffry into back turned. If it misses, Jeffry is at least in a downed state, and compared to [8][P], cannot be punished as terribly.

    Downed [2][P]+[G]
    ----
    Throws the opponent in the direction where their head was originally facing. For example, [3][P]+[K] on counter hit, [2][P]+[G] will change spots. This can result in a free [3][K], a wall combo, and/or a ringout (frames are different vs. face up, and jeffry throws the opponent forward).

    Downed [3][P]+[G]
    ----
    Use this if the opponent expects [2][P]+[G], as it leads to 30 damage. After this, do not expect a decent amount of advantage versus a rising opponent.


    All that is left is the throws before this movelist discussion is completed. Once again, after this will be combos, hit effects, and other strategies.
     
  5. Sebo

    Sebo Well-Known Member Content Manager Taka Content Manager Jeffry

    PSN:
    Sebopants
    Jeffry’s throws
    ====
    Neutral
    ----

    [P]+[G] is one of Jeffry’s most important throws. While, yes, the damage isn’t that great, being only at 40. The answer should be easy to see. Jeffry’s other directionals do more damage and have scary ring control properties; this throw is most often left unbroken. Also, heavy usage of this throw might lead to escape attempts, but that just means more damaging throws are more possible.

    But let’s see, you can punish -10 and onward (this is true for all throws), and since Jeffry on gets knock only at -14 and onwards. With [P][K] you get 30ish damage and +4, with [P]+[G] you get 40 damage, knockdown, and excellent okizeme opportunities. Opportunities which allow for the usage of [6][K]+[G] and other slow, but scary moves. Because of this set up alone, makes [P]+[G] one of Jeffry’s best throws, no exaggeration.

    [6]
    ----

    [6][P]+[G] is the old [1][6][P]+[G], and a decent throw overall. Granted, it doesn’t have the damage of [4][1][2][3][6][P]+[G] or [6][3][2][1][4][P]+[G] or [4][P]+[G] wall combos, and it only does 50 damage, it is a one direction input throw and is simple to do. Sobers one point, and pushes the opponent forward, but okizeme opportunities aren’t too strong because of this distance.

    [4][6][P]+[G] chain throws still have the same function as they always had. Doing just [4][6][P]+[G]_ [4][6][P]+[G][6][P]+[G] doesn’t lead to knock down, but gives you just +2 frames, but can still lead to mind games, and is exceptional strong if done near a wall (but not too close as [4][6][P]+[G] becomes a wall throw) as you can set up CH [4][K] wall splats. Other than this, unless you commit completely to [4][6][P]+[G][6][P]+[G][6][P]+[G] (sober 2 points btw), or are playing against someone you know can’t escape throws, this series is good, but not great. Oki is okay, but the opponent is put a little too distant.

    [4][1][2][3][6][P]+[G] is Jeffry’s most damaging forward throw (aside from [4][6][P]+[G][6][P]+[G][6][P]+[G]), and it sobers 2 points. Options versus wake up are limited.

    Near a wall, [6] throws in general become wall throws. [6][P]+[G] becomes machine gun tackle, and while it does very little damage, a downed attack, decent oki, and the ability to jump over the opponent in order to get into backturned. [4][6][P]+[G] becomes his old threat [P]+[G], except it does more damage. It sobers, not sure how much, and it seems like downed [3][K] beats all options afterwards. It also breaks walls if it KOs. [6][6][P]+[G] is splash and it does 70. Not amazing damage, but near a wall, [6] throws should be free considering Jeffry’s [4] throws’ damage capabilities.

    [4]
    ----

    Without a wall or ringout threat, [4] throws aside from [6][3][2][1][4][P]+[G], Jeffry’s [4] breaks are actually quite garbage. [4][P]+[G] allows for 3 inputs, [4][P]+[G] (no addition input) throws the opponent forward, [4][P]+[G][2]_[8] throws the opponent to the side chosen, and [4][P]+[G][4] does only 40 damage, and has no oki opportunities. Other than [4][P]+[G][4], the other throws can be just-teched to avoid damage if there is no wall hit, but the opponent can be throw out even over short fences. With a wall [4][P]+[G] can lead to 70~100 damage combos. Be warned that sometimes the camera feels extra finicky and might mess up a combo attempt.

    [6][3][2][1][4][P]+[G] is his best option without a wall. It only does 60 damage, but the opponent is put at a nice range.

    Crouch throws
    ----
    [1][P]+[G] is his old [2][6][P]+[K]+[G], [3][P]+[G] his [3][P]+[K]+[G], [2][P]+[G] his [2][P]+[K]+[G]. Everything feels the same. Use when you expect crouching, or if you use [4][3][P]+[K] as a poke.

    Side/Back throws
    ----
    Side throws, regardless of it being against crouched opponents, or doing [4][6][P]+[G], all side throws effectively changes ring position. Back throws... are back throws. What else can be said?

    [9][P]+[G]
    ----
    Useful in combos, but within combos there are better options available. Only use to look fancy and if you’ll guarantee a KO, or to sober Shun by 2 points. Overall, kinda meh.
     
  6. Sebo

    Sebo Well-Known Member Content Manager Taka Content Manager Jeffry

    PSN:
    Sebopants
    Compiled Combo Data V1.01; still does not have all the character specifics (Taka combos are far from complete as well), but this is probably the best source for this info (as there is a serious deficit of good Jeff vids). There will be some reordering, as there will be a lot of redundancy otherwise. Once again, this combo list does not have every possible combo (yet), and it cannot until after console release, but I will do my best to make this the best source for Jeffry Combos. Also this is still a rough draft, so it is more or less still a work-in-progress.

    Lastly, there will be a lot of BOLD TEXT, usually in reference to a hit effect that has (mostly) universal properties leading to certain state that will lead to only certain attacks. The BOLD TEXT will be explained on the bottom of the combo list.
    =====
    [P][P][P] (last on counter hit)
    ====
    [6][6][P][P]
    [4][3][P][P]
    [2][K][P]
    <wall hit> [4][3][P]+[K] <standing bound> very range dependent
    Normal hit [P][P][P] <wall hit> <wall lick>
    Normal hit [P][P][P] <wall hit> [4][3][P]+[K] <standing bound> (very range/weight dependent, but an amazing evade-> punish combo)


    [P][K] (second on counter hit, very range dependent)
    ====
    [2][P] [6][6][P][P]
    [2][P] [4][3][P][P]
    [2][P] [2][K][P]
    [2][P] [P]+[K][P] [might lead to wall hit] <wall lick>
    [2][P] [2][P]+[K]
    [2][P] [1][K] vs. heavy weights
    [1][K] might work vs. Taka
    <wall hit> [4][3][P]+[K] <standing bound> (range dependent)

    [2][P] isn`t always necessary.

    [3][P][P] *does not launch Taka, gives +5 on normal hit*
    ====
    [P] [4][6][P]+[K] <low bound> (for females/Blaze/Lion/shun only)
    [P] [6][P][P] (can add [2][P] after [P] vs light weights, against heavier opponents, replace [P] with [2][P], from now on "/" will indicate this)
    [P] [P][6][P][P] [can lead to wall hit] <wall lick>
    [2][P] [​IMG][3][P][P] [might lead to wall hit] <wall lick>
    [P]/[2][P] [2][P]+[K]
    [2][P]/[P] [P][P][P] [can lead to wall hit] <wall lick>
    [2][P]/[P] [6][6][P][P]
    [2][P]/[P] [4][3][P][P]
    [2][P]/[P] [2][K][P]
    [2][P]/[P] [6][P][P]
    [P]/[2][P] [4][K][P] [can lead to wall hit] <low wall splat>
    [2][P]/[P] [P]+[K][P]+[K]+[G] threat setup
    [2][P] [​IMG][3][P][P]+[K]+[G] threat setup
    [P] [1][K]+[G] [can lead to wall hit] <wall lick>
    [2][P]/[P] [1][P][P]
    [2][P]/[P] [3][P]+[K] [can lead to wall hit] <wall lick>
    [2][P]/[P] [P]+[K][P] <wall hit> <wall lick>
    [6][6][P][P]
    [4][3][P][P]
    [2][K][P]
    [2][P] <wall hit> [6][6][P][P] <wall lick> range dependent
    [P] <wall hit> [4][3][P]+[K] <standing bound>
    *perfect range* <wall hit> [4][3][P]+[K] <standing bound> (works up to Jeff/Wolf)

    [6][K]/[3][3][P]/[4][1][2][3][6][P]+[K]
    ====
    [P] [4][3][P]+[K] <standing bound>
    [P] [2][1][4][P]+[K] <standing bound> the standing bound is further away (requires CH for [2][1][4][P]+[K])
    [P] [K][P][P] [can lead to wall hit] <low wall splat>
    [P] [K][P][K] [can lead to wall hit] <wall lick>
    [P] [4][6][P]+[K] <low bound>
    [2][P]/[P] [6][6][P][P]
    [2][P]/[P] [4][3][P][P]
    [2][P]/[P] [2][K][P]
    [2][P]/[P] [6][P][P]
    [2][P]/[P] [4][K][P] [can lead to wall hit] <low wall splat>
    [P] [9][K] [can lead to wall hit] <low wall splat> a hilarious option

    *With all the above combos, depending on the hit type and weight, you might be able to add an extra [P]. Versus Akira/Jean/Jacky and fatties, [4][3][P]+[K]/etc. will only lead to bounds if the initial hit is a counter.

    [4][6][P]+[K]/Threat [P][P]
    ====
    [2][P] [6][6][P][P]
    [2][P] [4][3][P][P]
    [2][P] [2][K][P]
    [2][P] [6][P][P]
    [P] [4][6][P]+[K] <low bound> (vs. light weights, but not Pai, in closed stance)
    [P] [P]+[K]Threat
    [2][P] [​IMG][3][P][P]
    [2][P] [4][K][P] Open Stance only [can lead to wall hit?] <low wall splat>

    [P]/[2][P] are interchangeable, but can be weight/stance dependent.

    [1][P]+[K]*blocked*[P] (probably similar to the above, aside from wall hit)
    ====
    [2][P] [6][6][P][P]
    [2][P] [4][3][P][P]
    [2][P] [2][K][P]
    [2][P] [6][P][P]
    [P] [P]+[K]Threat
    <wall hit> [P] [4][3][P]+[K] <standing bound>
    <low wall splat> Normal hit from certain ranges

    [P]/[2][P] are interchangeable, but can be weight/stance dependent.

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

    Sometimes, depending on range/stance you can [2][P] before the follow ups.

    [3][P]+[K]
    ====
    [2][P] [6][6][P][P]
    [2][P] [2][K][P]
    [2][P] [4][3][P][P]
    [2][P] <wall hit> [1][P][P] Just a hilarious combo
    [2][P] [2][P] <wall hit> [4][3][P]+[K] <standing bound>
    [2][P] [2][P] <wall hit> [3][K] <wall lick>
    [2][P] [3][K] <low wall splat>
    [3][3][P] [2][K][P]
    [2][P] [P]+[K][P] [can lead to wall hit] <wall lick>
    Ground throw

    The wall combo (with [4][3][P]+[K]), doesn't work on Akira and up.

    [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]
    [2][1][4][P]+[K] [4][1][2][3][6][P]+[K] <low wall splat>
    [2][1][4][P]+[K] [K][P][P] <low wall splat>
    [2][1][4][P]+[K] [K][P][K] <wall lick>
    [2][1][4][P]+[K] [1][K]+[G] <wall hit> [4][3][P]+[K] <standing bound> very range dependent
    [2][1][4][P]+[K] [1][K]+[G] <wall hit> [P][P][P] <wall lick>

    [2][1][4][P]+[K] can be replaced with [4][3][P]+[K] for the most part (?)


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

    [K]
    ====
    <high wall splat>, counter hit
    <wall lick> on normal hit

    [K][P]
    ====
    [G] [P][P][P] [can lead to wall hit] <wall lick>
    [G] [P]/[2][P] [6][6][P][P]
    [G] [P]/[2][P] [4][3][P][P]
    [G] [P]/[2][P] [2][K][P]
    [G] [P]/[2][P] [6][P][P]
    [G] [P]/[2][P] [​IMG][3][P][P]
    [G] [P]/[2][P] [4][K][P] [can lead to wall hit] <low wall splat>
    [G] [P]/[2][P] [4][6][P]+[K] <low bound>
    [G] [P] [4][3][P]+[K] <standing bound> requires counter hit, vs. Aoi, Sarah, Eileen, Blaze, maybe more
    <wall hit> [4][3][P]+[K] <standing bound> (very range dependent)

    [K][P][P]
    ====
    <low wall splat>

    [K][P][K]
    ====
    <wall lick>

    [K][P][P]+[K]+[G][P][P]
    ====
    <low bound> Against Jacky, Akira, and Jean, might be stance/CH dependent. Works on all lighter characters.

    [1][K]+[G]
    ====
    Dash [2][P] [6][6][P][P]
    Dash [2][P] [4][3][P][P]
    Dash [2][P] [2][K][P]
    Dash [P]+[K]+[G][P][P] <low bound> (versus lighter characters)
    <wall hit> [4][3][P]+[K] <standing bound>
    <wall hit> [P][P][P] <wall lick>


    [2][1][4][P]+[K]
    ===
    [6_][P] [4][3][P]+[K] <standing bound>
    [6_][P] [2][K][P]
    [6_][P] [4][K][P] [can lead to wall hit] <low wall splat>
    [6_][P] [6][6][P][P]
    [6_][P] [4][3][P][P]
    [6_][P] [6][P][P]
    [6_][P] [K][P][P] [can lead to wall hit] <low wall splat>
    [6_][P] [K][P][K] <wall lick>
     
  7. Sebo

    Sebo Well-Known Member Content Manager Taka Content Manager Jeffry

    PSN:
    Sebopants
    [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)
    [1][K]+[G] <wall combo>
    [3][P]+[K] <3P+K combos here>
    [4][3][P]+[K] [K][P][P] [can lead to wall hit] <low wall splat> MASSIVE DAMAGE
    [4][3][P]+[K] [K][P][K] [can lead to wall hit] <wall lick>
    [4][3][P]+[K] [P] [6][6][P][P]
    [4][3][P]+[K] [P] [4][3][P][P]
    [4][3][P]+[K] [P] [2][K][P]
    [4][3][P]+[K] [P] [4][K][P] [can lead to wall hit] <low wall splat>

    [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]

    Versus some characters, and based on range, you can dash in and add in [2][P] before the strings.

    [4][P]+[K] ch vs sideturned
    ====
    [4][3][P]+[K] [4][1][2][3][6][P]+[K] [4][K][P]
    [4][3][P]+[K] [4][1][2][3][6][P]+[K] [2][K][P]

    There is likely a lot of others

    [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]
    [P][P][P]
    [6_][P][K] <wall lick>
    [6_][P] [9][P]+[G]
    [6_][P] [3][K]
    [6_][P] [2][P]+[K]
    [6_][P] [6][6][P][P]
    [6_][P] [4][3][P][P]
    [6_][P] [2][K][P]
    [6_][P] [4][3][P]+[K] <standing bound> works versus El Blaze, maybe Eileen/Aoi
    [6_][P] enough to ring out over ankle-high fence

    Facing wall [6][P]+[K]+[G]
    ====
    [4][3][P]+[K] <standing bound>

    BT [K]
    ====
    [2][P] [4][3][P][P]
    [2][P] [6][6][P][P]

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

    ---------------
    Remember this isn't everything, and this isn't complete, but yeah, nice piece of work. Just need to define what to do during the bold areas, which will be my next post.
     
  8. NGKrush

    NGKrush Well-Known Member

    PSN:
    de_kroet
    XBL:
    de kroet
    this is amazing sebo!
     
  9. Sebo

    Sebo Well-Known Member Content Manager Taka Content Manager Jeffry

    PSN:
    Sebopants
    <what to do during a specific state!>

    Wall Lick
    ----
    [2][K] This is the safest and easiest option by far
    [1][K]
    [1][K]+[G]
    [3][3][P]
    [6][P]

    Low Wall Splat
    ----
    [6][6][P][P]
    [4][3][P][P]
    [2][K][P]
    [9][G][K]
    [9][P]
    [3][K]
    [4][P]+[K]

    High wall splat
    ----
    [4][P][K] leads to <low wall splat>
    [4][P][P]+[K]+[G][P][P] <leads to low bound>
    [6][6][K]+[G] <low wall splat>
    [6][K] <low wall splat>
    [9][K] <low wall splat>
    others, but the above are sufficient

    [4][1][2][3][6][P]+[K] is used after initial wall hit, and then into [4][3][P]+[K]. It's hard to describe, but hopefully a video will sort it out in the future.

    High Bound
    ----
    [4][P][K] <low wall splat>
    [4][P][P]+[K]+[G][P][P] <leads to low bound> If [4][P] leads to wall hit, the rest will combo
    [4][3][P][P]
    [6][6][P][P]
    [2][K][P]
    [6][P][P]
    [1][P][P]
    [2][P]+[K]
    [4][6][P]+[K]
    [2][P] [​IMG][3][P][P]+[K]+[G] threat set ups
    [​IMG][3][P][P]
    [P][P][P] <wall lick>
    [K][P][K] <wall lick>
    [K][P][P] <low wall splat>
    [4][K][P] <low wall splat>
    [6][K] <low wall splat>
    [3][3][P] <wall lick> (?)
    [4][6][P]
    [9][P]
    [9][K] <low wall splat>
    [6][6][P]+[K] <low wall splat>
    [6][6][K]+[G] <low wall splat>
    [3][K] <low wall splat>
    [1][K]+[G] <wall lick>
    [P]+[K][P] <wall lick>
    [P]+[K][P]+[K]+[G] threat set up
    [1][P]+[K] <low wall splat> (looks fucking awesome)
    [4][1][2][3][6][P]+[K] <low wall splat>
    [4][1][2][3][6][P]+[K] [2][K] versus lighter characters

    There is more...

    Low Bound
    ----
    [4][3][P][P]
    [6][6][P][P]
    [2][K][P]
    [P]+[K][P]+[K]+[G] threat set up
     
  10. Sozos

    Sozos Pai Sucksan Content Manager Pai

    PSN:
    vfsozos87
    XBL:
    vfsozos87
    sebo thx man..!!
     
  11. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    We're going to need to define wall lick, low bound and high bound. I have an idea of what you mean, but I'm not 100% certain because we haven't really laid that out yet.
     
  12. Kruza

    Kruza Well-Known Member

    XBL:
    Kruza
    Thanks again for your very informative posts on Jeffry, Sebo. I have plenty of combos listed from your other posts on Jeff's GDS file, and I'll eventually get around to adding many of the combos in your recent posts soon.

    Kruza
     
  13. Sebo

    Sebo Well-Known Member Content Manager Taka Content Manager Jeffry

    PSN:
    Sebopants
    Wall lick is a situation where you cannot perform a bounce as the opponent hits the wall at unideal angle and height. The only hits that can connect are lows or mids with a wide enough of a hitbox. To get an idea of what it is like, even with Vanilla, pick Aoi, launch > PP6PP > wall. The only continuation is [3][K]/etc.

    Low bound is basically the effect after [4][6][P]+[K]. Kinda like and old flop, but it is called a å°ãƒã‚¦ãƒ³ãƒ‰ã€€(small bound), but low bound sounds better.

    High bound comes after a launch, and back in vanilla these attacks bounced (wolf 9p+k, etc). These lead to that ugly standing bound animation.

    Hopefully this cleared things up a little. If not, after just 1 minute of combo practice hopefully everything will instantly become clear, when you test the combos.


    Cool. Hopefully Myke will let me edit the combo section so I can have a more systematic means of testing every combo (and ones not written), against everyone, at all distances, on all hit types.
     
  14. Sebo

    Sebo Well-Known Member Content Manager Taka Content Manager Jeffry

    PSN:
    Sebopants
    Watched some videos, played around, here are some updates.

    [2][P]+[K], after a stagger ([6][K]+[G] on guard, threat [P]+[K]), `launches.` You can combo afterward, with [6][6][P][P]/[P][P][P] or such, but it only seems to work on lighter characters. Near a wall, you get a wall lick (even if, after a stagger you use [4][K]).

    [P][6][P][P]+[K]+[G] is a combo versus side turned.

    [​IMG][3][P] works like DS Vanessa/Brad`s [4][P]+[K], it is a relatively quick attack that can increase the height of a float. If you have the dexterity for it, you can use it like this:

    [4][1][2][3][6][P]+[K] [​IMG][3][P] [P] [2][1][4][P]+[K] [6][6][K]+[G]

    In order to input this is an input like [3][2][3][P], or something similar.

    [6][6][P]+[K] is actually quite awesome, and not just as a means of landing a hit throw. How to use this: if the opponent is used to being hit by this, they just might lock up after being hit by this attack. While it`s -2 on hit and 1 on counter, any pause the opponent make will nullify this. So a fun thing to do, [6][6][P]+[K] to close the distance, it hits, perform a normal throw. Doing even just [P]+[G] does more damage than the hit throw. Once the opponent wises up, change tactics.

    Saw some high level Jeffry vids, and [2][K] (normal hit) into [6][P] is a legit strategy to beat out abare (though it will lose to 11 frame jabs).

    Wall [6][P]+[G] might give you enough frames to perform a low throw.

    Also low wall splats can lead to ground throws... [2][P]+[G] > wall is really strong. After hit, according to vids, and versus AI, a high throw attempt seems to be guaranteed, but not 100% sure.

    Run [P]+[K] is strong versus waking up opponent, as the active frame window is huge. Also, seems to hit Shun out of hit stances quite well.

    [4][1][2][3][6][P]+[K] and [4][3][P]+[K] are good when dealing with stance based characters (going into stance), but when you`re at a max distance. Also because of the hit boxes, it can hit really evasive stances like Pai`s bokutai and stuff.

    After a standing bound use in a combo, like [6][K] [P] [4][3][P]+[K], doing [4][1][2][3][6][P]+[K] will launch slightly, and then performing [6][K]+[G] for oki is VERY powerful.

    Combo variations:
    [4][1][2][3][6][P] [P] [4][K][P]
    [4][1][2][3][6][P] [P] [6][6][P][P] depending on distance, can lead to a wall lick and a free [2][K]

    [4][1][2][3][6][P]+[K] (ch) [1][K]+[G] [6_][P] <wall> [4][3][P]+[K] <standing bound> woooow
    [4][1][2][3][6][P]+[K] [1][K]+[G] [2][P] [6][6][P][P] other enders possible?

    Wall combos <high wall splat> [4][P][P]+[K]+[G][P][P] [6_][P] [6][K]/[2][P]+[K], the [2][P]+[K] comes out so quickly, and if used not so often the opponent won`t always be able to tech it, and if they freeze: ground throw mix up is strong. Especially since [2][P]+[G] leads to a wall hit.

    Threat [6][P][P]+[G] [4][3][P]+[K] [6_][P] [4][6][P]+[K] <low bound> only in open stance versus light characters (?)

    There are some others combo variations but meh. This is adequate for now.
     
  15. Sebo

    Sebo Well-Known Member Content Manager Taka Content Manager Jeffry

    PSN:
    Sebopants
    Fun combo versus Eileen (might work on Blaze?)

    CH [4][1][2][3][6][P]+[K] [P] [1][K]+[G] [4][3][P]+[K] <standing bound>

    Flashy, massive damage, possibility of wall continuation.
     
  16. mindelixir

    mindelixir Well-Known Member

    Thanks! Great stuff here
     
  17. Sebo

    Sebo Well-Known Member Content Manager Taka Content Manager Jeffry

    PSN:
    Sebopants
    NEW FRAMES! (add them to the command list mods!)

    Jump [P] 37
    Jump [G][P] 48
    Jump [K] 20
    Jump [G][K] 48

    Jump [K] is risky, but at advantage and even up -4, if you input it as [9][K] (different hit box from doing [8][K]), it will eat [2][P] attempts. Possible wall combos as well. Only -5 on block too.

    After [6][6][K]+[G] on block though, [9][K] will whiff.

    Also, on the command list section, [1][P]+[K] is listed as -3 on block... this is false, it is +2 in Ver. A. [3][P]+[K] is +3 on hit too. Vs Taka [3][P][P] is +4. If the first hit induces a wall stagger the second will knock down like [6][K].

    Also confirmed, [4][1][2][3][6][P] max charge, even if block leads to combo opportunities.

    Corrects on [4][3][P][P], [2][K][P] as combo enders: they do the same damage, just different knockdown effects.

    Some new combo stuff to test out:

    [6][P]+[K] [1][K]+[G] low wall hit [6][6][P][P] (closed stance vs. Eileen) (65 on normal hit)

    [6][P]+[K] [3][3][P] [2][K][P] does work in closed stance (only tested vs. eileen so far) does 74 on normal hit

    [9][G][K] [2][P] [6][6][P][P]/[4][3][P][P]/[2][K][P]/[4][K][P]/[​IMG][3][P][P]
     
  18. JackyB

    JackyB Well-Known Member

    Thinking about picking Jeff up.
     
  19. jinxhand

    jinxhand Well-Known Member

    Is it me, or is it that because Splash Mountain has been removed, TKoD is mad easier to do?!?!?!? Seriously, my %age in successfully doing this in FS is way higher than it was in Vanilla 5. I'm sure I'm not the only one that feels that way...
     
  20. Kamais_Ookin

    Kamais_Ookin Well-Known Troll

    PSN:
    Kyooboona
    XBL:
    Kamais Ookin
    It's always been easy for me lol. It's easily avoidable anyways so I don't throw it out against the top players, honestly to me it's just TrollKickofDoom. [​IMG]
     

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