Jeffry McWild Dojo
Select Moves Analysis
This guide is not meant to be a substitute to a complete movelist, but
the important things you need to know about Jeffry will be covered here.
If you are looking for a complete movelist, you can find several in the
Links section. The asterisks indicate how useful or how often you will
be using the relevant move; five asterisks are best, one asterisk is worst.
The number before the asterisk rating is the damage points the move inflicts.
Standing Single Punch :: P :: High :: 14 :: ****
Even though Jeffry's punch is slower than others in execution, it's still
an important tool to interrupt an opponent's attack and gain initiative.
If you only want a single punch and don't want something else to come
out by accident (e.g., P, K or P, P), press the G after P. So the command
will be P, G, or popuarly denoted as P(G).
Punch Kick :: P, K :: High, High :: 14, 20 :: **
This move functions like the above, except the tradeoff for the advantage
gained in a P(G) is the extra damage from the kick follow up. A good alternative
when you want to finish the opponent off or if you want quick damage,
but overall, Jeffry is better off using just the single punch and forcing
a guessing game.
Triple Punches :: P, P, P :: High, High, Middle :: 14, 14, 19 :: **
Because the last punch is a middle, Jeffry can afford to use this string
in its entirety at times. Unfortunately, Jeffry is at a considerable disadvantage
if blocked and may even be throw counterable. Or you can choose to just
go for two punches, P, P, G for a safer alternative. The triple punch
is best used in float combos for distance.
Punch, Punch, Hook :: P, P, b+P :: High, High, High :: 14, 14, 30 ::
**
A viable alternative to the Triple Punches, especially in floats for
more damage and to push the opponent to the side (towards Jeffry's chest).
The Hook will take off two of Shun's drink points.
Low Punch :: d+P :: Special Low :: 9 :: *****
For a slow character like Jeffry, the low punch is absolutely essential,
both as a means of defense and a way to initiate Jeffry's offense. The
low punch can be blocked crouching or standing, however. If you hit the
opponent with a low punch, you can safely go for another low punch. If
the low punch is blocked, Jeffry is at a very slight disadvantage, but
don't let this worry you--knowing how to use the low punch is critical
for Jeffry. You may see the low punch abbreviated as LP.
Uppercut :: D,d/f+P :: Middle :: 22 :: ****
Greatly improved move for Jeffry. The Uppercut hits middle, is fast,
but best of all now staggers, allowing Jeffry a throw attempt or a chance
to force a guessing game.
Elbow Hammer :: f+P, b+P :: Middle, Middle :: 19, 30 :: ***
Jeffry's elbow became weakened in the final versions (it recovered very
quickly in the test version), but it is still a useful attack for Jeffry
as a quick middle attack. If you hit crouching opponents, the opponent
will stagger, allowing Jeffry a guessing game. You should primarily use
just the elbow (f+P), but because Jeffry is at a disadvantage if the elbow
is blocked, and probably throw counterable, you can use the hammer follow
up from time to time to keep opponents honest. 90% of the time, however,
you just want to think of using his elbow. It is possibly his fastest
executing middle attack. The hammer, if blocked, is easily throw counterable.
Triple Upper :: d/f+P, P, d/f+P :: Middle, Middle, Middle :: 15, 15,
20 :: **
It seems as if the first upper hits as a counter, the second is guaranteed.
If both hit a crouching opponent, the opponent will stagger and the third
upper will hit unless the opponent recovers. There may be other criteria/conditions
to induce the stagger, but I'm not sure what they are. Still, the Triple
Upper seems like a string you can use to surprise the opponent or change
the pace of the game. The Triple Upper can also be used in combos.
Dashing Elbow, Upper :: f,f+P, P :: Middle, Middle :: 19, 19 :: *****
One of Jeffry's best moves, and an ideal way for Jeffry to close distance.
If you stagger with a dashing elbow the upper will always knock the opponent
down and you can tack on at least a d+K+G combo. The upper can be delayed
after the dashing elbow, and this allows for a good guessing game. If
executed quickly, the upper will hit if the dashing elbow hits. The dashing
elbow will stagger a crouching opponent. By delaying the upper, you can
sometimes go straight for a throw; after blocking a dashing elbow, the
opponent will often guard standing in anticipation of the upper. The move
can also be used in combos. The one caveat is that if the upper is blocked,
Jeffry is throw counterable but not punch counterable. Prudent use of
the move and mixing up the upper, however, minimizes this risk. The Dashing
Elbow Upper will also be denoted as DEU.
Drop Elbow :: b+P :: Middle :: 20 :: ***
A much improved move. The drop elbow is a near-guaranteed follow up to
Jeffry's Surprise Exchange throw (d/b+P+G). Best of all, you can always
pick up (d+P+G) an opponent after the Drop Elbow for ring out purposes
and for further pressing the throw/attack guessing game. It is a relatively
quick and far range attack. While Jeffry is throw counterable if blocked,
it is not punch counterable; i.e. the Drop Elbow has excellent recovery.
Kenka Upper :: d/f,d/f+P :: Middle :: 30 :: **
This was Jeffry's best floater in VF3, but the Kenka Upper executes much
slower in VF4. It can still be used as a damaging floater, but the opponent
floats differently when hit and doesn't seem to have as much float potential.
It is not clear whether Jeffry is throw counterable if his blocked.
Double Hammer :: b,d/f+P, P :: Middle, Middle :: 20, 20 :: ***
A good enough move to use in normal gameplay because you can delay the
second hammer or not execute it at all. The move takes good damage, and
unless the first hammer knocks the opponent to the ground quickly (as
opposed to a normal hit), the second hammer is guaranteed for pretty good
damage. The range is very good too, and it has limited okizeme application.
After the first hammer, Jeffry bends low enough to avoid high rising kicks.
Continue with the second hammer for guaranteed damage. The Double Hammer
is often used in combos.
Baseball Pitch :: b,f,f+P :: Middle :: 35 :: **
The Baseball Pitch can be charged. When fully charged, the opponent will
stagger, allowing for a guessing game. However, because Jeffry is a slow
character, an even slower move like this would be difficult to hit the
opponent with. You can pick up after and you can probably go for a combo
on the bounce. The recovery is fast if blocked. Probably best used from
a mid-range as the opponent is getting up.
Tornado Hammer :: f,b+P :: High :: 25 :: *
Slow and not very useful. It turns the opponent around if hit but the
opponent is pushed far out of throwing range. Does take 2 drink points
from Shun though.
Kenka Hook :: b,f+P :: High :: 30 :: ***
High and not very fast with limited tracking properties. If it connects
(even on normal hit), it will cause the opponent to HKD, allowing for
good damage. Best used when the opponent is attempting to escape a throw
or reversing middle/low. Tack on a K,K,P for easy high damage.
Knee :: f+K :: Middle :: 32 :: ****
Jeffry's primary float starter. Use knee > LP > DEU as a staple
combo. Against heavyweights, take out the LP if the knee hits normally.
The knee's biggest weakness is slow recovery--it is throw counterable
if blocked. You can also use his knee for okizeme and uramawari purposes.
The knee will go above low rising kicks if timed right, allowing for a
throw opportunity. If you get close enough, the knee will sometimes cause
Jeffry to go over the opponent's rising kick to land behind the opponent's
back. Press G to turn around and punish, or go for a turn toward attack.
Jeffry is throw counterable if the knee is blocked and up to medium-speed-punch
counterable.
Shot Knee, Hook :: b+K, P :: Middle, High :: 16, 15 :: ****
His shot knee is the valuable part of this two-hit move, but the hook
is good for keeping opponents honest (it can be slightly delayed) and
for guaranteed damage when the shot knee strikes crouching opponents.
When the shot knee hits a crouching opponent, the opponent is forced standing.
The best thing about the shot knee is its quick execution--use it to interrupt
opponents. After blocking an opponent's attack and gaining back the advantage,
the opponent will sometimes press on with another attack. The shot knee
is ideal for interrupting that attack. Unfortunately, the shot knee can
no longer be used as a float combo starter in VF4, but if the opponent
doesn't QR/TR after being knocked down from the hook, you can tack on
a d+K+G on the bounce. Finally, the hook will take off one of Shun's drink
points, but is very counterable if blocked.
Sidekick :: d/f+K :: Middle :: 28 :: ***
A reasonably quick and very far range attack. Great for hitting opponents
as they rise from a distance. Will always knock down on contact. The sidekick
is throw counterable if blocked but not punch counterable.
Kenka Kick :: f,f+K :: Middle :: 40 :: **
A far ranging attack that can be used now and then for a change of pace.
It is slow in execution but it's deceptive in that its start up animation
isn't that obvious. Jeffry is uncounterable when blocked, and so you can
frequently surprise opponents with a knee or throw afterwards.
Low kick :: d/b+K :: Low :: 17 :: **
Useful for tick damage. However, Jeffry is at a disadvantage if the low
kick hits normally, and is certainly staggerable if blocked.
Axe Kick :: b,f+K :: Middle :: 30 :: *
A very slow attack (though quick recovering). Best used as part of a
combo.
Toe Kick of Doom:: d+K, QCF+P+G :: Middle, Throw :: 24, 70 :: ***
The Toe Kick of Doom (TKOD) is a very powerful and damaging move for
Jeffry. The throw portion of the hit throw is guaranteed, but Jeffry's
successful timing depends on the range and on how the opponent recovers
(the faster the recovery, the sooner the QCF+P+G must be inputted). If
the TKOD is too difficult for you to pull off on a consistent basis, you
may consider just going for a throw after the Toe Kick. Because of the
extended range of throws in VF4, Toe Kick > throw can look seamless.
The throw is of course escapable in that situation, but on MC the throw
opportunity is near-guaranteed.
Kick, Toe Kick, Hammer :: K, K, P :: High, Middle, Middle :: 30, 15,
20 :: ***
Great for combos as it is very damaging, and has some application in
flowcharts as the standing kick has enormous priority--just don't finish
the Hammer portion too often as it recovers slowly. After the first kick,
you can also go straight into the TKOD. The command would be: K, K, QCF+P+G.
Unfortunately, because the TKOD is a hit throw and the command must be
inputted immediately, the hammer can't be used as a guessing game. The
hammer, if blocked, is easily throw counterable.
Triple Stabs :: P+K, P, P :: High, High, High :: 15, 10, 15 :: *
Nothing much here, except if you knock an opponent down you can often
tack on a d+K+G combo. On counter, the last stab will HKD an opponent--combo
time.
Hell Stab :: f+P+K :: Middle :: 20 :: ****
A move for Jeffry that has big potential for damage and has good range.
The move will either knock an opponent down (the opponent can QR/TR; should
they not, you can go for a pounce or a pick up) or it will cause the opponent
to SKD on major counter. You can low throw an opponent KDing or you can
go for a combo. While Jeffry is throw coutnerable if blocked, the hell
stab recovers reasonably well.
Hell Hammer :: d+P+K :: Middle :: 21 :: ***
Another improved move. On counter, a low throw after the Hell Hammer
is or near guaranteed. It hits middle and is relatively fast.
Overhead Hammer :: d/b+P+K :: Middle :: 20 :: *
An alternative to the Hell Hammer, better only in that it takes a drink
point from Shun, but it is far too slow to be of much use.
Headbutt :: b,f+P+K :: Middle :: 35 :: ***
A deceptively quick and far reaching attack, the Headbutt also has its
uses in combos and as a combo starter. When the opponent gets hit you
will get a flop animation, allowing Jeffry to combo or to pick up. When
blocked, Jeffry is throw and punch counterable.
Charging Headbutt :: b,f,f+P+K :: Middle :: 30 :: *
Not very useful, but it has great range however, and can be used as opponents
are rising from a distance.
Triple Body Blows :: df+P+K, P, P :: Middle, Middle, Middle :: 18, 18,
20 :: ***
One of Jeffry's best new moves. The first body blow is the least useful,
as it is slow, but the latter two are great. If you hit the opponent with
the second body blow, Jeffry is within range to throw (even if it doesn't
look like it) and the throw will look seamless, although the throw opportunity
is not guaranteed and easily recoverable. If the third body blow hits,
you have another throw opportunity that isn't as easy to recover from.
Instead of going for the second or third body blow, you can alternate
and throw the unsuspecting opponent instead.
Back Fist, Spin Kick :: b+P+K, K :: High, Middle :: 18, 22 :: ***
Although the Back Fist hits high, it has some evasive properties and
can beat out a punch or a low punch (if executed early enough). The canned
Spin Kick hits middle, has good range, and recovers well. Even better,
if the K hits the opponent, Jeffry is in a good position for a throw even
though it doesn't seem like he's in throw range!
Stomach Crush Toss or Buster :: b,d/f+P+K, b+P+G or d+P+G :: 20, 40 or
45 :: **
These are the only hit throws that can be escaped in the game (by b+P+G
or d+P+G), but the Stomach Crush to throw is still useful because the
Stomach Crush cannot be reversed. The Toss has Jeffry flipping the opponent
backwards, which is useful to reverse ring position. The Buster has the
same animation as his d+P+G throw.
Dunking Low :: d+K+G :: Low :: 21 :: ****
Probably Jeffry's most useful low attack after his LP. He ducks low for
the low kick, allowing him to avoid most high attacks. On counter it will
cause opponents to LKD, allowing for off the bounce combos for very good
damage. Use as a defensive move and anticipate to interrupt. Jeffry loses
initiative if the Dunking Low hits normally. When blocked, Jeffry is staggerable
and can be low thrown.
Standing Low Kick :: d/f+K+G :: Low :: 20 :: *
The Dunking Low is almost always better than this move, but the Standing
Low Kick executes slightly faster.
Break Guard :: f+K+G :: Middle :: 35 :: ***
Although very slow, connecting the Break Guard (guarded or not) will
cause the opponent to stagger, allowing for a guaranteed throw opportunity.
This move is best used when an opponent is about to stand up but doesn't
rise with an attack. The move itself will take two drink points from Shun.
Butt Pounce :: u+K+G :: Middle :: 30 :: **
Jeffry's VF3 big pounce, and the best "move" pounce in the
game as Jeffry lies down after the pounce. Has some utility as a viable
pounce and as an okizeme tool. Great against a stance-crazy Lei Fei.
Rolling Heel :: u/f+K+G :: Middle :: 30 :: *
Worth mentioning as a way for Jeffry to lie down and waste time, but
even then the u+K+G is better. The u/f+K+G should only be used when you
want to switch positions with the opponent.
Dodge Attack :: u or d, P+K+G :: Middle :: 25 :: ****
Jeffry's Dodge Attack (DA) is actually quite good. Jeffry can tack on
a DEU combo for additional damage.
Threat Stance Punch Throw :: P+K+G, P, f+P+G :: High, Throw :: 30, 40
:: **
P+K+G gets Jeffry into stance. The punch after the P+K+G will knock down
if it hits, but if it doesn't, Jeffry is guaranteed a f+P+G hit throw
with the proper (and strict!) timing. The really good thing about this
sequence is that if the throw connects, Jeffry can combo with d+K+G >
u+K+G for nearly half life damage. The P+K+G, P seems to have limited
tracking properties.
Threat Stance Kick :: P+K+G, K :: Middle :: 20 :: **
The Stance Punch Throw only works with the threat of the Stance Kick.
The kick hits middle, has good range, is quick, and recovers well. Best
of all, on counter, the kick will SKD, allowing Jeffy a combo for very
good damage. The overall sequence, P+K+G > K is relatively fast. Note
that Jeffry pulls him up straight on the P+K+G, withdrawing him away just
a fraction. It's not Jacky's Shuffle Step, but the extra distance could
make the difference.
Pounce :: u+P :: Ground Attack :: 25 :: ***
A fast ground attack, with the caveat being that Jeffry takes a ton of
time to recover if the pounce misses.
Stomp :: d/f+K :: Ground Attack :: 15 :: **
A stomp which leaves Jeffry recovering relatively slower. In VF3, Jeffry's
pounce is actually faster than dashing in and using a stomp! The same
could be true in VF4. Still, the stomp is a legitimate threat for situations
where an opponent has to QR/TR to avoid the ground attack.
Pick Up :: d+P+G :: Ground Throw :: 0 :: ****
Whenever a pick up is possible, a pounce/stomp is usually possible. Still,
what you get with a pick up is sometimes worth the sacrifice in damage.
The pick up has been hugely improved in VF4. First, Jeffry pushes the
opponent after picking up for ring out distancing. Second, Jeffry can
immediately throw after a pick up without dashing in. Thus, you can force
a middle attack/throw guessing game after a pick up.
Knee Smash :: P+G :: High Throw :: 35 :: *
Quick and useless, considering the variety in Jeffry's other throws.
Don't want to be caught with this throw.
Power Slam :: f+P+G :: High Throw :: 50 :: ***
A good one direction command throw. Jeffry switches positions with the
opponent. The throw executes very quickly, so this is the throw to use
when time is running out. Jeffry is perfectly safe when the throw is escaped.
Fireman's Carry :: d/f+P+G :: High Throw :: 50 :: ***
Another good one direction command throw, and Jeffry's VF3 P+G throw.
Jeffry switches positions with the opponent, but the throw is rather slow.
Jeffry is safe when the throw is escaped and actually has the advantage,
with the opponent's back to him.
Spine Buster :: d+P+G :: High Throw :: 45 :: ***
The throw which very few people escape. Also executes quickly, and you
can sometimes get away with a stomp, but it's not guaranteed. Takes a
Shun drink point off.
Surprise Exchange :: d/b+P+G :: High Throw :: 0 :: ***
Also known as the Box Throw, Jeffry's Surprise Exchange (SE) is best
used for ring out purposes. Jeffry throws the opponent behind him, exposing
the opponent's back to him. It's an excellent throw with Jeffry's back
to the ring/wall. An elbow drop is nearly (if not always) guaranteed after,
and a pick up after elbow drop is also guaranteed, allowing Jeffry to
push the opponent quite a distance behind him. Wenyi from Singapore has
a devastating sequence he likes to use: SE -> b+P -> d+P+G ->
Triple Headbutt/Knee. The distance from this sequence is absolutely insane!
After an SE, Jeffry can also go for a guessing game, opting to use a headbutt,
knee, hellstab, or a throw for more damage. When you SE an opponent against
the wall, the DEU > d+K+G is guaranteed.
Military Press :: b+P+G :: High Throw :: 60 :: ***
A very slow throw, but thankfully the damage is taken in installments
while Jeffry holds the opponent in the air. However, the opponent can
QR/TR on hitting the ground which will decrease the damage taken by about
20 points. When escaped, Jeffry has the advantage with the opponent's
back facing him. Against the wall, the opponent cannot QR/TR, and Jeffry
can tack on more damage with a d+K+G combo or a pounce.
Machine Gun Hammer :: d/b,f+P+G :: High Throw :: 60 :: *
Even though this throw takes good damage (and looks damn cool), due to
its two directional command input it's best used in situations where the
command input isn't critical (i.e. it's hard to use dashing in and throwing,
but good in guaranteed throw situations). Even then, his b,f,f+P+G would
be a better throw as it takes more damage and they are both escaped by
f+P+G.
Tackle and Grind :: b,d/f+P+G :: High Throw :: 55 :: **
Jeffry tackles the opponent head first for a good distance forward, but
ends up reversing position. However, for the same reason as the Machine
Gun Hammer is not that great of a throw, the Tackle is not as good as
his Splash Mountain (d/f,d/f+P+G) or d/f+P+G. It gets one star more, however,
for being a great wall throw.
Splash Mountain :: d/f,d/f+P+G :: High Throw :: 70 :: *****
Jeffry's best throw. The range is very, very good, partly due to d/f,d/f
being a crouch dashing motion. When escaped, the opponent ends up behind
Jeffry, both their backs facing each other, so the situation is equal.
The stomp is not guaranteed after the Splash Mountain, but it is worth
attempting from time to time.
Front Back Breaker :: b,f,f+P+G :: High Throw :: 65 :: *****
Jeffry's other best throw. Like the Splash Mountain, the Front Back Breaker
has the same virtue of having good range due to the built in dash of the
f,f command. It also takes off a lot of damage, and the stomp afterwards
has a high chance of connecting. When escaped, both Jeffry and the opponent
are equal but both recover in close range. Will also take two drink points
off Shun.
Triple Headbutt :: b,f+P+G, f+P+G, f+P+G :: High Throw :: 20, 16, 32
:: **
Double Headbutt, Knee :: b,f+P+G, f+P+G, b+P+G :: High Throw :: 20, 16,
30 :: **
Headbutt, Knee :: b,f+P+G, b+P+G :: High Throw :: 20, 30 :: *
If you opt for all three headbutts, you can get 2 drink points off Shun.
Any time a headbutt is reversed, go for a throw/knee guessing game as
both will recover in short distance to each other.
Backbreaker :: P+G :: High Back Throw :: 70 :: ****
Back throws are not escapable and the stomp is very likely afterwards,
so this is the good for going after maximum damage.
Choker Swing :: b+P+G :: High Back Throw :: 75 :: ****
Takes more damage than the Backbreaker itself, but no stomp afterwards.
The good thing about this throw is that Jeffry reverses position and tosses
the opponent backwards, which is good for ring out purposes.
Coconut Crush :: P+G :: High Side Throw :: 50 :: *
Side throws can be escaped, but unfortunately, the method of escaping
makes no difference whether it is a command or P+G side throw. Hence,
you should go for Jeffry's command side throw whenever possible.
Arm Breaker :: b,f+P+G or f,b+P+G :: High Side Throw :: 60 :: ***
Better damage and a stomp or pick up is likely afterwards. However, because
side throws can be escaped, you may choose to go for a big attack instead
of the side throw.
Iron Claw :: d+P+K+G :: Low Throw :: 50 :: ***
The least escaped low throw, probably due to its smallest damage. A stomp
after is likely though, so the overall damage is not bad.
Power Bomb :: d/f+P+K+G :: Low Throw :: 60 :: ***
Great damage, easy execution, and the stomp afterwards is very likely.
However, this is the low throw that most people escape.
Machine Gun Smash :: d,f+P+K+G :: Low Throw :: 70 :: ***
Cool looking and good damage. Easier to execute than it looks, you can
think of the d,f as QCF. No stomp after though.
Low Backbreaker :: P+K+G :: Low Back Throw :: 80 :: ****
No brainer for this, it's Jeffry's only low back throw. The only concern
is that low back throw opportunities are few and far between, and the
window to land the low back throw is often very narrow. It may be more
reliable to go after a big attack like the Kenka Upper instead.
Low Side Throw :: P+K+G :: Low Side Throw :: 70 :: ***
Still the sign of a stylish, kick butt Jeffry player. After dodging,
it might be useful to press G first before going for the P+K+G; this is
to prevent accidentally executing his DA. You should also always attempt
a low side throw with d+P+K+G or d/f+P+K+G even though a P+K+G is sufficient;
this is just in case the opponent is in a normal low throw position instead
of a low side throw position. A P+K+G in the former position will get
you his stance by accident, but by hedging the low side throw command
with a "d" or a "d/f," will get you the low throw
just in case. Instead of a low side throw, one may choose to go for a
DA instead as it is a credible and more reliable alternative.
:: A word about Jeffry's turn toward attacks ::
Jeffry is mostly a face-to-the-opponent fighter, and in the few situations
where Jeffry's back is towards the opponent, it is usually not worth going
for a turn toward attack. Jeffry's turn toward attacks are slow and nothing
worth writing about. I recommend dashing away or turning around right
away with G.
ice-9's Jeffry McWild Dojo
ice-9; published December 1, 2001; last updated January
02, 2002
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