Orange Book - Jeffry Combo Maniacs

Text - H.L.
Source - Orange Mook
Translation - Noodalls

bffP+K or dfdfP or fK
1. FP dfddfP ffPP
2. FP bK ffP
3. FP FKKP
4. FP dfddfP fK
5. FP FP ffPP
6. FP dP ffPP
7. FP ffPP
8. dP ffPP
9. fPbP
10. ffPP

Of Jeffrey's three juggle starters, bffP+K on normal hit and dfdfP on counter hit float about the same height, and dfdfP normal hit and fK counter hit float about the same height. Essentially, against light weights if bffP+K hits in closed stance go for 2 and in open stance go for 1. If you can determine hit status and stance after every hit, that's good. In closed stance, use 3,7 and 8, and in open stance use 5-8. One thing you want to be careful of, the fK against heavy weights on normal hit. In this instance, where the starter is from closed stance 9 and open stance 10 are all that will connect. Further, you don't have to use combo 4, but when you do go for combo 2 and accidently input the dfP it is one option.

dbK+G maximum charge or dK+G heavy counter
11. ffPP

dfPP
12. dfdfP dP ufP+G
13. dP ffPP
14. ffPP
15. fK
16. dK+G

Being able to check stances easily after dfPP is one of its strong points. Combo 13 will connect against light weights, combo 14 will work on Brad and Goh in closed stance, otherwise go for 13 when in open stance. Against heavier characters than that, in closed stance use 15 and 16 appropriately, and 14 in open stance. For the characters that 14 won't connect on in closed stance, you can use bdfPP. Actually, you can tech roll before the first hit of the combo connects, but it requires them to just-ukemi, so you can think of it as a combo. From this starter the highest damage is combo 12, which works against Aoi and Lei Fei in clsoed stance. But, to connect this you need to input dfdfP without incurring the 1 frame penalty,. The bK on counter hit gives a float slightly lower than dfPP. Generally, you can only go for combo 16, but there are some hit situations that will allow you to go for 14, so aim for it when you have the chance.

bfP+K or dfK+G
17. FP ffPP
18. dP FKK
19. FPKP
20. dP ffPP

His slam hit combos, when you are in clsoed stance after the hit go for 18, when in open stance 20. Go for a down attack against heavy weights. Also, 17 will work on light weights in open stance, and 19 will connect up to Lion in open stance.

fP+K or Threat stance K counter hit
21. ffPP
22. dfdfP

When fP+K or Threat stance K cause stomach crumple, you can go for combo 21 as the basic combo. The damage for the combo part is 30, but that's not including the damage done by the fP+K starting the combo. Depending on the condition of the bounce, and on the move that gave the stomach crumple, the damage changes a little, so remember that. Also, more than the fP+K, the threat stance K has quick recovery after it connects, so it's easier to connect combos. Combo 22 with the dfdfP drops the damage a little bit, but it is the combo to go for if you want to pressure between ukemizeme and down attacks. If you connect this the opponent will bounce high, and you can down attack them from close range giving a powerful attack after the combo.

Threat stance P guarded fP+G
23. bdfP+K FKKP
24. fK+G

After threat stance P guarded fP+G connects the most reliable option is 24. Against Brad, Lion, Lau and Pai, bdfP+K if input asap will refloat them, and as a result allow combo 23 to connect. On the other hand, after the first hit you can add dK+G to give a foot crumple. It doesn't do as much damage as 23 or 24, but going for it when you are ahead on health is pretty amusing.

Also, a further translation from the move list.

Air slam
A move that grabs a falling opponent out of the air and slams them into the ground on the opposite side. You can use it in air combos, but it depends on being close to them, and the other air combos you can go for will give better damage, so it's really a show-off move. When you are pressed up against the ring edge, a mixup between dbP+G and fK Air throw will let you swap positions with your opponent.


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