Jeffry McWild Dojo
Select Combos
Only "true" non-QR/TR-able combos listed. Obviously, other
combos from other float starters are possible, but not necessarily listed.
I have not personally tested all of these combos. If you have a combo
that you think should belong here, please e-mail
me. If there is a combo below that requires certain criteria which
I did not list, also please let me know!
I have highlighted recommended combos in italics; by "recommended,"
these are combos that I feel you should definitely know and be able to
pull out at any time.
Knee (f+K)
Follow Ups
d+P > DEU
P > P > DEU
P > b,d/f+P,P
P > b,f+P+K > u+P or d+P+G
P > P,P,P
P > P,P,b+P
P > d/f+P,P,d/f+P
P > d+P+K > d+P+G
P > knee
P > f+P+K
K,K,P
|
Comments
Standard normal knee combo; take out d+P against HWs
MC, take out P otherwise
Counter; take out P against HWs, add P against LWs
For LWs on counter, up to MWs on MC; over 50% damage MC; alternatively
pick up for R.O. purposes
Add another P for LWs on MC; extremely far carrying distance and
40-45% damage on MC. HWs require MC.
b+P will hit the opponent to the side. HWs require MC.
MC
MC
MC
MC
MC, eight stance, near 50% damage. Add P on MC against LWs. Not
posssible against HWs.
|
Kenka Hook (b,f+P) - HKD
Follow Ups
K,K,P
d/f,d/f+P > b,f+K
d+P > b,d/f+P,P
b,f+P+K > d+P+G
b,f+P > DEU
|
Comments
Best combo, near 50% damage
|
Ducking Low (d+K+G) - FKD
Follow Ups
b,f+K
u/f+K+G
u+K+G
d+K+G
b,d/f+P
|
Comments
Best combo; highest guaranteed damage
Switch positions with opponent
The second hammer frequently hits if the opponent doesn't QR/TR
|
Hellstab (f+P+K) - SKD
Follow Ups
b,d/f+P,P
f,f+P,P
Knee
b+K
Low throw
|
Comments
Highest guaranteed damage
Easiest to do
Low throws are of course escapable, but if the opponent's reaction
time is too slow, a low throw is recommended
|
Kenka Upper (d/f,d/f+P)
Follow Ups
f,f+P,P
d/f+P,P,d/f+P
b,f+P+K > d+P+G
P,P,P
K,K,P
|
Comments
Add in P for MC
MC
MC, and for distance
For distance
MC, high damage
|
Headbutt (b,f+P+G)
Follow Ups
d+P > f,f+P,P
d+P > b,d/f+P,P
d+P > f+K
d+P > u/f+K+G
b+K,P
K,K,P
d+P+G
|
Comments
Standard combo
High damage
|
Other Miscellaneous
Combo
DA > f,f+P,P
DEU > d+K+G
SE (wall) > f,f+P,P > d+K+G > stomp
D,d/f+P > f,f+P,P > d+K+G
P+K+G, P > f+P+G > d+K+G > u+K+G
d/f+K+G > b+P
b,f+K > f,f+P,P
K,K > f,f+P,P
f+K+G > throw
|
Comments
Distance dependent
When opponent floats on upper, usually when the dashing elbow staggers
If Jeffry's back is to the wall, SE (d/b+P+G) will slam opponent
to wall, allowing for combo; ~50% life
MC
Threat stance P must be blocked, f+P+G special throw
MC
MC
Throw obviously can be escaped, but opportunity guaranteed when
opponent staggered
|
ice-9's Jeffry McWild Dojo
ice-9; published December 1, 2001; last updated December
25, 2001
|