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VF5 Jeffry Thread

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

  1. Manjimaru

    Manjimaru Grumpy old man

    PSN:
    manjimaruFI
    XBL:
    freedfrmtheReal
    Re: Random Jeff

    I think opponent can at least interrupt all Jeffs backturned moves with his own, but I dont know if opponent can get anything guaranteed through.

    Id really like to know for sure whats the fastest way to turn around and block (just /forums/images/%%GRAEMLIN_URL%%/g.gif? /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/g.gif?) because this is an issue with several Akiras moves. There are some situations Im not sure are they combos or not. The issue is turning around with a block, how fast is it? I remember someone mentioning 5-7 frames somewhere.
     
  2. C1REX

    C1REX Well-Known Member

    Re: Random Jeff

    Is side throw guaranted after K+G?
     
  3. KoD

    KoD Well-Known Member

    PSN:
    codiak
    Re: Random Jeff

    Side throw is escapable, so it's never guaranteed. They cant duck a throw if K+G hits, though. PPP is guaranteed if K+G counter hits.
     
  4. C1REX

    C1REX Well-Known Member

    Re: Random Jeff

    P+K,P(ch):6P+G

    I'm not sure but it seems it can be mashed.
    To practice this move just go to dojo and set "reaction 1" on CPU.
    Just do P+K,P and start pressing 6P+G as fast as possible.

    This move looks much easier than 66P+K:p+G because of larger input window.
     
  5. Sorias

    Sorias Well-Known Member

    Re: Random Jeff

    I couldn't find what post you're responding too... so maybe it makes more sense that way, but it's wrong to equate those moves in general. Hit throws, and hit throws on counter hit are completely different classes of moves. P+KP > 6P+G is meant to be used for poking, and the hit throw is for possibly getting some extra damage if your opponent forgets the second punch and tries to attack for some reason. That is, the fact that it requires hit checking the counter hit for success on the hit throw means they made the input window more lenient.

    66P+K on the other hand, is meant as a punisher when you have 15 frames advantage, but are facing an opponent who's good at throw escaping, the hit throw allows you to get throw-style damage without the risk of getting 0 if you go for Splash Mountain or something.
     
  6. akai

    akai Moderator Staff Member Bronze Supporter

    PSN:
    Akai_JC
    XBL:
    Akai JC
    Re: Random Jeff

    Most strikes and throw moves that required a hit or on counter hit is likely impossible to do by hit checking. It is more about correct timing your input.
     
  7. KoD

    KoD Well-Known Member

    PSN:
    codiak
    Re: Random Jeff

    Not only that, but there's no reason not to slam in the hit-throw input every time you do a hit-throwable move; it's not like a normal throw will come out (unless you're really, really late, I suppose).
     
  8. Sorias

    Sorias Well-Known Member

    Re: Random Jeff

    Well, yeah, I agree in principle. P+KP is a little unique though in that you have two attacks leading to the hit throw. That is, even though hit checking the P is hard, or possibly impossible, you can easily hit check the P+K, and use that to predict whether the P will hit or not, and whether there's a chance for a counter hit. Perhaps I rambled too much... my point was really the distinction between a poking move and a punishment move.

    That is, I think the larger window on P+KP is specifically to help make the move easier to execute in exchange for the "difficulty" of needing a counter hit. 66P+K on the other hand, you should mostly bother using when it's guaranteed to hit, and then the hit throw is also guaranteed... which also makes it easier, and arguably more useful, to just spend a little time and memorize that timing first. That said, they're both great moves, and I use both of them, so it's not like a value judgement.
     
  9. Sebo

    Sebo Well-Known Member Content Manager Taka Content Manager Jeffry

    PSN:
    Sebopants
    Re: Random Jeff

    Nah. You can predict if they're going to try to attack after getting hit with /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif, but: never perform a hit throw without inputting the throw portion.

    It may or may not connect, but damn it's better to do it then get MC and not do anything because it can be "hit-checked." Shit if you can hit check something like that, side-stepping in the correct direction on reaction shouldn't be that hard.
     
  10. C1REX

    C1REX Well-Known Member

    Re: Random Jeff

    I try this move once a while.
    If P+K is blocked, and followed P is delayed, then is a big chance for CH.

    Not very useful but looks nice.
     
  11. Sebo

    Sebo Well-Known Member Content Manager Taka Content Manager Jeffry

    PSN:
    Sebopants
    Re: Random Jeff

    Damage is useful. Almost as much as /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif.
     
  12. C1REX

    C1REX Well-Known Member

    Re: Random Jeff

    Yeah, but more experienced player just duck and punish whatever I do if I abuse this move.
     
  13. KoD

    KoD Well-Known Member

    PSN:
    codiak
    Re: Random Jeff

    Then either stop delaying it, in which case it will combo on normal hit anyway, or dash backwards and punish the /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/p.gif (walk back lowthrow will also work if they're simply ducking). If they've got a good fast low, this wont work too well, but it's still fuzziable on guard.
     
  14. Sebo

    Sebo Well-Known Member Content Manager Taka Content Manager Jeffry

    PSN:
    Sebopants
    Re: Random Jeff

    ----
    If only I knew what EMX originally said /forums/images/%%GRAEMLIN_URL%%/frown.gif

    ----
    Why would you edit that? That's golden!

    *thumbs up!*
     
  15. EmX

    EmX Well-Known Member

    Re: Random Jeff

    wait I'm stupid

    people who don't do something to avoid the followup after P+K consistently are probably gas huffers
     

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