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VF5FS Jeffry Strategy
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Contents
- Introduction
- Technique Tier List
- S Tier, indispensable shit
- A Tier, very important
- B Tier, solid but maybe situational
- C Tier, limited and highly specific uses or just decent
- D Tier, don't bother unless you're just fucking around
- Ready? GO!
- Nitaku
- Side Turned
- Combos
- Attacks that start combos
- What do you do after starting a combo?
- Bounds
- Wall Combos
- Differences in combo enders
- Changing your Ring Position in Combos
- Special notes on Combos
- Wakeup Strategies
- The opponent doesn't move or is slow to get up
- The opponent wants to get up, but doesn't do rising attacks
- The opponent wants to get up and do a rising attack
- Ring Position
- Wall Pressure
- Ring Out
- Changing Your Ring Position
- Block Punishment
- Dealing with general bullshit
- Other
- Threat Stance
- Back Turned
- Misc. Techniques
Introduction(top)
Jeffry fills the "easy to learn, hard to master" character archetype. Outside of some combos there are no difficult inputs, and all of that advanced stuff in totally optional as your stable combos are damaging as is. Jeffry's weight allows for some protection from eating massive damage unlike a good chunk of the cast. Due to his large size, he has attacks that can assault the opponent effectively from any range. You also have a very solid set of attacks and one of the better throw games. His combo damage is among the very highest in the entire cast (and as stated before, his combos are easy to do). His attacks, throws, and combos also get a massive boost in damage whenever you're near a wall.
What is difficult about using Jeffry is because of his "simplicity" of use, he lacks any form of official defensive techniques outside of universal tools. While he has a solid set of tools, a good chunk of his attacks are slow and require specific situations to be able to work. Also, because of a lack of tricky tools, he needs to often take big risks in order to mount a comeback.
Strengths
- Heavy Weight means less damage for your mistakes
- Simple inputs, aside from the many hit throws, playing Jeffry doesn't require give your arcade stick a hand job
- Can do some of the heaviest damage with or without a wall
- Most of his moves can start combos or can be converted into wall combos, probably the highest number in the game
- Solid set of basic tools ( punish, a 14f Elbow, 16f side kick, 17f knee, etc.) and lots of redundancies (like 4 attacks that serve as an elbow, three big launchers, attacks you use as a "sidekick" etc.) that allow for a very varied and fun striking game
- Has some of the best range in the game
- Lots of tools to deal with sabaki attacks
- Solid Throw game that becomes very damaging near a wall
- Because of all the striking attacks, there are innumerable combos to explore that still all do good damage and lead to different kinds of knockdowns or wall hits
- Punishment tools that, with on point ring awareness, make his block punishment one of the best in the game
- Lots of big attacks that work great as meaties
- Excellent wall carry in combos and ring positioning potential with throws
- Despite lacking reversals, sabakis, and inashis, he has access to most other tools, like a "guard break," catch throw, etc. but...
- MOST DETAILED COMBO LIST AND WIKI ARTICLES (get on your shit other content managers, LOL)
- Best win animations, especially with certain items (put Trophy Fish on his back and do after winning)
- Despite having almost all the tools in the game, Jeffry's versions of those moves riskier and generally not as good as comparable attacks that other characters have (his Guard Break requires a threat stance set up, his catch throw is attached 33/33/33 guessing game after getting a 25f linear high block, etc.)
- Due to differing sizes of characters and attack hit boxes, many of the opponent's attack will go through/under your mid attacks
- Has a few attacks that are relatively quick but many are big, slow, and situational
- Shun and his stupid fucking lack of a hitbox
- Lacking in lows, what he has are weak, risky, and situational
- Lacking tools to directly deal with /lows, whiffs often, is slow and might get blocked anyway
- Without a wall, his 12-15f punishment is mediocre
- Several key attacks are extremely difficult or functionally impossible to hit-check requiring you to commit (unlike characters like Jacky or Taka)
- Aside from a few key attacks, he's linear, his primary anti-step are high attacks ( fodder) and his damaging ones are slow
- Once your learn Jeffry in-depth you will learn that you have a lot of options in getting lots of damage in most situations, this can be seen as bad for two reasons: choice paraylsis or feeling regret in making the bad choice, seriously there is so much, it can be overwhelming
Technique Tier List(top)
Here's an entirely subjective "best of" list. For an explanation of a specific attack, check out the Move Analysis page. The attacks in the "tiers" are in no specific order unless specified otherwise. Your list might be different, but I don't see your ass writing these ambitious as fuck Jeffry guides (LOL).
S Tier, indispensable shit(top)
, , /, /, , , , , /, strings, , , , , , , , ,
A Tier, very important(top)
, , , , , , /_, Wall throws
B Tier, solid but maybe situational(top)
/Threat , Threat :, , and all follow ups, :, , , , Threat , , , , , , , Wall
C Tier, limited and highly specific uses or just decent(top)
, , Threat :, , , /Threat, , , Threat , , ~, ~,
D Tier, don't bother unless you're just fucking around(top)
, All BT
Was this helpful? If so, great! If not, I agree, read the Move Analysis page and don't think you can play Jeffry like some other characters and just get by with only 10 moves.
Ready? GO!(top)
>What should be your plan at the start of the round? What should you do when you're at neutral? Please tell me how to play!
There is no definitive answer for these questions, but rather you should re-frame it as in this way: What do you predict the opponent will do, and what can you do to stop them or, more preferable, force them to play the game you're playing. You should practice Jeffry to the point where he becomes an extension of you, to the point where you can spend all of your energy in watching and downloading your opponent's habits.
Does your opponent stand and block your opening attack, or backdash away? You should change up your game by dashing up to them with a throw. Does your opponent throw escape or know about Yutori-throw escapes (holding and then and a direction)? You can definitely check in replays, and if they don't do that do damaging shit like . Do they throw out certain linear attacks? Evade and punish. Do they do unsafe attacks constantly? (and above) punish them every time. Do they never punish your unsafe stuff? Do it more. Do they evade into an immediate attack? Use your circular attacks more or do .
If you read the Move Analysis page, you should know how everything works, and if you observe your opponent enough you should know where your attacks will fit into the situations the opponent sets up.
Nitaku(top)
>What's this character's nitaku, or two-choice, guessing game?
Nitaku starts at +6 (+5 vs Taka) you can force a 50/50 between your striking attacks or a throw on your opponent. This happens when you manage to land certain attacks (often made better if on CH) or you block certain attacks the opponent does.
If you go with a throw to beat an evade or standing here's a slimmed down throw guide:
- give good oki, 40 damage, you are ST if escaped
- sobers 1, does 50 damage, allows for evade-able rising mid attacks, you are ST if escaped
- combo throw that can either give +2 on hit or lead to a knockdown and give a variable amount of damage (25-85)
- sobers 2, 65 damage, strong oki
- the variation of this is to be used in the open for 40 damage and decent oki, other variations are to be used near a wall or ring edge
- can cause a ring out or wall hit, without a wall hit gives you a free /, you are ST if escaped
- does 60 damage, good oki
- With a wall to the opponent's rear: does the least guaranteed damage but give big advantage if escaped, does good damage but really sucks if escaped, does good damage, can break walls, and doesn't suck as bad when escaped
- is your safest combo option
- less safe on block, can potentially get up to 100 damage
- safe on block, half-life throw set up
- To beat potential sabaki attempts but not be too slow: causes big push back, gives good frames, and can wall stagger, will lead to a decent combo, can be hitchecked and has some evasive properties and a good hitbox
>What is recommended at different advantages?
Rough sketch of what you should do if you expect an immediate counter attack attempts after getting advantage:
- +1 - or
- +2 - () or ()
- +3 - or
- +4 - or (less safe)
- +5 - or or (for sabaki)
Of course you can spice up what you want to use if you expect the opponent will try to abare with something slower than a /, use a sabaki or reversal, or if you're at mid range.
>What can you do to defeat a Guarding Throw Escape? (e.g. guard breaks)
Have an opponent escaping your throws? Mix up the direction used dumb ass (refer to the quick throw guide above or the Move Analysis page for a more detailed run down). Beyond that, if the opponent is just guarding you have many options.
Press the attack and do attacks that give you advantage on block or cause staggers:
- gives +1 on block, gives more frames on hit (+8) and gives a free low throw attempt on CH (+11)
- gives +2 and sets up a 3-way guess between a mid combo starting , a half-circular knock down low, and a catch-throw.
- is +2 on block, setting up a / that will beat all and most counter attack attempts
- is +2 on block, combos that are identical in damage done with with the added benefit of beating sabaki
- Threat; if the opponent blocks , threat or will beat any fast attack in the game, beats step, : beats block and gives you a big combo, and staggers on any hit leading to a free or more on players who are poor at struggling
- staggers guards (free on block), leads to good to massive damage on hit and CH respectively and should be used on rising opponents
- can be charged into a staggering attack or an unblockable
- Peck away with , it does little damage, and puts you at disadvantage on normal hit (0 on CH)
- gives +3 on hit (+7 on CH), isn't horrible on block (-13), if the opponent is near a wall it will cause a stagger
- Get yourself in a more favorable position with an OM and attack the now STed opponent.
- Jump; empty jump into a poke or throw, or do a jumping attack
- One of the several kinds of Kick Cancels (details on Move Analysis page) and acting accordingly how you predict the opponent will react
>What can you do if you anticipate an evade in any or a particular direction?
There is a simple rule to remember when it comes to Jeffry's anti-step game: Punches cover his back, kicks cover his stomach. There are only 3 exceptions to this rule.
- Back: , , , ,
- Stomach: , , , , , , descending
- Both: *, , Threat , :, Throws
When you're at much larger advantages and pressing your advantage after a knock down, and should be your go to options. They lead to huge combos in the open and there are easy wall combo conversions.
does more damage than your and can lead to half-life wall combos or ring out over short wall. The problem with this move is its speed so it is pretty easy for an intermediate player to ECDC. What makes up for this (though not really), is that this move has deceptively long range, and where as all of your anti step moves get eaten by Aoi's and others' sabaki attacks, often deals with that specific situation. Threat on the other hand is stronger due how much faster it comes out. Either one, the s are really strong versus a ST opponent, giving you a massive +6 on block.
Also you can delay your attacks by not immediately attacking or changing up your input, like doing /. If you predict an evade into an attack, slower attacks, like are slow enough that it can re-orientate and CH a mash-happy opponent.
Side Turned(top)
>How do you put your opponent into ST?
Jeffry has only a few ways of putting an opponent into side turned:
- evade and/or OM (universal to all characters)
- escaping certain throws (universal to all characters)
>What are this character's options for side turning the opponent with an attack or throw?
While not unique to Jeffry, all attacks on block vs. a ST opponent become safer on block (check the frame page and click on the attack, there will be a list of block frames on ST opponents and etc.), and side throws all give +2 when escaped.
Where you once feared getting punished, / become safe on block from any guaranteed punishment, and even becomes only -1 on block. When it comes to attacks that give advantage on block, you also get a massive boost. /Threat is normally even on block, but in ST you get +6 which means / will beat out all non-sabaki attacks. For other attacks gives +6, gives +7, gives +8, and give +9.
If you expect a counter attack, you have a few (quicker) options:
- (17 frames) gives side crumple for good damage and can easily be converted into a wall combo with good spacing and
- (16) is to be used if the opponent has an 11 frame poke and knows that it will beat your slower ST options, does decent damage and has a brain dead easy wall combo conversion by doing > > wall hit > wall combo (works on almost every character, refer to the combo listing)
- (17), you should know what this is and does (READ THE MOVE ANALYSIS PAGE IF YOU DON'T)
- (17), similar damage to above but give wall carry/ring out possibility
- (15), use like to beat fast attacks, gives a massive +10 on CH and can give you a free low throw attempt
- (15) use like /, but it's +11 on CH (free side throw attempt) or a solid Threat entry that keeps them in ST
- / if you're just boring, you know what these do, including potential wall combos/wall slumps
- serves as an alternative means of beating high abare with quick s (including DS Vanessa's ), you can choose to complete the string or get +8 on hit or +12 on CH, which allows for a combo (into a possible wall hit > wall combo), you just need to input it as / (just don't hold down)
- is to be used for predicted high abare attempts, do what you need/want after it connects
- on CH gives you a free combo for damn good damage, which can be extended into a full wall combo with perfect spacing
>What are the optimal follow-ups when you successfully evade an attack that recovers standing or crouching?
Hinted above in the mentions of /, if connect on a ST opponent it becomes a natural combo that can't be evaded or blocked (as long as you don't delay any of the hits). Evade should be your primary step punisher against most attacks, unless they're clearly big slow attacks because your ability to evade and punish is completely reliant on when the attack was evaded. So in some instances where doing an early evade on an attack will give you enough time to fit in a , lets say you evade at massive disadvantage the very same attack, the opponent may have time to block or evade your attempt. You can always do a side throw but it can be escaped.
If the opponent is evade while doing an attack that puts them in a crouched state obviously you shouldn't use , instead use a fucking mid or low throw you nitwit (with the same caveats attached to using throws vs ST).
Now if you are knowledgeable/brave to the point of being stupid, you generally want to evade and punish with . Exceptions (at least most of the key ones) to this rule will be listed in the Versus Character sections below.
Combos(top)
Play Jeffry and wanna learn how to do combo? Lucky for you some Jeffry player went apeshit in Dojo mode and threw away countless hours of their life away to make the most comprehensive combo list (aayyyy, it's me Sebo!), so you have a lot of shit to work with.
>How do you start combos?
Nice you asked... (ugh), because Jeffry probably has the highest number of attacks that lead to combos, and if they don't start a combo outright, they can cause a wall hit that allows for a wall combo conversion.
Attacks that start combos(top)
>These attacks you can just set up a standard (wall free combo):
- (CH on 3rd hit) can be delayed
- (CH on 2nd hit) can be delayed and hit evasion
- can beat evasion and plow through low attacks as a special high
- can be charged until it becomes unblockable
- floats on the second hit
- on ST CH
- requires a CH
- (first hit needs to connect) can beat evasion
- goes under highs
- ST CH and on a backdashing opponent
- on CH allows for a free low throw attempt, on ST CH / is possible
- on ST CH give low throw attempt
- on CH
- :
- on normal hit, CH, or if the opponent jumps for some reason it turns into a bound
- on ST CH
- Threat
- Threat :
- ascending
- descending
- BT
- wall
- ground on face down opponents
This of course doesn't include interrupting airborne opponents (which would practically involve every attack).
>With a wall nearby the number of attacks that lead to wall combos expand to a huge degree:
- either as the full string of if the 2nd hit connects as a CH
- a wall to Jeffry's stomach
- if the opponent is crouched
- if the first hit causes a wall stagger the will cause a slump
- /
- even on normal hit
- wall slump
- on CH
- wall to Jeffry's stomach
- if it makes the opponent hit the wall
- wall splats
- /Threat
- vs crouched opponent on normal hit
- Threat :
- descending
- ascending
- BT
- BT
- Wall
- if they don't tech
Like stated above: This of course doesn't include interrupting airborne opponents (which would practically involve every attack).
What do you do after starting a combo?(top)
>So your opponent is in the air or is crumpled, what do (I do) next? Hrrngh?
After the attack connects, the opponent is open to more damage... for free! So tack on all that you can, there is a handy-dandy list right here that tells you a whole lot of things you can do.
But here is the anatomy of a combo for the dimwitted (lol, "I've played 40K games but I'm still a Hunter!") or completely inexperienced players:
To start off, easy mode:
(Launcher) > (An attack string)
Slightly more complex:
(Launcher) > (Quick attack as filler) / > (An attack string)
These kinds of combos (especially after certain launchers and with good ring awareness) you will do more if you want to increase wall carry or get wall combo conversions.
And what you want to aim to do whenever possible:
(Launcher) > (Quick attack as filler) > (An attack that causes that changes the state of the combo) <bound> > (An attack string)
These kinds of combos do the most damage but often keep you from being about to turn it into a full wall combo.
>I'm slow, can you break down in plainer terms the kinds of combos you can do?
There are (over simplifying here) two primary kinds of combos you will do in VF5FS: combos that carry the opponent without causing bounds, and bound combos. Here are two examples:
Versus Eileen you can do these combos:
- > >
- > > >
The first combo does 70 damage and carries the opponent far across the ring. The second does 73 but doesn't carry as far. In general you want to do combos that do the (relatively) most damage, but the first combo can turn into a wall slump, and get you over 80+ damage or ring out from further away... you just need the ring awareness.
Bounds(top)
>What attacks cause "bounds" within combos?
After a launch to extend the length of the combo you usually continue with a or similar attack that keeps the opponent afloat (Ex. > ). As outlined above, you can go the easier route and do an attack string (////etc. there are so many variations). But if you want to ensure getting much higher damage that's when you want to start using bound attacks, of which there are two kinds, light bounds and heavy bounds.
- light bound, going to be used in most combos and wall combo conversions
- Threat light bound, used in combos after or in wall combos by doing
- * can cause a light bound on an airborne opponent, but don't expect this to land more than once in 1,000 games at most
- heavy bound, just like , used a lot in combos and wall combo conversions
- heavy bound, best used after // ST CH/Wall or in wall combos, generally avoid usage after launchers like //
>What attacks can you tack on after a light/low bound?
- The most consistent and should be your most used one, very few examples where this doesn't work to the point I don't even recall where it won't
- The 2nd most consistent, works on everyone except for Taka, does slightly more damage than
- Does the same damage as
- Does the same damage as /, if the opponent techs a lot, this will only work on light weights
- The highest damage possible from low bound, sometimes requires a slight delay on the which can be done as
- only done in closed stance, but can cause a wall slump the lighter half of the cast allowing for a combo extension
- is possible, leads to a similar beatdown to , but this does less damage than
- need to buffer as , does less damage than and leads to the same knockdown so not worth the effort
- works... but WHY?
- looks cool and can work on lighter characters but the damage is low
>What attacks can you tack on after a heavy/standing bound?
Everything that works on light bounds works here, but you get a few more options available to you. One added benefit of a heavy/standing bound is that it allows for numerous options that can lead to a wall slump.
- This will probably be your go to ender, it does very good damage, carries super far, and on wall hit you get a free
- used only on the lightest characters when you have no wall available
- use only on Shun as it sobers 2 points, though with ring awareness and being parrallel to a wall, it can cause a wall slump for a massive combo damage-wise
- not the best damage, but can be an alternate combo ender
- is possible but really hard to fit in and it require the opponent to be hit against the wall on either the or 1st for the final to connect
- can work like , but requires the opponent to be hitting the wall with or
- see /
- allows for the long range in starting a wall slump
- looks awesome
- also looks fucking awesome
- need to be close to a wall but can lead to the biggest damage in combos
- , , , , etc... damage is low so why?
Wall Combos(top)
>Wall combos? What do (I do) then? Hnnrgh?!
There are 3 kinds of wall combos: Wall hits, Wall slumps, and Wall Splats.
Wall hits are the most diverse of the group. These happen when you land an attack that knocks the opponent down and they hit a wall at some point, like or doing > . The follow ups you can add on to a wall hit is dependent on distance from the wall, the height the opponent hits the wall, the opponent's weight, and the recovery of the attack you used that made them hit the wall. Here is a further breakdown of what you can get after a wall hit:
- is the most common that you will be able to connect. Will work on almost every height of wall hit, after combos like > > > > wall hit > or if the opponent doesn't tech <wall hit> . Because of the ease of use of this attack, and the fact it scrapes the floor, this will be your most used attack after a wall hit.
- does more damage than and isn't very difficult to do, but requires a slightly higher wall hit. If you cannot visually check if the hit is high enough, and you do this but whiff while the opponent techs the fall, you will be at a big disadvantage. Due to the risk involved, only use for this purpose if you're confident that it will land.
- does even more damage than as it leads to a bound combo. This works on every character but Taka. Requires very good ring awareness as the range for this to connect is very tight.
- is like in every regard but turned up another notch. It does the most damage, but often requires knowing the stance, works on fewer characters, and requires even better ring awareness. Like against heavier characters, you need pixel perfect spacing for this to connect into a full wall combo. Leads to a heavy/standing bound, making follow up hits in the combo much easier.
- can be used for this purpose, but because of the limited range, you're better off mastering all of the above.
- does 2 sober, does only 1 less damage than , and because of the beat down effect using is harder to avoid
- / a 50/50 guessing game between 30 damage (in ) or 20 damage () that sets up a lot of frames for a throw attempt or vs abare (wall hit gives like +8)
- also sobers 2 points doesn't do that much damage outside of super special multi-bounce wall combos that require ECDCs and other fancy shit. Use for Shun if for some reason you don't want to use
Wall Splats are also achieve in many ways, in fact many of the attacks that cause a wall slump can cause a wall splat if the opponent is close enough to the wall. But so do many other knock down attacks that connect on CH will cause a wall splat (, , [last hit], /, etc.).
After a wall splat you have a few options. Here is an illustration:
- <wall> > (69 damage)
- <wall> > (76)
- <wall> > > (72)
- <wall> > > (78)
- <wall> > > > (83)
- <wall> > > > (97)
- <wall> ECDC > <wall> > > > (a-whole-fucking-lot)
(1) <wall> (2) > (3) > (4) > (5)
(1) First you make the opponent splat against the wall, and by doing (2) you initiate a wall hit, beacause of the opponent's proximity to the wall the connect high enough for (3) where you put them in a heavy bound state. Will they're in a heavy bound, you use and attack (4) that puts them into a wall slump, and you finish off with your selection of wall slump ender (5).
There are many variations, ways to to start the combo (like after a wall stagger from or ), etc, but my advice is to:
- Aim to get down the combo in the example of the breakdown, maybe using instead of
- Stick with for starting a wall slump while avoiding bounds as it requires a lot of stance checking and gives away your option to do /ground throw on wall slump
Against Taka you need to deal with the fact that in order to get a wall splat is much more distance dependent, because where you would normally get a wall splat against all the other characters, you often get a slump instead. When you do get a wall splat, continuing with a bound is often techable so just doing <wall> > is the the most consistent.
Differences in combo enders(top)
With so many options in all the possible combos you'd be wrong to think that they all work the same way. Many of you combo enders can be separated into different groups based on how they put the opponent on the ground.
>Group 1, they carry the opponent forward!
-
-
-
- all strings
-
-
- etc.
>Group 2, they beat the opponent down! Beat down? Beat off?
- (if it fails to bound)
>Group 3, they make your opponent spin!
>Group 4, they make your opponent spin... head over heels this time!
>Group 5, they throw them against the ground!
Where this is used is in wall combos, where you either can sneak in 1 more damage on your opponent, or in some custom wall combo conversion combos sneak in even more damage. Seriously, in the open this shit sucks, but in wall combos you can really see the worth of .
Changing your Ring Position in Combos(top)
Special notes on Combos(top)
Some combos require one-frame-kills, especially on combos that involve a bound into , on characters like El Blaze you will need to do a for it to connect. Same thing applies to other characters depending on stance. This isn't listed on the combo list (yet?), but I got a lot of shit to do on this page right now, I've done a whole fuckin' lot already (suck on that other content managers, LOLz) and after this project is done I probably want to get back to making art again.
Also, so combos require you to use instead of , and other combos will cause the combo the fail. Some of these intricacies are noted on Jeffry's Combo page.
Wakeup Strategies(top)
You knocked the opponent down or the opponent did something that put them on the ground... now what do you do? That's entirely based on how badly the opponent wants to get up, if they teched the fall (with , etc.), do a rising attack, etc. It's up to you to learn you opponent's habits and use the correct course of action in dealing with what that choose.
The opponent doesn't move or is slow to get up(top)
Sometimes an opponent wants to mix up the wake up game by making you whiff your meaties (be able to block them) or they're banking on that they'll be able to guess the correct hit level on their rising kick. If your opponent is remaining motionless after a knock down, take advantage of your down attacks or if they're really not fucking around with the whole "I'm not moving"-strategy ground throws. Of course, if they delay their roll/rising attack long enough your downed attacks will still connect, and if it interrupt's their rising attack you get that CH damage, YAY (but in this case you ground throw will whiff or you will get hit out of it)! There is more an enough written on Jeffry's downed attacks on the Move Analysis page under Downed Attacks, Throws, and on the many hit-throws that you have access to.
The opponent wants to get up, but doesn't do rising attacks(top)
You want a break down of what to do here? Ugh... you need to guess what the opponent is going to do. If you expect a crouch and/or counter attack attempt, use a mid. Are they rolling/teching and then guarding? Throw their ass or use a meaty that's + frames on block, or set up Threat stance or or a full charged . Learn the opponent's habits, act accordingly.
The opponent wants to get up and do a rising attack(top)
This is where the fun begins. First thing to get out of the way: if you block any rising attack done from a back roll you get +15 with which you can punish with / or check with the punishment options in the section below.
If you're more of a reactive player and are aiming for a whiff punish, depending on the knockdown cause by the combo or throw, you might have to back dash (), back walk (), or do one of your kick cancels (break down of the different s are on the Move Analysis page). Luckily with Jeffry, you have some very long ranged whiff punishers in (for example) , , and . is quick, easy, and puts the opponent back onto the ground. has long range and gives you a big combo, and because of the long range, if it is blocked at max range it can become safer on block. is the slowest so the timing can be difficult, but luckily it's safe on block and has the benefit of potentially stopping them from evades toward your stomach.
If you're into beating rising attacks you need to use an attack that does at least 21 damage, and with a big slow character you have a lot to choose from. Now when you use these attacks is completely dependent on the opponent's habits, the combo ender you used, or the throw you just landed, but here is a list of useful attacks (and some not as useful) for beating out rising attacks.
- the most fun to use with the biggest pay off and is perfectly timed for beating out very aggressive players, for slow wake-ups or potentially beating a whiff you can do
- like the other attacks below with an extra , you need to dash forward to buffer the attack to give it better timing, this attack beats both mid and low rising attacks, and is also half-circular just in case
- leads to similar combos to
- can give you a free low throw attempt
- gives massive frame advantage and hits low if they're just standing and holding
- has massive hit frames leads to a damaging hit throw, if mistimed you might warp through the opponent or you get hit while in ST suddenly
- kick cancel into knee, it looks dope
- delay that input
- is an option select between doing just or doing down attack, will beat mid rising kicks and pretty easily because of all the active frames and can cause a wall splat
- will only beat mid attacks but if they're just guarding you force the 33/33/33 guessing game behind that attack's options
- intentionally whiff the the frames that come with the follow up are big allowing you to hit mid rising attacks, and wall splat/slump or ring out to the side
- is harder to use against stationary rising attacks because it is really slow (the opponent really has to delay a lot for it to land), but if the opponent rolls and then attempts an attack and lands on CH, you get really big damage. Against side rollers, you usually get 17+ frames for a free normal hit combo, and against back rollers you get 16+ for normal hit combos or . Of course the amount of frames you get is entirely based on timing but those numbers are based on my personal experience.
Ring Position(top)
Ring awareness is important for every character in this game. With Jeffry's ability to turn almost anything into a wall combo you really need to hone your sense of spacing from the walls and ring-edges.
Wall Pressure(top)
>How can you cause a wall stagger?
While dependent on proximity to the wall, here is a list of attacks that give you a stagger:
- on CH, allows for Threat mix up
- , added benefit of being half-circular, best course of action is to do as it will lead to a wall slump
- on CH, allows for you to finish the string of for a knock down and 47 damage or start a mix up of a throw or attack
- beats highs
- on CH
- on CH
- on CH, allows for Threat mix up
- beats sabakis
- has the added benefit of being a tool to beat fuzzy guards
- Threat on CH
- face down
Ideal follow up (but can be struggled out of) is , which leads to a wall splat. As outlined in the combo section above, you should aim for this:
- stagger > > wall splat > or > > > or or or or / or etc.
>What are "wall side stuns," how do induce them, and what do you do when you land one?
If you don't know what this is just read this. You can get this off of several of your pokes, like , , (though sometimes it causes a wall stagger), , etc. The key one here is as it is a low, which makes it a quick poke that beats standing and can lead to a guaranteed half-life combo.
After it lands you have 23 frames to work with, so here is a list of what you can and/or should do:
- leads to a good combo but isn't that bad on block if you mess up
- similar combo to above, but faster, thus easier to land
- slower option but has a very damaging wall combo conversion
- will cause a wall slump
- Any other attack that's faster than , but stick with /
Ring Out(top)
>What combos should I do to maximize my ring out threat?
Check the combo page, combos that allow for you finish with (not common) and / (very common) are you options for ringing the opponent out forward.
For combos where those strings don't work, sometimes doing one or two s into / carries very far.
To ring out to the sides you have a few options: and towards Jeff's stomach, and toward his back.
>What about ring outs to my back?
This is what and (opponent face down) is designed for. You can increase your ring out range further if you do an immediate / after the throws. Also check out the entry on those techniques on the Move Analysis page, there is a lot beyond guaranteed stuff.
>How can I ring out over half fences?
In combos you have a number of options but is often dependent on the opponent's weight, the attack used, distance from the fence, and the kind of hit that send the opponent sailing toward the wall. If you want a list, just practice in dojo as there are too many variables to keep track of here.
For ring outs going forward and after a big launcher the most consistent ring out tools come in the form of and , and after some big launches (like CH ) you can even to > and it not only carries far, but still can push the opponent out very often.
The added bonus of doing those two moves with the intent of getting a forward ring out is that they both float the opponent higher so much so that if the attacks don't cause a ring out it will at least cause a high wall hit which allows for a free into a wall combo. In fact, don't even hesitate inputting the and it leads to an "option select" of either ringing out after the / and it just whiffs, or you get a wall combo.
Big launcher into is a very simple way to ring out towards Jeffry's stomach, and check out the combo section above for the kinds of knock downs certain attacks cause or below in the "Changing your Ring Position" section.
A very sneaky way to get a ring out over half fences in using _ when you're parallel to the edge.
Changing Your Ring Position(top)
Sometimes you're in a bad position and you really want to move to a more advantageous place, what can you do to get there?
- EVADE, everyone can do it, so can you just beware of lag (online), delayed attacks, throws in the direction you're not trying to break, and circular attacks. Against strings you can keep evading, sometimes putting you behind the opponent. You can also combine your evades with...
- OM, everyone can do it and you move a great distance, be careful as attacks can hit you out of if
>Techniques that put the opponent to the side
Jeffry has many tools that change the ring position up to 90 degrees:
- , it's even more potent putting the opponent to your side when done on an airborne opponent (30ish degrees towards Jeff's stomach)
- (about 10 degrees towards Jeff's stomach)
- if done on an airborne opponent or (if you're a dumbass) in a combo you just fucked up (about 5-10 degrees towards Jeff's stomach)
- in combos (about 5-10 degrees towards Jeff's stomach)
- in combos or alones (about 40 degrees towards Jeff's stomach as a stand alone, less if used in a combo)
- : (about 45 degrees toward Jeff's stomach)
- in the same situation as (about 5 degrees to Jeff's back)
- /Threat in combos or as an anti-step/anti-sabaki tool (about 90 degrees toward Jeff's back if used to beat step, 5ish degrees in combos)
- (almost 90 degrees toward the opponent's back)
- (30-45 degrees toward the opponent's back)
- _ (90 degrees to either side, can increase or decrease if the opponent techs and rolls to a side)
- (about 30ish degrees towards the opponent's back)
- Side (90 degrees towards the opponent's back)
- Back (90 degrees towards the opponent's stomach)
- Wall ( 90 degrees toward the opponent's back)
- Wall (90 degrees toward the opponent's stomach)
- you're in ST, 90 degree shift toward the opponent's back
- you're in ST, 90 degree shift toward the opponent's stomach
- you push the opponent forward a bit, they get shifted 10ish degrees toward their back
- Side // you're at +2, they move 90 degrees to their stomach
- Wall you're at +5!, 90 degrees towards the opponent's back
- Wall you're in ST, 90 degrees towards the opponent's back
- This also includes any of their throws you might escape
- : does about 170-180 degrees toward Jeff's stomach
- versus rising attacks can warp you through the opponent
- (180)
- (180)
- on a face down opponent (180)
- on a BT opponent or after a wall hit (180)
- Side (180)
- Side (100-110 degrees toward the opponent's back)
- you're in BT (180)
- Wall you're in BT (90)
- Includes escaping from your opponent's throws
Block Punishment(top)
Jeffry's punishment game is dependent on proximity to walls or ring edges. Without he's mediocre as he doesn't get a combo until -16 (which is rare anyway), but with terrain in your favor even his lowly can become scary.
This is a list of moves to use at certain advantages. Options at the top of the list are often still possible at heavier disadvantages (like throw punishing a -17 move). This doesn't always apply to every attack, as sometimes you need to factor in push back or if you blocked the opponent's attack on later frames.
___
-10~-11
- Punish with a throw or low throw. Refer to the Jeffry Move Analysis for a break down of what throw you might want to use as all have different strategies after landing or even when escaped.
-12~-13
- 11 damage, +4 on hit, for low recovering attacks
- 13 damage, +5 on hit, can delay the to fish for a CH combo or delay the second hit of to set up a CH knock down possible wall splat with or set up Threat Stance
- 33 damage, +4 on hit, if playing against an overly aggressive opponent, the final hit of can CH (for 21 damage and +2)
- , Taka only, does 43 damage, can cause a wall hit and give a free for a total of 57 damage or for 64 damage
- , Taka only, does 47 damage but leaves you at -1 on hit
-14
- 41 damage, sobers 1, use when there is a wall to the back of the opponent where you can set up a or into a combo for up to 90+ damage. Taka only combo, but you can do (buffer the first hit as fast as possible) for 63 damage but remember to delay the second hit in closed stance
- 43 damage, sobers 1, use when your stomach is facing a wall or ring edge so you can ring out or continue with a wall slump combo ( wall does 65 damage and sobers 2), and if it causes a wall hit from a distance / combo conversions are possible (moving the damage up to 70s-100ish). In the open it causes a knockdown that makes the opponent's mid wake up kick half-circular so evade to their back. If the opponent doesn't tech the fall from you can do these OTG options:
___for the least amount of damage (53, works reliably in both stances)
can do 85 damage (more reliable in open stance)
can do 89 damage (more reliable in open stance)
More is possible so you figure it out.
-15
- does 38 damage, is -1 on hit, but the biggest utility is in the push back. Against less knowledgeable you can delay the second hit and fish for a CH. Against a more knowledgeable opponent they know you at disadvantage, but if you predict they'll try to your / will go under their jabs, and if the attempt a low and you're a big reader /. And against all hit levels, doing can be a good answer to their counter attack attempt
- does 23 damage but sets up an uninterruptible Threat Stance mix up, check the Jeffry Move Analysis page
- 21 damage, +4, sobers 1, use for spammy Shuns only and just keep doing until they're sober. Fuck Shun
-16
- 28 damage + combo (54 for everyone, over 70 on some light weights), or versus Taka +4 with no knock down. You can only use this from standing
- 49 damage, sobers 1, decent carry, potential wall splat allowing for 71 damage with , can punish low attacks that recover high
- 47 damage, increased distance for getting a wall hit allowing for a for 68 damage, can punish low attacks that recover high
- > combo, can do up to 77 damage use for for light weights, and in closed stance for mid weights, can punish low attacks that recover high
- 40 damage, +5, puts opponent in ST
- 23 damage, uninterruptible Threat Stance set up
- 31 damage, knock down, possible wall slump or ring out forward
- 42, knock down on crouching opponent, if no tech after, you can get OTG damage by doing for 70 damage, or stop at for 23 damage but gives a stagger
-17~onward
- 37 damage into 80+ in the following combo
-20~onward
- 37 damage into 80+ in the following combo, use where would normally whiff
-24~onward
- 28 damage into a 99 damage combo, use against stupid moves like Akira's
-29~onward
- 43 damage into 100+ damage combo, use against stupidly unsafe moves like Akira's
Dealing with general bullshit(top)
>What can you do against strings?
Against high strings (or strings with a bunch of highs after the first hit) your have these tools at your disposal:
- , the universal gonad jab gives +4 or +7 (CH)
- duck and punish, but requires very good reflexes and extensive knowledge of your match up
- evade > punish, very dependent on the string in question and if it is the last hit or the opponent doesn't finish it
- , longer ranged than , but is either disadvantage on high or even on CH, but does almost double the damage
- does 42 on normal, 47 on recovery, 52 on CH, knocks down, this is designed for this specific purpose, but is super unsafe on block, but just gives +5 or +9 (CH) and it can be used as a super beefy
- leads to decent combos or 50/50 ground throw, more reliable in closed stance
>What can you do against reversals/inashi/sabaki attacks?
Mix up your attack levels to keep them guessing, these tools never cover all three hit levels (Only Lei's does that, poke with ) and other than Aoi's reversals, there isn't much that a // can't just blow up if you have the frame advantage.
Check out the character specific strategies below.
>How do you deal with ?
First off, do you have the advantage and you're expecting an immediate ? If you do here's the break down (you can use the tools at the top of the list on everything below):
- +1 do
- +2 do /
- +3 do /
- +4 do //
- +5 do //
- etc. look at the fucking frame page LOL
- can be used for this, but sometimes whiffs
- can work, but needs to be done with a lot of foresight because if done too late, the opponent can after recovery before this lands in most cases
- can often work due to the hitbox
- low throw is your most damaging option but requires the perfect spacing
Other(top)
Threat Stance(top)
Have you read the Move Analysis page yet?
No need for a break down of the moves, just click the text above. But in terms of using Threat stance, it's entirely optional, and will most likely be featured in and wall combos. If you are inclined to use it by itself, just remember that you need to commit to an attack immediately as an delay will allow for the opponent to / anything you attempts, even after you force them to block the Threat Slap. And if you delay, you can lose you ability to do any attack at all as Jeffry will just be standing there beating his chest like an idiot.
Back Turned(top)
No, seriously, read the Move Analysis page. BT is mostly trash, though you might be able to beat out some attacks with or use BT as a means of doing wall .
Misc. Techniques(top)
While not unique to Jeffry, his Kick Cancel has quite a bit of depth compared to some characters' (as they always advance forward). Kick cancel can make you invincible to normal throws, is great to mix up your attack tempo, and makes for a great taunt. It doesn't work against opponents who are on auto-pilot and all day, so used when you've conditioned your opponent.
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