Jeffry McWild Dojo
Step 1 Strategy
By "Step 1 Strategy," this guide is meant to be a first step
for beginning Jeffry players. I assume the other documents in Jeffry's
Dojo have been read, and that the reader is of some competency in the
game. Thus this guide is ideal not for pure beginners but for players
who have some experience in the game but are just starting out with Jeffry.
As I mentioned in the introduction, Jeffry is a defense oriented character.
He is not a character that you can rush in attacking blindly with; constant
monitor of when you have the advantage and when you have the disadvantage
is necessary. His variety of attacks and throws perfectly suit his strategy,
as it is difficult for opponents to escape from Jeffry-advantage situations
unscathed when he has so many good options.
I will divide Jeffry's strategy into three areas: defense, offense, and
ground game.
Defense
Jeffry doesn't have any special defensive moves like a sabaki or reversals,
so it is important to be able to guard and dodge well with Jeffry. Intimate
understanding of your opponents, when you have the advantage and disadvantage,
are important elements to having a good defense.
The moves you should be thinking about on defense are his shot knee,
low punch (LP), P(G), d+K+G and hell stab.
When being attacked continuously, such as against a Pai or Jacky player,
the shot knee will do wonders. It's fast and has high priority.. So for
example, if you just blocked Pai's sidekick and you expect her to continue
attacking but are unsure of what level, a shot knee right after is a good
choice as it will interrupt most anything she attempts at you after. Thus
the shot knee is a great defensive option in the short range.
The LP is another good short range option, but it's best used when you
want to initiate the offense. If your LP hits the opponent, you have the
advantage. However, if it blocked and if the opponent does a fast middle
hit after (like an elbow) and you attempt another LP, you will be interrupted.
While the LP is a great move for Jeffry, it is not perfect so be aware
of getting your LP blocked.
The standing punch, P(G), is traditionally thought of as a defensive
move due to its fast execution and quick recovery, but I will argue that
its usefulness has been decreased considerably in VF4 and that the LP
has replaced many of the situations in which a P(G) used to be a good
bet. Because the P(G) is fast, it can be used to interrupt attacks and
allow Jeffry to press the advantage. P(G) -> throw or knee was often
a good, basic flowchart. However, due to the way in which the buffer system
has changed and in which the execution of throws have changed, P(G) is
not as reliable or as near-guaranteed as it used to be. It's still useful,
but when you get confused and want to stop a barrage of attacks, the LP
is now the best "default" move to use.
The d+K+G is a defensive option for the short to middle range. It is
ideal against opponents closing in on you and using high (and sometimes
middle) attacks to do so. Jeffry ducks low to execute, and on counter
(it actually depends on a formula that takes into account the opponent's
attack damage), you will get the FKD and a good combo. It also works great
after an LP.
The hellstab is Jeffry's mid-distance defensive move of choice. In VF3,
the hellstab was considered more as an offensive, R.O.-potential move,
but in VF4 it should be used more for defensive purposes. The reason is
that on a normal knock down Jeffry can no longer pick up if the opponent
QR/TRs. However, on counter the opponent will SKD, and Jeffry can either
go for the guaranteed combo or for a very damaging low throw. (Hellstab
> Machine Gun Smash looks sooo good). Further, at mid-distance, if
the hellstab is blocked Jeffry is relatively uncounterable. Against really
good players, I recommend just going for the guaranteed damage combo instead
of a low throw after SKD. One additional way of using the hellstab is
to do a back crouch dash to avoid an attack and to immediately follow
with a hellstab.
Offense
Jeffry has a balanced offense. The moves you want to keep in mind when
attacking include his throws (Splash Mountain and Front Backbreaker),
knee, Triple Body Blows, DEU, D/F+P uppercut, b,f+P, d+P+K and b+P+K,K
.
For throws, the Splash Mountain and the Front Backbreaker will give you
the most range and the most damage. These should be your primary means
of attacking dodging opponents and standing opponents. In your offensive
mindset, you shouldn't need to think about using low attacks against standing
opponents.
As mentioned above, the DEU is Jeffry's best way of getting close to
the opponent. Be sure to delay the upper from time to time to keep opponent's
on their toes.
The Triple Body Blow (d/f+P+K,P,P) is an awesome new weapon for Jeffry,
but it's biggest fault is that the first blow executes very slowly. Hence,
you can really only use this when you've convinced the opponent to stop
attacking and at mid-range distance. Once you get past the first body
blow though, throw them when they are expecting the second or third body
blow. Or, get them to eat the body blow and, throw them anyway.
The knee is your primary float tool. It can be used in anticipation of
interrupting attacks but the knee is best used as an alternative to throws,
especially in throw-guaranteed situations. When the opponent thinks you're
going to throw him and attempts a throw escape, go for a knee. At higher
levels, opponents will cancel their throw escape, or go for a reversal
throw escape--adjust accordingly. However, in throw guaranteed situations,
it's usually very difficult for opponents to dodge throw escape, so a
knee would still be a good choice.
In VF4, all middle hits are countered with a mid reversal. This means
that against characters with a middle reversal or sabaki, Jeffry would
need another way of inflicting damage, and his hellstab wouldn't be an
option as it is similarly reversed middle. His b,f+P is the perfect choice.
It will connect against dodging opponents at close range and is a high
attack (and thus can only be reversed high). On even a normal hit, you
can get a HKD, allowing for some damaging combos. The headbutt (b,f+P+K)
is a legitimate alternative to the b,f+P.
Because of his uppercut stagger properties, the D/F+P has become a viable
offensive tool. You can exectue the uppercut after a crouch dash, i.e.
d/f,D/F+P. This allows for a powerful crouch dashing game: CD > Splash
Mountain or uppercut.
The d+P+K is another great move for getting big damage. It's a close
range attack, and the best part about it is that on counter the chances
of landing a low throw is large. And if the opponent struggles or if it
hits on normal, you can force a guessing game: go for a throw, knee, or
another d+P+K.
Lastly, the b+P+K, K is the dark horse offensive move in Jeffry's arsenal,
and that's primarly because the b+P+K hits high, which may seem like a
big flaw. However, the b+P+K seems to have some sort of property which
allows Jeffry to beat a lot of moves, and is worth throwing in from time
to time and as a way of getting close. Moreover, the spinning kick hits
middle, has good range, and if it hits, puts Jeffry in position to throw.
The move in general seems great against dodging opponents as well.
Ground Game
Jeffry has a pretty good ground game, and for many reasons: his f,f+P,
sidekick, good throws, knee, f+K+G, u+K+G, u/f+K+G, and b,d/f+P,P.
When an opponent lands face down and TRs to the side, with the proper
timing, you can hit the opponent's back with a f,f+P, causing the opponent
to stumble and stagger with his back towards you. This is a chance to
dash in and throw, hellstab, knee, b+P or DEU again. Jeffry's most common
way of getting the opponent to fall facing down is his d+K+G on counter.
You can create a guessing game of going for a more damaging ground combo
so that the opponent would be forced to TR/QR. For example, d+K+G >
b,d/f+P,P -> d+K+G. To avoid eating all the damage, the opponent would
TR/QR on the second hammer or the second d+K+G. If you know the opponent
is going to TR, go for the f,f+P stagger. If the opponent QRs, force the
throw/knee guessing game.
Low throwing a TRing opponent is also quite powerful for Jeffry. When
an opponent TRs, he recovers crouching. A well timed low throw could come
in handy.
One additional move to keep in mind against an opponent TRing is Jeffry's
sidekick. When Jeffry sidekicks at long distance, he is practically uncounterable.
The sidekick has very good range and always knocks down. Further, if for
some reason you attempt a sidekick when the opponent did not recover and
was just lying on the ground, a stomp will come out instead.
Jeffry's knee is his best uramawari tool and is good at avoiding low
rising kicks. The knee will go over the low rising kick and Jeffry can
attempt a low throw, or if the opponent recovers quickly from the low
rising kick (for example, if the opponent was lying face down the recovery
of the low rising kick is very fast), Jeffry can go for the high throw.
For uramawari, when close enough to the opponent, a well timed knee will
cause Jeffry to go behind the opponent while the opponent rises with a
kick. Turn around with G and punish.
Jeffry can also use his u+K+G butt stomp as an okizeme tool. If you know
the opponent will rise with a kick, go for the u+K+G and the rising kick
should whiff, scoring Jeffry a free hit. If you know the opponent will
not rise with a kick, then the f+K+G is a great option to go for. Break
the opponent's guard with f+K+G, and go for the throw. Just using u+K+G
and f+K+G makes Jeffry a dangerous okizeme character.
Jeffry's u/f+K+G, executed with the right timing, should also be able
to avoid the low rising kick and counter the opponent. The b,d/f+P, also
timed right, will cause Jeffry to duck below a high rising kick. Finish
with the second hammer to inflict damage. However, because both are quite
difficult to use in okizeme and have a small payoff, use when you want
to show off.
Conclusion
Jeffry cannot be played blindly. A good Jeffry will be patient, carefully
monitoring when he has the advantage/disadvantage, and reacting accordingly.
However, Jeffry's variety of attacks and throws makes him a difficult
character for the opponent to deal with when the situation is in Jeffry's
favor. Jeffry also has great ring out potential with his throws and pick
ups, and he has a great ground game. Jeffry is a very fun character to
play with, and he offers considerable upside. Experts will be able to
incorporate his hit throws (TKOD and P+K+G) with greater frequency and
success. Overall, a great character for the smart and patient player.
ice-9's Jeffry McWild Dojo
ice-9; published December 1, 2001; last updated December
24, 2001
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