Jeffry - Move Analysis - VF5FS

Feb 12, 2019 at 6:05 PM
Jeffry - Move Analysis - VF5FS
  • !!Unfinished!!


    {1} - Jeffry 101- A guide to FS Jeffry - By VFDC member, sebo


    • [DP] = 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 [P][P], you delay the 3rd [P] 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 [1][P] is a special low/EX low.
    • [P][+][K][+][G] is a NC on any hit of these: [P][+][K], [2_][3][P], [4][P], [P][6][P] ([P][6][P] is NOT a NC), [K][P] ( [K][P] [P][+][K][+][G]... 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. [2][K] is the easiest, [3][3][P] is a little stricter and riskier but more rewarding, [4][6][P][+][K] leads to a bound combo and work up to Jeffry and Wolf (inconsistent on Wolf), and full wall combos after [4][3][P][+][K] 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 .

    TL;DR Moves and where/when to use them(top)

    1. Close Ranged Pokes:
      Set up your offensive with [6][P] (weaker elbow with a mind game in [6][P][P]), [4][K] (wall combo starter, knockdown on CH), [2][P][+][K] (good frames on hit/CH and good hitbox against Shun), [P][+][K] (good range and frames among other things) and with [P] and [2][P] (the last two can also be used as an interrupt to the opponent's offensive). [1][K] (even on CH, really good range, can be used at mid range too, use against Lei-Fei/Shun/etc. stance sabaki stuff or to beat the opponent with a final poke).

    2. Mid Ranged Pokes
      [3][K] for knock down, [6][6][P] to close distance, [4][P][+][K] to blow through sabaki and crumple backdashers/ST CH, [2][K] to set up half-life hit throw, aforementioned [1][K].
    3. Combo Starters [3][P][P]

    4. Move: Explanation
    5. Move: Explanation
    6. Move: Explanation
    7. Move: Explanation
    8. Move: Explanation
    9. Move: Explanation

    Basic Attacks(top)


    [P] - 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 evades your [P]. Can use [6_][P] to increase the range of [P], required in some combos.[6_][P] can also be done by inputting [2][3][6][P].​

    [P][P] With [P][P], there is a long delay window available. While not wise to do too much, more of a once in a blue moon strategy, but doing [P] from a distance that would whiff, and then doing the second hit if you've properly baited a counter attack attempt.

    [P][P][P] This 3rd [P] is also very delayable. It knocks down on any hit and gives a small combo on CH. If the second [P][P] counters, [P][P][P] will connect, and if near a wall, after a wall hit you can apply addition damage via [2][K] [5] [3][3][P] or with proper spacing you can even continue with [4][3][P][+][K] wall combos (harder timing, super strict spacing), or [4][6][P][+][K] into bound combos. At correct advantages, [P][P][P] 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. It also rings out everyone (even Taka) over a low wall on any hit. Punishable at -13f on block. Linear.

    [P][6][P] Second [P] hits mid. Use to deter opponents ducking or attempting a [2][P] of their own after [P] is guarded. Linear.

    [P][6][P] [P][+][K][+][G] If [P] counter hits, the follow up of [6][P][P]+[K]+[G] 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.​

    [P][6][P][P] "If [P][6][P], the second hit, counters the last hit of [P][6][P][P] will connect. If near a war, it will result in a wall hit (refer to the note on "wall hit"). The last hit of [P][6][P][P] 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[DP] " {1} Half-circular (evadable to his front)

    [P][K] Used as a 12f punished on everyone except Taka. If the second hit of [P][K] 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 [K] Counter hits, check the [P][K] Tab on the Jeffry Combo page]. -4 and +4 on block and hit respectively. NC

    [P][K][P] Also used to punish Taka at -12f, does 41 damage but leaves you at -1f. After the second hit of [P][K][P] 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. [P][K][P] [CH on 2nd hit] <wall hit> [4][3][P][+][K] [4][P]:[K] [4][3][P][P] does 98 damage). Also [P][K][P] rings out over short walls with little difficulty, and [P][K][P] changes footing. Versus Wolf's [P][+][K][+][G] and Taka's [4][P][+][K][+][G], [P][K] OR [P][K][P] 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) , [P][P][P], [P][6][P][P], and [P][K][P] 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.

    For example,

    [P][K] (CH on 2nd hit) [P] [4][6][P][+][K] [4][P][K] is the max damage combo (81 damage) against Eileen in open stance.
    [P][K] (CH on 2nd hit) [P][P][P] does only 58 damage, but with proper spacing after a wall hit you can extend the combo with [4][6][P][+][K] [6][6][P][P] for 93 damage.
    [P][K] (CH on 2nd hit) [P][6][P][P] 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 [4][6][P][+][K] [6][6][P][P] for 97 damage.
    [P][K] (CH on 2nd hit) [P][K][P] does only 57 damage, but with proper spacing after a wall hit you can extend the combo with [3][3][P] 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. [P][K][P] and [P][P][P] knocks the opponent down where they're in a face up, feet toward. If [P][P][P] is done in a combo, the opponent will flip in the air and will land face down, head towards. [P][6][P][P], 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 to evade the rising kick.

    *maybe make a guide for all the knockdowns?*

    [6][P] - 14f. Block = -5, NH = -1, CH =+5. Mid. Linear.

    This is an elbow. Elbows, like [P] [2][P] 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.​

    [6][P][P] is a very delayable follow up to [6][P]. Its guaranteed if [6][P] either NH or CH. For NH there must be no delay and for CH only a very slight delay, making CH [6][P][P] very hard to hit check. It can be used to make [6][P] 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 [2][K], sobers 1[DP] and can be used as a combo ender to cause a slam, so unless they tech roll you can go for a [3][K] down attack. Use to punish a back turned opponent by a wall for a free [2][K]. Punishable at -15f on block. linear. Floor scrapes

    This attack also serves as Jeffry's -14 (and higher) punisher along side [4][K][P], both of which also work when crouched. The reason why you might use [6][P][P] over [4][K][P] is when the opponent has a wall to their back. Depending on the spacing from the wall, you can get a [4][3][P][+][K] wall combo/[4][6][P][+][K] bound combo.

    Even when not punishing with [6][P][P], you can still convert the wall hit into a very damaging combo even if the opponent blocks the [6][P] 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 [6][P][P] 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.

    [2][P] - 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 [2][P]. Floor scrapes and easy to tack on a downed opponent that doesn't tech their fall..​

    [6][6][P] - 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 [3][K] is a literal sidekick, [6][6][P] 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 [2][K] (or similar) attack for additional damage.​

    [6][6][P][P] - 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, [6][6][P][P] 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 [6][6][P] 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 [6][6][P][P] hits on a crouched opponent (and if they crouch after [4][4][P][+][G]) the opponent will fall down in a face up, feet toward position.
    After launching an opponent, [6][6][P][P] 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 [4][4][P][+][G] 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 [4][4][P][+][G], this will stagger and knock down. The way you might be able to condition the opponent to crouch after the throw is to use [6_][K][P][P]/[6_][K][P][K]/[6_][K][P]->Wall combos, but this doesn't work on every character.​

    [4][P] - 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).​

    [4][P] [P][+][K][+][G] ...if it hits, [4][P][P]+[K]+[G] will connect [NC] for a threat stance based mind game.​

    [4][P][K] - Block = -8, NH = +4, CH = +8. Mid. Linear. Delayable. NC
    If [4][P] connects and the opponent hits a wall, the follow up [K] will knock them down into a low wall splat state, allowing for a follow up. Speak of [4][P] and walls, this is probably one of Jeffry's most important tools in the act or initiation of wall combos. For example, you perform [6][K][P][4][3][P]+[K], 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.[4][P][K] does decent damage and knock the opponent forward quite a distance (good for ring control). But let's say a wall is nearby, [4][P][K] will initiate a low wall splat. Now let's say after [4][3][P]+[K] bounds, the opponent is really close to the wall, [4][P][P]+[K]+[G][P][P]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>[4][3][P]+[K]<standing bound>[4][P][P]+[K]+[G][P][P] is arguably the best option ([4][P][K] vs. Taka). (In retrospect, after +7 years of VF5FS play, during a wall combo, [4][P][K] is my preferred move over [4][P][P]+[K]+[G][P][P] 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 ( [4][6][P][+][K]/Threat [P][P]).

    Use along with [K] and [4][K] when you have minor advantage on an opponent with a wall to their back. If close enough, [4][P] will cause a wall stagger, and the follow up [K] 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 [P][+][K][+][G]/[4][P][+][K][+][G] a lot. It doesn't lead to the knock down (or wall combo starting) of using [P][K]/[P][K][P] for that purpose, but you get decent damage, +8 advantage and considerable push back.​

    [4][6][P] - 21f. Block = -6, combos on any hit. Special high. Half-circular (evadable to his front). Sobers 1[DP]

    This leads to 80-90 damage (more possible near a wall if you do [4][6][P] [2][1][4][P][+][K] [1][K][+][G] <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 [4][6][P] will beat those lows. Also after a knockdown (be it from a combo or throw) dashing in and doing [4][6][P], 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 [3][K][+][G] covers), it is a good whiff punisher when used like [4][4][6][P], similar to Taka's [4][4][P][+][K]/Aoi's [4][4][P][+][K]/etc when beating out attacks that are naturally weak to back dashing.​


    [4][3][P] - 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 ([4][4][3][P]). With this additional input and the attack's animation, at certain ranges it will go over lows, and with a proper delay, [4][3][P] will go under some highs allowing for the additional [P] to connect. The delay possible between both hits is pretty long, sometimes allowing you to have [4][3][P] 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.​

    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 [P], you can tack on additional damage with [2][K] [depends on range, [4][3][P][P] is almost always guranteed if [4][3][P] hits]. [4][3][P][P], if it hits near a wall, a [2][K]/[3][3][P]/[4][6][P][+][K] is also possible here as well. Not sure about counter hit, but a counter hit on the second [P] will ring out over short walls at the right distance.​

    [4][3][P][P] - Block = -15, floats on any hit. Mid. Linear. Floor scrapes. Delayable. NC


    [4][1][2][3][6][P] [LVL1] - 42f. Block =-6, knocks down on any hit. Mid. Linear. Sobers 1[DP]

    [4][1][2][3][6][P] [LVL2] - 59f. Staggers on block, knocks down on any hit. Mid. Linear. Sobers 2[DP]

    [4][1][2][3][6][P] [LVL3] - 65f. Unblockable. Mid. Linear. Sobers 3[DP]

    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 [3][P][K] 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 [2][K]+[G] is better at that. And doing it took 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.​


    [2_][3][P] - 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 [2_][3][P][P], 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 [3][P][P] 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.​

    [2_][3][P] [P][+][K][+][G] - NC

    [2_][3][P][P] - Block = -6, NH = +5, CH = +9. Side turns the opponent on any hit. Mid. Linear. NC.

    [3][P] - 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 [3][P][P] 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, [2][P], [1][K], whatever, but it is all very dangerous regardless), but this isn't something to rely on. Because he is totally broken (lol), doing [3][P][P] 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 [3][P][P] within combos, just because it is fun to mix things up on occasion even though your sacrificing damage.​

    [3][P][P] - Block = -13, combos on any hit. Mid. Linear. NC. Slightly delayable

    [3][3][P] - 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 Kenka upper are similar to [6][K] and [4][1][2][3][6][P]+[K], 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 [9][P], and can cause a slight refloat after stomach crumples.

    Useful after wall hits for more damage than [2][K] but less than [4][6][P][+][K] and [4][3][P][+][K].​


    [1][P] - 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 [1][P] hits as a CH on a side turned opponent, you can combo with [P] 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 [2][K][P] or [4][3][P][P], 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.

    [1][P][P] - Block = -20, knocks down on any hit. Low. Half-circular (evadeable to his back). Floor scrapes. Ducks highs. NC if [1][P] counter hits. Leaves you crouching.

    Don't get this blocked.


    [K] - 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 [G] during its start up to cancel.

    [K]'s range is a little deceptive. It is quite long. Second it is 16 frames in speed, and is as a result Jeffry's fastest stand-alone circular (covers stomach). Now [K] 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 [2][K] (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. ​

    [K][P] - Block = -4, NH = -1, CH = +4. High. Linear. Slightly delayable

    [K][P] [P][+][K][+][G] -

    From [K][P] you have three canned options: threat transition (good if you can hitcheck whether the second hit of [K][P] hit), and while not the best options as a stand alone attack (as there are better threat transitions available), but if the [K] connects, doing [K][P][P]+[K]+[G][P][P]>flop will combo on the lighter half of the cast.

    [K][P][P] - Block = 3, float on any hit. High. Linear. Delayable. Sobers 1[DP]

    [K][P][P] 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 [K][P][P] counters, the final hit combos. [K][P][P] also causes a low wall splat, allowing for additional damage.​

    [K][P][K] - Block = -15, floats on any hit. Mid. Linear. Delayable

    [K][P][K] is the final attack available in the [K] 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 [2][K]. [K][P][K] changes footing back to where Jeff started." {1} With proper spacing, the wall hit from [K][P][K] can lead to a wall combo with [4][3][P][+][K] or [4][6][P][+][K].​

    [6][K] - 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, [6][K] is only -9 on block. Also use after [4][P][+][K] 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, [3][K][+][G] or [4][6][P] will give more damage than [6][K], so use these moves instead when going for reverse Nitaku on those characters.​

    [4][K] - 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 [1][K]), near a wall, it causes a high wall splat, which is a terrifying prospect. Either stand and block with a wall to your back ([6]/[4] throws can lead to 70 and 100ish damage respectively), try to evade (eat [K], [4][P], [K]+[G]!!!, etc and get splated anyway), or try to counter attack ([4][K])."

    In addition to being scary as well near a wall, [4][K][P] 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 low wall splat. [4][K][P] can induce these splats when used in combos as well, so keep track of your footing at all times (and why I make a point to mention footing). [4][K] changes stance and [4][K][P] 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 [4][K], 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 [8][P]+[K]+[G] stance). Being a knee, however, [4][K] will beat most sabakis (aside from Lion's [2][1][4][P], 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!​

    [4][K][P] - Block = -8, knocks down on any hit. High. Half-circular (escapable to his back). Sobers 1[DP]

    [2][K] - 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 [2][K][P]

    CH [2][K]: [2][3][6][P][+][G]

    Performing TKoD: [2][K] needs to connect, hit or counter to work. In order for the [2][3][6][P]+[G] 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 [2][P]ed out of it if [2][K] connects on normal hit, it is uninterruptible on CH... with one exception. As the [2][3][6][P]+[G] portion is a catch throw, the opponent can throw you out of this, and because of the [2][3][6][P]+[G] input, you've already used a throw escape input, so you'll break [6][P]+[G] 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 [2][K], if you don't perform [2][3][6][P]+[G] their throw will whiff, and if you read that they'll attempt this, hit them with something hard. [2][K] is a great attack to really make the opponent pause, and even if you don't attempt splash, [2][K]gives decent frames, and is an all-around good poke.

    Also with proper hit-checking, [2][K][P] 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. [2][K][P] serves as the third leg of the combo ender trinity ([6][6][P][P]/[4][3][P][P], 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 mt. (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, [2][K]. 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 [6][K] out of nowhere for big damage. I recommend [2][K] 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 [6][K], and even causes more damage than [6][K] without a wall.​

    [2][K][P] - Block = -15, floats on any hit. Mid. Linear. Floor scrapes. Delayable. NC. Sobers 1[DP]

    [2_][K] or [1][K] - 16f. Block = -15, NH = -6, CH = 0. Low. Linear.

    This is Jeffry's only real low from standing (as [2][K]+[G] 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 ([P][K] counter on the second hit > [2][P][1][K]). 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).

    [3][K] -16f. Block = -8, knock down on any hit. Mid. Linear. Causes a wall splat. Floor scrapes.

    Three-Kay, 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, [3][K] can be used in combos, and from there it can induce low wall splats (like after [4][3][P]+[K] bounds). Also, [3][K] is free after [4][4][P]+[G] or ground [2][P]+[G], which increases the ringout range by almost double.​


    [P][+][K] -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. But unlike [4][K] and [6][P] and [2][P]+[K] (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 [P][K], instead of going for only something like [3][P]+[K] (more on this move below as well!), [P]+[K] is a decent option that will also beat 11 frame jab abare, and then lead to a fairly damaging guessing game from threat. [P]+[K][P]+[K]+[G] 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. [P]+[K][P]+[K]+[G] as a 15 frame punisher seems to be pretty legit as well."

    "[P]+[K][P] 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, [1][K], [1][P]+[K], etc). Regardless, [P]+[K][P][P]+[G]still sobers 2 points and does decent damage, and while extremely difficult to set up, can be a formidable tool against Wolf`s [P]+[K]+[G] and Taka`s [4][P]+[K]+[G]. 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."

    "[P]+[K][P] can serve as a combo ender like [P]+[K][P]+[K]+[G], but both hits connect. The hit effect puts them in the air slightly (especially after a standing bound after [4][3][P]+[K]), and (wait for it) near a wall, can lead to at least a free [2][K]. Granted, with that kind of spacing after a standing bound, there are many more damaging options available, but this exists too. Lastly, [P]+[K][P] combos on even normal , and if the second hit connects resulting in a KO, the animation is simply awesome." {1}

    [P][+][K] [P][+][K][+][G] -​

    [P][+][K] [P] - Block = -6, NH = -1, CH = +10. High. Linear. Delayable
    [P][+][K][P]:[P][+][G] - Sobers 2[DP]

    "The Jeffry vortex". See the strategy page under "side turned".​

    [6][P][+][K] - 20f. Block = -8, combos on any hit. Mid. Linear. Ducks highs (not on the first frame)

    "safe on block and is extremely reliable in going under high attacks. While the damage behind this has lessened, still, it goes under highs like [1][P] but leads to a combo without the need for a wall or a ground throw attempt. The hitbox is a little funky, and unless I'm remembering this in-correctly, it whiffed against Lei Fei's [2][P]+[K]+[G] stance. " {1}

    Will reliably go under an opponent's [P] 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 lows. With proper timing, and made easier on the opponent's timing (like Jacky's Jump [P]<delay>[P]), [6][P][+][K] is a good (albeit risky) tool to deal with predictable highs in strings. So in a way [6][P][+][K] can function like a somewhat janky universal-anti-high faux-sabaki that still loses to special highs, but because of the slow speed of [6][P][+][K], it can cause the special high to whiff and it will connect on recovery counter hit.

    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.​

    [6][6][P][+][K] - 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)

    [6][6][P][+][K]:[P][+][G] -

    When you're at even or advantage [6][6][P][+][K] 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.

    If you're into styling on the opponent in combos, after a high bound (like [6][K] [P] [4][3][P][+][K]), [6][6][P][+][K] will induce a wall slump, allowing for additional damage, thought it's 5 damage lower than the old and reliable [K][P][K] <wall hit> [2][K] ender.​

    [4][P][+][K] - 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 [6][6][P] causes crouchers to stagger and [3][K] knocks down, [4][P][+][K] 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 [P] (Kage, Lion, Eileen, Pai) can beat you. In that specific scenario, use [3][P][+][K]/[K] (anything 16 frames or faster) instead.


    [4][6][P][+][K] - 19f. Block = -9, combos on any hit. Mid. Linear. Causes a bound in combos. Sobers 1[DP]

    [4][3][P][+][K] - 24f. Block = +1, NH = +8, CH = +11. Mid. Linear. Causes a bound in combos. Sobers 1[DP]. Can floor scrape.

    [4][1][2][3][6][P][+][K] - 30f. Block = -7, combos on any hit. Mid. Linear. Causes a wall splat. Can floor scrape (unreliable)

    [2][P][+][K] - 15f. Block = -3, NH = +4, CH = +7. Mid. Linear. Causes a slam in combos. Sobers 1[DP]

    [2][1][4][P][+][K] - 24f. Block = +2, combos on any hit. Mid. Linear. Causes a bound in combos. Sobers 1[DP]

    [3][P][+][K] - 16f. Block = -6, NH = +3, combos on CH. Mid. Linear.

    [1][P][+][K] - 25f. Follow up mix up on block, knocks down on any hit. Mid. Linear. Sobers 1[DP]

    [1][P][+][K] [P] - Block = -5, combos on any hit. Mid. Linear. Sobers 1[DP]

    [1][P][+][K] [K] - Block = -16, knocks down on any hit. Low. Half-circular (evadeable to his back).

    [1][P][+][K] [P][+][G] -​


    [K][+][G] - 26f. Block = 0, knocks down on any hit. High. Full-circular. Can cause a wall splat depending on position. Sobers 2[DP]

    [6][K][+][G] - 44f. Staggers on block, NH = +13, CH = +15. Mid. Linear. Sobers 2[DP]. Floor scrapes

    [6][6][K][+][G] - 26f (perfect input). Block = +3, knocks down on any hit. Mid. Linear.

    [2][K][+][G] - 26f. Block = -13, NH = +3, CH = +7. Mid. Linear. Floor scrapes

    [3][K][+][G] - 24f. Block = -8, combos on any hit. Mid. Half-circular (evadeable to his back). Can floor scrape (unreliable)

    [1][K][+][G] - 20f. Block = -8, combos on any hit. Mid. Linear. Floor scrapes


    Ascending [P] - 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 off the ground attack or ground throw attempt. This is the closest thing Jeffry has to all the [9][P]+[K]s and such out there, except this is slower. Can be used within combos (after splats) as a comical ender, but only do that with a life lead. Changes footing upon landing."

    Descending [P] - Block = -16, knocks down on any hit. Low. Half-circular (evadeable to his back). Floor scrapes

    "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."

    Ascending [K] - Block = -5, knocks down on any hit. Mid. Linear.

    "May serve as a quicker means of flying over lows, but because the hitbox, it might whiff over some attacks. It can cause a wall splat alone, in a combo, or after a standing bound. It looks hilarious, and that alone is reason enough to mess around with it."

    Descending [K] - Block = -7, combos on any hit. Mid. Linear.

    "Deceptive range, and animation for a while. Leads to a downed state that allows for the trinity ([6][6][P][P], [4][3][P][P], or [2][K][P]) as an ender. Can be a hilarious means getting damage off of a low wall splat, but requires quick timing most of the time."

    Down attacks/Throws(top)

    "After a knock down, and the opponent doesn't tech immediately, some form of downed attack is possible." {1}​

    [3][K] - "Useful after some throws, after beat-down combo enders and strings, and if the opponent doesn't just-tech after a wall hit into [2][K]. Can catch side rolls, generally loses to back rolls. Due to the speed, likelihood of counter hitting a rising attack is most likely." {1}​

    [8][P] - "Slower, but more damaging, loses more often to side-rolling, but can get back rollers. Be warned of rising kicks, as [8][P] can easily be stuffed." {1}​

    [8][K][+][G] - "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. If it misses, Jeffry is at least in a downed state, and compared to [8][P], cannot be punished as terribly." {1}​


    [2][P][+][G] - "Throws the opponent in the direction where their head was originally facing. For example, [3][P]+[K] on counter hit, [2][P]+[G] will change spots. This can result in a free [3][K], a wall combo, and/or a ringout (frames are different vs. face up, and jeffry throws the opponent forward)." {1}​

    If this wall throw causes a wall hit (not stagger), your advatage in this situations is variable and sometimes a [6][P] may get beat by [2][P] abare. Fortunately, most opponents wont want to abare near a wall at first, but becarfull what you do when (if) they start to.​

    [3][P][+][G] - "Use this if the opponent expects [2][P]+[G], as it leads to 30 damage. After this, do not expect a decent amount of advantage versus a rising opponent." {1}​

    Threat Stance(top)


    [P][P] - 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[DP]

    [6][P] - 20f. Block = -3, NH = -4, CH = +4. High. Linear. Hit throw on guard and any hit for a full combo.

    [6][P]:[P][+][G] -​
    [K] - 18f. Block = -7, NH = +3, CH = +6. High. Linear. Hit throw on any hit.

    [K]:[P][+][G] - Causes a knock down or near a wall, a low wall splat (combo follow up). Rings out. Sobers 2[DP]

    [K][+][G] - 20f. Block = 0, knock down on any hit. High. Full-circular. Can cause a wall splat depending on position. Sobers 2[DP]

    [P][+][K] - 26f. Staggers on block and any hit. Mid. Linear. Sobers 1[DP]


    BT [P] -​

    BT [K] -​

    BT [2][P] -​

    BT [2][K] -​


    [P][+][G] -​

    [2][P][+][G] -​

    Wall attack/Throws(top)

    (facing wall) [6][P][+][K][+][G] -​

    [6][P][+][G] -​

    [6][6][P][+][G] -​

    [4][6][P][+][G] -​


    [P][+][G] -​

    [6][P][+][G] -​

    [4][6][P][+][G] -
    [4][6][P][+][G], [6][P][+][G] -
    [4][6][P][+][G], [6][P][+][G], [6][P][+][G] -
    [4][6][P][+][G], [6][P][+][G], [4][P][+][G] -
    [4][6][P][+][G], [4][P][+][G] -​

    [4][1][2][3][6][P][+][G] -

    [4][P][+][G] -

    [4][4][P][+][G] -

    [6][3][2][1][4][P][+][G] -​

    Low Throws(top)

    [2][P][+][G] -

    [3][P][+][G] -

    [1][P][+][G] -​

    Side Throws(top)

    [P][+][G] -

    [4][6][P][+][G] OR [6][4][P][+][G] -

    [2][P][+][G] -​

    Air Throw(top)

    [9][P][+][G] -​
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