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VF5 Jeffry Thread

Discussion in 'Jeffry' started by ice-9, Jun 3, 2006.

  1. Sudden_Death

    Sudden_Death Well-Known Member

    yeah its from FT, i think it looks SLIGHTY different, like the spin kick coming out so fast
     
  2. Unicorn

    Unicorn Well-Known Masher Content Manager Wolf

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    P+K,P (MC)? It means that P must hit MC, or whole sequence?
     
  3. ice-9

    ice-9 Well-Known Member

    [P] must hit MC, doesn't matter how [P]+[K] hits.
     
  4. Unicorn

    Unicorn Well-Known Masher Content Manager Wolf

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    Did you saw new Jeffry vids?

    In Lion vs Jeffry
    !!!KILLING MACHINA!!!
    2 times: [4][6]+[P] into new [P]+[K] move into [P][P][P] string - looks like minimally 80 damage on normal hit
    !!!KILLING MACHINA!!!

    After [6]+[P]+[K] he perform [2]+[P] [6][6]+[P][P] for more damage that usual juggle from VF4

    In Jeffry vs Kage - [P][6]+[P][P] - last hit on normal hit is KND. I hope for crumple effect (like [4][6]+[P]) on MC, but I fear it will not come true.
     
  5. ice-9

    ice-9 Well-Known Member

    I wonder if that two handed attack is just [4][1][2][3][6][P]+[K]? I haven't seen any other new moves to suggest what that command gets.
     
  6. ice-9

    ice-9 Well-Known Member

  7. Adio

    Adio Well-Known Member

    Ice-9; this is the richest source of info since VF5memo! Shouldn't you make a thread or sticky this so that the other character threads can be updated too?
     
  8. ice-9

    ice-9 Well-Known Member

    My problem is I can't read the darn site--the font being used doesn't display on my IE.
     
  9. Unicorn

    Unicorn Well-Known Masher Content Manager Wolf

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    todays new vid - Jeffry vs Brad (up0103.wmv)
    [6]+[P]+[K] - [2]+[P] [4][3]+[P]+[K] [9]+[P]+[G] airthrow. Damage looks like about 60 points and later in the match it looks like it can be connected as closed-stance only juggle

    I think this groundslams starting to turn to be so much. The can lead to really great damage with most of the characters - and last few Jeffry vids show this perfectly.

    If this juggles which appears during last few dayes will make it into the final version, I think Jeffry will carry attraction of many new players thanks to his superb damaging juggles. Or - he will not. That for case ALL characters will be damaging like this...
     
  10. ice-9

    ice-9 Well-Known Member

    I added the combos to a new section. Guys give me a heads up if you see any other new notable combos to put up permanently in the first post.
     
  11. Unicorn

    Unicorn Well-Known Masher Content Manager Wolf

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    Looks like new [6][4]+[P],[K] (minimally on MC? on normal hit dunno) leeds to guaranteed pounce ([8]+[K]+[G])

    [3][3]+[P]_[4][6][6]+[P]+[K] into [P]... will be definitly stance/character/hit dependable, as this juggles was in VF4

    [3]+[P][P] into [2]+[P] [6][6]+[P][P] looks like can be connected on more characters now
     
  12. Unicorn

    Unicorn Well-Known Masher Content Manager Wolf

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    todays new vid - Jeffry vs Wolf

    [4][6]+[P]>[4][6]+[P]+[K]>[P]>[P][P][P]
    Dunno if this is stance (was performed in open) or large/weight dependable variation of juggle we saw before, but it is definitelly interesting in terms we cas see how high is pounce you can obtaion from [4][6]+[P]+[K].

    BTW I am nearly sure you can perfrom juggle [4][6]+[P]>[4][6]+[P]+[K]>[P]>[9]+[P]+[G] and it will be about the same damage as this one I listed up here
     
  13. bfnh

    bfnh Member

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  14. Unicorn

    Unicorn Well-Known Masher Content Manager Wolf

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    up0115.wmv - Jacky vs Jeffry

    OM [K] (backhit, MC) > backthrow > small down attack => about 130 DMG
     
  15. Unicorn

    Unicorn Well-Known Masher Content Manager Wolf

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    2006-6-24_18_22_JEFFRY_vs_KAGE.wmv

    new juggle: [6]+[K]>[P]>[P]>[P][P][P] (closed stance only (minimally against Kage for sure), as we can see later in the vid)

    2006-6-25_19_34_JEFFRY_vs_JEFFRY.wmv

    At the end of the 1st round, Jeffry (lol; I mean that one who win) made some move which looks like VF4 [6][4]+[P] - and which made that "ssssh" sound, which most of full-circle moves are doing... It looks like new [6][4]+[P], but slightly re-animated, to made it full-circle. WTF?

    new juggle: [3]+[K] (wall)>[6][4]+[P]+[K] (bounce)>[P][P](last [P] whiff). Techrollable; and possible to do after [2]+[K]+[G] (wall = stagger), if opp is not struggling fast enough

    2006-6-15_20_14_JEFFRY_vs_BRAD.wmv

    new juggle: [4]+[P]+[G](wall)>[P]>[4][3]+[P]+[K] (bounce)>[P][P][P]>not sure, but I think [8]+[K]+[G] will work here as guaranteed stuff

    BTW [P][6]+[P][P] - last hit on MC = no crumple, just KND. Sniff
     
  16. ice-9

    ice-9 Well-Known Member

    That "Shhh" move should be the [6][4][P] replacement and we've seen it used in previous clips. I never noticed that sound though so that's a great catch...could hopefully indicate it's full circular.

    I had originally written that Jeffry wobbles on whiff, but that's clearly no longer the case....or maybe I mistook it for [4][1][2][3][6][P]+[K]? To this day I still don't know what this move looks like.
     
  17. tianyuan2k2

    tianyuan2k2 Well-Known Member

    Quick look of Arcadia 75 scan:

    "Using move properties to develop general offense"

    Simple moves and huge attacks are the signature of Jeffry’s gameplay, blah blah blah. Basic attacks are important, while [P][6][P][P]/threat stance keeps opp guessing, since opp will stand block often because [P][6][P][P] is high > mid chain, use [P] > throw to catch opp aggressively from standing guard.

    Whenever [3][P][P] on normal hits, just combo after that. Its stand p counterable if it’s blocked, so do hit check after first hit. [3][K]+[G] has a good reach, [4][3][P][P] combo after it hits.

    New Move [6][4][P]+[K] has advantage on guard. The reach is very short, you need to do this move very close to your opponent to hit. Now Jeffry has two new guard crushing moves: [6][4][P][K] and [9][K]. They works wonder against fuzzy guard and other defensive moves. You can force hit/throw nitaku immediately after opp gets staggered.

    Though they are slow, [6][P]+[K] and [4][3][P][P] have great evasive properties. In small disadvantage, such as after [2][P] being blocked, execute those moves after backdash to beat counter attacks.



    Basic combo pick up:
    1. [6][K] > [P] > [6][P][P]
    ^ Depends on how high the knee floats, use multiple stand P to control the height of opp in the air.

    2. [6][P]+[K] > delayed [2][P] > [4][3][P][P]
    ^ Delay [2]P with timing, works on every character.

    3. [4][6][P] > [6][4][P]+[K] > [P][6][P][P]
    ^ Huge damage combo, look for the “tranz†to do this combo whenever you can.

    Virtua mini fact:
    Whenever [6][K] and [4][6][6][P]+[K] floats your opp very high, go for [3][P]+[K][P][P][P] for 5 hit combo.
     
  18. Unicorn

    Unicorn Well-Known Masher Content Manager Wolf

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    [3]+[P][P] is P counterable? That is not too good.

    [6][4]+[P]+[K] is that 2-hand MID owerhead attack, which juggles (crumples like [4][6]+[P]) on normal hit, right? I is advatnatge on block? LoL, that sounds like Tekken; but good news for Jeff. Maybe execution speed and short range will make it balanced..?

    The same advantage for [9]+[K], but... What is this move? Jumping kick?

    BTW if [4][6]+[P] into [6][4]+[P]+[K] into [P][P][P] is guaranteed, it means bounces are not techable...
     
  19. ice-9

    ice-9 Well-Known Member

    Yeah, I think [9][K] is a mini-jump kick move.

    tianyuan, thanks SO much for translating!! Do you know if Arcadia mentions anything about whether any moves are full circular? Or if the new moves are half-circular? Thanks!
     
  20. Unicorn

    Unicorn Well-Known Masher Content Manager Wolf

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    [ QUOTE ]
    ice-9 said:
    Yeah, I think [9][K] is a mini-jump kick move.


    [/ QUOTE ]
    Hmm... Mid one? And how quick?
    If this will be mid jump with decent speed, it will be awesome adition into jeffs strategy. But because it leads into advantage on block, I'm afraid speed will be horribly slow /versus/images/graemlins/tear.gif
     

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