1. Hey Guest, looking for Virtua Fighter 5: Ultimate Showdown content? Rest assured that the game is identical to Virtua Fighter 5: Final Showdown so all current resources on here such as Command Lists with frame data, Combo Lists and the Wiki still apply. However, you can expect some VF5US specific changes to come soon!
    Dismiss Notice

Using Jeffry's New Jump Kick

Discussion in 'Jeffry' started by ice-9, Mar 3, 2007.

  1. ice-9

    ice-9 Well-Known Member

    Some of Jeffry's new moves in VF5 leave me puzzled. Puzzled as in why-the-heck-did-AM2-give-him-these-useless-moves?? puzzled. After some versus play last night, I'm happy to report that at least one of his new moves is useful: /forums/images/%%GRAEMLIN_URL%%/uf.gif/forums/images/%%GRAEMLIN_URL%%/k.gif. So what's good about a move that takes 27 frames to execute, hits high, is linear, and doesn't offer combo possibilities? Enough for you to pay attention.

    The thing about Jeffry's new jump kick is that you must condition your opponent with /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/k.gif first. Think of /forums/images/%%GRAEMLIN_URL%%/uf.gif/forums/images/%%GRAEMLIN_URL%%/k.gif and /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/k.gif as twins. The latter is the hotter twin and used as a lead-in (or wing man) to get the former dates. (Everyone knows twins like that right?) /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/k.gif is hot because it has extremely long range, knocks down on hit, can be comboed on counter hit with /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif for great damage, and is relatively safe at -11s especially at long distance. You must get your opponent afraid of /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/k.gif enough that they start holding on to the block button at long distance.

    That's when you start using /forums/images/%%GRAEMLIN_URL%%/uf.gif/forums/images/%%GRAEMLIN_URL%%/k.gif, which also has great distance. The key to /forums/images/%%GRAEMLIN_URL%%/uf.gif/forums/images/%%GRAEMLIN_URL%%/k.gif is that it staggers on block. You'll be amazed at how fast and seamless dashing in to 0-frame throw looks. The sequence practically looks like one hit-throw attack. Once your opponent catches on to the 0-frame throw, mix it up with high damage moves like /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif, knee, /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif, etc.

    Remember though -- lead with the hot twin. Once she (or he) gets your opponent's full atention, follow-up with the unhot-but-still-usable twin.
     
  2. Thund_R

    Thund_R Member

    Wow, that actually helps alot. I've have to give that a try tonight. Always good to see more helpful info for Jeff.
    Too bad I still don't have any human comp.
     
  3. ice-9

    ice-9 Well-Known Member

    NP. One thing to add is that it shouldn't be a 1:1 ratio of sidekicks to jump kicks. The ratio of course depends on the opponent, but I'd say 5 sidekicks to 1 jump kick sounds like the right balance over the long-term.
     
  4. jherb5000

    jherb5000 Well-Known Member

    Also 66K 33P+G works well for me seams to cause a really minor stager on a block just enough time to CD in and throw.
     
  5. Genzen

    Genzen Well-Known Member

    One thing that strikes me as a floor here would be evade and/or back dash.

    I use the sidekick and my opponent back dashes, I'm left in a whiffed move situation.

    I use the sidekick and my opponent evades, I'm left in a 'just been evaded' situation.

    I use the jump kick and my opponent back dashes, I'm left in a whiffed move situation.

    I use the jump kick and my opponent evades, I'm left in a 'just been evaded' situation.

    I seems like either of these two options beats both attacks.

    You could say that I should close the distance to prevent a back dash from working, but then I lose my advantage of range.

    You could say that I should delay the attack to prevent an evade from working, but then I'm open to being hit or thrown whilst I wait.


    Not trying to pick fault here or anything, I'm actually looking to see what tactics you can recommend, as the moves do look useful, but my opponent tends to evade and back dash a lot.

    Thanks Ice!
     
  6. Genzen

    Genzen Well-Known Member

    After using this, I can see my points are rather irrelevant, it's a good tactic and it should be used.
     
  7. Pai_Garu

    Pai_Garu Well-Known Member

    A satisfied customer I see...
     
  8. Unicorn

    Unicorn Well-Known Masher Content Manager Wolf

    PSN:
    unicorn_cz
    XBL:
    unicorn cz
    I found that, if you struggle fast enough, you can struggle out and crouch under a throw after blocekd /forums/images/%%GRAEMLIN_URL%%/uf.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif /forums/images/%%GRAEMLIN_URL%%/frown.gif
     
  9. Sebo

    Sebo Well-Known Member Content Manager Taka Content Manager Jeffry

    PSN:
    Sebopants
    ...
     
  10. Unicorn

    Unicorn Well-Known Masher Content Manager Wolf

    PSN:
    unicorn_cz
    XBL:
    unicorn cz
    I know - I star to pull out qcf+P+K+G then for even greater damage /forums/images/%%GRAEMLIN_URL%%/laugh.gif

    I post it here just to let you know this is possible and that it can happend to you /forums/images/%%GRAEMLIN_URL%%/wink.gif
     

Share This Page

  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice