VF4 / Jeffry [ print friendly ] [ command view ] Orange Book - Jeffry Combo Maniacs
Text - H.L.
Source - Orange Mook
Translation - Noodalls
+ or or
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
Of Jeffrey's three juggle starters, + on normal hit
and on counter hit float about the same height, and
normal hit and counter hit float about the same
height. Essentially, against light weights if +
hits in closed stance go for 2 and in open stance go for 1. If you
can determine hit status and stance after every hit, that's good.
In closed stance, use 3,7 and 8, and in open stance use 5-8. One
thing you want to be careful of, the against heavy weights
on normal hit. In this instance, where the starter is from closed
stance 9 and open stance 10 are all that will connect. Further, you
don't have to use combo 4, but when you do go for combo 2 and
accidently input the it is one option.
+ maximum charge or + heavy counter
11.
12. +
13.
14.
15.
16. +
Being able to check stances easily after is one of its
strong points. Combo 13 will connect against light weights, combo
14 will work on Brad and Goh in closed stance, otherwise go for 13
when in open stance. Against heavier characters than that, in
closed stance use 15 and 16 appropriately, and 14 in open stance.
For the characters that 14 won't connect on in closed stance, you
can use . Actually, you can tech roll before the
first hit of the combo connects, but it requires them to
just-ukemi, so you can think of it as a combo. From this starter
the highest damage is combo 12, which works against Aoi and Lei Fei
in clsoed stance. But, to connect this you need to input
without incurring the 1 frame penalty,. The on
counter hit gives a float slightly lower than .
Generally, you can only go for combo 16, but there are some hit
situations that will allow you to go for 14, so aim for it when you
have the chance.
+ or +
17.
18.
19.
20.
His slam hit combos, when you are in clsoed stance after the hit go
for 18, when in open stance 20. Go for a down attack against heavy
weights. Also, 17 will work on light weights in open stance, and 19
will connect up to Lion in open stance.
+ or Threat stance counter hit
21.
22.
When + or Threat stance cause stomach crumple, you can
go for combo 21 as the basic combo. The damage for the combo part
is 30, but that's not including the damage done by the +
starting the combo. Depending on the condition of the bounce, and
on the move that gave the stomach crumple, the damage changes a
little, so remember that. Also, more than the +, the
threat stance has quick recovery after it connects, so it's
easier to connect combos. Combo 22 with the drops the
damage a little bit, but it is the combo to go for if you want to
pressure between ukemizeme and down attacks. If you connect this
the opponent will bounce high, and you can down attack them from
close range giving a powerful attack after the combo.
Threat stance guarded +
23. +
24. +
After threat stance guarded + connects the most reliable
option is 24. Against Brad, Lion, Lau and Pai, + if
input asap will refloat them, and as a result allow combo 23 to
connect. On the other hand, after the first hit you can add
+ to give a foot crumple. It doesn't do as much damage as
23 or 24, but going for it when you are ahead on health is pretty
amusing.
Also, a further translation from the move list.
Air slam
A move that grabs a falling opponent out of the air and slams them
into the ground on the opposite side. You can use it in air combos,
but it depends on being close to them, and the other air combos you
can go for will give better damage, so it's really a show-off move.
When you are pressed up against the ring edge, a mixup between
+ and Air throw will let you swap positions with
your opponent.
Posted by
noodalls
on 14/02/2005
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Edited by
Myke
on 03/04/2005
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