VF4 / Jeffry [ print friendly ] [ command view ] Arcadia Issue 52 - Jeffry
Text - Kyasao
Is there an important changed element amongst his few altered
moves?
He does have new moves, but none that are really going to become
key. Utilise his old fighting strategies and new change moves.
Basically, EVO style is OK
Amongst all the characters, Jeffry is the one with the fewest types
of new moves or changes. Because of this, his strategies are
basically the same as previously but perhaps by taking notice of
the changes to his special moves you can causes a change in your
win-ratio.
One of these moves is the ducking low (+). On large
counter it now knocks down, and with a down combo follow up you can
add damage. It can be used in a mixup with throw after having
blocked the opponents attack, and is useful in use against an abare
opponent.
The most exciting change is the Raging Clash (Threat stance
+). Although the only moves that lead into thread stance are
the straight knuckle~body blow () and the heavy back knuckle
(+), it used to be that all attacks from the thread
stance could be avoided towards the opponents front, so this is
very important. Where you have guaranteed counter, you can
and then mix up between the Threat + or counter side
kick (threat stance ).
About the change moves
The A2 elbow stamp (VF4 version) will knock down on coutner, but
it's initiation is 17 frames. Also, on guard it's mid-size punch
counterable, so if you had to pick, A1 would be the recommendation.
About the B change moves, the B2 Hell Stab (+) is
recommended. It's high until the third hit, but the first hit is 13
frames, and it's guaranteed until the 3rd hit, which knocks down.
Captions
- There is one change to the body lift (+). After
grabbing them, with or you can choose the direction you
throw them in.
- If the connects you can go through to threat stance. Against
an abare opponent the counter side kick will hit them, knocking
them down with stomach crumple.
- If you can verify the hit, the A1 elbow stamp is probably
recommended.
- If you guard an evade attack, up until the machine gun hell stab
(+) is guaranteed. It also takes off 2 drink points.
Footnotes
What's the feeling on the air slam (+)? After the knee
attack (), full swinging double hammer (+)
etc. and moves that launch high, the air slam is guaranteed. It is
a followup, but what about the damage? A small dash to elbow upper
() is better, as the okizeme is easier to apply.
Source: Arcadia Issue 52
Translated by: noodalls
Posted by
noodalls
on 29/08/2004
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Edited by
Myke
on 03/04/2005
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