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Jeffry Tactical Guide by Shiwapon

Discussion in 'Jeffry' started by VolcanoShed, May 14, 2024.

  1. VolcanoShed

    VolcanoShed Active Member

    Link to the original article on Shiwapon's blog: https://nantejaakuna.hatenablog.com/entry/2021/03/24/154712

    Shiwapon's Youtube/Stream: https://www.youtube.com/channel/UCLaVUj3C3F48pWD2JozpuiQ

    Shiwapon's Twitter: https://twitter.com/shiwaponkun

    [This is a rough translation with the help of Google Translate and DeepL, and some edits to match english VF terms, it won't be completely accurate but I wanted to share this since this guide helped me. Additional comments are in brackets]

    Jeffry Tactical Guide

    Beginner

    Use the elbow substitute

    This character's elbow [6P] has little advantage on crouching hits or counter hits, and the judgment is also weak, making it a little difficult to use.

    Therefore, we recommend that this character mainly uses P+K. P+K starts at 15F, which is 1F slower than 6P, but it has an advantage in NH, and is so advantageous that you can make two choices [nitaku] on a counter hit.

    In addition, there is a derivative [P+KPP+G], and when the second hit hits on the counter, you can aim for big damage, making it hard for the opponent to guard the first move and move as fast as possible.
    First of all, let's use this technique to set up a reading of whether or not to issue a derivative.

    However, there are situations where 6P [frame 14 startup] can be used, such as 6PP for a guaranteed counterattack or when you're +2F, so this doesn't mean you should never use it!

    For 2 choices, use Throw and 3P+K.

    When P+K, P, 2P, etc. are counter hit, you have two choices [nitaku].
    In situations where you have nitaku, use a 3P+K body blow and a throw.

    3P+K can be advantageous even in NH, and it starts a combo when it counter hits.
    It is best to aim for throws such as 41236P+G or 63214P+G, or 44P+G or 4P+G if the wall is close.

    Note that the combo damage of 3P+K is a bit low, so if you are confident, use 2K (see below) for nitaku.

    Use low throw

    Jeffry has a lot of frames where he only has a slight advantage when hitting, so even if he hits, it's difficult to break down the opponent's fuzzy guard.
    In that case, use a low throw to call out your opponent's fuzzy guard.

    Recommended is 1P+G or 3P+G. Both have the same damage, so choose based on their appearance.

    Let's show you the reverse option with high return.

    Because Jeffry is quite heavy, he takes less combo damage than other characters.
    Therefore, it is important for him to dare to be violent in situations where he is faced with nitaku, such as when he is counter-hit by an opponent's technique.

    If you want to read their throw and use violent techniques, we recommend strikes such as 6K or 3K+G.

    Both can be expected to cause a lot of damage, especially 3K+G, which will not receive a guaranteed counterattack even if it is blocked.

    Intermediate

    If you are confident, the second option is toe kick [2K].

    In the nitaku situations mentioned above, we introduced 3P+K and throwing, but if you want to get a higher reward, try changing 3P+K to 2K.
    This can be derived into a special throw "Splash Mountain" by entering 236P+G after a short pause when it hits.

    Normally it's fuzzy and dodged [you can crouch or attack through 236P+G if 2K was normal hit], but it is guaranteed when 2K hits a counter-hit, so I definitely want to practice it.
    Furthermore, it is also powerful to use 2K at medium range, as it [the 236P+G follow-up] sucks in no matter how far away it is.

    Start your attack from your feet

    If your opponent goes down, such as after a combo, try to attack their wakeup.
    Any move is fine, but the recommended one is the low attack 2K+G (drop anchor).

    Jeffry has an advantage of +3F when hitting this technique, and even if he is blocked, he won't receive such a painful definite counterattack.
    Let's keep this in mind and then use another option.

    As a counter option, aim for 3K+G or low throw against an opponent who crouches 2K+G.

    If you don't know what your opponent will do, we recommend the mid attack 43P+K.
    Even if this is guarded, Jeffry has an advantage of +1F, so he can continue attacking.

    Use the back dash

    Jeffry has relatively good backdash performance, so take advantage of this with detailed developments.
    The recommended development is to backdash to 43PP after your 2P is guarded.

    If the opponent guards the 2P and tries to hit you with an elbow or the like, you can hit him with 43PP while brushing away his elbow.

    If you know that your opponent is sure to hit a short-ranged move, you can use 46P+K or 1K+G [after backdash], but beware of the middle kick.

    Let's accumulate 41236P slowly

    As mentioned above, Jeffry needs some ingenuity to break down his fuzzy guarding opponents.
    In this case, try using the 41236P as an accent in addition to the low throw.

    When this technique is fully charged, it becomes an unblockable attack, allowing you to aim for a combo.
    Also, since it's actually a half-circular attack [hits towards Jeffry's back], it can be aimed at opponents who don't know which direction to evade.

    Try setting up with a side attack

    When you evade your opponent's attack, you have a chance to attack from the side.
    After evading, hit P6P, and if it hits, press P+K+G to start a side attack. [P+K+G allows you to enter Threat stance]

    If P+K+G hits, then you can use Threat K to beat the opponent's attack.

    If your opponent is guarding, use Threat 6PP+G or Threat P+K to break their guard.
    If the opponent is staggered by Threat P+K, you can aim for a combo from 2P+K.

    Aim for Threat K+G on opponents who try to evade. It will do a lot of damage.
    Also, even if Threat K+G is side guarded, Jeffry still has +6F, so he can still continue attacking.
    After that, let's break down the opponent with 2K and throws.

    On the side, you can also use PPP to take them down consistently. This is something you can figure out for yourself depending on whether you want to double up or not. [whether you want the Threat stance mix with P6PP+K+G or the guaranteed damage and knockdown with PPP]

    Advanced

    Approach to the wall

    ●Opponent's back against the wall

    My priority is to aim for 4P+K.
    Let's induce wall stagger here, then aim to wallsplat them with 3K etc.

    If your opponent is guarding, try inducing a wall stagger with 2K+G and then forcing him to choose between 3K and a throw.
    If your opponent wants to evade, you can counter with a K and aim for a wallsplat.

    It's also interesting to aim for a 6P+G wall throw.
    Even if 6P+G is throw escaped, Jeffry is +5, so he can still continue attacking.
    If they want to escape the forward throw, aim for a wall combo from 4P+G.
    ●Parallel to the wall, Jeffry's stomach facing the wall

    After all, when parallel to the wall, you want to aim for 4P+G regardless of foot position.

    Also, with this foot position, you can aim for a wall combo with 4KP.
    Be careful of opponents crouching for the second part [4KP, the P follow-up is a high attack].
    ●Parallel to the wall, Jeffry's back facing the wall

    With this foot position, you can aim for a K+G to hit them into the wall for a combo, but it's a little difficult to hit because it starts slow.

    Here, it's easier to put pressure on your opponent if you can aim for a wall stagger, where you apply techniques diagonally to the wall.
    ●Half fence

    On half-fence stages, near the wall you can aim for one shot out of the ring with 4P+G.
    Even if they don't fall out, aim for a wall combo.

    Try making a choice on your opponent with arrow knuckle [1P+K]

    Jeffrey's 1P+K can be converted into a special derivative after being guarded.
    After this, you have three options: P which hits mid and starts a combo, K which hits low, and P+G which is a catch throw.

    If you are afraid of the opponent evading K or P, you can make it a complete rock-paper-scissors by delaying the derivative after 1P+K.​
     
    Last edited: May 14, 2024
    Chanchai and akai like this.
  2. VolcanoShed

    VolcanoShed Active Member

    Some additional Jeffry tips from veteran player Harpooneer on the VF discord:

    • More on Threat P+K stagger > 2P+K:
    ". . . near the wall you get better mileage from 2P+K which causes a high knockdown that can get wall combos. You can get a restand with 43P+K at far distances on all characters except maybe Taka, and a leg-up bound with 46P+K at close range on all characters."

    • Getting extra damage against people who know about CH Splash Mountain being guaranteed and try to crouch or attack in case you mess up the timing:
    "Also you can do the following mix for people who know about splash mountain:

    2K CH > Splash: Guaranteed if you're timing it right.
    2K CH > 33P or 6K: Good option for people who know to duck or attack here.

    You can score a little more damage on lightweights this way."

    • Regarding choosing between 3P+G or 1P+G for a low throw:
    "Also 1P+G has WAY better tech recovery than 3P+G
    It pushes the enemy further back and even though you're minus the distance makes it easy to defend or even fish for ringout."

    • As another substitute for elbow, 2P+K is also a good alternative:
    "And also if you want an addendum for the elbow substitute 2P+K serves as a really good alternative to P+K. Not as safe on evade, but you are -3 on block, takes 1 drink point from Shun, and is + on hit. On CH you can go for low throw / high throw if you think they will hold G / evade (option 1 beats 1, option 2 beats 2). You can also launch if you think they will hold low throw escape. Might not be beginner enough for this guide.

    It's 0 on side block as well, which is funny and sets up really funny stuff."

    ...

    Yeah it's probably the best move against him [Shun], I even use it when you would use 3P+K (+4), because I'd rather take the drink than get the shitty combo you get for 3P+K CH on Shun (He's too small to do the lightweight combo on, so you have to do 2P > 43PP/2KP)"

    • More on Jeffry's 1P+K mixups:
    "1P+K followups are all beaten by jump. It's not a true all-win situation because 1P+K > P followup will HIT the jump, you just won't get the combo. So if you're fighting someone that knows this, you can get around it by sometimes not doing the followup and doing advancing jab (6_P) to float them and pick up a little combo. More of a callout against a specific knowledge check.

    Also, midscreen 1P+K > K is generally worse than the catch throw and should be used less. By the wall you can get a wall combo though, so it's good there."
     
    Last edited: May 21, 2024
    Chanchai likes this.

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