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VF5 Jeffry Thread

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

  1. ice-9

    ice-9 Well-Known Member

    It looks like it's 20-25 frames, but it might be a high attack unfortunately. However if it's full circular this move could be really good.
     
  2. ice-9

    ice-9 Well-Known Member

    Oops, sorry, just saw that kick on hk-vf.net (recent Lau vs Jeffry clip). It's definitely not circular...looks linear actually. But could hit middle potentially, though I'm guessing high.
     
  3. Unicorn

    Unicorn Well-Known Masher Content Manager Wolf

    PSN:
    unicorn_cz
    XBL:
    unicorn cz
    [ QUOTE ]
    ice-9 said:

    Oops, sorry, just saw that kick on hk-vf.net (recent Lau vs Jeffry clip). It's definitely not circular...looks linear actually. But could hit middle potentially, though I'm guessing high.

    [/ QUOTE ]
    You mean that kick jeffry does after 2nd round? I think it is basic K+G, isn't it..?
     
  4. ice-9

    ice-9 Well-Known Member

    No, I think Jeffry's K+G looks like Wolf's K+G. I.e. it's at least half-circular, and very slow. I could be confused though.
     
  5. Unicorn

    Unicorn Well-Known Masher Content Manager Wolf

    PSN:
    unicorn_cz
    XBL:
    unicorn cz
    2006-7-3_13_48_JEFFRY_vs_EILEEN.wmv

    [4]+[K]>[2]+[P]>[2]+[K]+[G] - minimally against light weight

    (juggle)>[4][3]+[P]+[K] bounce>airthrow seems to work only in closed stance (or vice versa if you use starter like [6]+[K], which switches your legs)
     
  6. Unicorn

    Unicorn Well-Known Masher Content Manager Wolf

    PSN:
    unicorn_cz
    XBL:
    unicorn cz
    Taken from another thread:
    [ QUOTE ]
    Srider said:

    Jeffry Mcwild

    <font color="#666666"> Strike Attacks </font>
    [2][P]
    [P]
    [6_][P]
    [P][P]
    [P][P][P]<font color="red"> New! </font>
    [P][6][P]<font color="red"> New! </font>
    [P][6][P]([P]+[K]+[G])<font color="red"> New! </font>
    [P][6][P][P]<font color="red"> New! </font>
    [P][K]
    [P][K][P]
    [6][P][4][P]
    [6][6][P]
    [6][6][P][P]
    [6][4][P]<font color="red"> New! </font>
    [6][4][P][K]<font color="red"> New! </font>
    [4][P]
    [4][P][P]
    [4][6][P]
    [4][6][6][P](Chargeable)
    [4][3][P]
    [4][3][P][P]
    [2_][3][P]
    [3][P]
    [3][P][P]
    [3][3][P]

    [K]
    [6_][K]
    [K][K]
    [K][K](On Hit)[2][3][6][P]+[G]
    [K][K][P]
    [6][K]
    [6][6][K]
    [4][K]
    [4][K][P]
    [2][K]
    [2][K][P]
    [2][K](On Hit)[2][3][6][P]+[G]
    [2_]or[1][K]
    [3][K]
    [9][K]<font color="red"> New! </font>

    [P]+[K]
    [P]+[K][P]
    [P]+[K][P](On Counter Hit)[6][P]+[G]
    [6][P]+[K]
    [6][6][P]+[K]
    [6][6][P]+[K](On Hit)[P]+[G]
    [6][4][P]+[K]<font color="red"> New! </font>
    [4][P]+[K]
    [4][P]+[K]([P]+[K]+[G])
    [4][P]+[K][K]
    [4][3][P]+[K]
    [4][6][P]+[K]
    [4][6][6][P]+[K]
    [2][P]+[K]
    [2][P]+[K][K]<font color="red"> New! </font>
    [3][P]+[K]<font color="red"> New! </font>
    [3][P]+[K][P]<font color="red"> New! </font>
    [3][P]+[K][P][P]<font color="red"> New! </font>
    [3][P]+[K][P][P][P]<font color="red"> New! </font>
    [4][1][2][3][6][P]+[K]
    [1][P]+[K]

    [K]+[G]<font color="red"> New! </font>
    [6][K]+[G]
    [1][K]+[G](Chargeable)
    [2][K]+[G]
    [3][K]+[G]
    [9][K]+[G]

    (During Evade)[P]+[K]
    (OM)[P]
    (OM)[K]

    (While Running)[6_][P]+[K]
    (While Running)[6_][K]+[G]

    <font color="#666666"> Threat Stance Attacks </font>
    [P]+[K]+[G]
    [P]+[K]+[G][P]
    [P]+[K]+[G][P](On Guard)[6][P]+[G]
    [P]+[K]+[G][K]
    [P]+[K]+[G][P]+[K]
    [P]+[K]+[G][P]+[G]

    <font color="#666666"> Backturned Attacks </font>
    [P]
    [2][P]
    [K]
    [2][K]

    <font color="#666666"> Jumping Attacks </font>
    (While Ascending)[P]
    (Mid Air)[P]
    (While Ascending)[K]
    (Mid Air)[K]
    (Before Landing)[K]

    <font color="#666666"> Down Attacks </font>
    [3][K]
    [8][P]
    [8][K]+[G]
    [2][P]+[G]
    [3][P]+[G]

    <font color="#666666"> Wall Attacks </font>
    [6][P]+[K]+[G]

    <font color="#666666"> Throws </font>
    [P]+[G]
    [6][P]+[G]
    [1][6][P]+[G]
    [4][1][2][3][6][P]+[G]
    [4][6][P]+[G]
    [4][6][P]+[G][6][P]+[G]
    [4][6][P]+[G][6][P]+[G][6][P]+[G]
    [4][6][P]+[G][6][P]+[G][4][P]+[G]

    [4][P]+[G]([8]or[2] to Change Throw Direction)
    [6][3][2][1][4][P]+[G]<font color="red"> New! </font>

    [3][P]+[G]
    [3][3][P]+[G]
    (Back to Wall or Opponent's Back to Wall)[3][P]+[G]
    (Opponent's Back to Wall)[4][3][P]+[G]

    [2][P]+[G]
    [1][P]+[G]

    (Side of Opponent)[P]+[G]
    (Side of Opponent)[4][6]or[6][4][P]+[G]
    (Back of Opponent)[P]+[G]
    (Back of Opponent)[2][P]+[G]

    (Crouching Opponent)[2][6][P]+[K]+[G]
    (Crouching Opponent)[3][P]+[K]+[G]
    (Crouching Opponent)[2][P]+[K]+[G]
    (Side of Crouching Opponent)[1]or[2]or[3][P]+[K]+[G]
    (Back of Crouching Opponent)[1]or[2]or[3][P]+[K]+[G]

    (Air Throw)[9][P]+[G]

    [/ QUOTE ]
    I just wish to point at some things in this movelist:
    I missed there some moves:
    * [4][6]+[P]+[G][4]+[P]+[G] - is is definitely there, was in some vid
    * [4][3]+[P]+[G] - reanimated old throw, was in some vids
    * [P][P][4]+[P][P] - was this string (mentioned in first post of this thread) taken out?

    And about some moves I have some unclearness:
    * [K][K](On Hit)[2][3][6]+[P]+[G] - I am not sure this really works - in E3 version it was out, plus... New ([K])[K] looks differently from old one and from [2]+[K]. But I can be wrong
    * (Side of Crouching Opponent)[1]or[2]or[3][P]+[K]+[G])
    (Back of Crouching Opponent)[1]or[2]or[3][P]+[K]+[G])
    I think correct record is the same as in VF4, ie
    (Side of Crouching Opponent)[2]or[3]or[2][6][P]+[K]+[G])
    (Back of Crouching Opponent)[2]or[3]or[2][6][P]+[K]+[G])
     
  7. ice-9

    ice-9 Well-Known Member

    Yup, it looks like [P][P][4][P][P] is a phantom string (or taken out). I wonder what [4][1][2][3][6][P]+[K] is? That's the only new move of his I haven't seen.

    Also, looks like [3][P][P] is confirmed to be [P] counterable.
     
  8. noodalls

    noodalls Well-Known Member Bronze Supporter

    Article - Jeffrey VF5 Combo List
    Author - Yorou Kage
    Source - Myke
    Translation - Noodalls

    Utilise the moves' properties t othe max, strike during your opponent's openings and slam them with big combos.

    1. [3][P][P] [6][6][P][P]
    2. [3][P][P] [6][K]
    3. [3][P][P] [2][P][2][K][P]
    4. [3][3][P] [6_][P] [6][6][P][P]
    5. [3][3][P] [6_][P] [4][3][P][P]
    6. [3][3][P] [6_][P][K][K][P]
    7. [6][K] [6_][P] [6][6][P][P]
    8. [6][K] [6][P][4][P]
    9. [6][P]+[K] [2][P] [4][3][P][P]
    10. [6][P]+[K] [2][P] [2][P] [6][6][P][P]
    11. [6][P]+[K] [2][P] [2][P] [P][K][P]
    12. [4][6][P] [K][K][P]
    13. [4][6][P] [6][4][P]+[K] [P][6][P][P]
    14. [3][K]+[G] [2][P] [6][6][P][P]
    15. [3][K]+[G] [8][K]+[G]
    16. [4][6][6][P]+[K] [6_][P] [6_][P] [6][6][P][P]
    17. [4][6][6][P]+[K] [3][P]+[K][P][P][P]
    18. [4][6][6][P]+[K] [6_][P] [6_][P] [4][3][P]+[K] Airborne opponent [9][P]+[G]
    19. [4][6][6][P]+[K] [4][3][P]+[K] [6_][P] [6][6][P][P]
    20. Counter hit [4][6][6][P]+[K] [4][3][P]+[K] [6_][P] [4][3][P]+[K] Airborne opponent [9][P]+[G]

    Jeffrey's combos often start with even a normal hit, and there are many moves that launch the opponent high, so you can connect many moves. Reember the basic combos, and try to use the appropriate combo depending on the situation.
    Combo 1 is relatively guaranteed. Combo 2 is basically for closed stance. Use combo 3 against light weights. You can connect with moves other than [2][K][P] as well.
    Combos 4,5 and 6 basically work on all charactes. The launch is low, so if it looks like standing [P] won't connect, go straight for [6][6][P][P]. Combo 7 launches high, so you can use standing [P]x2 or [2][P]. Combo 8 starts in open stance, against heavy weights. Of course, you can use moves other than [6][P][4][P].
    In combo 9, if you delay the [2][P] slightly it will work on all characters. Combo 10 and 11 are similar, and work on light weights.
    Combo 12 is easy to connect. Combo 13 is big damage. When the [4][6][P] connects, try intently to hit this.
    Combo 14 connect on up to middle weights. Combo 15 is for when you hit at a distance, the [2][P] looks like it won't connect or against heavy weights.
    [4][6][6][P]+[K] launches high and allows many moves to connect. Combo 16 is the basic combo. Look at the height of the launch and decide how many [P]'s will connect. Combo 17's damage isn't that great, so use it when you think you will KO the opponent to show an interesting move. With combo 18 if the launch isn't that high you can't relaunch them, so be careful. Combo 19 will work against light weights even on normal hit.
    Combo 20 is for against light weights only on counter hit. Connecting two [4][3][P]+[K]'s in a combo is a Gosu? combo. Getting this in a real match must be almost impossible .... right!?
     
  9. sixtwo

    sixtwo Well-Known Member

  10. noodalls

    noodalls Well-Known Member Bronze Supporter

    Whoops. I put the question mark after Gosu not because I didn't know what it meant, just because I knew the character started with Go but couldn't read the second half and was too lazy to look it up. Turns out it's gokai and means exciting or heart-felt. Oh well, Gosu is close enough.
     
  11. EVM

    EVM Well-Known Member

    On Jeffreys K,K, quarter circle forward P+G, how do I satisfy this move to make it work? I really dont have trouble pulling off quarter circle or full circle moves for that matter but in dojo mode I can never even get the ,ove off. What are some timing things I should be paying attention to?
     
  12. ice-9

    ice-9 Well-Known Member

    I don't know the timing for VF5, but in VF4 there is considerable pause required after the second K before inputting the throw. The timing is just as the second K touches the floor before I input the QCF motion. It also helps if the second K hits on counter. I imagine it works similarly in VF5.
     
  13. akiralove

    akiralove Well-Known Member

    XBL:
    JTGC
    you may have noticed in Dojo Mode, some commands have a "?" in a letter box during Command Training. I think the move you're talking about is one of them. This means that there's a Demo built into the command list that will show you how to execute the move.

    Pause the training, go to Command List, and the move you're on will be highlighted. I think it's Select to see the demo, which shows the stick and buttons, and will play over and over until you cancel it.

    it's pretty handy, I used the sounds of the buttons to learn Kage's 4 Hit Dragon Punch.
     
  14. ice-9

    ice-9 Well-Known Member

    I wish I have VF5...sigh...!@#$% Play-Asia.
     
  15. EVM

    EVM Well-Known Member

    Hey, thats awesome! I was wondering what that question mark was for. I thought it was because I never completed the move, which I have not, out of maybe 300 tries, but I could not get anything to come up. I am not asain so I can't read the manual either. THANKS!

    Its probably just this stick, its just too sensitive for that particular motion/move. I am going to put an octagon gate on it and see what happens. If not, then I will try a Happ ultimate.
     
  16. akiralove

    akiralove Well-Known Member

    XBL:
    JTGC
    like Jeff said, it's not a hard move, it's just CRAZY slow how long you have to wait. Basically, it's like you enter the throw once Jeffry isn't doing anything anymore.
     
  17. EVM

    EVM Well-Known Member

    <div class="ubbcode-block"><div class="ubbcode-header">Quote:</div><div class="ubbcode-body">like Jeff said, it's not a hard move, it's just CRAZY slow how long you have to wait. Basically, it's like you enter the throw once Jeffry isn't doing anything anymore. </div></div>

    Yeah, now I just do /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/k.gif, /forums/images/%%GRAEMLIN_URL%%/df.gif /forums/images/%%GRAEMLIN_URL%%/df.gif /forums/images/%%GRAEMLIN_URL%%/p.gif + /forums/images/%%GRAEMLIN_URL%%/g.gif, it works better than the other way, probably faster too.
     
  18. ice-9

    ice-9 Well-Known Member

    But to be clear, that's not the TKOD. The /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif can be escaped and is not guaranteed.
     
  19. sanjuroAKIRA

    sanjuroAKIRA Well-Known Member

    That isn't the hit throw. Toe kick MC is +8 : the second K of KK on MC is +2 : If you try /forums/images/%%GRAEMLIN_URL%%/df.gif /forums/images/%%GRAEMLIN_URL%%/df.gif /forums/images/%%GRAEMLIN_URL%%/p.gif + /forums/images/%%GRAEMLIN_URL%%/g.gif in the first instance, your opponent can attack to produce clash or throw escape to avoid the throw & in the second instance your opponent can just knee you out of a throw attempt...actually they probably SHOULD be trying to knee you there since the fastest followup P of KKP is probably still guaranteed (was in evo, right?) when the second K MC's & their only real hope is a flub of the TKoD command producing a normal throw like you've shown us.

    When you do the command properly upon MC toe kick or KK(MC) there is nothing your opponent can do but watch that lifebar go bye bye...If 5 is like 4, wait until the toe of the kicking leg just touches the ground & quickly QCF P+G.

    Have fun.
     
  20. EVM

    EVM Well-Known Member

    Ok, I seem to have it flowing now, it is really late, its so late I can take my sweet old time making the QCF motion.
     

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