Virtua Fighter 2 Jeffry FAQ Version 6.0 VIRTUA FIGHTER 2 THE OFFICIAL STRATEGY GUIDE FOR JEFFRY McWILD version 6.0 Maintained by Thomas H Harper , local Jeffry fanatic Yes, this is a net strategy guide. Yes, it is free. So enjoy CONTENTS -------- -Some General All Around Strategies -Using Jeff's Moves -Combos -Some Weird Tidbits -Strategies Using Jeff's Moves -Low Throws -Strategies Versus Other Characters -If Your P+G Throw Is Broken -IF You Break Their P+G Throws -Other Pointers From The R.G.V.A. Community -Wish List For Future Versions -Version Chronicle -Credits And Kudos Most of the guys/gals in VF2 are FAST. So, what's a big slow guy like Jeffry to do? Simple. POUND 'EM STOMP ON 'EM THROW 'EM AROUND LIKE RAG DOLLS It's easy to see the appeal of characters like Jacky and Kage, but hey, Jeffry picks people up by the FACE. With ONE HAND. SOME GENERAL ALL AROUND STARTEGIES ---------------------------------- Jeff's power lies in connecting with his big moves and throws. He can be a tough opponent if played defensively just like Wolf. An offensive Jeff tends to get in trouble due to his slow recovery time. If you are going on the offensive, stick to the nitty gritty up close. Excellent moves are his Punches, Low Punch, Elbow, Dash Low Elbow, Low Kick, Side Kick, Uppercuts, Hell Stab and any throw you can do the motions for quickly. Against ducking opponents, his Side Kick, Drop Elbow, and Heel Axe are excellent--they won't know what hit 'em. If you're close, or if your opponent whiffs a low move, dash in and go for a low throw. This is what separates Jeff and Wolf from the rest. And if they persist in turtling, go ahead and sit on them with the Flying Butt Attack. In fact, Jeff has an arsenal of mid-level hit moves Jeff can't dash out of dangerous situations or dodge to the side quickly like Shun or Lion. To be successful you MUST use the defense button. When you do block, have a throw ready to go, or a big float move like his Knee or Uppercut. The key to being successful with Jeffry is making the most out of every oppurtunity you can seize. And then, mix up your attacks--some throws, and some Lau-esque floats. Some notes about pouncing--If you do his short Splash Pounce be ABSOLUTELY CERTAIN it will hit. Jeff is a sitting duck when he gets up from a missed one. After his Body Press and Power Bomb Throws, use his down/for+K stomp. Try using "Jeff of the Jungle"--the 2P Jeff colors--to practice learning when you can pounce. He has a shorter range and thus you must be more careful about pouncing. When playing Jeff, THROW. Look for the opportunity and slam 'em. Stress the P+G Fireman's Carry throw. If the throw isn't broken it does very good damage If it is broken, Jeff has many options. If you break your opponent's P+G throw, that's less damage done to you. See the new P+G Throw Breaking section Also, some players will try and duck and stand rapidly so it'll be tough to try and throw them. Try a low throw. See the new Low Throws section for new information All in all, use whatever the situation demands. USING JEFF'S MOVES ------------------ These are taken from Chia Jin Ngee's excellent VF2 FAQ, using his format. After the Description is the Damage Points under "normal" circumstances, the Recovery Time in frames (remember 1 frame is 1/60th of a second) and who can Reverse the move. A=Akira, P=Pai, K=Kage, W=Wolf. Under the Notes column, S denotes a moves that changes foot stance, F means the moves will set Jeff up for float or combo opportunities, and G means you'll be on the ground after the attack. - Description Motions Hits Damage Frames Reversals Notes ----------- ------- ---- ------ ------ --------- ----- Punch P H 14 12,6 APK F Low Punch d+P L 10 10,8 A Roundhouse Kick K H 36 16,20 AP Low Kick d+K L 17 16,25 A Side Kick d/f+K M 33 16,35 APW Use these liberally up close. His Side Kick has a long range and always knocks down if it hits. Use it often It's GREAT against ducking opponents, especially at its maximum range. Jeff's Low Kick has about just as much range. Against characters with reversals--Pai, Akira, Kage, and Wolf--mix up your attacks to keep them guessing. Use G-canceling to fake them out if you can. --- Hell Stab d+P+K H 30 14,19 PK F This move recovers in 19 frames and you can usually block any retaliation in time. It can also float the opponent slightly, enough to follow it up with an elbow or one punch. It can do huge damage inside a combo. Pai and Kage can reverse the stab but Akira cannot. --- Uppercut d/f+P M 22 15,22 APK F 2 Uppercuts d/f+P,P M 22 20,22 APK F Uppercut from crouch FC,d/f+P M 22 13,22 APK F These do moderate amounts of damage, hit ducking opponents, and float the opponent If you catch them in the middle of an attack it'll send 'em sky high and set them up for HUGE combos. Use these up close. --- Toe Kick d+K M 24 18,24 P F Toe Kick, Hammer d+K,P M 43 24,30 Toe Kick Of Doom d+K,d, M 124 NA,248 QCR+P+K+G Follow up the Toe kick with one of the two above. The TKoD does TREMENDOUS damage, but it is hard to learn. Once you do learn it, the others better watch out... See the new Toe Kick of Doom section for complete details. --- Elbow f+P M 19 12,26 AP F Elbow, Hammer f+P,b+P M 49 28,28 Dash Elbow f,f+P M 19 16,20 AP SF Dash Elbow + Uppercut f,f+P,P M 38 12,26 AP Drop Elbow b,f+P M 30 14,31 AP S Lunging Axe Handle b,d/f+P M 30 18,44 aka Starfleet Maneuver Pancratium stresses elbows, so it's natural that Jeff has many elbow moves. They tend to come out rather quickly, but some recover slowly. A note on his Dash Elbow and Uppercut--you can delay pressing P the second time and still get the Uppercut. You can use the same principle with the Elbow-Hammer combo and the Toe Kick-Hammer combo. These will strike anyone trying for a quick counter after they block the initial hit, or try to retaliate after being hit. His Drop Elbow and Dash Elbow will change his feet position. The Dash Elbow by itself is uncounterable if blocked. Try it, then defend immediately in case your opponent tries to retaliate. --- Heel Axe f,d+K M 36 19,29 S This comes out VERY QUICKLY and smashes ducking opponents It also changes his feet position. --- Knee f+K M 30 15,29 S This does MONSTER damage if it interrupts the opponent's attack, and floats 'em sky high An excellent defensive move. This move also changes Jeff's feet position. --- Big-Ass Boot f,f+K M 40 26,23 APW Against opponents who try to dash in this'll send them reeling back. It does nice damage and is almost always safe to follow up with a pounce. It has a quicker recovery time than his side kick but it takes an eternity to come out. Characters with a mid-level reversal will see this coming a country mile away and make you pay. When Jeff's kicking foot hits the ground it is possible to execute a throw. See the Tricks section. --- Head Butt f+P+K H 40 28,13 F Stomach Crash d/b,f+P+K M 40 19,35 These two Head Butts complement each other--the ordinary one has great recovery, and the Stomach Crash has great initial speed. Plus, it is analogous to Shun's P+K Spiral backpush--it can duck under high attacks and retaliate. The former head butt has a VERY quick recovery time--13 frames--and can float the opponent. If the opponent ducks out of the way of it, try a low throw if they're close enough. --- Flying Butt Attack P+K+G M 30 26,21 This move is slow to come out, but there are few more satisfying ways to deal with a ducking opponent. ^_^ This is good for pushing the opponent out of the ring. --- Now, to really punish the opponent SLAM 'em with these Remember that when you attempt a throw, you can miss, depending on range and if they're standing, ducking, or jumping. Short descriptions of what should come out if it misses follows each throw. Description Motion Grabs Damage Total Frames ----------- ------ ----- ------ ------------ Fireman's Carry P+G H 60 163 Body Press b+P+G H 60 252 These throws can be broken out of the same way as they are done. Breaking out of the Fireman's Carry will send the breaker to Jeff's side. Breaking out of Jeff's Body Press will send the breaker right behind him. Be careful and be prepared to deal with the opponent if they break them. Try and dash away and use a turning move to deal with one who breaks the Body Press. Also, if time is a problem, remember Jeff while doing the Body Press takes over 4 seconds before he drops his opponent. If the damage isn't done by the time the timer runs out, it won't count. A quick short punch comes out if Jeff misses these throws. It can hit someone in the air, especially if at close range Lau, Pai, Jacky, Sarah, or Kage tries a kickflip. --- Crucifix Piledriver d/f,d/f+P+K H 80 248 This throw is his most damaging, and one of his coolest looking. Follow it up with a pounce. Crouch dashing in is a GREAT method to easily get this throw off, because at the end of the crouch dash motion a simple d/f+P+K is required. This throw is Jeff's most damaging follow up to a Senbon punch as well. If it misses you may end up with a Head Butt instead. Due to its long time to come out and high striking position, you are vulnerable if this misses. --- Power Slam f+P H 50 158 Very easy to execute. Use this throw up close against characters who have a similar easy to execute throw like Kage, Lau, and Wolf. Feet position comes into play with this throw also. The range is short so you must be close to them and in closed stance. Try dashing in and using this throw. If this misses, you'll get the Elbow that hits duckers and standing non-defenders. And if you're close enough to someone standing, you'll get the throw anyway So use this when your opponent is close. --- Single Head Butt b,f+P+K H 20 86 Double Head Butt b,f+P+K,f+P+K H 40 123 Triple Head Butt b,f+P+K,f+P+K, H 80 129 f+P+K Seen during the intro, this series is hard to learn, but well worth the results. The timing here is doing the next for+P+K before the next headbutt hits. It should work out like this-- back,for+P+K, for+P+K, WHAM, for+P+K, WHAM, WHAM, thud. If this misses you'll get the ordinary Head Butt. BE CAREFUL when you attempt this technique. If you only do one or two Head Butts the recovery time for Jeff is very long, plus your opponent will still be standing. --- Back Breaker b,f,f+P+K+G H 70 159 Behind-the-back Backbreaker P+G B 100 199 Lovingly referred to hereafter as the Chiropractic Adjustments :) Once you get used to doing the motions for the frontal CA, it becomes an excellent counter to things like Jacky's Bitchslap. The motion also moves Jeff forward a tad, thus giving the front CA impressive range. If you hold down G when you press back to start off, the motion won't move him back, giving it even MORE range You can even delay pressing P+K+G at the end for just a tad. If this throw misses you'll get the flying butt attack, and if the opponent hits you at the time you'll end up with your back toward the opponent, and usually staggered. A good way to practice this throw--pick Akira and do the Bodycheck. To effectively use the Bodycheck it must be done FAST. Up close with Jeff, if you want to do the CA it must be done FAST. But if you're farther away, or when you recover from a quick move such as the Low Punch, buffer the motions in, just like how an Akira player buffers the motions in for the Bodycheck. When Akira does the bodycheck with the motions buffered he has about 20 frames he/she can hit P+K in. Jeff players can do this also The back CA does INCREDIBLE damage and sounds like an explosion Make jumpers PAY with it by dashing in after them a safe distance from their rear strikes, and if you break out of Wolf's Backfall Suplex, put a dash in and then the buttons. You'll nail Wolfie almost every time before he turns around. If Kage flies over you with his roll and kick (f,f+P+K+G) he's just begging for this move when he gets up. If this misses you'll get the quick short punch. --- Iron Claw d+P L 50 198 Machine Gun Knee d,f+K L 60 130 Powerbomb d/f+P+K+G L 70 158 Jeff's arsenal of mid-level moves and THESE make him a terror to turtlers. You have to be very close for these to work. Excellent times to do these are after blocked sweeps and other low attacks that have a relatively slow recovery time. You are able to dash in and do the throw after a missed low attack like Shun's low kick and Pai and Lau's sweeps, but it must be done quickly. See the new Low Throws section for more details. The Iron Claw has a short range and can only be done in a closed stance. If the Face Grab misses, you'll get a low punch. If the Triple Knee misses, you'll end up with a knee. If the Powerbomb misses you'll likely get the flying butt attack. COMBOS ------ Jeffry has awesome and highly damaging float potential, almost as much as Lau. Some of these come from Doug Rosengard's VF2 Combo FAQ, a couple are mine, some were sent in, some were posted, and some were featured in the Gamest video. But the fun part lies in finding new ones Description Motions Minimum Damage ----------- ------- -------------- 2 Punches P,P 28 2 Punches, Uppercut P,P,P 56 Universal Punch, Kick Combo P,K 44 "Qantas" Australian Airline :) Knee, 2 punches, Uppercut f+K,P,P,P 91 Knee, Punch, Kick f+K,P,K 79 "Beam 'Em Down" Knee, Lunging Axe Handle f+K,b,d/f+P 75 "Dante's Knee" Knee, Hell Stab f+K,d+P+K 65 "Soccer Combo" Head Butt, Takeoff Kick f+P+K,up/for+K 80 Knee, Dash Elbow, Uppercut f+K,f,f+P,P 73 2 Knees f+K,f+K 70 2 Knees, Dash Elbow, Uppercut f+K,f+K,f,f+P,P 108 "Dante's Elbow" Hell Stab, Elbow d+P+K,f+P 49 "Paradise Lost" Head Butt, Hell Stab f+P+K,d+P+K 70 Knee, Uppercut, Elbow f+K,d/f+P,f+P 76 Knee, Punch, G-Cancel, f+K,P,G,f,f+P,P 87 Dash Elbow, Uppercut Knee, Punch, G-Cancel, f+K,P,G,b,f+P 79 Drop Elbow Knee, Punch, G-Cancel, Head Butt f+K,P,G,f+P+K 89 Knee, Punch, G-Cancel, Heel Axe f+K,P,G,d,f+K 80 "Joji's Justice" Uppercut from crouch, Punch, FC,d/f+P,P,G,P,G,f,f+P 88 G-Cancel, Punch, G-Cancel, Dash Elbow, Uppercut. During the 2nd and 3rd hits, hold forward on the stick. "Darcy's Death Dealer" Knee, 6 Punches f+K,P,P,P,P,P,P 147 Darcy Brockbank has done this vs. Lion, so it might not work against the heavier characters. Dash Elbow, Knee, Low Punch, f,f+P,f+K,d+P,f,f+P,P 102 Dash Elbow, Uppercut TRICKS USING JEFF'S MOVES ------------------------- Here's a neat one from Darcy, called the "I'm Not There..." "Stand... they come in, do a b,b,f+P. Jeff will step back, avoiding their attack and return with the elbow drop. If you're brave do the Starfleet Manuever, rather than the elbow drop." The SM in this case is his Lunging Axe Handle described above, known as that because Starfleet officers always use that move or some variant in fight scenes. :) In the same vein, here's a trick from Doug Rosengard. "b,b/d,f+P+K-- Back up with a low h.butt. The low h.butt is one of my favorite moves to sneak in because it ducks back and low, avoiding attacks, hits annoying crouchers and guarantees a pounce afterward. It also does nice damage..." Orlando de la Cruz sent this about a weird happening if you miss a high heel kick getting up. "...if you are kicking high as you get up and whiff totally, you can interrupt it with the Military Press Slam. His foot is out there and suddenly he is lifting the opponent, and in this case it has _tremendous_ range, and is practically a teleport throw like the Toe Kick o' Doom. Not too useful against a savvy opponent, but could be thrown in there once in a blue moon, as when used too often they'll see it coming and easily escape it." Here's a trick from Doug Rosengard about using the dashing low elbow and uppercut. "f,f+P,pause,P- Delay the execution of the follow up upper a split second. The opponent may be lulled into thinking you're setting up for a heavy attack or throw and release the D-button too early." Demetrius Wilkins sent this about a very nasty and damaging trick if you try a Big-Ass Boot and it's blocked or it misses. "...If the kick hits, so be it, but if it misses do the Xpiledriver(crucifix) right at the end of the kick animation. The piledriver comes out almost immediately after Jeff puts his foot down. Once again this is something which works very well against the CPU as it blocks my kick most of the time only to get Xpd(usually a human will you out of this before it can totally come out unless you catch them by surprise)." This trick was very successful at the Mother of all Tournaments in Toronto. Mason Wood many times did this trick but used a Body Press (b+P+G) instead. LOW THROWS ---------- Low throws take a lot of practice and skill to execute consistently, but the rewards are well worth it. If your opponent wants to sit and duck all day make him/her think twice by grabbing them. The best times to snatch them are after moves that leave the opponent ducking. A good example is Lion's two Low Thigh Kicks, since if you block the second one he's down there for an eternity. It is easier to grab them after moves are blocked as a general rule, but even if some moves miss Jeff entirely you can dash in and snatch them. It is tough in a few cases, such as anyone's Low Kick, but still possible. It is vital to land these throws to get the higher grades in Ranking Mode--see the Making the Grade section. Here's a list of what to look out for. A 'B' before each move means that a low throw is possible if it is blocked, an 'M' means it is possible if it misses entirely, and an 'H' means it's possible even if it hits Jacky's Low Backfist M Jacky's Sweep BM Jacky's and Sarah's Leg Slicer BMH Shun's slow Sweep BM Lion's 2 Low Thigh Kicks BM Shun's Low Shoulder Backpush B Lau's Double Foot Sweep BM Lau and Pai's Sweep BM NOTE: The Sweep must not be part of a PPPK combo. They will be considered standing. Kage's Roll and Sweep BM Anyone's Low Kick M NOTE: You must be fast to dash in to grab them. Anyone's Low Punch M NOTE: You must be fast... Shun's Drunken Sweeps M Pai's Scissor Kicks BM Akira's Low Rising Attack B Jacky's Low Rising Sweep B Sarah's Low Rising Sweep B NOTE: You must grab Sarah or Jacky fast, otherwise you will be Kickflip bait. THE TOE KICK OF DOOM -------------------- One of the most damaging moves in the whole game, if not THE most damaging, Jeffry's Toe Kick of Doom (TKoD) takes a bit of practice to master. The key is to get the timing down right. Different people I've talked to and heard from have their own ways of knowing when to do the last motion (QCT+P+K+G), which is the crux of why it is so hard to learn. But don't give up, learning when to do it is the hard part. First, kick 'em in the gut with the Toe Kick (d+K). WHOOF Let the stick go to neutral and leave the buttons unpressed. Now, watch Jeff's kicking foot. When it is just a hair above the ground do the last motion (QCT+P+K+G). Knowing exactly when to do this motion might be different for everybody, but it must be done quickly and when Jeff's kicking foot hits the ground the movement should be completed. It depends on how fast you can roll the stick. One vital piece of information--the TKoD can be escaped by crouching after the Toe Kick hits. Against TKoD savvy opponents, a crouch dash plus Powerbomb will do the trick. MAKING THE GRADE IN RANKING MODE -------------------------------- Thanks to Jirrawat Uttayaya and his Ranking Mode FAQ for this information. To get 1st grade you must beat Dural, defeat CPU Akira under 6 minutes 30 seconds, and score 100 technical points. Here is the list of moves that count toward your technical points. Remember you must do the same move in different matches. 4 Fireman's Carries P+G 4 Power Slams f+P 4 Chiropractic Adjustments :) b,f,f+P+K+G 4 Triple Head Butts b,f+P+K,f+P+K,f+P+K 3 Body Presses b+P+G 3 Crucifix Piledrivers d/f,d/f+P+K 3 Hell Stabs d+P+K 3 Flying Butt Attacks P+K+G 3 Big-Ass Boots f,f+K 3 Heel Axes f d+K 2 Iron Claws d+P 2 Powerbombs d/f+P+K+G 1 Machine Gun Knee d,f+K Note that you will not receive credit for Fireman's Carries that are broken out of. You will get credit for broken Military Presses though. Do your Hell Stabs, Flying Butts, Big-Ass Boots, and Heel Axes in early since CPU Pai and onward will block them. The CPU is vulnerable to throws then especially. Try and work your Power Slams in early as well since it has a very short range, and your Triple Head Butts also since if it misses for whatever reason the non-throw Head Butt will come out and the CPU will put a big hurt on you. Try not to give mercy rounds to the CPU often since you must beat Akira within 6'30". You might want to give one to Shun especially since there is your best opportunity for low throws. Look for the low throw especially against CPU Sarah, Shun, Lion, and Jacky. As long as the Bryants' Leg Slicers don't knock you down they are low throw bait. Grab Shun after a missed Backpush and a blocked slow Sweep. Low throw the Frenchman at every opportunity. Try this against him--P,G,low throw of choice. He'll duck the Punch and you'll Cancel it, and Lion'll still be ducking, just begging to be low thrown. Slam Jacky after a blocked or missed Sweep. STRATEGIES VERSUS SPECIFIC CHARACTERS ------------------------------------- AKIRA Since he's the man with 3 reversals, refrain from the slower moves, or do them and G-Cancel. Play defensive up close because he has an arsenal of dashing moves that'll stagger you and take you down, plus some damaging throws, and of course the Stun Palm of Doom. Try and frustrate him into trying his dashing elbows and palms from just outside their ranges--machi Akiras often fall into this trap. Throw at every oppurtunity. Otherwise stick to the nitty gritty. Akira cannot reverse the Hell Stab. Akira's Dashing Elbow is uncounterable if it is blocked. But if you use the Knee, Akira will be hit if he tries anything else but defend, especially if he tries a Low Reversal, and he will be hit HARD. If Akira is in the habit of trying Low Reversals after the Dashing Elbow, an Elbow or Drop Elbow is also good to use, depending on stance--the Elbow will not hit in open stance. If you are in open stance use the Drop Elbow instead. A low throw may also work. And if he stops using the Low Reversal, Low Punch him Then buffer in a throw like the Chiropractic Adjustment or Crucifix If Akira is up close THROW HIM because odds are he'll be trying for a Surprise Exchange/Bodycheck. So far Jeff doesn't have a 100% reliable escape from the Bodycheck, but Jeff players worldwide are working on one. Crouch dash away to minimize damage. PAI Ease up on the high and mid-level punches and kicks because she posesses reversals. She also has a definite speed advantage. Up close stick to the nitty-gritty, use the Dash Elbow and other relatively quick moves, and look for the throwing oppurtunity. With practice you can grab her with a low throw after a blocked Sweep. If she does manage to sweep you, wail on the defense button. If she tries to pounce and misses, you'll end up right behind her. LAU Do NOT let him get up close. Any decent Lau knows that a slugfest will usually end up in his favor, since he has the Punches, Snap Side Kicks, and the vast array of Knifehands to do it. Keep him at bay with Jeff's quick close moves. Make him pay after he tries a Cartwheel Kick. Make sure to block high. If he sweeps you go nuts on the defense button and you'll end up behind him a la Pai. WOLF A defensive Wolf is a royal pain for just about anybody. Avoid using the Side Kick and Big-Ass Boot too often becuase he has a Side Kick Reversal. He'll be looking for every oppurtunity to throw. Try and emphasize the Fireman's Carry P+G throw up close, becuase if you execute it first and he breaks out, he lands a relatively safe distance away. If he executes his Suplex and you break out, he's prime Behind-the-back Chiropractic Adjustment fodder. If he's in the middle of doing a more complicated throw you'll probably grab him first. If he tries an air move you can punch him out of it. JEFFRY Note that "Jeff of the Jungle"--the Jeff with the shin guards and dirty toga--has shorter pounce ranges. Know Jeff's weaknesses so you can compensate and make your opponent pay. Beware your opponent's Side Kick. KAGE One of the game's "Total Packages," Kage is a tough opponent for Jeff. Try and keep him away because he has the 10 Foot Toss. If he does come up close use quick striking moves such as his Punches, Low Punches, and Low Kicks. Also try throws that require only one movement like the Military Press or the Power Slam. Be sure and mix up your attacks because he does posess a High Punch Reversal, and he can reverse the Hell Stab. If he tries his Roll and Flying Kick and he ends up behind you, it's almost a guaranteed back Chiropractic Adjustment since he takes forever to get up and his back will be toward you. SARAH She has a big speed advantage and a vast array of kicks. Try and lure her into kicking and then block and punish her. If you block her Illusion Kicks--her 3 Side Kicks in a row--dash in and punish her. Beware of her Kickflip If you do block it, dash in and punish her. If she likes the Leg Slicer, make her hate it with a low throw. Watch if her back is toward you because she has the fatsest turn-around sweep in the game. JACKY Another of the game's "Total Packages." He's got speed and power on his side. Get used to doing the motions quickly for throws so you can counter a blocked Bitchslap with a Chiropractic Adjustment or Crucifix. Stay on the defensive if you can, and watch out for his Kickflip. Go for a low throw if he uses the Leg Slicer and you're still standing. SHUN His Cartwheel Kick comes out really fast, but if you block it, Shun's in DEEP trouble. A defensive Jeff can pose big problems for Shun. Watch out for his Low Back Kicks which start off striking low and his Backpush. Shun can dodge to the side rather quickly so take it into account when you plan your attack. If he tries a slow Sweep, block it and retaliate with your favorite low throw. Emphasize mid-level attacks. LION STOMP on him if he tries to stay low. Jeff's Big-Ass Boot works great at a distance, the Side Kick a little closer than that, and the Heel Axe up close. Use a Side Kick if you block his 2 Low Thigh Kicks, or go for a low throw. He can flit in and out and to the side very quickly and retaliate. If he knocks you down, go nuts on the defense button. If he tries a pounce and misses, you'll be right behind him, ready to put some serious hurt on him with a back Chiropractic Adjustment. IF YOUR P+G THROW IS BROKEN --------------------------- If the opponent doesn't break out of Jeff's P+G throw it lowers their confidence as well as their life bar :). If they do break out of it, check out this snippet from Darcy Brockbank. "I had some clever guys escape from my fireman's carry. Unfortunately for them, this leaves them with their back facing Jeffry. Back breaker, butt stomp. Hee hee. Keep this in mind if you're playing someone good (i.e. prepare to do the backbreaker whenever you do a fireman's carry, so get the F,F+P+D motions ready to go when you hear them do their throw-sound)." So, with this in mind, what are Jeff's options if his P+G throw is broken? Anticipating your opponent's reaction is the key. BACK CHIROPRACTIC ADJUSTMENT It's risky, as you have to dash in quickly to pull it off. And, of course, your opponent could dash away. So run in after them--hold forward after you hit it the second time. Use this if you know your opponent will try to dash away and then trun around. FRONT CHIROPRACTIC ADJUSTMENT If your opponent turns around with a high attack, buffer in the motions. SIDE KICK If your opponent turns around with a slow attack, Side Kick them. If they're near the edge of the ring, Side Kick them also. But DO NOT attempt to sidekick Sarah or Akira in this situation. Their turning low kicks will slip under the Side Kick and take you down. BACK OFF If they just turn around, don't try any attacks or you'll be countered. Also remember that your Body Press throw--b+P+G--can be broken out of as well with a b+P+G. If it is broken your opponent will be right behind you. Try not to use it too much against Akira, since he has a Guard Break with that motion. An Akira in back of you means one HUMONGOUS buffered Bodycheck. IF YOU BREAK THEIR P+G THROWS ----------------------------- The other benefit of the P+G throw is if you attempt it within 10 frames of your opponent's P+G throw, you'll break theirs Here's what to do if that happens. LAU Dash or crouch dash back Don't crouch, or you'll eat an Elbow-stagger combo. SARAH Crouch and defend. Must Sarahs will go for the Turning Sweep. SHUN Crouch and defend Throw if he does a turnaround high attack. PAI If he likes to immediately turnaround with her d+K, then wait and hit her with your d+K. If he likes to wait for you to initiate the attack, simply turn around without an attack If you are fast, go for the back throw, you might even catch your opponent offguard. LION Back off. He can attack quickly. JEFFRY Dash away and turn around. Your opponent might read this guide also. ^_^ KAGE Back off. Your back will be toward him. JACKY He has to get up as if you knocked him down. WOLF Back Chiropractic Adjustment, baby AKIRA Back off. Special Thanks to Lars Sorensen for his help POINTERS FROM THE R.G.V.A. COMMUNITY ------------------------------------ This post is from Joji Suzuki, a.k.a, Joji G. It describes a way to get Jeff's Machine Gun Knee low throw to work if you're having trouble with it. (I REALLY like this throw now) "Easiest way to do it is: Hold down, move stick to f and press K. This will work if the opponent is right there next to you, crouching and defending. Doesn't happen too often. You can, however, do it against Shun's missed back push (d/b+P).... but only if it misses it by an inch (not an inch on the screen), and you enter the command in a window of about a few frames ;) "Next way, which is the usual way, is to use it as a counter (ie Bryants' leg slicer (d+K+G) or Shun's D,K+G, etc, etc). This usually occurs by first doing a small dash forward to make sure you're in range... then you tap down, bring stick back to neutral, and f+K. This needs to be done very fast. If you can do this when you want to, you've received the "You are cool" medal. "Against CPU. The only person you can do this with consistency is Lion and Shun. Against Shun, make him drink, and he'll more likely do those sweeps. Use the method stated above. For Lion, people may know that P-crouch throw works like a dream. For P-Machinegun knee, it's a little tricky...... "Do this: P,d(while the PP is still retracting),neutral,f+K. It may take some getting used to, but this is too cool to let it pass. Trust me, your audience will love you for it. If you're trying to get 9th dan (1st grade with Jeff), this is the sure way of getting the throw. "Now, go have Lion say hello to your knee cap ;)" WISH LIST FOR FUTURE VERSIONS ----------------------------- ---More tidbits for fighting human players, especially Akiras ---More combos/floats ---Comments and Suggestions ---Feet position nuances, especially how it relates to throws (I can't find that one post) ---Great Jeffs of r.g.v.a. strategies, and Jeff Tetsujin-style VERSION CHRONICLE ----------------- ---Version 0.0, posted 8/25/95--Started out when I'm trying to get out of a small rut. After a mediocre VF2 day (though I did beat Carl Morales for the first time ^_^), I started to set down all my thoughts into this guide. ---Version 1.0, posted 9/1/95--Tons of information come pouring in, with more on the way. ---Version 2.0, posted 9/19/95--More information comes in. Low throws section and strategies added. ---Version 3.0, posted 11/11/95--More information on the TKoD added, plus a few other tidbits. Error on a throw missing corrected. ---Version 4.0, posted a while ago--I forget. :( ---Version 5.0, posted 1/13/96--TKoD given its own section. D's changed to G's. ---Version 6.0, posted 2/2/96--Move section overhauled, TKoD escape and safety net added. Special thanks to Mason Wood for his in-depth Jeff vs. Akira strategies, and Lars Sorensen for broken P+G throw analysis. You can get this guide at Lars H. Sorensen's Home of Virtua Fighter... http://www.digiweb.com/vfhome/ CREDITS AND KUDOS ------------------ Chia Jin Ngee.............mcblab47leonis.nus.sg Douglas Rosengard.........duglugaru.com or The DugManaol.com Joji Suzuki...............joji.gchannel1.com Andy Lin..................andylineniac.seas.upenn.edu Yupasawa..................Yupasawaaol.com Demetrius Wilkins.........U55076UICVM.UIC.EDU Orlando de la Cruz........orlandobridge.net Darcy Brockbank...........samuraiamber.hasc.ca Kevin Joson...............ae151torfree.net Abbott Wang...............wang57futures.wharton.upenn.edu Mason Wood................cons027titan.oit.umass.edu Lars Sorensen.............larshsVNET.IBM.COM and All my opponents..........soon to be too numerous to mention, but especially... Carl Morales..............khyron+cmu.edu Alex Cheng................ac59+andrew.cmu.edu Doug Barkes...............doug.barkeskgb.com S. Hyun Yim...............sy2b+andrew.cmu.edu David J. Wingrove.........dw54+andrew.cmu.edu Brendan T. Hunt...........bhunt+andrew.cmu.edu Michael K. Im.............sim+andrew.cmu.edu and the others at the Pittsburgh tournament Just wait until next time.... :) -- "Oh, the cow in the meadow goes moo, the cow in the meadow goes moo, then the farmer hits him on the head and that's where we get hamburger..." --Phoebe http://www.contrib.andrew.cmu.edu/usr/th2n/home.html