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Famitsu Translations : JEFFERY

All information copyrighted by SEGA AM2 and 
Weekly Famitsu Special Edit (Jan 97)

Translation by Sitson Lee (eflower@engsoc.carleton.ca)
               Shuntaro Eguchi 

Jeff concepts
*************

PG/PKG
==
P -> Knee
P -> throw
P -> Lowkick(MC) throw 

HellDunk (d+PK)
===============
HD -> lowthrow
HD -> highthrow  (this is useful if opponents struggle!)
HD -> lowkick(MC) -> throw
HD -> HD (yeah! get them once, if they stuggle, get them again! 8)

GroundThrow followups
=====================
Throw
lowkick
catchthrow

Groundthrow setups
==================
-d/f,d/f+PG
-TKoD
-powerbomb (d/f+PKG)
-frontal backbreaker (b,f,f+PG)
-high back throw (PG)
-low back throw (PKG)
-sidethrow (b,f+PG)
-b,d/f+PK (MC)
-knee (MC) do no follow up with any float combos.

Advanced gameplay.
=================
Basically refer to Wolf's section which describe the same thing.

Extra to that, you can make characters that have low throws with the same
execution as your to make them whiff their throw.
(EG)  Jeff blocks Wolf's low attack
      Jeff can low throw
      Wolf tries to escape jeff's powerbomb
      Jeff waits and see's Wolf's missed lowthrow animation
      Jeff high throws or MC with a Knee

Another important note that I did not mention in Wolf's concepts
is when you are presented with a low throw counter, stable opponents will
try to guess your low throw.  However for characters that do not have low
throws, they do not have a missthrow animation therefore, they will have a 
chance of interrupting you with a lowpunch if you are slow to get them.

Therefore, the advanced gameplay comes in with E-ing and sidelowthrow!

(EG)  Jeff blocks Jacky's D+KK
      Jacky jams in the powerbomb escape
      Jeff is slow to execute or know Jacky will try to escape and knows
       		Jacky has now missed lowthrow animation, therefore to
		avoid being interrupted and wants' to humilate Jacky
		he E's and sidelow throws Jacky.

D+K
===

D+K (MC) -> throw
D+K -> Hell stab (f+PK)
D+K -> K,G for missthrow animation and then throw

Counter throws
==============
If you escape Jeff's frontal backbreaker, Jeff is instantly
counterthrowable during the escape animation.

f,b+P
=====
This is a switching move that would turn the opponent around.
Follow ups are :
-Highthrow if opponent tries to E or get a high back throw if they just
	stand there	
-Lowkick (MC) into a throw

BoxThrow
========
I think I'll leave this out as you know $#@!$# the options.

b,d/f+PK  (mid headbutt)
========

HB (MC) -> on the bounce do a big Upper (d/f,d/f+P) float
HB (MC) -> on the bounce do b,d/f+PP float

Air combos
==========
Knee (MC) -> Knee -> pounce  (level terrain on mid/lightweights)
Knee (MC) -> d/f+PPP         (  "       "    "       " )
Knee (MC) -> PP,b+P on slight slope
f,f+K (MC) -> Knee -> PPP on Aoi downhill on Pai's stage.





              
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