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 (dK+G). 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 P+G). Although the only moves that lead into thread stance are the straight knuckle~body blow (PP) and the heavy back knuckle (bP+K), 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 P counter, you can PP and then mix up between the Threat P+G or counter side kick (threat stance K).

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 (P+K) 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 (bP+G). After grabbing them, with u or d you can choose the direction you throw them in.
- If the P 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 (P+KPP) is guaranteed. It also takes off 2 drink points.

Footnotes

What's the feeling on the air slam (ufP+G)? After the knee attack (fK), full swinging double hammer (bffP+K) 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 (ffPP) is better, as the okizeme is easier to apply.

Source: Arcadia Issue 52
Translated by: noodalls


Virtua Fighter and all related material © SEGA
VFDC © 1997-2006