ARRRRRR! Jeffry players unite! (Sorta)

Discussion in 'Junky's Jungle' started by JRock, Oct 27, 2003.

  1. JRock

    JRock Active Member

    Re: ARRRRRR! Jeffery players unite! (Sorta)

    Roger that man, I'll add him as soon as I get like erm... 4-5 more people.
     
  2. maddy

    maddy Well-Known Member

    Re: ARRRRRR! Jeffery players unite! (Sorta)

    I am a Jeffry user,too. So is BMF.

    I hope for this thread to become one that provides some useful information about playing as Jeffry in the future.

    Jeffry is more fun than AKira.
     
  3. Throwmasta

    Throwmasta Well-Known Member

    Re: ARRRRRR! Jeffery players unite! (Sorta)

    Jeff is a lot of fun in Evo. I like the fact that he has so many canned strings, which can be cancelled at any time and followed up by a throw, or if you think the opp. will crouch, a low throw or mid hit. The ability to use the threat stance as a canned follow up to [P][P] and [4][P]+[K] is a welcome (and fun) addition as well; even though it can get you in trouble sometimes /versus/images/graemlins/mad.gif. If you have gone through tactics and advice with him in training mode, then you already know about that sick threat stance combo he can use against Brad, Lau, Pai, and Lion: Threat stance ([P][K][G]), heavy knee strike ([P],[6][P]+[G] when opp, blocks), [4][3][P]+[K] (this move usually force crouches the opp., but it floats those 4 characters after heavy knee strike for some reason), then [K][K][P] following the float. I've actually pulled this off in versus play, 99dmg total!

    [P]+[K] out of threat stance is a decent new move. Even though it is kinda slow, it compliments his existing vers. C follow ups pretty well. The reason being that a lot of players will just guard when they see a threat stance in fear of the quicker [K] follow up, or guard low in order for the catch blow ([P]), or the hit/throw to pass over them. That's where the new [P]+[K] follow up comes in handy; it hits mid, and you'll get a slight stagger if it's guarded, a larger stagger if it hits. Thus, giving you initiative.

    I love his new choke slam hit/throw ([6][6][P]+[K],[P]+[G]). Although I wish [6][6][P]+[K] hit mid instead of high. I guess the fact that it comes out fast, and can be used in certain combos, compensates for it not being a mid. Speaking of, he has a nice wall combo if you can connect with [P]+[K] out of threat stance (unblocked), it will slam opp. off the wall, and [6][6][P]+[K], [P]+[G] is guaranteed for a total of 90dmg.

    When I'm being overwhelmed by a series of moves by a faster character (who isn't faster than Jeff /versus/images/graemlins/smile.gif), I tend to occasionally break out with [4][K] instead of evading, since I often get tracked. Anyone have a better way of dealing with this? I find myself guarding a lot of the time, and getting thrown in the process when I don't expect it, or I do but it's fractions of a second too late.

    One final note, don't ever underestimate the power of [6][6][P], into throw /versus/images/graemlins/grin.gif
     
  4. Faded

    Faded Well-Known Member

    Re: ARRRRRR! Jeffery players unite! (Sorta)

    [ QUOTE ]
    Throwmasta said:

    Speaking of, he has a nice wall combo if you can connect with [P]+[K] out of threat stance (unblocked), it will slam opp. off the wall, and [6][6][P]+[K], [P]+[G] is guaranteed for a total of 90dmg.



    [/ QUOTE ]

    Actually if you ever manage to Mc with the [P]+[K] from threat stance doing a tiny dash into the hit throw is guaranteed without need ot a wall. As is [4],[6] [P]+[K]. Either option usually puts the damage past 100+
     
  5. Garian

    Garian Active Member

    Re: ARRRRRR! Jeffery players unite! (Sorta)

    Hey, I played over at china fair a bit, but I stopped becasue of time and broken controllers. I played against some people and I lost a lot, but I did win a bit too. I would rather play on a ps2 controller, but I do get paid on Friday, so maybe I will have some fun for once.
    Uh... I think I got a little too personal.
     
  6. Rodnutz

    Rodnutz Well-Known Member

    PSN:
    XxRodnutzxX
    XBL:
    XxRodnutzxX
    Re: ARRRRRR! Jeffery players unite! (Sorta)

    hahah nah man I was kidding too. I hear ya on the broken stick thing, well it's usually the buttons. I believe Andy went down there some time this week to work on them. Hopefully their all ready to go for the weekend. Well show up if you can, maybe then we can set something up for ps2 play. Later!
     
  7. JRock

    JRock Active Member

  8. JRock

    JRock Active Member

    Need some pixie dust...

    Ermmm can you mods change the Jeffery in the title to Jeffry so the thread can be visible in Discussion? Or fix it so topics with "Jeffery" is included with it? /versus/images/graemlins/wink.gif
     
  9. whiteguysamurai

    whiteguysamurai New Member

    Re: ARRRRRR! Jeffery players unite! (Sorta)

    To say that jeffry is'nt a popular character is kinda unproven, i am a bonifide jeffry expert,i can tell you just what i like about him; he's not for rookies, but he's isnt as pro as say:akira.
    Jeffry is all about dealing damage,keeping you foe at bay with lightning stike jabs andbrutal kicks.
    When i fight somone quick as say: pai, i can carelesly dodge and grapple, lets also mention that the overhead lift is still one of the most useful moves in the game still.
    A crouching jab is still effective for low characters such as shun, follow up with a low headbutt and a barrage of ground based damage.
    There are lots of kage and jacky and even lau players, but every virtua fighter expert knows one thing; if your foe is picking jeffry or wolf, they mean to end you! /versus/images/graemlins/tongue.gif
     
  10. Vith_Dos

    Vith_Dos Well-Known Member

    Re: ARRRRRR! Jeffery players unite! (Sorta)

    Jeffery is a mean mofo. Some of his throws have a bit too much animation such as the one where he lifts you over his head with two arms and throws you to the side (completely ruined by tech roll). But anyways, I played him to champion and find that he's a lot of fun to win with, especially when you make him do his breakdance at the end hehe. And as the person above me said about meaning to "end you", I think thats more of a mind game tactic when playing against people you dont know. "Oh no, he's picking jeff... he must suck... or be really really good! I better turtle..."
     
  11. martialfanatic

    martialfanatic Well-Known Member

    Re: ARRRRRR! Jeffery players unite! (Sorta)

    [ QUOTE ]
    Faded said:

    [ QUOTE ]
    Throwmasta said:

    Speaking of, he has a nice wall combo if you can connect with [P]+[K] out of threat stance (unblocked), it will slam opp. off the wall, and [6][6][P]+[K], [P]+[G] is guaranteed for a total of 90dmg.



    [/ QUOTE ]

    Actually if you ever manage to Mc with the [P]+[K] from threat stance doing a tiny dash into the hit throw is guaranteed without need ot a wall. As is [4],[6] [P]+[K]. Either option usually puts the damage past 100+



    [/ QUOTE ]

    That works, but I also like to use the [P]+[K] from threat stance when they're rising, and backed against the wall (if I think they're going to block). Even with a fast struggler (from hitting the wall, even on block), you can land the [6],[6] [P]+[K]. Many uses for those two moves.

    How many frames is the hit-throw anyway? It's hella fast, so I use it often to interrupt their moves. That move has become my favorite new move.
     
  12. Thund_R

    Thund_R Member

    Re: ARRRRRR! Jeffery players unite! (Sorta)

    Not to be a 'me too' but I have to agree the [6][6][P][K] is pretty fast. Plus it's a lot of fun watching him pull off the throw and hearing his gruffy laugh!

    Oh yeah, although this is my first post I've been lurking ever since VF3tb. Back then I didn't really know this board existed just stayed on the main page reading the guides on Jeff and Pai. I've since left Pai and concentrated on Jeff but i'm slowly experimenting with Goh.
    Anyway, to make this post even more on topic, count me in as a dedicated Jeff user. Maybe one day i'll actually get to play somebody other than the AI(if you're in Florida look me up)

    Ciao /versus/images/graemlins/grin.gif
     
  13. DanniBoySmith

    DanniBoySmith Well-Known Member

    Re: ARRRRRR! Jeffery players unite! (Sorta)

    [ QUOTE ]
    Thund_R said:

    Not to be a 'me too' but I have to agree the [6][6][P][K] is pretty fast. Plus it's a lot of fun watching him pull off the throw and hearing his gruffy laugh!
    Ciao /versus/images/graemlins/grin.gif

    [/ QUOTE ]

    yeah i also love the [6][6]+[P][K] but its primary use imo is to use it after a wall stagger. after Threat stance [P]+[K] is another common one but both the above condition aren't going to be occuring too much. what occurs much for me is when i dodge a long recovering move and then its really a matter of whether you want to go for this move or the knee. if you're in a position to connect the [6][6]+[P]+[K], you'll also be in a postion to connect the knee so in a tense situation i'd opt for the knee everytime due to 10x simpler exectuion and lack of timing required. then again this is much more flashy so whenever i think i can get this off i go for it /versus/images/graemlins/wink.gif.

    while we're on the subject of [6][6][P]+[K] however does anyone know if it works after a MC [2_][3]+[P]?? haven't given it a shot yet....
     

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