Jeffry - Move Analysis - VF5FS
Hello(top)All of the information below is from observations of top level Jeffry players, personal experience, and an impossible to calculate number of hours in Dojo mode. Besides, I'm Sebo, the over-achieving super scrub who is putting as much effort as possible into this to make up for that one incident in 2009! I think I know what I'm typing about half of the time!
This is not a lazy list of "Top Ten Moves" kinda deal, but an extensive, and often excessive, breakdown of everything Jeffry can do. If you want a simple list of things, it will be uploaded in the strategy section of the wiki.
Notes(top)= Drink point. Moves only sober shun on (any) hit.
Any delayable move can be delayed to catch a failed evade. For example an opponent fails an evade after , you delay the 3rd and hit them.
If a move is linear, It's evadable any direction.
Floor scrape moves hit opponents using moves that can crush highs and a lot of mids. They're also used in OTG/"green" combos if the opponent doesn't tech roll for monstrous damage.
When describing a move, saying it "combos" means it launches for a combo.
NC = Natural combo
"Special [attack level]" is used interchangeably with "EX [attack level]". e.g is a special low/EX low.
is a NC on any hit of these: , , , ( is NOT a NC), ( ... combos on most characters)
Safe (on block/escape) = -1f to -5f
Nitaku (also safe) = -6f to -9f
Punishable = -10f and below
Small Advantage/Neutral = 0f to +5f
Nitaku/Knock down/Float = +6f to +9f
Guaranteed follow up = +10f and above
Not every character has low throws to punish blocked -10f attacks that leave you in a crouch state. Only: Jeffry, Goh, DS Vanessa, El Blaze, Wolf, Aoi, Taka and Pai have low throws.
You may not be able to get any follow up damage after a "Float" if your opponent tech rolls immediately.
Whenever you see "wall hit" in the description in a move this means you can get additional damage. is the easiest, is a little stricter and riskier but more rewarding, leads to a bound combo and work up to Jeffry and Wolf (inconsistent on Wolf), and full wall combos after on everyone but Akira, Jeffry, Wolf, and Taka. Always be mindful of where you are in relation to any walls as there are a lot of high damage combos not being taken advantage of .
- 12f. Block = +2, NH = +5, CH = +8. High. Linear.
This is a jab. Jabs are arguably the most important moves in the whole game, and Jeffry has one and you should use it. You are at advantage if your opponent blocks (+2) or evades your . Can use to increase the range of and is sometimes required in some combos. can also be done by inputting .
With , there is a long delay window available. While it's not wise to do too much, more of a once in a blue moon strategy, but doing from a distance that would whiff, and then doing the second hit if you've properly baited a counter attack attempt.
This 3rd is also very delayable. It knocks down on any hit and gives a small combo on CH. If the second counters, will connect, and if near a wall, after a wall hit you can apply addition damage via or with proper spacing you can even continue with wall combos (harder timing, super strict spacing), or into bound combos. At correct advantages, is guaranteed after an evade for a knockdown and possible wall hit and the previously stated wall hit follow ups. Can be used to punish Taka at -12f, giving a knockdown and 39 points of damage, or is you're mashy enough: is guaranteed on the first hit if it is a CH but delaying for hit check makes the last blockable. It also rings out everyone (even Taka) over a low wall on any hit. Punishable at -13f on block. Linear.
Second hits mid. Use to deter opponents ducking or attempting a of their own after is guarded. Linear.
If counter hits, the follow up of ++ will connect. But this is quite difficult to hitcheck. This string is also guaranteed after a successful evade on a side-turned opponent, and Threat stance is really strong versus a side-turned opponent.
If (The second hit) CHs the last hit of will connect. If near a war, it will result in a wall hit (refer to the note on "wall hit"). The last hit of covers Jeffry`s back, and if you`re parallel to the wall (stomach facing the wall), if the last hit counters, you will get a high wall splat. Sobers 1 Half-circular (evadable to his front)
Used as a 12f punished on everyone except Taka. If the second hit of counter hits, combos are possible, refer to the Jeffry Combo section. The second hit is very delayable and is half-circular [escapable to his back] as well. Depending on proximity to the wall, a 70+ damage wall combo is possible [if Counter hits, check the Tab on the Jeffry Combo page]. -4 and +4 on block and hit respectively. NC
Also used to punish Taka at -12f, does 41 damage but leaves you at -1f. After the second hit of counters, and you do input the final hit (the input is tight so don't expect to do it visually all the time), you will get a little 2-hit wall carry combo, and depending on range can lead to a fairly damaging wall combo (i.e. [CH on 2nd hit] <wall hit> : does 98 damage). Also rings out over short walls with little difficulty, and changes footing. Versus Wolf's and Taka's , OR does decent damage and knocks down. -10f on block. Linear.
Within improvised combos (i.e. not fully optimized for damage/wall carry, or you forget what to do next) , , , and can all work as combo enders. But the amazing thing is with proper ring awareness, all of these strings lead to a wall hit state and can lead more damage than the standard combos.
(CH on 2nd hit) is the max damage combo (81 damage) against Eileen in open stance.
(CH on 2nd hit) does only 58 damage, but with proper spacing after a wall hit you can extend the combo with for 93 damage.
(CH on 2nd hit) does only 62 damage, but with proper spacing (and Jeffry is parallel with a wall, and his stomach is facing towards it) after a wall hit you can extend the combo with for 97 damage.
(CH on 2nd hit) does only 57 damage, but with proper spacing after a wall hit you can extend the combo with for 78 damage. This combo may not do as much damage as the first one, but it doesn't require checking stance.
Lastly, each of the strings puts the opponent down in a different kind of state. and knocks the opponent down where they're in a face up, feet toward. If is done in a combo, the opponent will flip in the air and will land face down, head towards. , whether if done by itself or in a combo, will cause the opponent to spin to the side putting the opponent down in a face up, head towards position. If you check the stance before it hit, step to where opponent's back was to evade the mid rising kick.
*maybe make a guide for all the knockdowns?* Yes, in strategy
- 14f. Block = -5, NH = -1, CH =+5. Mid. Linear.
This is an elbow. Elbows, like and throws, are the most important attacks in the game. Jeffry's is one of the weaker elbows in the game (at least as a stand alone attack), but the strength of this attack comes from its follow up.
is a very delayable follow up to . Its guaranteed if either NH or CH. For NH there must be no delay and for CH only a very slight delay is allowed, making CH very hard to hit check. It can be used to make safer on block; If they attack, throw or try to attack after an evade they'll get CH by the follow up, making this a useful psychological tool . It causes a wall hit and a free , sobers 1 and can be used as a combo ender to cause a slam, so unless they tech roll you can go for a down attack. Use to punish a back turned opponent by a wall for a free . Punishable at -15f on block. linear. Floor scrapes
This attack also serves as Jeffry's -14 (and higher) punisher along side , both of which also work when crouched. The reason why you might use over is when the opponent has a wall to their back. Depending on the spacing from the wall, you can get a wall combo/ bound combo.
Even when not punishing with , you can still convert the wall hit into a very damaging combo even if the opponent blocks the and gets hit with only the follow up. The range where these combos are threatening increase if the attack lands as a CH as well. For example, against light characters like Eileen or Lion, from the starting position on the "taco" stages (Lei-Fei's and Lion's), landing a CH is the perfect spacing for setting up these wall combos. Each character's weight is different, so discover the ranges necessary for each in dojo.
If up next to the wall and the second hit lands as a CH, the opponent will wall splat and will give you an easy wall combo. And if the second hit reduces the opponent's health to zero and make them hit a wall, it will cause it to break on the stages that allow for that.
- 12f. Block = -5, NH = +4, CH = +7. EX low. Linear.
Use for poking, interrupting, punishing, setting up stronger moves and in combos, ducking highs (ducks on the 1st frame), abare'ing or blowing up abare at "tiny" to "small" disadvantages and advantages respectively (+/-1 to +/-3). Vulnerable to backdash. Several characters have tools that can heavily punish overuse of . Floor scrapes and easy to tack on a downed opponent that doesn't tech their fall..
- 16f. Block = -6, NH = -1, CH = +4. Mid. Linear. Can floor scrape (unreliable)
This move is up there in importance as it serves as Jeffry's mid-range harassment tool. It basically functions as a "side-kick" attack that every character has, and while Jeffry's is a literal sidekick, serves as a means of closing distance, doing damage, setting up a guessing game, and all the while not knocking down. Though that last point isn't entirely true, as if the first hit connects on a crouching opponent, it will cause a stagger and the second hit will launch slightly, and if it makes contact with the wall, you can get a free (or similar) attack for additional damage.
- Block = -6, NH = -1, CH = +4. Mid. Linear. Can floor scrape (unreliable). Delayable. NC
Back to the first point, the range on this attack is pretty good, but whether you use it at max or close range is irrelevant (though maybe spacing/footing may change properties on block and such). Also, as previously stated, has a built-in mind game, as the two hits are mid (well, the second in special mid), and is extremely delayable. It is a legitimate tactic to do and go for a throw or something else, of course only if they're going to continue blocking. Like all tactics, what you do should be based on how your opponent reacts in certain situations. When hits on a crouched opponent (and if they crouch after ) the opponent will fall down in a face up, feet toward position.
After launching an opponent, will most likely be able to connect (only few exceptions), and after wall slumps and bounds it's almost always the easiest option and usually only does 2 or 3 damage less than the max damage combos and also leads to a better wake up game for Jeffry. When it hits an airborne opponent (even if you catch them jumping) it makes them spin to the side and land in a face up, head towards position allowing for you to be able to evade rising mid kicks.
This attack is also guaranteed after with perfect buffering for 38 damage, +2 advantage, and the opponent is in sideturned. As stated above, if the opponent tries to crouch after the , this will stagger and knock down. The way you might be able to condition the opponent to crouch after the throw is to use //->Wall combos, but this doesn't work on every character.
- 17f. Block = -4, NH = -1, CH = +3. High. Half-circular (evadable to his front). The fastest move that tracks to your back. This is an important attack in Jeffry's toolbox, use it as a poke, especially against opponents without disappearing hitboxes (like Shun).
...if it hits, ++ will connect [NC] for a threat stance based mind game.
- Block = -8, NH = +4, CH = +8. Mid. Linear. Delayable. NC
If connects and the opponent hits a wall, the follow up will knock them down into a low wall splat state, allowing for a follow up. Speak of and walls, this is probably one of Jeffry's most important tools in the act or initiation of wall combos. For example, you perform +, this leads to a <standing bound> state. While you have many, I literally mean many, options that can lead to many different oki options, wall hits, etc. does decent damage and knock the opponent forward quite a distance (good for ring control). But let's say a wall is nearby, will initiate a low wall splat. Now let's say after + bounds, the opponent is really close to the wall, ++will put the opponent into a flop state allowing for more/different combo options and arguably scarier oki options. In wall combos in general, <wall hit>+<standing bound>++ is arguably the best option ( vs. Taka). (In retrospect, after +7 years of VF5FS play, during a wall combo, is my preferred move over ++ as you have more options against a wall slumped opponent versus the bound)
This is often the highest damage combo ender after combos that cause bounds ( /Threat ).
Use along with and when you have minor advantage on an opponent with a wall to their back. If close enough, will cause a wall stagger, and the follow up will cause a wall slump, allowing for a decent amount of damage.
Another good use for this string is to beat Wolf and Taka players who use / a lot. It doesn't lead to the knock down (or wall combo starting) of using / for that purpose, but you get decent damage, +8 advantage and considerable push back.
Also after knock downs and throws ( is the easiest to time), will beat out mid rising kicks and give good damage and +4 on hit, and if close enough cause a wall stagger/slump.
- 21f. Block = -6, combos on any hit. Special high. Half-circular (evadable to his front). Sobers 1
This leads to 80-90 damage (more possible near a wall if you do <wall hit>). While a little slow, this is a special high and whereas some lows will go under Jeffry's mid attacks, with proper frames will beat those lows. Also after a knockdown (be it from a combo or throw) dashing in and doing , while risky and requires just frame timing as there are only 3 active frames available, can beat out both rising mid and low attacks. The range isn't excellent, but it is sufficient, and is just one of many really good oki moves. It sobers one point.
Other than for use on rising opponents and as an anti-step attack (covering the other direction of what covers), it is a good whiff punisher when used like , similar to Taka's /Aoi's /etc when beating out attacks that are naturally weak to back dashing.
- 18f. Block = -14, floats on any hit. Mid. Linear. Floor scrapes
For starters, the range is pretty good, and you can also input a backdash (). With this additional input and the attack's animation, at certain ranges it will go over lows, and with a proper delay, will go under some highs allowing for the additional to connect. The delay possible between both hits is pretty long, sometimes allowing you to have get blocked but the opponent being too afraid to punish. With the long delay, it is possible to beat opponents who have evaded the first hit and then try to counter attack. In addition to being an anti-sabaki attack, this is clearly one of Jeffry's best tools for harassing and conditioning your opponent.
If the first hit counters with an opponent's back to the wall, you will get a high wall splat and can potentially do an additional 70-90(?) damage+ oki. If it connects on normal hit and you missed the input for the second , you can tack on additional damage with [depends on range, is almost always guranteed if hits]. , if it hits near a wall, a // is also possible here as well. Not sure about counter hit, but a counter hit on the second will ring out over short walls at the right distance.
- Block = -15, floats on any hit. Mid. Linear. Floor scrapes. Delayable. NC
Not much more to add but if this last attack makes the opponent hit a wall and makes you win a round this move will break the walls in Goh, Pai, Sarah, and Jeffry's stages.
[LVL1] - 42f. Block =-6, knocks down on any hit. Mid. Linear. Sobers 1
[LVL2] - 59f. Staggers on block, knocks down on any hit. Mid. Linear. Sobers 2
[LVL3] - 65f. Unblockable. Mid. Linear. Sobers 3
While more of a gimmick, this move can have decent application on a rising opponent. Yes, this is Jeffry's slowest move (when charged), but the range is good, it hits mid, the timing can be modified, is a half-circular mid, and can stagger guard or become unblockable. The damage potential varies from the kind of hit and how long it was charged, but max damage can lead to roughly 100 in a combo. Of course when the opponent learns how to evade this attack, it means you've used it too much, but with proper spacing this is the ultimate scrub killer (though not to the degree of Pai's setups). It can sober 1, 2, or 3 drink points depending on the charge.
Outside for harassing a rising opponent, I cannot come up with a usage for this slow attack, aside from doing after KOing (great for post KO Shun Sobering) the opponent to look threatening, but + is better at that. And doing it too much might make the opponent learn that it can be evaded, so yeah, oki only and once in a while at most.
[LVL1] Can be used in certain combos that cause a low wall hit, deals decent damage, but use your other options.
- 16f (17f if done from standing). Block = -6, NH = +1, CH = staggers. Mid. Linear
Jeffry's old rising upper is a legitimate attack now! While it is a decent attack on it's own right, the follow ups make this a very good move in Jeffry's arsenal, but only with proper hit checking, as both can be duck under if the first hit is blocked, or if you delay the follow up too long. The first hit, if it connects on counter leads to a stagger, and , a high half-circular hits the opponent putting them into a side-turned situation. While Jeffry's vs. side-turned game isn't the best, it isn't something to dismiss. The other follow up is a threat transition, threat stance is a strong tool (just requires you to commit to an attack).
This is a decent alternative for punishing low attacks (as you can't input from crouch) and even though it does less immediate damage and doesn't knock down, the mix ups versus a side-turned opponent are pretty powerful, and threat setups are always scary.
- Block = -6, NH = +5, CH = +9. Side turns the opponent on any hit. Mid. Linear. NC.
- 16f. Block = -8, NH = -6, CH = -2. Mid. Linear.
Jeffry's 16 frame standing punisher, when things get a little more damaging (or very much so near a wall and or against light-weights). The two hit might just be impossible to hit check, but can be delayed ever so slightly allowing for a mind game between doing both hits or something else (throw, , , whatever, but it is all very dangerous regardless), but this isn't something to rely on. Because he is totally broken (lol), doing will vs. Taka, give you only +5 but still be -13 on block. Totally a fair trade (sarcasm). Lastly, more of a gimmicky thing, you can use within combos, just because it is fun to mix things up on occasion, or appease whinny Hunter ranked players complaining about you doing optimal combos all of this time, even though your sacrificing damage.
- Block = -13, combos on any hit. Mid. Linear. NC. Slightly delayable
- 20f (perfect execution). Block = -13, Combos on any hit. Mid. Linear. Floor scrapes.
With proper spacing and buffering, this can be a pretty decent whiff punisher. Also because of the input you can potentially crouch dash under highs and throws (of course make it a more "pronounced" input. The combos off of this attack are similar to and +, and the follow ups are numerous and damaging (the degree of which, is dependent on hit type and wall proximity). This move changes footing and can hit opponents who fail to tech after a beat down, or , and can cause a slight refloat after stomach crumples.
Useful after wall hits for more damage than but less than and .
This is also your attack for block punishment against big moves that give you massive frame advantage but give the opponent big distance away from you. For example, Pai does and is at -23. Normally the most you can hope for is /: for 31/33 damage, but with a perfect input you can land a combo for three times the damage. is also the better punisher for moves like Jacky's flipkick as at tip range you can't punish with your .
There is the added benefit of if you fail using this as a long distance whiff or block punishment, will connect on the later impact frames reducing your disadvantage from -13 all the way down to -11. And depending on the match-up, most characters won't even get their free punishment.
Also if you expect the opponent to evade after being put in a disadvantageous situation, instead of doing a perfectly buffered , a (or a slower ) can hit the opponent out of a failed evade (but be wary of ECDC).
- 21f. Block = -10, NH = +5, CH = +9. Special low. Linear. Ducks high attacks on the first frame (?). Floor scrapes. Leaves you crouching.
This attack is your tool of choice if your opponent is throwing out lots of random highs, and the second hit of the string will combo if the first hit connects on recovery or CH on the opponent. If hits as a CH on a side turned opponent, you can combo with strings or attempt a side throw attempt, which can be a legit tactic versus opponents that risk throwing out jabs to beat your slower than average side-crumple attack. This attack can be used as a combo finisher, akin to or , and does the identical damage to those strings, but will only connect on lighter characters. If the opponent's back is to the wall, the second hit will cause a wall slump. This attack is -10 on block which can lead to characters with low throws being able to punish you, but if you use the follow-up smartly, it's safe from guaranteed punishment.
And as previously mentioned, this is great against random highs. If you have freakishly good reactions, you can also use this against most (if not all) strings with highs. For example, if you know the opponent is going to continue with the string, you block Jacky's , your will beat the next hit or can beat every follow-up after (, , , and _ will all get stuffed by ). Also pretty decent if you've conditioned an Eileen opponent to try to beat your evades with her nonsense, after her initial attack will beat out that tool soundly. This requires a lot of knowledge of your opponent's movelist and their habits, as well as a lot of guts on your part, but this is a decent answer (47 on mC, 52 on CH) to annoying strings many characters have. Of course if you have such great reaction time, just ducking and punishing is an option with a bigger pay off.
- Block = -20, knocks down on any hit. Low. Half-circular (evadeable to his back). Floor scrapes. Ducks highs. NC if counter hits. Leaves you crouching.
Don't get this blocked.
/ - 16f. Block = -6, combos on any hit (Guarantees all canned options below, some depend on opponent's weight). High. Half-circular (evadeable to his back) . Press during its start up to cancel.
's range is deceptively far, it's 16 frames in speed, and is Jeffry's fastest stand-alone circular (covering his stomach) all make a pretty vital poke. Now by itself isn't all that good but can, with proper spacing, lead to very damaging wall setups, normal hit can at least lead to a free (more is most likely possible). On counter, expect a high wall splat and a wall combo. All attached to a fast half-circular. Every follow up leads to combo opportunities and good wall carry. The strings can all also serve as your 16-frame punisher against standing moves or lows that leave the opponent standing (like Jacky's ).
is a very cool tool that not every character has access to. First thing, it's a useful tool to get into the heads of your opponents especially when mixed in to your offense. For example just dashing up, the opponent expects you to attack, you and then do something else instead. Or after certain throws, you can do to beat out rising kicks. Second, this can be used defensively, as during the cancel animation you cannot be thrown by normal throws and if the opponent hits you their attack will only connect as a normal hit (after attack is actually cancelled). Third, it's a pretty slick taunt. Since you can no longer input attacks until the very end of the Threat Stance animation, should be your go to maneuver to style on your opponent. Lastly you can use this as a fine-tuned spacing tool as there are different kinds of (all of which are very niche, and entirely unnecessary to ever use much less know about, but incredibly fun to utilize):
The "evasive " one is is down by tapping the two buttons as fast as possible but you don't hold at the end. This moves Jeffry back about the distance of 1/4 of a back dash, but is still slower than walking backwards with . With proper spacing and on top of this technique and an opponent you've conditioned well enough, you can bait out their pokes but make them whiff. Can also take you out of their throw range.
The "stationary " is done the same as above but you continue to hold onto after, and this leaves you (you probably guessed it already) in the same position from where you started. Because you're holding guard, you're obviously going to be blocking any retaliation.
The "advancing " is done by canceling as late as possible during the animation. It cover almost a 1/3 of a forward dash's range. You can hold the or initiate your own attack or throw afterwards.
The "back walk " is preformed while holding and the "forward walk " is done with . The former is slower than just holding but the animation, like all s can trick the opponent on your attack timing. Same can be said about the forward walking variety, though it doesn't slow down forward walking by very much at all.
All of these are completely useless against a spam-happy opponent so stick to a more standard game plan until you can condition them to play into your mind games.
- Block = -4, NH = -1, CH = +4. High. Linear. Slightly delayable
You shouldm't use by itself but use the two hits to hitcheck into the follow-ups. If you do use this by it self, it does increase the wall carry range of and against light characters, especially Eileen on CH, you can instead do > > for more damage than any of the canned string enders.
From you have three canned options: threat transition (good if you can hitcheck whether the second hit of hit), and while not the best options as a stand alone attack (as there are better threat transitions available), but if the connects, doing ++>flop will combo on the lighter half of the cast.
- Block = 3, float on any hit. High. Linear. Delayable. Sobers 1
is a decent combo ender, wall carry, and a decent, long ranged means of ringing out over a short wall. I think if the second hit of counters, the final hit combos. also causes a low wall splat, allowing for additional damage. You can plug this into combos, at least ones that don't include / bounds, like closed stance > > on lighter characters.
- Block = -15, floats on any hit. Mid. Linear. Delayable
is the final attack available in the series, and while not the best, most damaging, and punishable on block, it has it's uses. The final hit, against a wall will cause a wall hit where you can at least get a free . changes footing back to where Jeff started. With proper spacing, the wall hit from can lead to a wall combo with or . Like , can be plugged into combos, but the advantage of is that it can be can used after bounds leading to very simple stable combos.
- 17f. Block =-15, combos on any hit. Mid. Linear.
While this move can lead to massive damage (yes, I tire of writing this... especially near a wall), there is great risk involved. This should be your go to punisher in +17~ situations, but sometimes the range isn't sufficient enough. There isn't much else to say about this move, other than use it at instances where you have advantage, and against side-turned opponents, is only -9 on block. Also use after connects on a backdashing opponent.
You can also use this move to blow up throws in Nitaku situations when you are at disadvantage, but only up to heavies. For Jeffry, Wolf and Taka, or will give more damage than , so use these moves instead when going for reverse Nitaku on those characters.
If you expect the opponent to immediately to evade after putting themselves into a disadvantageous situation, doing / can delay your coming out long enough for it to punish a failed evade (but be wary of ECDC).
- 14f. Block = -8, NH =-1, knocks down on CH. Mid. Linear.
A 14 frame knee that is now (finally) a mid. While you can no longer use it as a 14 frame counter hit combo starter, as nothing can connect (not even ), near a wall, it causes a high wall splat, which is a terrifying prospect. Either stand and block with a wall to your back (/ throws can lead to 70 and 100ish damage respectively), try to evade (eat , , +!!!, etc and get splated anyway), or try to counter attack ()."
In addition to being scary as well near a wall, has other uses. For starters, it is a decent punisher vs. -14~15 for knock down, and if the wall is facing your stomach, you get a wall slump. can induce these slumps when used in combos as well, so keep track of your footing at all times (and why I make a point to mention footing). changes stance and sobers one point and is half-circular, but no one ever steps into this, as the opponent can block the first hit, duck the second and punish you badly if you're too predictable. If the second hit connects on CH, it can also wall splat though.
Another important distinction for , it is a knee but it functions like an elbow as it is the same speed. This might not seem like a big deal at first, but using lots of jabs, and elbows may tell the opponent when to use a punch/elbow sabaki (or Lei's ++ stance). Being a knee, however, will beat most sabakis (aside from Lion's , and others). Regardless, it is a good tool to keep them guessing, and use the fact that they have those sabaki/inashi-thingies against them!
- Block = -8, knocks down on any hit. High. Half-circular (escapable to his back). Sobers 1
In 99.9% of all uses of , you should intend to hit with the and hit check for the follow up, use it as a 14 frame punisher, or in combos. There is however one instance where you are aiming to use the second hit of the string outside of hitting an opponent who evaded and tried to counter attack in the wrong direction. After knock downs from combos or a throw like and you expect the opponent to wake up with a mid rising kick, you can immediately do and then slightly delay the and the hook will CH the opponent (possibly leading to a wall slump) as the second hit has a ridiculous 5 active frames.
- 17f. Block = -7, NH = +2, CH = +8. Mid. Linear. Floor scrapes.
Toe kick. This move should see a lot of use as it simply is so useful, in getting that free damage off of wall hits, failure to tech, etc. While other moves can serve the same function as a means of getting additional damage, it is the best trade off of damage, range, speed and safety. If you don't know why: TKoD (Toe Kick of Doom/Death), and the canned follow up of
Performing TKoD: needs to connect, hit or counter to work. In order for the + to work you need to wait for Jeffry's foot to return to the floor, and a little afterwards is (buffering-wise) permissible. While you still are able to be ed out of it if connects on normal hit, it is uninterruptible on CH... with one exception. As the + portion is a catch throw, the opponent can throw you out of this, and because of the + input, you've already used a throw escape input, so you'll break + throws for free, but the other ones will get you. However, this is where there is a further setup. If the opponent knows this and performs a throw when you land a normal/counter hit , if you don't perform + their throw will whiff, and if you read that they'll attempt this, hit them with something hard. is a great attack to really make the opponent pause, and even if you don't attempt splash, gives decent frames, and is an all-around good poke.
Also with proper hit-checking, is a natural combo, and even if the opponent blocks or evades the first hit, the delay time is pretty long and can dissuade an immediate counter attack attempt. serves as the third leg of the combo ender trinity (/, yes it is more than a trinity as there is more available...). It cause the most damage of the three, and cause a tech-able beat down, but doesn't push the opponent as far in the ring as the other ones do.
Master this hit throw. If you can consistently pull off a perfect splash mountain (on CH), you will be able to obliterate any opponent: 1 wrong guess in Nitaku and you take half their life. Every time you're in Nitaku and suspect abare, . A differentiating factor between the best Jeffry players and the rest is the players ability to properly use abare. For example, you may see a Jeffry player play very morally, then all of a sudden land a random out of nowhere for big damage. I recommend for general "random" abare, showing your opponent you should totally take half life if they're messing around, because it comes out pretty fast and is safe, opposed to , and even causes more damage than without a wall.
For post wake ups, an immediate , will beat side roll into rising attacks, and also works against back roll into rising attack but it hits on earlier frames (usually only giving you +16).
- Block = -15, floats on any hit. Mid. Linear. Floor scrapes. Delayable. NC. Sobers 1
Mostly covered in the second paragraph above, but if this move take the opponent's health to zero on a stage that allows it will cause a wall break.
or - 16f. Block = -15, NH = -6, CH = 0. Low. Linear.
This is Jeffry's only real low from standing (as + is slow as hell and you can't just use it like a poke). Like most lows of this variety, it is negative frames on hit and you're even on counter hit, and ducks under highs very quickly. Unlike a lot of other lows of this type, the range is pretty good. This can be used to hit OTG, and is the only ender in weird combos versus heavy weights ( counter on the second hit > ). This is also really important (and fastest) way of blowing up sabaki and stance nonsense for Lei Fei and Shun, though don't be too reliant on this as they have tools to beat this strategy (which is when you mix in your other moves).
-16f. Block = -8, knock down on any hit. Mid. Linear. Causes a wall splat. Floor scrapes.
Jeffry's knockdown sidekick. Still a decent ranged whiff punisher (and most consistent), braindead simple low punisher (not the best choice in most contexts), and with a wall to the opponent's back to the wall... a wall combo starter. Yes, the distance dictates whether it causes a high splat or a low splat, regardless, that's decent damage. Also, can be used in combos, and from there it can induce low wall splats (like after + bounds). Also, is free after + or ground +, which increases the ringout range by almost double.
Can cause a wall break on stages that allow for it.
-15f. Block = -5, NH = +1, CH = +8. Mid. Linear.
This is a 15 frame attack, and because of this distinction, it can function as a intermediate-species to an elbow-class attack. It gives massive advantage on CH, and if used as a stand alone attack with proper hitchecking, this is arguably one of Jeffry's best mid-attacks. If you CH on a ST opponent, you even get a free attempt on a side throw! But unlike and and + (more on this move below!), this move can allow for a threat transition, and because of this, this move is really strong (especially on counter hit). So after punishing with , instead of going for only something like + (more on this move below as well!), + is a decent option that will also beat 11 frame jab abare, and then lead to a fairly damaging guessing game from threat. +++ can be done at the end of combos as well (best done near a wall), and while it sacrifices initial damage, the threat options may make up for that loss of damage considerably. And even if the opponent decides to stay grounded and not attempt anything, threat stance comes off as an effective taunt, effectively screaming `get up you little bitch.` And depending on the sensitivity of the opponent, you can use that to your advantage. +++ as a 15 frame punisher seems to be pretty legit as well.
+ is still the same high follow up, and quite delayable (can be used against evading-counter attacking opponents), it is really hard to fish for a counter hit into the hit throw because anyone who has decent experience will just block or do a move to go under it. Luckily, for most of the time, they`ll just guard, and this is when you can just opt not do the follow up and do something else instead (throw, , +, etc). Regardless, ++still sobers 2 points and does decent damage, and while extremely difficult to set up, can be a formidable tool against Wolf`s ++ and Taka`s ++. First you need to be out of range so the first hit whiffs during their counter`s animation, but the follow up can connect netting the hit throw as a result. Like I said, hard to do, almost impossible to do consistently for a multitude of reasons, but it exists.
+ can serve as a wall carry filler (i.e. wall hit yada yada) or combo ender like +++ (with the intent of of the last hit whiffing, setting up threat stance versus wake up). The hit effect puts them in the air slightly (especially after a standing bound after +), and (wait for it) near a wall, can lead to at least a free , sometimes , and in some instances / combos. Granted, with that kind of spacing after a standing bound, there are many more damaging options available, but this exists too. Lastly, + combos on even normal , and if the second hit connects resulting in a KO, the animation is simply awesome. And beyond the cool KO animation, if connects, you may be at -1 on hit (+2 on ST opponent), but it pushes the opponent back pretty far, making short range counter attack attempts to whiff, of if you do a back dash you can make bigger attacks whiff.
- Block = -6, NH = -1, CH = +10. High. Linear. Delayable
: - Sobers 2
Wake up options are similar to .
"The Jeffry vortex". See the strategy page under "side turned".
- 20f. Block = -8, combos on any hit. Mid. Linear. Ducks highs (not on the first frame)
Now safe on block and is really reliable (especially in closed stance) in going under high attacks. While the damage behind this has lessened, still, it goes under highs like but leads to a combo without the need for a wall or a ground throw attempt. The hitbox isn't ideal though, and it will whiff against some characters' techniques (like Lei's stance).
Will reliably go under an opponent's when you're at -5 when in closed stance (it is less reliable in open stance) and will work with even higher disadvantages against slower highs. With proper timing, and made easier on the opponent's timing, is a good (albeit risky) tool to deal with predictable highs in strings. So in a way can function like a somewhat janky universal-anti-high faux-sabaki that still loses to special highs, but because of the slow speed of , it can cause the special high to whiff and it will connect on recovery counter hit. While nothing is guaranteed, this is also one of the better setups for the 50/50 on your grounds throws, can ring out to your back or start a possible wall combo, and will do 30 damage.
Very strong attack to use when the opponent is throwing out highs, but outside of that context you're better off using quicker attacks or evading and punishing.
- 25f (perfect input). Block = -5, NH = -2, CH = +1. Mid. Linear. Follow up hit throw works on any hit. Floor scrapes. Ducks highs (not on the first frame)
This is a slow attack but has pretty good range and will beat all sabaki attempts. When you're at even or advantage will go under highs. Because of how this attack floor scrapes, this is a decent (albeit slow) longer ranged tool to deal with characters who have vanishing hitboxes, like Shun or El Blaze. The hit throw makes you and the opponent switch ring positioning. For timing on wake up options to beat out rising attacks, doing a or with dash-buffers should give the proper timing against most rising attack timings, and will snuff out rising mid attacks. Also mid rising kicks become half-circular allowing for you to evade and punish with .
If you're into styling on the opponent in combos, after a high bound (like ), will induce a wall slump, allowing for additional damage, thought it's 5 damage lower than the old and reliable <wall hit> ender.
The most applicable use for this attack is when attacking a rising opponent. The number of active frames on this attack is huge. Of course the timing is difficult, sometimes you warp to the opponent's side, get hit by their rising attack on mC, left in ST and at -6. Other times you might warp all the way through them. But with proper timing and/or some luck you can land : which allows for the aforementioned ring position switch.
- 17f. Block = -6, NH = +4, CH = +8. Mid. Linear. Causes a wall stagger and causes heavy butt staggers when catching a backdasher.
This attack is the 3rd attack that Jeffry has that is to be used as a "sidekick" like attack. Where as causes crouchers to stagger and knocks down, will crumple on CH versus a side-turned opponent and cause heavy butt staggers versus backdashing opponents. Another great benefit of this attack is it is Jeffry's quickest anti-sabaki attack so it is a very important poke in certain match-ups, it leads to good advantage on hit or CH (and really strong as a wall stagger starter), and pushes the opponent further toward a wall or ring edge. One major weakness is, unlike a lot of sidekicks that crumple or stagger, this attack is 17 frames, and in certain situations where a 16 frame attack would win against ST opponents, characters with 11-frame (Kage, Lion, Eileen, Pai) can beat you. In that specific scenario, use / (anything 16 frames or faster) instead.
Can cause a wall break on stages that allow for it.
- 19f. Block = -9, combos on any hit. Mid. Linear. Causes a bound in combos. Sobers 1
In match ups where the opponent has access to sabaki attacks is really strong. It's safe on block, has good range, when done with a backdash ( ) you can avoid and immediately counter attack, and it blows through the aforementioned sabakis, only Aoi can reverse it, and it's Jeffry's quickest anti-sabaki attack that starts combos on any hit.
Where this move will get the most usage from you will, and definitely should, be when it's used in combos. Landed on a light weight opponent? If you're in closed stance, just add a and do and put them in a bound again! Launched your opponent in the air? and then with a finisher of your choice. Caused a wall hit from nearly any knockdown attack that Jeffry has? You might be able to squeeze and a bound combo into that opportunity. Check the Combo section and review every listed combo starter: this thing shows up a lot.
- 24f. Block = +1, NH = +8, CH = +11. Mid. Linear. Causes a bound in combos. Sobers 1. Can floor scrape.
As a stand alone attack this move has some decent properties. It has long range, is +1 on block (+7 on the side) and give big advantage on hit. If you land this on CH, you get a free attempt for a low throw. If you can connect on the side, normal hit gives you a free , , or . On CH you get a or technically more damaging combos with (because they're off axis being sideturned and in crouch). Against characters with lots of attacks that lead to back-turned, this attack can be a good option as it can lead to a free crouch-throw that becomes inescapable. However, considering is slow, doesn't have special properties (evasiveness besides maybe doing it as or beating sabakis), and doesn't lead to direct damage like launchers that are just quicker, used alone is merely okay.
BUT much like it's smaller cousin , will get a lot of usage in combos, but usually requires the opponent to be a lighter character or for the launcher you used to connect on CH. And like the previous move, you can use this attack to convert wall hits into a full wall combo, turning a dinky 's 40ish damage into almost 100. Also use after Threat for simple yet highly damaging combos.
Because of the speed of this attack, you can use this against predicted rising attacks. You can modify the timing on it by doing .
- 30f. Block = -7, combos on any hit. Mid. Linear. Causes a wall splat. Can floor scrape (unreliable)
YOLO. This is Jeffry's biggest launcher and probably the highest launch you can get in the game (aside from Kage's TFT) and this leads to (probably, but very likely) the highest damage combos in the game (that don't require walls). It's slow, but it doesn't leave you that much worse off it it is evaded that , it's safe on block (only -1 on ST!), beats everything aside from Aoi's reversals, and has massive range. During some point in the animation, it will go under some jabs or highs in whiffed strings (like DS Vanessa's ), but it no longer goes under some mids (like it did in VF4 Evo) and this isn't something you can really count on to regularly take advantage of.
Because of the range, safety, and being able to beat sabaki attacks, just throwing this out at max range can sometimes lead to a big pay out in the form of half-life combos or custom combos with massive wall carry. Of course the usefulness of this move for that purpose is inversely proportional to the skill of your opponent.
If you're a weakling and too cowardly to use this move WHENEVER POSSIBLE, this move will mostly be used within combos, namely after a wall splat, wall slump, (vs light weights), , and .
- 15f. Block = -3, NH = +4, CH = +7. Mid. Linear. Causes a slam in combos. Sobers 1
This is the last of the four attacks that serve as an elbow (albeit one frame slower than /). This one gives the best frames on NH and forces crouch on any hit. On CH, as long as the opponent doesn't try to counter attack, move, or throw, you low throw attempt will connect, but if you CH on ST, your low side throw attempt is free or just use the +10. This move also sobers Shun by one point and has a good hitbox, allowing Jeffry to more often than not hit opponents out of their annoying stances.
You can use this in combos to cause a beat down, but Jeffry has so many other combo enders that do far better damage that the only time you should ever use in a combo is if you're so pretentious that you need to do random and unique combos for some dumb reason.
Another use, a super duper niche one at that, is use this after attacks that stagger the opponent (Threat or on block). If you opponent can struggle enough to block but nothing faster, will cause a float allowing for some additional damage in a small combo (mostly, if not exclusively, in closed stance) or even initiate a wall hit. Not something you can base your entire gameplan around, but it's a fun thing to mess around with every once in a while.
There are canned follow ups to this attack (/), but it requires you to use in combos, which is always really low damage, to risk a 50/50 break on the follow up damage... so DON'T BOTHER.
- 24f. Block = +2, combos on any hit. Mid. Linear. Causes a bound in combos. Sobers 1
Let's start with the bad on this move: the range is awful, and like a number of Jeffry's move this is the discount version of another character's better tool Akira's has better range, is a frame faster, +3 on block, and has 5 active frames. The only thing Jeffry has that is better with his attack is that it does more damage, and compared to Akira, Jeffry players are better people with a sense of morality and don't eat their own poop.
As a standalone attack, this move is used in three ways. The first is doing it at a distance, maybe after a backdash, hoping that you catch an opponent doing an attack that extends their hitbox to where this can connect. This however requires such a superb read of your opponent that this isn't a good tactic because if you really got a good read of your opponents habits USE SOMETHING BETTER. The second way to use this move is much more valid and sometimes recommended, of course after you've conditioned your opponent. After knocking down the opponent, dashing in and doing as it is essentially like throwing out a that gives advantage on block and can't be sabaki'd. The last way is using it versus ST opponents, where it leads to decent damage on hit, but gives a massive +8 on block.
Where this move will be used the most is in combos, but because of this move's range generally not after launchers like , , because you're more likely to whiff (so use or instead). Where is to be used is after ST CHs after , , , and in wall combos after wall hits/splats or after (though is easier to use because of range and input on that last point).
- 16f. Block = -6, NH = +3, combos on CH. Mid. Linear.
Nothing special about this move unless you know nothing about older versions of Jeffry and this has been a tool he's needed forever: a quick mid poke that can pay off in a combo and not require the use of Threat Stance (which has been completely changed).
This is a good poke that gives +3 on normal hit (+6 on ST), safe on block, and give combos on CH. The damage is decent out in the open, and with a wall directly behind them you can do twice to turn this into a full wall combo. You can also do it in specific combos on the super light characters (like > > > > ). The range is okay and the hitbox can be avoided by many attacks so there are several situations and matchups where this move will just whiff when it would normally beat out a counter attack attempt so be mindful of this and mix it up with different tools.
- 25f. Follow up mix up on block, knocks down on any hit. Mid. Linear. Sobers 1
As a stand alone attack this is an mediocre technique. It's slow, high, and linear. You can continue with a combo, some of which are really damaging, but it requires the opponent to be almost perfectly perpendicular to a wall to their back. Considering the risk involved with throwing out an attack with all those weak points, the fact this move only gives +2 on block is also really dumb. This move shines for two reasons: the push back on block and the canned follow-ups. You can also use this move after causing a standing bound ( in a combo) to initiate a wall slump, but this does less damage compared to /.
- Block = -5, combos on any hit. Mid. Linear. Sobers 1
If the first attack is blocked, this upper cut will beat any attempt at a counter attack as long as the opponent isn't using a punch sabaki/inashi/reversal or an attack with an evasive hitbox (like Vanessa's to her back). This leads to massive damage if it connects on an opponent that is on the ground, leading to a flop state, but if the opponent is jumping you will need to improvise a weaker combo. This will also cause a wall splat if close enough.
- Block = -16, knocks down on any hit. Low. Half-circular (evadeable to his back).
This attack will also beat out any counter attempt as long as it's not a sabaki/inashi/reversal. This will also wall splat on normal or CH if close enough to a wall. It's punishable on block and is beaten by jump/jumping attacks.
This is a catch throw and this is what you want to use to beat evades or a blocking opponent. Can beat out attacks that are slow enough but it will lose to fast pokes, jumps/jumping attacks, crouching attacks, and throws.
If you use this too much and the opponent (with a big life lead too) knows your options after , they can use jumping attacks to beat out most of the options while heavily mitigating the damage from the follow-up. This is where the push back in becomes really important for this niche and "meh" attack. The range the opponent gets pushed back will make most pokes whiff, and doing a back dash will make even more moves whiff. Because of the back dash motion you can perform attacks like /// can connect on mC. Against a jumping opponent you can cause a bound.
- 18f. Staggers on block, knocks down on any hit. Mid. Linear.
This move is a massive risk for not much of any reward. Even if you cause a stagger, the opponent and struggle out while you're still stuck in a recovery animation. Where this move has a use is that this move has a massive 11-frame window of active frames, allowing you to easily beat out rising attacks or stance nonsense you normally deal with when fighting characters like Shun.
- 26f. Block = 0, knocks down on any hit. High. Full-circular. Can cause a wall splat depending on position. Sobers 2
Jeffry's full circular, it's slow, and against opponent who love ECDC (evade crouch dash cancel) this move can be blocked most of the time, if not everytime, even after the opponent attempts to evade. If the opponent lacks the dexterity to do ECDC or just don't know about that technique, it's time. This move on CH does more damage than Jeffry's and if a wall is to Jeffry's back, you can initiate a massive wall combo, or ever ring out over short walls. You can also use this attack in some combos after a bound as a good way to sober Shun more, or use the 6 active frames as an easier way to beat out mid-rising kicks. This is also even on block and pushes the opponent back quite a distance, and if the opponent tries to poke in retaliation, you can often beat out attacks doing back dashing attacks like and many others. Also being an attack of it's kind, only Aoi can reverse it, so can work as an option select to beat out evades, sabaki/inashi/reversal attempts, and pushing back a guarding opponent.
On block you and the opponent are even, but this attack pushes back pretty far. A possible strategy to beat out the opponent's counter attack is to do a backdash into a decently ranged attack, like . If you do this on a side-turned opponent and they block you get a big +6 which make a great set up for Jeffry's (for safety and damage), or (still safe on block but leads to massive wall combo/wall carry and potential ringout) as it will beat everything aside from evades, guarding, sabaki/reversals, and DS Vanessa's (though that is very range dependent).
- 44f. Staggers on block, NH = +13, CH = +15. Mid. Linear. Sobers 2. Floor scrapes
This is Jeffry's slowest attack that isn't chargeable, it's also linear and if it is evaded the opponent can hit you really hard while you are in the recovery of the attack. Because of those factors this move needs to be used with caution and in specific circumstances. The main use for this move is after a knockdown or throw (like after /) where the opponent doesn't get up as fast as possible and tries to do a rising kick. If timed properly and/or spaced perfectly this attack will connect on the later frames allowing for massive frame advantage give you a free normal hit combo up to (under perfect circumstances) . You can attempt to use this in a side turned situation where it leads to even higher frames on hit/CH, but still dangerous to use. If this is blocked the opponent will be staggered, allowing for a free (the best option) or if they suck a struggling whatever you think can work, or if they're good at struggling you can throw them after they stop struggling.
The other ways you can use this is against attack happy opponents. If you're a great distance away and the opponent is coming at you with some string or whiffs a big attack, a well timed can hit them from a good distance away (though / are waaaay better for whiff punishment). Last place to use this is in wall combos after you put the opponent into a wall slump (like after ). This does only a little less damage than most of the wall slump enders, does 2 points of sobering, and if the opponent doesn't tech you can make a attempt, though the more use this the more likely your opponent will counter this.
There is also a super rare property to this attack: in can cause a bound on an airborne opponent or if it is the final hit that knocks out the opponent. In that once in a thousand occurrence you can follow up with combos similar to what you get after and you can tag more sobering points on to Shun.
- 26f (perfect input). Block = +3, knocks down on any hit. Mid. Linear.
A long range mid that pushes the opponent back and gives you +3 on block. Great attack from max distance or after knocking an opponent down or if it's guarded on the side you get +9. This does really big damage and can cause a wall splat if close enough to a wall, and after s in combos you can cause a wall slump. If this connects on normal hit on a crouched opponent with a wall to their back you can follow up with combos similar to (wall), but like those combos, it's really niche and finicky. Maybe some day there will be a combo section for that specific situation.
Oh, it also breaks walls.
- 26f. Block = -13, NH = +3, CH = +7. Mid. Linear. Floor scrapes
A slow low that at least doesn't lead to massive block punishment for you and has deceptive range. It give good advantage after any hit, and allows for combo if it CH on the side (possibly causing a wall hit for a full wall combo). Because of the speed, this is a strong tool to beat fuzzy guarding, on wake ups, and if the opponent has their back to a wall you will get a wall stagger.
If you're an asshole, this can also serve as a post round taunt like Threat Stance.
- 24f. Block = -8, combos on any hit. Mid. Half-circular (evadeable to his back). Can floor scrape (unreliable)
This attack is slow but has massive range and cover's Jeffry's stomach. So you can often beat long distance whiffs or evade attempts, or fake the opponent out with a long distance kick cancel and then throw out . This leads to 90+ damage combos and higher if you have a wall nearby. Big pay off for not much risk on block. Due to its slow speed, after certain throws (namely ) doing will be a great buffer to beat out rising kicks and attempts to evade to Jeffry's stomach.
- 20f. Block = -8, combos on any hit. Mid. Linear. Floor scrapes
This attack is incredibly important in match-ups with characters whose stances and attacks go under many of Jeffry's key mids as animation scraps against the ground. If this connects on an opponent, standing or crouching, you get a flop animation and an easy and high damage combo. This also has good range and can be a good response to beat whiffed attacks but is safer on block or after an evade than but leads to way more damage than doing attacks like . If the opponent is close enough to a wall, you can easily get a wall combo or bound combo.
Another place this move is used is within combos as a means of converting a normal combo into a wall hit into a full wall combo. This is done after or combos where you land the first hit > > > wall hit > > wall combo.
Last place where this move has a use is in "combos" against opponents who don't immediately tech after getting knocked down. For example, after knock down and you know for certain the opponent will no tech, immediately do which will cause a low float which can be followed up with > . This works on nearly all of the lighter characters, so use this if your guessing game is on point.
This also breaks walls.
- 26f. Unblockable knockdown. High. Linear.
It's a running butt attack that hits high and is unblockable. It's linear and high, but because it recovers with Jeffry on the ground, Jeffry can only be punished with attacks that hit grounded opponents. Because Jeffry is heavy, you won't get too much punishment, but if you're low on health the risk of that may not be worth it as OTG combos can do a bit of damage regardless of Jeff's fat ass.
Airborne on the 6th frame (this applies to all jumping attacks that Jeffry has), this like isn't a tool to get damage but to be used as a psychological weapon or for spacing. You can use this to sail over predictable lows, with proper spacing can cause whiffs, and after knockdowns on opponent who are slow to get up can be used to jump over them and set up Jeffry's mediocre BT moves or whatever. Also when used in conjunction with Jeffry's jumping attacks, and a properly conditioned opponent, just doing a jumping can cause an opponent to freeze allowing for a throw set up or get mental frame advantage.
Be wary of literally any attack that isn't a low attack, but because of Jeffry's weight class, improvisational combos may not be too damaging. And it bears repeating, your jump/jump attacks with be in the air at the 6th frame of the technique. This means you can go over s with advantage all the way to being at -5, and if the opponent attempts a throw you will always lose if you're at -5 or greater.
Last point of interest, when landing you're in a crouched state, allowing for a really dumb and round-about way of buffering . But... why?
Ascending - 38f Block = -4, combos on any hit. Mid. Linear.
A slow mid-headbutt, that can fly over lows, and leads to a state where you can get a free a modestly damaging combo or ground throw attempt 50/50 between the ring spacing tool of or 30 damage . This is the closest thing Jeffry has to all the +s and such out there, except this is slower. Like at small advantages and up to -5, you will jump over s, but their attack will recover in time for the opponent to block your attack.
This can be used within combos (after splats) as a comical ender, but only do that with a life lead because it's far from optimal damage. Changes footing upon landing.
Another niche usage for this attack is after knockdowns and throws. For example: After , (pressing keeps the attack from coming out as a heavy downed attack) can beat out mid and low rising kicks of some characters with out needing too difficult of timing. After or certain knockdowns where the opponent is right next to your feet, doing will jump over low rising kicks (sometimes you jump THROUGH mid rising kicks) and put you in BT. It seems that this set up allows for the opponent to recover before you do, but you can dash away. This can be useful when your back is to a wall or ring edge, allowing for you to completely switch position while making the opponent yell, "WHAT THE FUCK JUST HAPPENED?" Further, you can use this kind of jump over set up with all the other jumping attacks, and landing puts you further away from the opponent.
This last set up (after ) works against the mid rising kicks of only El Blaze and Aoi. Versus low kicks is puts you BT versus all characters (timing on Akira different from the rest), except on Jean, Jeffry, Wolf, and Taka, all of whom will just be hit on recovery counter hit without changing ring positioning.
Descending - 48f. Block = -16, knocks down on any hit. Low. Half-circular (evadeable to his back). Floor scrapes. Ducks highs during the animation of the actual attack.
A low Jeffry should have from standing, as it is an actual low that knocks down on any hit. Punishable on block, but it is half circular (covers back), and can cause a wall hit on normal hit, and a high wall splat on counter hit. This is the only half-circular option from jumping, and where you can be jabbed out of Descending , this attack will duck under high attacks.
You can use this in wall combos after a slump, but... why?
Ascending - 20f. Block = -5, knocks down on any hit. Mid. "Linear."_____
This move has three niche purposes. With small advantage to -5, you can jump over and other lows (increase the amount of disadvantage you can use to beat lows if the opponent uses something slower than 12 frames) and hit them. You can get a wall splat or slump (depends on range) and get additional damage. The problem with using this attack to beat low attacks is simply due to how bad the hitbox is on this attack. Many low attacks in this game have very low animations which will more than likely make your to just whiff uselessly over the opponent's head.
The second usage is being a "full circular" attack. While normally this move is completely linear, when you're at even to +5 and the opponent evades, the initial jump will cause the opponent's evasion attempt to be a failed evade and the will wack them regardless of the direction they stepped in. If the opponent does ECDC (refer to the defensive techniques page), this will reduce the window slightly (down to +3?).
The third, and harder to do, usage for this attack is to beat rising kicks. Lots of attacks in this game are great for this purpose, but the benefit of using jumping is if it doesn't CH low rising kicks it can land as a mC. Of course it needs to land as a CH on mid rising kicks. There are some dark arts attached to this move in this purpose, for when the planets are aligned, you mended a broken mirror, and a 67 year old widow crosses your path, do on an opponent at your feet might make you go through warp through the opponent, flying past some rising attacks (even mids!), and putting you into Backturned. This last bit of info is high dependent on character, stance, and having perfect timing, effectively making this a random occurrence.
You can also use this in combos like after a high launching attack (why?) or after a bound state after landing / and can cause a wall slump (but why?).
Descending - 48f. Block = -7, combos on any hit. Mid. Linear.
This move, if used alongside with just normal jumps, can be really effective. The range is deceptively long than the animation would indicate as it slightly out ranges . This leads to modest combo damage against most of the cast, but the damage potential really increases of the super lightweight characters (Eileen, El Blaze, Aoi). Changes stance.
This can also be a hilarious means getting damage off of a low wall splat, but requires quick timing most of the time and doesn't give optimal damage.
After a knock down, and the opponent doesn't tech immediately, some form of downed attack is possible.
- Useful after some throws, after beat-down combo enders and strings, and if the opponent doesn't just-tech after a wall hit into . Can catch side rolls, generally loses to back rolls. Due to the speed, likelihood of counter hitting a rising attack is most likely.
- Slower, but more damaging, loses more often to side-rolling, but can get back rollers. Be warned of rising kicks, as can easily be stuffed. Also if this whiffs, Jeffry will take all day to get back to his feet allowing the opponent to launch you. To be perfectly honest, with the relative safety of and the damage and post hit situation of , there doesn't seem to be much of a use for .
- Generally losses to rolling, side or back, but hits for the most damage, can make rising kicks whiff and then get quickly punish them and usually putting Jeffry into back turned (like after ). If it misses, Jeffry is at least in a downed state, and compared to , cannot be punished as terribly (unless the opponent really practices their OTG combos). What makes this the strongest option for wake up is that there is a built in option select after some knockdowns/throws. If they stay on the ground, will land and possibly mC or CH a rising kick. If the timing is off, will come out and because of the massive amount of active frames, your can blow up a mid rising attack for 67 damage and potential half-life wall combo.
One important thing of note when using this against downed opponents, after certain knockdowns (like with ) give proper spacing and recovery time to buffer in a to beat out rising attacks.
In the breakdown of throws (in the section below) we will go over where these downed attacks can be used in more detail.
Ground throws can be attempted after certain knockdowns, but only if the opponent doesn't do any rising attacks and doesn't try to get up. Where these can always be attempted is after an attack like or after a wall slump. If your ground throw is escaped you're at -3 and are shifted 90 degrees towards the side the opponent's stomach was facing.
- Throws the opponent in the direction where their head was originally facing. For example, + on hit, + will change spots. This can result in a free /, a wall combo attempt (21 damage for wall hit into a wall stagger that can be struggled out of), and/or a ringout. If their face is point up, you will get +8 frames, but if they hit a wall (like when connects on a wall slumped opponent) you get enough advantage to get a free throw attempt. This leads to a 3-way guess between 40 damage with great oki in doing , 70 damage throws, or a half-life wall combo in . Or you can skip the throw attempt and use that mental frame advantage and do or .
Refer to the section below for more niche set ups.
- Use this if the opponent expects +, as it leads to 30 damage. For wake up options, an immediate will beat stationary rising attacks. will beat side/back roll into attack. But be warned about doing immediate attacks after as it sometimes switches camera angles causing your input to be made incorrect.
21f. Block= Don't trust the posted Frames. High. Linear.
By either pressing all three buttons alone, or after , , , or (the opponent can your attempt if they block the first of those hits) Jeffry will perform a 1 damage, linear high attack. The Threat Slap. If the opponent blocks and you commit to an attack immediately, you will stuff out s and s (With at least Threat ). Like nearly all things in this iteration of VF, Threat Stance and it's options becoming even stronger when used on a Side-Turned opponent.
Unlike previous versions of Threat Stance, this latest one is the least useful as a taunt as the animation of the stance takes longer to finish, doesn't decrease Jeffry's hitbox, and after halfway into the animation you cannot input any attacks. Because of this, it is best to commit to an attack immediately after entering stance otherwise Jeffry will just be standing around beating his chest, just asking for the opponent to throw out their biggest launcher.
From Threat you have tools to deal with immediate counter attacks, evasion, crouching, and guarding. Here is a breakdown of each option:
- 17f, 22f. Block = -6, -15, last hit combos on any hit. Mid, Mid. Linear. NC. Last hit causes a bound in combos. First hit sobers 1
The fastest attack from Threat stance, and one of the two attacks that will beat any attack under these two conditions: 1. The opponent needs to block or get hit by and 2. the opponent doesn't use a sabaki (like Vanessa's +: which beats three threat options) or a move with lots of evasive properties (Shun's , with tight timing he can after blocking Threat Slap).
On normal hit, it's almost (if not) impossible to hit check for both s, the window increases slightly (to really difficult to hit check) if the first connects on CH. If the first hits a crouching opponent or beats a the opponent will be staggered. The staggering makes it easier to hitcheck but if you take too long the opponent can recover from the stagger and block the second and punish your ass.
An alternative use for this string is within combos. The most common place where you'll see the most usage from this attack is the string/combo that connects on light characters and heavier ones on CH. After a wall splat doing to initiate a bound is one way to use this (though, the author prefers doing > wall slump). Increasing in difficulty, you can do after a big launch on lighter characters or after Threat : you can start a combo with (how to properly buffer in this instance) on certain characters.
- 20f. Block = -3, NH = -4, CH = +4. High. Linear. Hit throw on guard and any hit for a full combo.
Ignore the hit and block frames on this attack and practice and perfect doing the hit throw :. Use this attack when you know for certain the opponent is going to stand and block. Luckily the hit throw will still work if the connects on hit or CH. After landing you practice getting the hit throw down, practice the buffering for the combos as the timing is strict and the animation for this attack takes forever.
Not much else to add other than this attack can lead to so many combo opportunities and character specific set ups it's mind boggling.
- 18f. Block = -7, NH = +3, CH = +6. Mid. Linear. Hit throw on any hit.
Never do this attack alone. Do the hit throw.
: - Causes a knock down or near a wall, a low wall splat (combo follow up). Rings out. Sobers 2
Threat is the other option that will beat out any immediate counter attack if you do it right away. This hit throw leads to a meaty chunk of the opponent's health and with a wall to their back potentially half of their health (see combos page).
Without a wall, your wake up options versus stationary rising kicks should be , , , etc., against roll to the side or back will CH the idiot.
Nothing particularly important about this move gameplay-wise but there is a hilarious glitch that you can see when doing this move. All you need to do is pick a stage with a ring edge that you can walk off of (i.e. not ankle high fences), have the opponent near the edge and successfully land Threat :. If close enough to the edge the opponent will fall over before the hit throw animation finishes and Jeffry is just left standing in the ring screaming even though his mouth is closed.
- 20f. Block = 0, knock down on any hit. High. Full-circular. Can cause a wall splat depending on position. Sobers 2
This move is Threat's answer to evasion, Aoi's (which beats every other option), and sabaki attacks (unless they just go under high attacks). This move is basically a faster version of . Everything else is the same, including half-life wall combos.
- 26f. Staggers on block and any hit. Mid. Linear. Sobers 1
Probably Threat's longest ranged attack. If your opponent is just gonna stand and block, you're better off using Threat :. But this has some uses. After this connects (even on block), Jeffry's is guaranteed. If you're feeling like going big and your opponent isn't too good at stagger recovery, you can try / combos, with a wall to their back (wall hit) wall combo, or if you wanna mess around with into stagger-float combos. Or just take the guaranteed or dash up and throw/.
BT (backturned) isn't a state you will often find yourself in, so much so you need to make the effort to get into BT. Here is how:
1. After a knockdown, and the opponent doesn't try to tech, doing . Sometimes, especially after squashing a rising kick, Jeffry will recover on the other side of the opponent. This happens more often after a wall combo and the wall limits the opponent to roll away.
2. After throws and knock down attacks. Attacks that but the opponent in a spinning state, like or / in combos, and the opponent doesn't tech, you can easily jump over or do jump attacks (for style points). For other knockdown states, and the opponent doesn't tech, you need to immediately do OM (side is dependent on character) and then jump over/jump attacks. If you're dumb enough to give up the guaranteed damage but want to cause an untechable knockdown, do > OM > Jump (side is dependent on character).
3. After a wall slump to a wall parallel to Jeffry (namely after ) just jump.
4. Hitbox fuckery, where characters go over or through each other, the examples of which are many but random.
5. Getting your and wall escaped or possibly escaping from other throws in the game.
So now you're in BT, yay. Now what? Welcome to what is possibly the worst set of BT moves that have remained practically unchanged the mid 90s!
BT 11f. Block = -6, NH = -5, CH = +2. High. Linear.
Why use this attack? Aside from the block/hit/CH frames this functions just like regular . So you have the same strings available, CH is still guaranteed on Taka, etc. It's the fastest move, and if the opponent is doing a jumping attack you will put them into a launch state allowing for bound combos.
BT 16f. Block = 0, Knocks down on any hit. High. Covers Jeffry's Back.
Why use this attack? It's the only half-circular from BT. It also can lead to hefty combo damage. On normal hit the only follow up possible is dependent on a wall, but you can possibly get a full wall combo. On CH, a full list of combos are possible, especially on lighter characters. Will this ever be upload to the combo section? Maybe!
BT 15f. Block = -9, Knocks down on any hit. Mid. Linear.
Why use this attack? It's a relatively quick, anti-sabaki, and it's the safer mid from BT. It can cause wall splats and slumps allowing for additional damage. NEAT.
BT 18f. Block = -20, Knocks down on any hit. Mid. Linear.
Why use this attack? If you want an attack that can lead to wall splats or slumps, but puts you in such disadvantage on block that you can be launch punished. It also looks AWESOME.
Is this an attack from BT? NO, it's , and more often than not this is the best option from BT. However if the opponent immediately tries to attack and you're holding you'll be in ST, but this is arguably preferable than using Jeffry's BT game unless you're playing against overpowered characters like Akira.
This is just a simple crouch dash, but from BT it give you a fair amount of space away from the opponent, and gives you what you really want from jumping over an opponent with the mindset of going into BT: getting better ring positioning.
Check out the Wall Attack section for the best BT move. It's like, literally below.
(facing wall) Around 40f - Staggers on block, Knocks down on any hit. Mid. Full-circular.
This is the best move from BT it just requires Jeffry to be facing a wall, so after any way you get into BT, just walk to the nearest wall and hope that the opponent doesn't try to stop you. The better set up is after a wall combo, when you finish the wall slump portion of the attack immediately do . If you're lucky enough to land it on CH, beating out a rising attack, you will be in the perfect position to set this up. When doing this after this instance, the wall can possibly beat out the opponent's next attempt of a rising attack.
Regardless of how this attack is set up, the biggest weakness is the speed as it's slow enough for the opponent to interrupt on reaction or do their own wall based attacks. What makes this move great is it leads to the same kind of combos you can get after / except it's attached to a block-staggering mid, that is a full circular.
Unlike many other fighting games, throws do not beat attacks. The trade off is, in Virtua Fighter they're quicker than other 3d fighting games. Use them to beat evasion, guarding enemies, and if you're willing to risk getting escaped: punish unsafe attacks.
Because of the damage that the and throws can set up, this throw will not be broken as often. This is a great thing you should take advantage of because besides the 40 damage, this throw arguable gives you the best opportunity to attack your opponent as they're standing up though this is highly dependent on the habits of your opponent.
If your opponent tries to attack after being grounded without rolling you can set up an immediate or Kick-Cancel>Knee ( ) and CH their nonsense. If they try rolling and then attacking, can easily connect on the attack's later frames allowing for a combo to connect for a total of 140~50 damage. Of they don't attack, you have a lot of frames to keep dashing, attempting to jump over to go into BT, in or give yourself a lot of space in the ring. will also even more reliably smash through side and back roll into kicks.
Positioning-wise, when you land this throw the opponent is moved almost 90 degrees to the side their back was facing while Jeffry takes a small step back. Keep this in mind when it comes to possible ring outs or setting up wall positioning. And while this throw can ring out, it's rare and you're more likely to go out yourself.
The biggest weakness to this throw (aside from the immediate damage) is that beside the -6 when it's broken, you are also put into ST which isn't somewhere you want to be. However, like all the other throws that put you in sideturned, this can be used to your advantage if you're parallel to a wall or to a ring out, where the opponent can fall out of the ring. You will be swung in the direction of their back and re-orientated almost 90 degrees in the direction and the opponent changes foot stance.
Sobers 1 -
The only time you should use this throw is if you're not confident in being able to buffer in clutch moments. Starting with the bad, compared to , does less damage, sobers only one point, and if escaped you're put into side-turned (but the change of ring placement can be used to your advantage, see ). Also when escaped, you are thrown in the direction of the opponent's stomach.
Where this throw shines is how it puts the opponent on the ground. When the the opponent wakes up with a mid kick that you can evade (to their back before being knocked down) and punish with a combo. This works on every character except Sarah and Pai. For Kage, do evade into instead due to the recovery animation of Kage's mid wake up kick which sometimes makes whiff.
Can ring out forward-ish (30-45 degrees facing the opponent's back). With proper spacing and the perfect angle (30-40 degrees, opponent's back facing wall) it can cause a wall hit for no additional damage and puts the opponent in a different wake-up position (on back head towards) which makes evading mid kicks easier as evading to their back into works on every character without exception.
If your opponent has bad habits, like doing predictable wake up kicks and you have really good ring awareness, doing with the intent of causing this wall hit can be a better option than when it comes to set ups and if you're feeling lucky do this. But if you're not willing to risk the guaranteed damage, in almost always the better throw option (reasons in that throw's section).
Post throw, will counter hit rising attacks if they stay in place or roll to either side. If the opponent stays in place and connects, you will often find yourself recovering in BT. can also work against rollers but can be stuffed by mid rising kicks if they stay in place.
Set ups for is identical to . set ups are identical to where if they roll to the side or back, will beat their rising attacks. After will whiff if the opponent rolls back. For any of the enders you need to delay but luckily its about the same time as going a kick cancel.
This is a fun combo-throw which you never see used in advanced play. Why? Because, despite leading to Jeffry's highest throw damage out in the open and without a wall, it can be escaped at any point. It's enough that when playing an opponent with even the slightest knowledge of yutori throw escapes (i.e. holding and //) you have about 33% chance of your throw being broken, after the first that guessing game gets reduced to a 50/50 between and and the opponent gets up to 3 tries to escape. And after years of watching top level Jeffry games, I'm pretty sure I've never seen this used most likely for this reason.
Now where this attack does have usage is against: players with bad habits, players with limited knowledge, and idiots. And against these classes of opponents this throw is fucking GREAT.
For starters does 25 damage, and does 50, both give you +2 on hit and put you in closed stance. This situation is identical to when you get your blocked, immediate / will beat / attempts (except for Eileen/Pai/Lion/Kage, use /// to defeat their , and use / versus DS Vanessa's ). If they wise up and stop trying to counter attack, hooray, you've won some mental frame advantage allowing you to do whatever you conditioned your opponent to fall for... and if they don't learn to adapt whack that dumbass with (which can lead to half-life wall combos) or (60+ damage wall slump combos). If they try to sabaki or reverse that shit, will stuff everything except for Aoi, and because you're automatically in closed stance you can do // ~ combos on light weights that can do up to 81 damage. Do // to beat evades, yada yada.
You end the combo-throw by inputting on the second ( 60 damage) or last ( 85 damage) stage or by doing (80 damage, 2 sober). If you can cause a wall hit on the ender and the opponent doesn't tech the knockdown, you can tack on a free for 14 more damage (bringing up the damage to 74/99), but for this wall hit to occur you need to be at a slight angle otherwise you'll just get the wall throw.
Last note of interest, when escaped these throws can still cause a forward ring out for the opponent, regardless of what stage they break out of the throw. has more push back for this ring out, and while has less, it has the bonus of pushing you away quite a distance. So it is neat that whether or not this throw successfully lands or is broken you still can win the round.
Sobers 2 -
This is, or should be your main throw. It does a solid 65 damage and sobers 2 points. After knock down, an immediate / will stuff rising attacks if they don't roll, if you expect a roll hold for a brief moment (practice in Dojo to see the timing) to get into range. Like the throws above, you can also do to counter hit all rising attacks except if they roll back. It puts the opponent down directly in front of you with no axis shifting nonsense. It can also ring out forward, but the the range necessary is super small and is practically the same as making the opponent block many of your attacks. If escaped you're at -6 but you push the opponent forward allowing for a possible forward ring out.
If you're near a wall or fence this is the throw that makes Jeffry's throw game scary. With a wall to the opponents back, use , and if a wall is to either side can can either do or . You can ring the opponent out one fenced stages, and if you get a wall hit you get a free 100+ damage wall combo just be wary, sometime the camera angle switches during this throw and can mess up those combos.
Out in the open you can do // for 35 damage, but anyone with three fingers can tech that fall. But once every 100 attempts you might be able to get away with it. If you manage to have an opponent who doesn't always tech, the wake up game is similar to the throws above (i.e. slight delay > beating stationary rising kicks, do kick cancel for rolls into attacks). Tech or not, / can be useful for changing ring orientation 90 degrees in either direction which can be used to your advantage.
The main throw you want to use in the open (aside from , which should generally be your throw in the open) is . Where as most other single input throws do 50 damage, this throw only does 40 damage but flips the ring orientation 180 degrees so it can still be super useful for that. When dealing with wake ups, and immediate 16-17 frame attacks (that does 21 damage or more) like (for big combo)/ (the 80 damage hit throw)/ (possible wall splat)/(finish with the if the causes a wall stagger)/ (wall stagger) will stuff stationary rising kicks. Versus backroll into attack you need to dash and quickly input the attacks listed above. Versus sideroll into attack will counter hit.
When escaped you're at -6 and you are pushed slightly to the stomach side of the opponent while at the same time it can ring the opponent out forward. So mixed with , :, , and sometimes you put the opponent in a situation where if your throw connects they can still lose even if they make the correct guess, and since most players want to evade to either side when cornered this is a strong tool.
*note, almost all of the below information/setups are identical to doing ground throw on a face down opponent
This throw, depending on the character you're fighting against and your opponents habits, can be a Swiss Army Knife of messing up their shit if they don't know how to deal with the set ups you can make with this. First with the bad: it doesn't lead to much guaranteed damage, you're in side turned after it is escaped, and because of the context of when you would use it you can't use their throw escape to cause a self-ring out on the opponent ( for that purpose is 5-dimensonal chess shit).
First and most obvious this, this throw was meant to ring out. Jeffry throws the opponent directly behind him and with that you have 16 frames to do whatever you want or take that free (25 damage + knock down and increased ringout range or set up for a wall splat/slump)/(perfect buffered) (38 damage and +2 frames, or if they're crouching staggers the opponent and the full string knocks down). More on how you can make an opponent crouch later.
If you cause a wall hit, you get 21 damage and a wall stagger, is possible but if the opponent is really good at wiggling sticks they can get out of that stagger. After that wall stagger you can get a free on those opponents (for a total of 52 damage and +4), maybe a / (for 52/53 damage and knock down) can be squeezed in there. Or if you do know they can stagger out and block your , will stagger them again, they're in position for Jeffry's awesome throw into wall combo or 70 damage, three way guess, or Threat Stance immediately into the attack you think will work.
Where shit gets really interesting is that with that 16 frames you have to play with, but if your opponent is Eileen, Shun, Lion, Offensive Stance Vanessa, Kage, or Goh, the following will whiff. If you're playing anyone else: this is where strings and very good ring awareness comes in.
, with proper spacing, can cause a ring out over fences (especially on the lighter characters) or cause a wall hit that can give you wall combos or bound combos for damages well above just doing . does 44 damage, increases the wall carry/ring out range massively, can ring out over fences, and/or lead to a wall slump (for at least 64 damage). With you get 42 damage, far wall carry/ring out range, and a wall hit which outlined long ago means a free easy mode (56 damage), medium mode (63 damage), hard mode bound combos (80+ damage), and maybe impossible mode wall combos.
Where this set up of into gets blown up is if the opponent does these things: , crouch dashing, do an evade (regardless of direction), or dash in the direction you threw them. But you have an answer to each of these. First of all and are guaranteed no matter what if buffered properly and doesn't cause the wall hit. Versus /crouch dashing your guaranteed will knock the opponent down. If they evade, make them guess between stepping into a , , or . If they dash away in the direction you threw them in, congrats! They're giving you more space and mental frame advantage. But until this information becomes more well known, shit is damn good. And if you almost always do the free / the opponent might get complacent and not make the right choice in dealing with .
In the open this is the throw to use. It does the most guaranteed damage (60) and give almost identical wake situation to (refer to for details). It puts the opponent down on the ground to the front and a few degrees to the side of where the opponent's back was, this same angle can lead to a ring out if close enough to the edge. What makes this throw really cool, aside from the above, is that when escaped by everyone (except Taka) the opponent's animation makes the jump far back leading to a hilarious ring out. For Taka, he stays in place and Jeffry gets pushed away.
Now if only this throw sobered, fucking Sega. *fart noise*
Low throws! They work on crouching (but not attacking) opponents. When can you use low throws?
1. If the opponent is literally just doing ///. This is either because of bad habits or you condition your opponent to duck your powerful highs or try to block your mediocre low attacks.
2. If your opponent is doing a fuzzy guard. Opponents with some basic knowledge of frame data and defensive techniques.
3. If your opponent whiffs an attack that recovers in a crouched position. Like backdash into low throw to beat a .
4. If your attack puts them in a crouched position. Like on CH, or on ST, or on CH (and they don't try to attack afterwards) and CH on ST.
Does 50 damage and can ring out to the front (range is really short) if it lands or is escaped, but the escape-to-ringout range is reduced greatly for Taka. Against him you are given the benefit (or curse) of being pushed back quite a distance so be wary if a ring edge is to your back or if you don't mind getting a lot of breathing space. Also an important not for this throw: the animation takes forever and the damage comes at the very last second. This is important if you have only a few seconds left of the round left, so you can land the throw which would result in you winning but the timer can run out. Conversely, you can use this throw to waste more time for the win.
The wake up options are similar to except more of a delay is needed in every instance of beating rising attacks, as a standard / will whiff and get you mC'ed if done with the same timing. Also due to the delay, getting that sweet spot on is far more difficult and you're more likely to land +15-+16 on CH on those side-roll rising kicks.
Does 60 damage, can ring out forward (slightly more range than ), but using this throw for that purpose is dangerous because if the opponent escapes you switch ring position and you're in BT. However, if you use it with a ring edge or wall to your back you can use their escape to your advantage... except against Taka's escape animation. When Taka escapes you get pushed back and he advances slightly, so the only way you can use an escaped is to get rungout to your back or to lose advantage and closer proximity to a wall with Taka's back to the wall.
Wake up stuff is like , including the delay.
Does 60 damage, sobers one, and can ring out to the front. And while the range is short, it rings out to the front if escaped and gives the big bonus/shitty situation of getting pushed back far, even with Taka. So if a ring edge to your back maybe don't risk but anywhere else go for it.
This throw can cause a wall hit which doesn't lead to any additional damage but can change wake up options, so if the opponent likes to side roll and attack, their mids will become step-able to their back.
Wake up stuff is like the other low throws.
All side throws occur when... you're at the opponent's side (dumbass). What they all share in common aside from that fact is that if escaped you are at +2 allowing for your pokes /// to beat out non-sabaki counter attack attempts.
This does 50 damage and downs the opponent 90ish degrees toward the opponent's back. If escaped, the opponent will be standing where you evaded from and you where they stood where the throw connected, making this situation a good or bad thing because of the switching of positions. Versus Taka, you're violently pushed away (though still at +2) and Taka stays in place.
The recovery speed of this throw for the opponent is really fast for the opponent, but still slower than 's wake up game (where immediate will win), so you need to slightly delay your attack. If the opponent does roll into rising attack, then the same options you'd use against a stationary opponent after ( //etc.).
OR - *
This does 60 damage and results in a 180 degree ring position change toward. If escaped it's identical to the regular side throw. Versus Taka, the escape animation is exactly the same as .
Wake up versus rising kicks against stationary opponents is just to block or make the kick whiff as their mid kicks come out faster than any of your 21+ damage attacks unless they purposely delay their attack. If they roll to the sides their mid becomes a half-circular, but because you're changing your axis and throwing from the side, everything you know about evading rising mid kicks gets flipped. You want to evade in the direction of the opponent's stomach prior to being thrown. Timing versus rolls and attacks are also different so mess around and find out what you can in dojo mode.
This does 70 damage switches ring position 90ish degrees, and can ring the opponent out in the direction of their back. The escape animation changes based on which side it's escaped from. From the opponent's right you're both practically in the same position and the opponent his pushed back a few pixels. From the opponent's left side you're thrown back to your starting position, prior to evading, but are given a lot of space and the opponent is slightly pushed back. This all stays the same for Taka, yay!
This throw does a lot of damage, and against opponent who are bad at throw escapes you should use this a lot. You will land this after evading attacks that recover low, or if you use against ST opponents. If CHs on a ST opponent your low throw attempt is guaranteed (25 + 70 damage is a big chunk).
Wake up options are pretty much identical to .
Back throws occur when... dude, just read "back throws." Other than Astaroth and Voldo, no one can escape these.
Sobers 3 - *
Does only 70 damage, sobers 3 points, and rings out toward the opponent's stomach. Wake up timing is vastly different from everything else, so you will need to find out what is possible. Their mid rising kicks do become half-circular though. Because they're flung a great distance away, if they back roll away they're like already half of the stage away. This throw can cause a wall hit, for no additional damage, but changes the timing again.
Expect to land this throw after two successful evades or if an opponent does something to get into BT, like they whiff or you duck an attack that puts them in BT.
This does 75 damage, and keeps the same ring positioning. The wake is thankfully identical to , so get those into 140 damage combos ready.
You will land this throw against stupidly unsafe attacks that recover low, or if you manage to land / on an attack that puts the opponent into BT.
Air... throws. Used in combos.
Sobers 2 - *
Why would you ever use these? They're a good way to get Shun sober, but at the expense of doing more damage. The damage is throw does gets scaled in combos, so the more attacks you do before the throw, the less damage it does.
There are four kinds of these air throws:
1. The most common is the opponent is in a float where they're face up and feet are toward you. If the opponent stays stationary, wake up options are similar to . If they roll to the side, their mids become half-circular.
2. If you launch the opponent when they're back turned you'll get this version. The only use I can see for this is that it rings out directly to your back... it just requires you to launch them with your back close enough to the edge and you're not doing too many filler s that will push them toward the center of the stage.
3. and 4. are similar to above but require the opponent to hit a wall. But why do this if you can do or or into a wall slump?
Overall, only use this if the throw will finish off the round or you're trying to sober Shun. Or in long wall combos and wall combo conversions. For example:
CH > > > > Wall Hit > does 113 damage
CH > > > > Wall Slump > > does 117 damage
It's in this specific situation (wall combos) where doing does more damage.
These throws only happen if a wall is close to the opponent's back. They're neat!
This does least amount damage of all the wall throws, doing a mere 35. This 35 damage is not the point of this throw, but everything else about this throw, aside from being the goofiest looking shit ever.
First thing that is apparent is that after you land this, you get a free down attack (total 50 damage) or a free 50/50 guess between your and ground throws. gives 30 damages (65 total), gives you the same set up as which gives a free which gives you 38 and +2 (or 38 and knockdown), against some characters a possible use of strings, or into knockdown or wall splat. In taco stages (Lei-Fei's and Lion's), doing that last strategy can lead to a wall combo. If you don't delay your and are also guaranteed, and if you do delay slightly you might be able to MC their rising attack.
Another really cool thing about this throw is when it is escaped you're at +5 and you and the opponent are parallel to the wall in closed stance with you stomach facing the wall. This is a VERY good position to be in as will stuff most attacks and doing this combo > > > (or > > > wall) will cause a wall slump for additional damage or a 50/50 of your ground throws.
Because of the large windows where downed attacks and ground throws are guaranteed, wake up game for this is up to you to discover.
The biggest issue with this throw is, aside from the initial low damage, the camera angle change will need some getting used to. And if escaped, you are swung to the direction of the opponent's back, and in most instances this is okay because of the aforementioned +5 and wall positioning, but if you're close to a ring edge you're going out with a hilarious animation.
This does 70 damage and if escaped you're at -6 and in BT. If the opponent attempts a rising attack from a stationary position, all of your downed attacks will CH ( 22, 33, 42 damage). If they try to roll and attack, all the downed attacks will connect on normal hit. They can however avoid your is they mash hard and/or roll to the side/back and guard, and avoid your if the roll back. So take that free (?) . If the opponent is complacent enough, you can try ground throws, where you have the 50/50 for your /
For wake up, stationary rising attacks can be beat with >. Against side/back roll into rising attack, whiff into should give you the best timing.
What sucks about this throw is that -6 in BT with your face to a wall and since was broken you could have landed into a 100+ wall combo.
Sobers 1 - *
This is a 70 damage throw, it sobers one, and the most apparent things that make this throw stick out are: 1. it looks dope and 2. it breaks the wall if it finishes the opponent. When escaped, you're throw to the opponent's back (so parallel to the wall now), but at -6 and in ST. Also if it is escaped you'll regret not doing that into a wall combo.
Wake up options are incoming.