Master Guide - Jeffry McWild
With Jeffry's high damage uri, he is that character that can fight
with alot of pressure to the opponent when played with some yomi.
In Evo, Jeffry's smaller attacks still carries alot of risk with
them, making them difficult to use. In Final Tuned, however, all of
them have been improved. Even against lightweights, you can expect
to be able to win the matchup. Of course, his style of hitting
opponents with a big move remains just as strong as before. With
his dodge attack and body lift changed, his offense have been
improved dramatically. His is now a character with much less
recovery in general.
A1 Elbow Stomp ~ Double Impact
Different than the Evo version, the first hit does not knock down
on any hit. For that reason, you should not do the second hit
without hit checking the first hit. The first hit is throw
guaranteed on guard, and the second is elbow class counterable.
A2 Elbow Stomp (ver. VF4)
The motion from before makes this move long reaching and easy to
hit. On hit it causes a down which you can follow with a big down
attack. On guard, it is mid counterable.
B1 Body Stab ~ Double Stab ~ Buzzsaw Kick
+ ~ ~ (On Counter Hit) +
Upper class mid attack follow by hit attack. The second hit can be
followed by a hit throw on counter hit. Since the move can be used
effectively when the advantage differential is small, the attack
potential for this move is rather large. Generally, the move should
be stopped after the first hit, and the second hit used sparingly.
When you choose to use the second hit, you should just input the
hit throw as well.
B2 Hell Stab
The first hit is a heavy class attack, with all three hits
being high. This full string can be hit on mC, which should be the
main use for this move. Similar to Jeffry's , except this
string will cause more damage. Since there are now even more moves
that are elbow counterable in FT, there should be much more
opportunities to use this move.
New Moves and Key Changes
- The recovery on guard has been increased, it is now
mid counterable. The damage and the float height has been
increased, and the evasive property has been changed, you can use
it in the same way as before.
- The damage for both hits has been increased, but the
recovery for the second hit is now throw counterable, so you need
to assess the risk involved when using this move.
+ - This is Jeffry's from Evo. You can charge it
like before, and the move is the same as before. Except with the
command change, you can now execute it easier from both standing or
+ (On Hit) + - The move is mostly the same except
the hell claw is now a bit more damaging and the animation for the
hit throw is changed.
- The advantage Jeffry gets from having this move blocked
has been increased, following this move by can now beat a
light class attack. In open stance, can avoid and
hit an opponent's .
(During Evade) ++ - The motion for this move has been
renewed, this move no longer knocks down on hit. The evasive
property of this move has been improved, so it's easier to use this
move compared to before. Since the move will knock the opponent
back quite far, you can follow it up with . The recovery for
the move, however, is more than before. It is now upper class
counterable on guard.
(Threat Stance) + - New throw added to threat stance. Use
this in conjuction with the option to force a nitaku game in
threat stance. Note that like any other throw, this can be beat by
any attack from the opponent.
+ - While the opponent is lifted in the air, you can
control the direction of the throw with respect to Jeffry's
direction on screen. For example, pushing the lever when
Jeffry's facing right would throw the opponent into the screen,
which in this case would be Jeffry's left. For this reason, it's
now easier to get a wall hit with this throw. Like before, if the
opponent perfect TR's the throw, they take no damage. Further more,
it's now a bit harder to attack an opponent that successfully TR's
270+ - Although the command is now made harder, but the
throw no longer has a 1 frame delay due to the absence of the
(On Crouching Opponent) ++ - Due to the motion
renewal, the opponent now lays face down head towards afterwards,
making it easier for okizeme. It's also now possible to use this
move as a ring out device.
(Opponent in Air) + - New air throw that is possible if
your opponent floats into the air. Since there is a height
requirement, the height of the float and the distance to the
opponent must be checked before the throw is executed. This move
also sobers Shun by 2 dps.
(Opponent on ground) + - New ground throw that causes 30
damage, the animation is also different depending on the way the
opponent is laying down.
Other notes: After a HC with +, you can combo with
or a big down attack. The advantage on HC for
is also increased, a knee can now beat a light
class attack after HC hit.
Execution Frames for Key Moves
+ (B2) 13
+ (B1) 15
-13 (Can only hit standing opponent)
+ (B2) -14 (Can only hit standing opponent)
-16 (Can only hit standing opponent)
Source: Virtua Fighter 4 Final Tuned Master Guide