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More Jeff Evo stuffs

Discussion in 'Junky's Jungle' started by Aeon, Dec 12, 2002.

  1. Aeon

    Aeon Well-Known Member

    I was going through the Evo clip thread in the media forum looking for Jeff vids that might breathe some life into my game.

    Came across a nice little tidbit on pg. 49 (http://www.dcn.ne.jp/~kazu68k/vtr/je2k44236(pg).mpg)
    or so where Jeff does a TKoD. Now, it looks like what happens is Jeff hits with the TK, then opp CDs backward to avoid the crucifix...

    and here's the crazy part...

    At the same time Jeff also dashes backward, THEN performs the followup motion, and connects the crucifix from half a screen away. Has anyone been able to reproduce this?

    Also, there seems to be some confusion as to whether hit throws guarantee the throw part on MC.
    And BTW, kudos to the folks that keep that thread active, as i'm learning all the time,
     
  2. Llanfair

    Llanfair Well-Known Member

    Heya Aeon,

    This was posted a few days ago as well in the media section. DRE's post on Jeff's TKoD.

    The same strangeness is also shown for Wolf's [9]+[P],[6]+[P]+[G]. There was some discussion about it being glitchy, etc. GodEater made a good comment that it's not a glitch and it's been around since VF1. I happen to agree. As for guaranteed on MC? I don't know for sure, but in my experience I can land the TKoD against humans in the arcade off of a MC quite often. When it misses, it's hard to say whether I messed it up or if the opponent did something to avoid it.

    cheers,
     
  3. kbcat

    kbcat Well-Known Member

    On topic: I agree this is not a bug, since Sega has had meny version of the game to correct it.

    Off topic: I like your "Toronto Pai" image Llany


    kbcat
     
  4. mindelixir

    mindelixir Well-Known Member

    But why is Toronto in hiragana?
     
  5. Aeon

    Aeon Well-Known Member

    OK... so on paper it looks like Jeff shouldn't be able to stack up against other characters (all other things being equal, of course, especially player skill). He doesn't seem to have an outstanding throwing game... or an outstanding striking game... good oki but not stellar... sort of a big target... and he's slow (sort of).

    When you look at Wolf, a very comparable character, he has (probably) the best throwing game, he's also able to walk through high [P] using [P]+[K] with no stun delays, and has lots of tools to counter low [P] to go along with an average but effective striking game.

    OTOH, Jeff doesn't really have great tools for stopping either, although [6]+[P]+[K] seems to be somewhat useful against high [P]. He doesn't seem to have anything to combat low [P]. (I was hoping maybe in Evo that his threat stance would dodge low [P] or something when he lifts his leg but no dice)

    Like i said, on paper Jeff should probably get his behind handed to him by high [P]/low [P] from fast characters. But he still manages to win. Consistantly. Is it all player skill, or does Jeff have any strengths i'm missing? I need to believe in my boy. Seems like everyone in EVo excels at something. I can't find what Jeff excels in, except maybe mediocrity. Or maybe i'm just a mediocre player...

    P.S. I want to petition AM2 to make Jeff's [2]+[K] a sabaki attack. /versus/images/icons/wink.gif
     
  6. Akebono

    Akebono Well-Known Member

    Jeffrey has that uncanny ability to not have to attack. I know this sounds funny. But at High level, a machi style can be very dangerous. especially if its jeffrey. I mean he has a throw in almost any direction. His okizeme game is stupid strong. And the options that are open to him after an opponent attacks is just silly. Jeffrey can seem weak at times, but dont try to out attack people. remember your not a martial artist, or a wrestler. Jeffrey is a pure brawler, so to make up for his lack of attack arsenal(unlike jacky who needs to attack often) jeffrey can just sit back and wait till a mistake is made, and he can take lots of dmg off with little effort if the opponent makes a mistake.

    I wish I could go into more detail but IM not very good at typing VF. But ive been told I play a pretty good jeffrey.
     
  7. CreeD

    CreeD Well-Known Member

    One thing jeffry keeps is a classic knee - it's a really strong combo starter. The problem I guess is that he needs to look for opportunities where the opponent is at -5 frames or so. Then he can knee interrupt their next attack every time and land 40-50% damage from very, very easy combos. That knee is probably jeffry's nicest tool.

    His other big strength over wolf is that wolf is all about strong single attacks while jeffry is all about the nice canned multipart combos (ff+P,P ... or b,df+P,P ... ... df+P,P,P ... df+P+K,P,P... etc) ... it's combos like these that set up simple guessing games for Jeffry that can lead into the throw or knee. If you block wolf's b+P, there is no further guessing game, wolf has lost advantage. If you block jeffry's, there's the threat of a second hit that can make you hesitate.
     
  8. catharsis

    catharsis Well-Known Member

    Jeffry also has a great ring-out game, with his surprise exchange-> [4][P] ->pick-up, [3][P]+[G], [6][P]+[G], [1][6][P]+[G] all changing ring direction in one way or another... Wolf has this too -- and, I would argue, to a much greater degree -- but hey..

    I hear, however, that Jeffry's [4][P] has been toned down a great deal in range.. is it still possible to land after a surprise exchange?
     
  9. ice-9

    ice-9 Well-Known Member

    With Jeff it's more about landing the big hit...knee, [1][P]+[K], [P]+[K], [3][3][P], [6][6][P]+[K], Threat [P]+[K], even TKOD. Wolf can inflict the same kind of damage, but it's more difficult (i.e. short shoulder).
     
  10. gribbly

    gribbly Well-Known Member

    Interesting post.

    What makes Jeffry special? The answer, of course, is that he's Australian =]

    Seriously, though, I agree with Jedi_Fei. I've always been a very defensive player, and for that reason VF4 Jeffry really suits me. You could play a solid defensive game with just about anyone in VF3 (IMO), but VF4 is a much more agressive game. Jeffry is the one character that suits my block, block, block counter-attack style.

    And I also agree that the knee is pure gold.

    Finally, I'm starting to see a lot of potential in Evo threat-stance stuff. I never used TS much in Ver. C, but in Evo P,P,P+K is a really useful tool.

    cam.
     
  11. CreeD

    CreeD Well-Known Member

    jeff's b+P animation changed, it looks a little shorter range... but I think b+P after a surprise exchange was always blockable anyway.
     
  12. catharsis

    catharsis Well-Known Member

    Yeah, it was blockable, but it was one of those moves that has to be blocked in a particular way... like you have to turn around THEN block, or block without turning around or something... I'd check, but alas I have to leave for work
     
  13. Aeon

    Aeon Well-Known Member

    I'm curious about threat [P]+[K]... i never see anyone in the vids using it. Does it come out quickly? And what properties does it have? Is it better than threat [K]?
     
  14. ice-9

    ice-9 Well-Known Member

    Used differently. Threat [K] is mainly for interrupting up close (i.e. convincing opponents to block so you can do the Threat P-throw). The Threat [P]+[K] has better range (so use it against those that like to back dash when they see you going into Threat), staggers on block, gives great advantage on normal hit. On MC you can combo with a [6][6][P]+[K] or a throw. Maybe even a knee, but I haven't tried.
     

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