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Jeffry's Oki

Discussion in 'Jeffry' started by KoD, May 30, 2007.

  1. KoD

    KoD Well-Known Member

    PSN:
    codiak
    Started playing a little jeff + trying to figure out his wakeup game.

    Stuff I've seen / why it seems to be used

    DM P+K : to catch evaders since its full circ

    OM P : chasing techroll, safe, pressuring towards edge

    6K+G : stagger on block, seems to need to be fairly close, after 2P+G the timing is easy to beat both low and mid rising attack

    4P+K~threat or straight to threat : mid / catch throw mixup from threat

    questions:
    is 66K still useful? after 66PP combo enders it doesnt seem to track very well even with a small dash. I seem to recall that it used to be able to hit tr and force guard against qr.

    related, how to really punish techrolling from 66PP combo enders- sidekick is easy to time, but seems like there should be more damaging options. edit - like for instance 66P ~ backstagger ~ combo w 3PP / 33P ?
     
  2. Unicorn

    Unicorn Well-Known Masher Content Manager Wolf

    PSN:
    unicorn_cz
    XBL:
    unicorn cz
    DM P+K is -15 on block and slow exe, what means that this option is not as usefull as it seems to be at first look I think; I don't use this.

    66K is still the same. Slow as hell, linear, easy to see, pushes opp back, +3 on block. I dont use this kick most the time, I think Jeffry have better - and safer - options.

    Against opps TR, I usually mix between throws, 3K+G, 1K+G and 46P; exceptionally 6K+G for surprise, and sometimes 66PP or 3K(from distance) and sometimes K+G (just because I wish to use this usseles move /forums/images/%%GRAEMLIN_URL%%/laugh.gif ).

    This all are safe options which covered all of opps possible actions. But maybe I missed something, I am still a big n00b.
     
  3. NGKrush

    NGKrush Well-Known Member

    PSN:
    de_kroet
    XBL:
    de kroet
    i read about whiffing 4P+K and doing a delayed K somewhere on these boards and i have had enough succes with getting the followup K to hit on counter that i've moved it to my list of well to use oki moves. mixing the threat stance in there works very well and going into it after 4P+K does keep your opponant on his/her toes.
     
  4. SweepTheLeg

    SweepTheLeg Well-Known Member

    Other Jeff oki ideas:

    - I've been having great success lately with a fairly basic wake-up mix game: after opponent's TR, dash in with a 33P launcher. This interrupts a surprising number of moves (goes under highs? could be wrong here), and on MC allows for a 90ish damage combo (33P, P, 43P+K, 6K). After getting abused by this one or two times, opponents will clam up when they see crouch dash approach on wake up -- this leaves them vulnerable to Splash Mountain, whose 33P+G input mimics the crouch dash of the 33P.

    - I've found the (TH) P+G catch throw to be a fantastic oki tool. I like to crouch dash in to bait a rising kick, back dash out -> TH P+G just outside of the kick range. Off a TR, the catch eats the opponent's attacks. When you've trained them to try to duck off TR or throw out of the catch, TH K or TH P+K (with stagger followups) works like a charm.

    - OM around rising kicks, 2nd OM (with K) to a back crumple -> low back throw. (Standard for every character?)

    - from distance, 3K and 66PP are wonderful

    Feel free to experiment with this and correct me, verbally abuse me, etc.
     
  5. tonyfamilia

    tonyfamilia Well-Known Member

    I just recently started playing Jeffry and I noticed that one of his combos that work on all the characters does less damage to lightweight and middleweights but it does more damage to upper middleweights and heavyweights.
    The combo is /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif /forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/p.gif
    I wanted to know why that is and is this a first in the series. I've never seen the same combo connect and deal a different amount of damage for one floating opp than for another in any of the other characters. Any insight into this would be greatly appreciated.
     
  6. Unicorn

    Unicorn Well-Known Masher Content Manager Wolf

    PSN:
    unicorn_cz
    XBL:
    unicorn cz
    This is because of new calculate formula for juggles presented in VF5 - the damage from certain moves differes depending on how high you will hit your opponent (lower = stronger). Especially againt light weight character you can use 1 or 2 frame delay to scale up your damage from the same juggle.
     
  7. akiramike

    akiramike Well-Known Member

    What's Jeff's best oki options after a spash mountain (df,df+P+G)? A side roll seems to dodge his stomp and pounces. What's Jeff's best move to beat rising attacks? Thanks.
     
  8. GodEater

    GodEater Well-Known Member

    From Splash Mountain I tend to OM to try and get to the opponent's back. do it right and get a nice crumple stagger from OM-P for an ULTRA COMBOOOOOH!

    GE
     
  9. Plague

    Plague Well-Known Member

    PSN:
    plague-cwa
    XBL:
    HowBoutSmPLAGUE
    I believe this involves the penalty for trying to do instant recovery and failing. It is new to the series. Failed recoveries during combos reset the damage scaler. Since the heavyweights float lower, they are more likely to try the recovery. A lightweight is not even close to the ground in the same situation and will probably not try to recover. This has been noted during free training, I bet it happens in Quest and it certainly happens if a real player tries to tech and screws up.
     
  10. Unicorn

    Unicorn Well-Known Masher Content Manager Wolf

    PSN:
    unicorn_cz
    XBL:
    unicorn cz
    I will finnaly test this today, but I believe this works different - I beliave this is penalty for TRling last hit, if this hit is made by some concrete moves. But as I say already - final test will be today /forums/images/%%GRAEMLIN_URL%%/laugh.gif
     
  11. Unicorn

    Unicorn Well-Known Masher Content Manager Wolf

    PSN:
    unicorn_cz
    XBL:
    unicorn cz
    After splash mountain, I usually go for quick backdash into /forums/images/%%GRAEMLIN_URL%%/uf.gif/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif or /forums/images/%%GRAEMLIN_URL%%/uf.gif/forums/images/%%GRAEMLIN_URL%%/p.gif stomps... Each works against another risings, both togather works on everything I think
     
  12. Unicorn

    Unicorn Well-Known Masher Content Manager Wolf

    PSN:
    unicorn_cz
    XBL:
    unicorn cz
    After some testnig, I learned that this damage penalty result from pressing P+K+G in small frame window appearing shortly before you can recovery; no mather if you will really recovery or not. This window appears really shortly before you hit the ground, and IS NOT WORKING while bouncing.

    Enhanced damage differs character by character, which does not seem to have any connection to their weight or to the distance from the ground.
     
  13. akiramike

    akiramike Well-Known Member

    Backdash uf+K+G works against rising sweeps. Only that my opponent can QR and get up 1st thus having the initiative. Can't seem to pull backdash into u+P stomp though.I remember reading somewhere that b+P+K, PKG, K can stuff rising attacks but so far no luck.
     
  14. KtotheG

    KtotheG Well-Known Member

    What is my best option against an opponent who likes to hit PPP immediately after a techroll?

    I normally go for knee but I almost always end up whiffing or getting it stuffed by his P.
     
  15. KoD

    KoD Well-Known Member

    PSN:
    codiak
    In that case simplest thing to do is
    /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif,/forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/k.gif,/forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif
    because if they're mashing they'll eat the low kick on counterhit, then the short knee on counterhit also /forums/images/%%GRAEMLIN_URL%%/smile.gif

    Start throwing or lowthrowing if/when they wise up.
     
  16. GodEater

    GodEater Well-Known Member

    anticipate, duck then counter? I don't know what char you're facing but PPP on whiff isn't great and if you know it's coming try and bait the string and punish it.

    I can't test it but I think Jeff's f+P+K will go under that last two punches for a nice crumple which leads to great combo potential. At the very least, knowing it is coming is your advantage.

    GE
     
  17. KtotheG

    KtotheG Well-Known Member

    its against Lei-Fei, his PPP string is HMM

    guess I was probably being a bit ambitious with 6K haha

    cheers for the advice, i will try 2K+G instead now
     
  18. KoD

    KoD Well-Known Member

    PSN:
    codiak
    you should be able to beat any wakeup attack (except knee sabaki) with 6k. Finding the timing may be hard though, especially online.
     
  19. KtotheG

    KtotheG Well-Known Member

    yeah, its just that there arent too many active frames for it so its quite difficult for someone who is inexperienced like myself to use 6K on oki.

    Also, he uses Lei's jumping punch attack thing thats similar to Blaze's 8P+K (i dont know the command for Lei's). This would surely stuff my 2K+G attempt, so what is my option here?

    Or should I just work on the timing of oki 6K?
     
  20. akiramike

    akiramike Well-Known Member

    I'm having problems doing a delayed pounce u+K+G against rolling opponents. Everytime I try it, the K+G comes out or I do it too early and it doesn't track. What's the timing for it after a splash mountain? Thanks.
     

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