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.

Change Moves

A1 Elbow Stomp ~ Double Impact

bP ~ P
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)

bP
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 P counterable.

B1 Body Stab ~ Double Stab ~ Buzzsaw Kick

P+K ~ P ~ (On Counter Hit) P+G
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

P+K P P
The first hit is a heavy P 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 bKP, 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

dfdfP - The recovery on guard has been increased, it is now mid P 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.

bKP - 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.

dbK+G - This is Jeffry's dbK 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 crouching.

ffP+K (On Hit) P+G - 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.

ffK - The advantage Jeffry gets from having this move blocked has been increased, following this move by bP can now beat a light P class attack. In open stance, dfPP can avoid and hit an opponent's dP.

(During Evade) P+K+G - 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 dfK. The recovery for the move, however, is more than before. It is now upper class counterable on guard.

(Threat Stance) P+G - New throw added to threat stance. Use this in conjuction with the K 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.

bP+G - 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 u 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 the throw.

270fP+G - Although the command is now made harder, but the throw no longer has a 1 frame delay due to the absence of the ff command.

(On Crouching Opponent) dfP+K+G - 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) ufP+G - 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) dfP+G - 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 dK+G, you can combo with ffPP or a big down attack. The advantage on HC for ffPP is also increased, a knee can now beat a light P class attack after HC hit.

Execution Frames for Key Moves

P 13
P+K (B2) 13
fP 14
bK 14
P+K (B1) 15
dfP 16
ffP 16
fbP (A2) 16
K 16
dfK 16
dK+G 16
fK 17
dfdfP 20
bfP 21
fP+K 21

Counter Table

PK -13 (Can only hit standing opponent)
bKP -14
P+KPP (B2) -14 (Can only hit standing opponent)
dfPP -16
KKP -16 (Can only hit standing opponent)
fK -17
bfP -21

Source: Virtua Fighter 4 Final Tuned Master Guide


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